This is the first chapter of a set of rules
for a role playing system. I call it a system
because it is not tied to any particular
game setting or genre. To play in this system
you will need four things. First you need
a a game setting. Then you need a a Game
Master—called a GM—who acts as game designer,
operator, and referee. Then you need at least
one player, who will develop one or more
characters. Finally you need a way of generating
random numbers from 1 to 10 (ten sided die,
a computer program, etc.).
The primary thing
that sets Borigon apart from other role-playing
systems is that the game is user-defined.
Every aspect of the game can be defined to
be tailor-made for the setting and situations
of the game setting being played.
As you read this
text you will discover four types of sections.
The first are sections that describe the
philosophy of role-playing games and are
itnended for anyone to read. The second is
a player section; this is designed for anyone
to read since players need to know what is
in them and Gms must be masters at it. The
third is a GM section and is designed for
GMs to read, and they contain advice for
running the game, designing settings, and
designing adventures. The fourth are example
sections, where an illustration of the rules
is presented.
In a role-playing game there are two elements
that are impossible to do without: The setting
and the character. Each is an expression
of art. The setting is the expression of
the GM and the character is an expression
of the player. Both are manifestations of
the interplay between idea and realization.
Both must evolve over time to suit the advancing
needs of the game.
At first these will
be, necessarily, primitive ideas. Only with
time will they become more polished and refined.
Along the way ideas will be added and discarded.
This will invlove painful decisions about
what to do in various situations. Since the
ultimate goal is for everyone involved to
have fun, that should be the deciding factor
as to which choices to make.
The GM is in control
of the game, so there might be a tendency
to be dictatorial. When you make a decision,
be sure to think over how this decision will
effect the amount of fun of fun your players
will have. You might think it is cool, but
that doesn't mean your players will.
Players have the
freedom to develop their characters as they
see fit. On the other hand make sure that
you realize that there are other players
who want to have fun, too. How will your
decisions impact the fun that they have?
Are you developing an ability that will take
away from another character?
As a GM your responsibility is to provide the prospective character with all of the options necessary. You will need the following player aids:
A list of the choices for races to play.
The game details of each race. See the Chapter Creatures and Equipment.
A list of the places each race can be from. See the Chapter Nations and Societies.
A list of the available professions for each race/place.
The game details of each profession. See the Chapter Professions.
A list of each life path available for each race/place.
The game details of each life path. See the Chapter Life Paths.
A list of preadventures available for each race/place.
The game details of each preadventure. See the chapter on Preadventures.
A list of character templates for fast character design.
The game details of the templates. See the Chapter Character Templates.
Have a collection of pregenerated characters for players to choose from, if they want them.
Guidelines for names appropriate to the race/place.
This sounds like a lot of work, and it is
if you try to make it complete at the start.
You need not start out with everything. Begin
with one race and one place. Start with the
most common professions, life paths, preadventures,
and templates that are most important to
the race and the place you are building.
Do not be afraid
to develop as you go. Start with the bare
essentials and work it out, possibly with
input from your players. If they can think
of a good idea for a race, nation, profession,
life path, or preadventure, let them try
it out.
It is time to begin the story of your character.
The first decision you must make is whether
to engage in the full character development
system, prepare a character from a template,
create a free-form character, or play a pregenerated
character. Before you can proceed on either
of these methods, you must consult the GM
to make sure that all of these methods are
avilable.
If you decide to
use the full character generation system,
then continue below. Should you choose to
develop a template-generated character see
the chapter on Character Templates. If you
choose to play a pregenerated character you
will need to understand the background story
of the character and its behavior guidelines.
Every character begins with 10 History Points,
History Points are explained more fully in
the chapter Skills and Abilities.
You will need to
answer several questions:
What kind of character do you want?
What race will the character be? Note the game details of the race on your character worksheet. Pay any History Point cost for your choice of race. Any remainder will be added to your total for character creation.
What is the name of character?
Is your character a child? Adolescent? Adult? Middle-aged? Or old-aged?
Has the character gained most of their abilities from training, life experience, or specific adventures?
What one ability defines your character. Describe this ability and name it. The GM will tell you how much it costs in terms of History Points. Deduct this from your current total (negative numbers translate to removing History Points during later stages of character creation).
Choose three adjectives to describe the general behavior of your character.
Advantages cost History Points, detriments
can give them back. A genral guideline is
that anything that forces your character
to act in a specific way will be a detriment.
I recommend using a worksheet for noting
the game details of your character. Then
transferring the final version to the master
character sheet (see the sample character
sheet below). Keeping it on computer is also
a good idea.
When coming up with
a character concept you can be as detailed
or as general as you like. The more specific
you get with the character concept the more
tied into the game world your character will
be. In such a case you will need to work
closely with the GM to make sure all of the
details fit.
Decide if your character
has gained most of their skills and abilities
from training, life experience, or significant
events; the details can be found in later
chapters. Training is based on professions,
and the GM will have a list of them. Life
experience is reflected in life paths, a
collection of abilities based on a specific
theme chosen by the player. Significant events
are represented by preadventures; adventures
that your character has experienced before
entering the game. As you progress through
the game, your character will collect History
Points (HP), an abstract measure of the experience
your character has gained. At least 50% of
your available HP during character creation
must be spent on your decision; that is at
least half of your History Points must be
spent on professions if your character gained
most from training, life paths if your character
gained most from life experience, or preadventures
if your character gained most from significant
events.
Choose three adjectives
to describe the general behavior of your
character (for example: Quick-witted, honorable,
and loyal). These will help you play the
role of the character as the game progresses.
Over time you can add or subtract from the
list.
Here is a list of the Races for Game Play:
Borigonian: They are pointy-eared humanoids standing about 1.5 meters. There are three borigonian nations: Borigon: a warrior-oriented nation, The Mountain Clan: a craft-oriented nation, The Southern Clan: a seafaring-oriented nation. The nations are united under the High Queen as an empire.
Arric: They are white-furred humanoids who are fierce warriors. Their nation is warrior-oriented to the far northwest.
Bunmial: These are black humanoids who are master magicians. Their mountain nation is in the center of the world.
Drubrandall: These are immortal shapechangers. Their nation is information-oriented in the swamps of the far northeast.
Drusirric: These are flexible psychic hunters. Their hunting-based nation is in the swamps to the northeast.
Qandarric: Giant mice with thumbs. Their merchant-based nation is in the forests near the eastern spine of mountins in the southeastern quadrant. Their nation is a part of the Empire of Borigon.
Husirric: Giant psychic insectoids. Thier warrior-based nation is located in the central swamps in the southeast quadrant. Their nation is part of the Empire of Borigon.
Faerpencorfin: White-skinned, red-eyed, four-armed humanoid warriors. Their nation is located near the northern spine of mountains in the northwest quadrant.
Jangen: These are short humanoids who are completely white and are allergic to sunlight. Their underworld nation is in the mountains of the eastern spine, and it is a part of the Empire of Borigon.
Meliasirric: These are green six-legged lizards who are scholars. There are two information-based nations; one in the northwestern forests in the southeast quadrant, the other is an island to the south. Both are part of the Empire of Borigon.
Rihara: These are giant wild men. Their warrior nation is located in the jungle in northeast quadrant near the northern spine.
Here are the game details of these races (these races were created using Chapter Three: Creatures and Equipment):
Mundane, omnivorous, social, foragers.
1.5 meter tall, 80 kilogram humanoids with
pointed ears, fair or brown hair, and green
or grey eyes.
PF: 1, MA: 1, IN: 2, IU: 0, PY: 0, MP: 0.
Literacy (IN) (b): The ability to read and write
the script of the Land. Every Borigonian
can read from birth.
Plains Survival (IN) (b): The ability to life off the land
in the plains. Children are taught the ways
of the plains from an early age.
Punch: light strike damage.
Kick: medium strike damage.
Damage Capacity: 3.
Walk: 4 kph.
Run: 8 kph.
Speed Factor: 1.
Lifespan: 12 years for childhood/7 years
for adolescent/21 years for adutlhood/30
years for middle age/60 years for old age
(130 years total)
Cost: 0.
Mundane, omnivorous, social, foragers.
1.5 meter tall, 80 kilogram humanoids with
pointed ears, fair or red hair, and green
or red eyes.
PF: 1, MA: 2, IN: 1, IU: 0, PY: 0, MP: 0.
Mountain Clan Crafter (MA) (e): The ability to work with tools
and materials to make things. These abilities
are second-nature as every child spends their
lives around tools and making things with
them.
Mountain Survival (IN) (b): The ability to live off the land
in the mountains. Children are taught the
ways of the mountains from an early age.
Punch: light strike damage.
Kick: medium strike damage.
Damage Capacity: 3.
Walk: 4 kph.
Run: 8 kph.
Speed Factor: 1.
Lifespan: 12 years for childhood/7 years
for adolescent/21 years for adutlhood/30
years for middle age/60 years for old age
(130 years total)
Cost: 1
Mundane, omnivorous, social, foragers.
1.5 meter tall, 80 kilogram humanoids with
dark skin and pointed ears, black or brown
hair, and green or blue eyes.
PF: 2, MA: 2, IN: 1, IU: 0, PY: 0, MP: 0.
Ocean Survival (IN) (b): The ability to live off the land
at sea. Children are taught the ways of the
sea from an early age.
Southern Clan Ability (d): The ability to use a boat, swim, and
work as a sailor aboard a ship. They begin
to learn the ways of ships as children.
Punch: light strike damage.
Kick: medium strike damage.
Damage Capacity: 3.
Walk: 4 kph.
Run: 8 kph.
Speed Factor: 1.
Lifespan: 12 years for childhood/7 years
for adolescent/21 years for adutlhood/30
years for middle age/60 years for old age
(130 years total)
Cost: 1
Mundane, carnivorous, social, hunter.
2 meter tall, 300 kilogram white furred humanoids
who are known to be fierce warriors who ceremonially
drink the blood of those they capture in
battle. They are initiates of their White
War God Faerardribrosh.
PF: 2, MA: 2, IN: 1, IU: 1, PY: 0, MP: 0.
Arctic Mountaineer (PF + 3) (d): The ability to live off the
land in mountainous and arctic conditions.
Also the ability to climb mountains.
Arric Combat (MA + 2) (e): The ability to fight using
their claws, kicks, bites, and the ability
to strike and parry with their club. They
can also throw their clubs and disarm their
opponents.
Arric Physique (PF) (d): The ability to physically keep
going despite fatigue. Also the ability to
apply physical force.
Club Making (MA + 2) (b): The ability to make, and repair,
a club.
Initiated to Faerardribrosh (MP + 1) (b): The character is a member
of the religion of Faerardribrosh.
Tracking (IN or IU + 4) (d): The ability to follow
a trail. They can also identify what made
the tracks when using an appropriate skill.
Club: 1.5 meter long club weighing 8 kilograms,
extreme strike damage.
Claw: medium strike damage.
Kcks: heavy strike damage.
Bite: light thrusting damage.
Light Armor
Damage Capacity: 5
Walk: 6 kph.
Run: 12 kph.
Speed Factor: 2.
Lifespan: 10 years for childhood/5 years
for adolescent/15 years for adutlhood/15
years for middle age/15 years for old age
(60 years total)
Cost: 5.
Fantastic, omnivorous, social, foragers.
2 meter tall, 80 kilogram humans with jet-black
skin. They are frequently adorned with robes
bearing celestial themes and wearing jeweled
rings.
PF: 1, MA: 1, IN: 1, IU: 0, PY: 0, MP: 4.
Bunmial Mountain Magic (MP) (e): Steeped in the mysteries of mountain magic from early childhood, the Bunmial learns to sense and interact with the substance of magic—the astral light. After learning simple exercises to allow their talent to grow, they are taught the ways of basic rituals. These require a week of preparation (daily prayers to the God of Ancient High Magic and bathing in purified mountain water). Magical tools are made (if they are not already available): The Brazier of the Art, The Spirit Gong, and The Crystal Shard. The result of these items is determined by a Bunmial Mountain Magic roll. These preparations culminate in a one hour ritual with the following steps:
Consecration: This step closes off the work area and focuses the mind of the magician. Make a Bunmial Mountain Magic roll to succeed. Often the power Magical Imagination is used to modify this step. You may use the result of the Brazier of the Art as an additional modifier. The result of the consecration is used in the next step. The magician acquires a one point magical detriment. This is considered an easy task. Failure results in the loss of the preparations and the requirement to begin again.
Gathering Will: The magician reaches deep inside of themselves to gather the force of will necessary . Make a Bunmial Mountain Magic roll to succeed. Four modifiers are used here, Magical Will, the result of the previous step, the Brazier of the Art, and the current magical detriment of the magician. The magician acquires another one point magical detriment. This is considered a normal task. Failure results in the loss of the preparations and the requirement to begin again.
Calling Out to the Forces: Here the magician calls out into the spirit world for the spirit who will perform the magical task assigned. Make a Bunmial Mountain Magic roll to succeed. Five modifiers are used here, Knowledge of Magic, the result of the previous step, the Brazier of the Art, the Spirit Gong, and the current magical detriment of the magician. The magician acquires another one point magical detriment. This is a challenging task. Failure results in the loss of the preparations and the requirement to begin again.
Compelling the Forces: Here the magician uses their skill to compel the spirit called to perform their intended task. Make a Bunmial Mountain Magic roll to succeed. Five modifiers are used here, Magical Senses, the result of the previous step, the Brazier of the Art, the Crystal Shard, and the current magical detriment of the magician. The magician acquires another one point magical detriment. This is a challenging task. Failure results in the loss of control of the spirit and a magical backlash is the result. Success is a numerical result above 0. If this is a power or skill, then the GM determines if it is basic, difficult, or extreme and then divides the numerical result by two: one half is turned into history points for acquiring the ability, and the other is the duration of the effect. If the result is a hung spell effect the same procedure is followed.
Dismissing the Forces: Here the magician forces the spirit to depart, harming none, and returning the work area to normal. Make a Bunmial Mountain Magic roll to succeed. Four modifiers are used here, Magical Senses, the Brazier of the Art, the Crystal Shard, and the current magical detriment of the magician. The magician acquires another one point magical detriment. This is a challenging task. Failure results in the loss of control of the spirit and a magical backlash is the result.
You are allowed to learn one ritual intention
(the purpose for doing a magical ritual,
some examples are healing, far seeing, invisibility,
etc.).
After some time you
are taught the ways of making talismans—one-shot
magic items. These take a week of careful
work to produce. Then they require a magical
ritual similar to that above—without the
week of preparation— to charge them. After
they are used, if they survive, they may
again be charged. They learn another magical
intention for their talismans.
After several years
of study they learn the Bunmial Mountain
Ritual. This requires a day to prepare, and
an hour to perform, otherwise it is similar
to that described above. There are two differences.
There is a +5 bonus to each step when performing
this ritual upon the Bunmial Mountain. And
the magical detriment for each
step is 2. You learn one magical intention
for this ritual.
Highlands Survival (IN + 2) (b): The ability to live off the
land in the mountains.
Knowledge of Magic (IN + 3) (d): An in-depth expertise in the
facts of magic.
Magical Imagination (MP) (b): You can hold the idea of a magical
intention firmly in mind.
Magical Will (MP) (b): You can gather the personal resources
required to perform magic.
Magical Senses (MP) (b): You can sense the presence of
magical forces and spells.
1 punch: light strike damage.
or 1 kick: medium strike damage.
Damage Capacity : 3.
Walk: 6 kph.
Run: 12 kph.
Speed Factor: 1
Lifespan: 10 years for childhood/10 years
for adolescent/55 years for adutlhood/50
years for middle age/75 years for old age
(200 years total)
Cost: 8
Fantastic, omnivorous, social, foragers.
1.5 meter tall, 50 kilogram green rubbery
looking humanoids who can change their shape.
They are know to be immensely secretive,
and they are sages of world-renown.
PF: 1, MA: 2, IN: 2, IU: 0, PY: 0, MP: 3.
Shapechange (MP + 2) (e): You can change your shape
into a particular form, chosen as a child.
Swamp Survival (IN + 3) (b): The ability to live off the
land in swamps.
Drubrandall Scholarship (IN) (e): The Drubrandall are
experts in the knowledge of the world and
beyond. They have an expertise in the facts
of the world and its nations. This includes
literacy and basic mathematics.
They also have two
other specific areas of knowledge they are
expert in.
They shapechange into any form they have studied and gain that form's attacks (and defenses) when in that form.
Damage Capacity: 3.
Walk: 5 kph.
Run: 10 kph.
Speed Factor: 2
Lifespan: 10 years for childhood/10 years
for adolescent/No limit on the years for
adutlhood (immortal).
Cost: 10
Fantastic, carnivorous, social, hunters.
1 meter tall, 50 kilogram green creature
that is terrifyingly flexible with a grinning
face and a mouth full of fangs.
PF: 2, MA: 3, IN: 1, IU: 0, PY: 1, MP: 0.
Drussiric Combat Ability (MA + 2) (e): This is a combined ability
of several combat skills. First there is
the ability to attack by biting with their
fangs doing Medium Thrust damage.
Then there is the
ability to stab with, or throw, a Drussiric
Dart. This is a ½ meter long dart used as
a thrown weapon or as a short spear. It is
made from the Torqadar tree (small but strong).
The thrown attack is medium thrusting damage
up to 20 meters. The spear-like attack does
heavy thrust damage. They can perform a disarming
attack. They can use their Psychic Harming
power to increase the damage done by any
successful attack (though the score in Psychic
Harming does not add to their roll to hit,
it does take up a modifier slot).
Dart Making (MA + 1) (b): The ability to make a Drussiric
Dart from the cured wood of a Torqadar tree.
This takes a week to cure properly.
Drussiric Physique (PF + 1) (d): The ability to keep going
despite hardship and the ability to apply
physical force.
Far Reach (PF + 1) (e): The ability to extend their
arms farther than they can normally reach.
Flex Dodge (MA + 3) (b): The ability to use their flexibility
to flow around an attack and avoid it.
Psychic Harming (PY + 3) (d): The ability to attack targets
physically with their mind alone.
Psychic Tracking (PY + 3) (d): The ability to follow a trail
by opening themselves to the psychic world.
This works by locating the disturbances left
in the psychic world by the passage of the
subject of their tracking.. They can also
identify the tracks if they modify with Swamp
Survival or some other suitable ability.
Swamp Survival (IN + 2) (b): The ability to live off the
land in the swamp.
Tracking (IN + 3) (b): The ability to follow a trail.
They can also identify the tracks if they
modify with Swamp Survival or some other
suitable ability.
Bite: Medium thrust damage.
Psychic Harming power.
Damage Capacity: 7.
Walk: 5 kph.
Run: 10 kph.
Speed Factor: 4
Lifespan: 10 years for childhood/10 years
for adolescent/10 years for adutlhood/10
years for middle age/10 years for old age
(50 years total)
Cost: 7
Mundane, carnivorous, social, hunters.
2 meter tall, 100 kilogram humanoids with
four arms and two legs, they have bleach-white
skin and red eyes. They have a reputation
as fierce warriors.
PF: 3, MA: 4, IN: 1, IU: 1, PY: 0, MP: 0.
Arctic Survival (IN) (b): The ability to live off the land
in the arctic regions.
Battle Fury (PF + 2) (d): Allows the character to act
faster than normal, by half the level of
success, all melee attacks have half the
level of success added to the damage done,
and the character ignores the effects of
pain. The fury lasts for one action per level
of success. If a foe flees you will give
chase. If the enemy is killed a skill check
is required or else friends and neutrals
will be attacked.
Faerpencorfin Combat Ability (MA + 2) (d): This is a mixed ability
to throw the Ghutrah, 25 cm diameter metal
discus with a sharp edge doing medium cut
damage out to 30 meters. It is the ability
to strike and parry with the Mutrah, a heavy
bladed 1.5 meter sword doing extreme strike
damage.
Faerpencorfin Physique (PF + 2) (d): This is the ability to ignore
pain and to apply physical force.
Weapon Making (MA) (d): You can make a Mutrah in three
days and a Ghutrah in a day.
Tracking (IN + 4) (d): The ability to follow a trail.
They can also identify the tracks if they
modify with Arctic Survival or some other
suitable ability.
Punch: Heavy strike damage.
Kick: Extreme strike damage.
Damage Capacity: 5.
Walk: 6 kph.
Run: 18 kph.
Speed Factor: 2
Lifespan: 10 years for childhood/10 years
for adolescent/30 years for adutlhood/20
years for middle age/20 years for old age
(90 years total)
Cost: 6
Fantastic, omnivorous, social, hunter.
3 meter high, 1 meter wide and long, 50 kilogram
black chitinous insectoid/humanoid with ear
ridges and huge eyes. They are generally
friendly. They are raised as warriors from
childhood. They burrow into the earth and
live out of warrens.
PF; 3, MA: 1, IN: 1, IU: 0, PY: 1, MP: 0.
Husirric Combat Ability (MA + 4) (d): This is a combinations of
combat skills.
The first is the
ability to strike a target with a Hussiric
Bow. This is a 3 meter long bow, gaining
one shot every six seconds. This does tremendous
damage out to 50 meters, and extreme damage
out to 200 meters.
The Hussiric Javelin
skill allows for thrusting, parrying, and
throwing the 1 meter long Hussiric Javelin. Whether
used as a small spear or thrown out to 50
meters, this does Medium Thrusting damage.
They can strike and
parry with the Husrric mace, a 2 meter long
pole with a flanged mace head atop it doing
Extreme Strike damage.
They can trust and
parry with the Husirric Spear, a 3 meter
long heavy spear doing Extreme Thrusting
damage.
They can strike and
parry with the Husirric Sword, a heavy bladed
sword doing Extreme striking damage.
Husirric Craft Skill (MA + 3) (d) This is a combination of abilities.
The first is the
ability to make a Husirric Bow, this takes
an entire season.
The second is the
ability to make Husirric arrows, this requires
a day.
The third is the
ability to make their javelins after a day.
The fourth is the
ability to make the Husirric Mace in a week.
The fifth is the
ability to make a spear in a day.
The sixth is the
ability to make a Hussiric Sword in a week.
Observation (IN +3) (d): The ability to notice
things you are not looking for.
Spot Hidden (IN +3) (d): The ability to Notice things
you are looking for.
Swamp Survival (IN + 2) (b): The ability to live off the
land in the swamp.
Telepathy (PY +1) (d): The ability to communicate
mind-to-mind with others. There is no detriment
for this.
Tracking (IN +2) (d): The ability to follow a trail.
They can also identify the tracks if they
modify with Swamp Survival or some other
suitable ability.
Warren Power (PY + 3) (e):
No spot: The ability to notice psychic powers at no detriment. The ability to project their psyches into the Psychic World and interact with what they find. The ability to cause fear.
Red spot: The ability to notice psychic powers at no detriment. The ability to project their psyches into the Psychic World and interact with what they find. The ability to cause physcal damage at range.
Blue spot: The ability to notice psychic powers at no detriment. The ability to project their psyches into the Psychic World and interact with what they find. The ability to cause madness at range.
Yellow spot: The ability to notice psychic powers at no detriment. The ability to sense things in the physical or psychic worlds at any distance. The character will also know where what they are sensing is located relative to them.
White spot: The ability to notice psychic powers at no detriment. The ability to project their psyches into the Psychic World and interact with what they find. The ability to cause confusion in others at range.
Green spot: The ability to notice psychic powers at no detriment. The ability to know things without knowing how you know them. The ability to gain a positive modifier through knowing what is going to happen before it happens.
Purple spot. The ability to notice psychic powers at no detriment. The ability to halt all conscious movement in a target. The ability to project their psyches into the Psychic World and interact with what they find.
Orange spot. The ability to notice psychic powers at no detriment. The ability to place psychic powers within a physical item. The ability to project their psyches into the Psychic World and interact with what they find.
Brown spot. The ability to notice psychic powers at no detriment. The ability to allow spirits, ghosts, or psychic beings to possess the husirric. The Husirric can allow spirits, ghosts, or psychic beings to possess others.
Red eyes. The ability to notice psychic powers at no detriment. The ability to be invisible. The ability to make others invisible.
Blue eyes. The ability to notice psychic powers at no detriment. The ability to sense the future. Also the ability to sense the spiritual Guardians of Time.
Yellow eyes. The ability to notice psychic powers at no detriment. The ability to produce fire at a distance. The ability to produce physical force at a distance.
White eyes. The ability to notice psychic powers at no detriment. The ability to project their psyches into the Psychic World and interact with what they find. Each member of this tribe also has another psychic ability.
Green eyes. The ability to notice psychic powers at no detriment. The ability to read thoughts at a distance. This last ability extends to more than one target at a time.
Purple eyes. The ability to notice psychic powers at no detriment. The ability to control another's will by suggestion. This last power can extend to more than one target at a time.
Orange eyes. The ability to notice psychic powers at no detriment. The ability to produce physical force at a distance. This last power can be used to manipulate mroe than one object at a time.
Brown eyes. The ability to notice psychic powers at no detriment. The ability to sense things in the physical or psychic worlds at any distance. The ability to know the truth of some situation.
2 Red spots. The ability to notice psychic powers at no detriment. The ability to cause physcal damage at range. The ability to project their psyches into the Psychic World and interact with what they find.
2 Blue spots. The ability to notice psychic powers at no detriment. The ability to cause madness at range. The ability to project their psyches into the Psychic World and interact with what they find.
2 Yellow spots. The ability to notice psychic powers at no detriment. The ability to sense things in the physical or psychic worlds at any distance. The ability to know where what they sense is located in relation to them.
2 White spots. The ability to notice psychic powers at no detriment. The ability to cause confusion in others at range. The ability to project their psyches into the Psychic World and interact with what they find.
2 Green spots. The ability to notice psychic powers at no detriment. The ability to know things without knowing how you know them. The ability to gain a positive modifier through knowing what is going to happen before it happens.
2 Purple spots. The ability to notice psychic powers at no detriment. The ability to halt all conscious movement in a target. The ability to project their psyches into the Psychic World and interact with what they find.
2 Orange spots. The ability to notice psychic powers at no detriment. The ability to place psychic powers within a physical item. The ability to project their psyches into the Psychic World and interact with what they find.
2 Brown spots. The ability to notice psychic powers at no detriment. The ability to allow spirits, ghosts, or psychic beings to possess the husirric. The Husirric can allow spirits, ghosts, or psychic beings to possess others.
Red and blue spots. The ability to notice psychic powers at no detriment. The ability to cause physcal damage at range. The ability to project their psyches into the Psychic World and interact with what they find.
Yellow and white spots. The ability to notice psychic powers at no detriment. The ability to sense things in the physical or psychic worlds at any distance. The ability to project their psyches into the Psychic World and interact with what they find.
Green and purple spots. The ability to notice psychic powers at no detriment. The ability to know things without knowing how you know them. The ability to know things without knowing how you know them. The ability to project their psyches into the Psychic World and interact with what they find.
Orange and brown spots. The ability to notice psychic powers at no detriment. The ability to allow spirits, ghosts, or psychic beings to possess the husirric. The ability to project their psyches into the Psychic World and interact with what they find.
Prismatic spot. The ability to notice psychic powers at no detriment. ability to cause psychic powers to suddenly appear in the target item or individual. The ability to project their psyches into the Psychic World and interact with what they find.
Arm Strike: Heavy Damage
Leg Strike: Extreme Damage
Bite: Heavy Thrusting Damage
Heavy Armor
Damage Capacity: 5.
Walk: 5 kph.
Run: 20 kph.
Speed Factor: 2
Lifespan: 10 years for childhood/10 years
for adolescent/20 years for adutlhood/40
years for middle age/20 years for old age
(50 years total)
Cost: 10.
Mundane, carnivorous, social, scavengers.
½ meter tall, 20 kilogram furry humanoid
with thin angular faces, beady black eyes,
and large round ears atop its head. They
are very literal minded and are always swearing
deals on their patron God, Hathedin.
PF: 0, MA: 2, IN: 1, IU: 0, PY: 0, MP: 1.
Bargaining (IN + 2) (b): The ability to get the best
possibel deal on the exchange of goods and
services.
Bite (MA) (b): The ability to strike doing Light
thrust damage.
Forest Survival (IN + 1) (b): The ability to live off the
land in forests.
Initiation into Hathedin (MP) (b): Initiated into the God of the
Qandarric, Hathedin.
1 Bite: Light thrust.
Damage Capacity: 2.
Walk: 4 kph.
Run: 20 kph.
Speed Factor: 3.
Lifespan: 2 years for childhood/2 years for
adolescent/5 years for adutlhood/13 years
for middle age/25 years for old age (50 years
total)
Cost: 3.
This is a fantastic omnivorous hunter 1 meter
tall and weighing 25 kilograms. They are
generally humanoid in shape but are pure
white. They are allergic to sunlight and
so their villages are underground. They are
the creation of The Mountain to combat the
chaos eating at its roots.
PF: 1 MA: 1 IN: 1 IU: 0 PY: 0 MP: 1
Abilities:
Craft (Poleaxe) (MA) (b): Ability to make a 2 meter long
with red-bone spear-head and a red-bone axe-head.
Craft (Sling) (b) (MA): Ability to make a .75 meter sling
and its red-bone bullets.
Allergy (Sunlight) (Condition) (d) 5: Sunlight causes them
to become sick, this is a general detriment
on all ability attempts.
Hunting and Tracking (d) (MA): The ability to find and follow
trails, and to hunt animals or other targets.
Jangen Sling (MA + 4) (b): Ability to strike a target
with a sling bullet out to 150 meters, 9
times per minute. Red-bone bullets do heavy
magical striking damage.
Poleaxe (MA + 1) (b): Ability to strike or parry
with poleaxe. The axe-head does an extreme
magical strike, while the spear-head does
a heavy magical thrust.
Resist Chaos (MP + 3) (e): The ability to ignore any
altering effects due to contact with primal
chaos.
Punch: Light strike.
Kick: Medium strike.
Damage Capacity: 10 (7 more than normal)
Move: Walking speed is 5 kph.
Running speed is 10 kph.
Speed Factor: 5 (4 more than normal)
Lifespan: 5 years for childhood/5 years for
adolescent/25 years for adutlhood/25 years
for middle age/15 years for old age (75 years
total)
Cost: 10
This is a fantastic omnivorous forager 2
meters long, 2 meters high, 150 kilograms,
and is a green six-legged lizard related
to the Sircorfin. This is an intelligent
race of forest dwellers. They
have a clannish society organized around
the greatest scholar in the clan.
PF: 2 MA: 1 IN: 2 IU: 1 PY: 1 MP: 0
Night Vision (Condition) (b) 4: The ability to see in
the dark.
Psychic Sensitivity (b) (PY): The ability to notice psychic
powers at no detriment.
Claws (MA +2) (b): The ability to strike or parry
with claws.
Survival (Forest) (IN or IU +1) (b): The ability to live off
the land in the forest.
Observation (IN or IU +1) (d): The ability to notice
things not being sought.
Knowledge Skill (IN) (d): Expertise in the facts of the
particular knowledge skill.
2 Claws for Medium Damage.
Medium Armor.
Damage Capacity: 5
Walking speed is 10 kph.
Running speed is 50 kph.
Speed Factor: 2
Lifespan: 5 years for childhood/10 years
for adolescent/15 years for adutlhood/30
years for middle age/20 years for old age
(80 years total)
Cost: 5
This is a race of wild men, 3 meters tall
and weighing 200 kilograms. They are fantastic
carnivorous hunters. They are hunched over
and a green color beneath matted dirt, mud,
and leaves.
PF: 3 MA: 3 IN: 2 IU: 3 PP: 3 MP: 1
Clairvoyance (PY +1) (d): The ability to sense things
in the physical or psychic worlds at any
distance.
Craft (Animal Skin Armor) (MA) (b): The ability to make light Sircorfin
armor.
Geography (IU) (b): The ability to know the lay of
the land.
Hunting and Tracking (IU +8) (d): The ability to find and follow
trails, and to hunt animals or other targets.
Psychic Tracking (PY +1) (d): The ability to identify and
follow a trail.
Psychic Healing (PY) (d): The ability to heal physical damage
in the target.
Read Thoughts (PY) (d): The ability to read
thoughts at a distance.
Spear (MA +2) (b): The ability to strike, thrust,
and parry with the 6 meter long, extreme
damage spear.
Stealth and Concealment (IU +8) (d): The ability to move while remaining
undetected.
Unarmed Combat (MA +2) (d): The ability to strike and parry
with their body.
2 Claws for Medium Damage.
Bite for Medium Damage
Light Armor (animal skins).
Damage Capacity: 6
Walking speed is 5 kph.
Running speed is 15 kph.
Speed Factor: 3
Lifespan: 5 years for childhood/5 years for
adolescent/15 years for adutlhood/15 years
for middle age/10 years for old age (40 years
total)
Cost: 10
Always be ready for the needs of players,
especially new players, when they create
characters. Do not take an adversarial role
with the players. There are questions things
to keep in mind when developing a character
concept:
1. Is the character
concept allowable within the constraints
of your game setting?
2. Does it seem likely
that the concept will be successful in providing
fun for the players in the game; not just
the player making the character, but also
the others.
The first point is more important than the
second, if a concept doesn't work
for your game setting, then that is it! Don't
discount the feelings of other players—a
dissatisfied crowd can destroy your game.
As the character
concept takes shape think about how you can
use the character in the adventure(s) that
you are developing. What role will the player
have? If there isn't one, can you think of
one that you can invent? It is important
that all of the players get a chance to play—even
if they are not going to participate in every
aspect.
Be mindful that character
creation is a part of the game, and should
be played out as a story being unfolded.
Provide the necessary background for the
character when decisions are required.
Player Section: Character Abilities and the
Basics of How to Play the Game.
It is important to understand the numbers
in the game. It works like this. When you
want your character to do something you base
it on some ability of the character. You
can modify it with one or two other abilities
your character has. There may be circumstances
where you will have more or fewer modifying
abilities. When you have the total the GM
determines any circumstantial modifiers (without
necessarily telling you everything). Then
you roll a d10 and subtract the die roll
from the result. If the number is positive,
then you have a success. If you have a 0,
-1, or -2 then you may have a partial success.
Otherwise, you fail. A roll of natural 10
of the d10 indicates that something unexpected
has occurred, in addition to the success,
partial success, or failure.
So what abilities
do the characters have? The first noted on
the racial details will be the racial attributes.
In this game there are six attributes available
to indicate the innate talents of the character:
Physical Fitness (PF): This is a measure of the character's physical power, flexibility, and stamina. The lowest score allowing life is -2, a character with a PF this low is bedridden and unable to move on their own; they are near death and the least infection will kill them. A PF of 1 is the human norm. A PF of 5 indicates that the character has a legendary athletic talent.
Mechanical Aptitude (MA): This is a measure of the character's talent to manipulate tools (including their limbs and fingers) and to use machines. The lowest score allowed is -2, a character with an MA this low is unable to use their limbs in any way. An MA of 1 is the human norm. An MA of 5 indicates that the character has the talent to become one of the finest surgeons, pianists, or jewelers.
Intellect (IN): This is a measure of the character's talent to reason from deduction or induction, and to learn from training or study. The lowest score allowed is -2, a character with a score this low is no more than a vegetable. An IN of 1 is the human norm. An IN of 5 would equate to the deductive talent of Sherlock Holmes.
Intuition (IU): This is a measure of the character's instinctive talent to figure things out without reason, or to learn by observation. The lowest score allowed is -2, this indicates that the character has no instincts at all. An IU of 1 is the human norm. An IU of 5 indicates that the character is legendary for their talent to notice everything.
Psychic Prowess (PY): This is a measure of the character's talent for developing and using powers of the mind. The lowest score allowed is -2, this indicates a total vulnerability to psychic powers. A PY of 0 is the human norm. A PY of 5 indicates that the character is legendary for their psychic talent.
Mystical Prowess (MP): This is a measure of the character's talent at sensing and manipulating supernatural powers. The lowest score allowed is -2, this indicates that the character is unable to use any kind of supernatural powers. An MP of 0 is the human norm. An MP of 5 indicates a legendary talent like that of Merlin.
There are abilities that are based on PF, MA, IN, or IU that are called skills. There may be abilities based on PY that are called psychic powers, though not every game will have such (make sure the GM allows these). There may be abilities based on MP that are called supernatural powers, though not every game will have such (make sure the GM allows these). There are abilities that are not based on any of the attributes, these are called conditions. Favorable conditions are called advantages, while unfavorable conditions are called disadvantages.
There are a number of questions that you must answer in order to design your game world:
What is the genre of the game? The genre of your game tells the players in broad terms what they can expect. Examples o genres are: Fantasy, old west, modern war, spy thriller, horror, etc.
How big is your world? Related to this, is your world part of a larger setting? Beware of starting off too big. It is easier to start with a smaller part of a larger setting and then grow.
How did the world (or your game situation) come to be? The creation of the world is a many-faceted issue. The literal creation of the world might be important for a fantasy game. In games of a more limited scope the origin of the current situation of the game setting is more likely to be important, and thus qualifies as how the current world was created.
Do psychic and/or supernatural powers exist? Such special powers are interesting, but they can make challenging tasks too easy if you do not consider such things in advance. Beware the temptation to give too many powers away, unless you are planning to play a mythological-level game. Magic can quickly get out of hand.
What are you going to call your game/world?
What does your game world look like? Draw a rough sketch map showing all details important to character creation (where are the character likely to start the game).
How many character races are there? If multiple races are not appropriate, then you might want to consider various ethnicities or factions as races. Remember, this is not reality so you can use stereotypes where it seems appropriate.
What animals are likely to be of importance? This can include beasts of burden, pets or guard animals, game animals, dangerous animals, and monsters where appropriate. If there are important plants, include them. Work through the chapter Creature Building for each of these.
What nations exist? Work through the chapter Nation Building for each of these.
Are there any secret societies? Work through the chapter Society Building for each of these.
This will give you the basic details for designing the races or ethnicities of your game. To do so answer these questions:
Is the race mundane or fantastic? If race is mundane, then you must be realistic in its design. If fantastic no realism is required.
What is the basic nature of then race? Here are the choices: Automaton, carnivore, herbivore, nutrient eater, omnivore, or spirit.
What does the race look like? How big is it?
What are the attributes of the race?
What abilities does the race have?
Does the race have any intrinsic weapons or attack forms?
Does the race have any intrinsic protections?
How fast does the race move?
How long do they live? How long is childhood? Adolescence? Adulthood? Middle age? Old age?
Where can they be found?
All of the details for these questions can
be found in the chapter Creature Building.
I recommend that you work through that chapter.
Automatons are beings
created by mundane or fantastic means to
perform a specific type of task. These beings
have no needs beyond fuel of some sort. These
beings can range from clockwork figures (requiring
mechanical energy as a fuel in the form of
a wound watch-spring) to nuclear powered
robots to magically powered statues, or anything
else of its nature you can think of.
A carnivore subsists
on the tissues and nutrients of animals.
This can include meat, bones, and/or blood
or other bodily fluids.
Herbivores subsist
on non-creature tissues and nutrients. This
type of food can include plants, fungi, mosses,
microbes, and the like.
Nutrient-eaters subsist
on nutrients drawn directly from their environment
and can include stones, earth, sand, nutrients
from soil, water, etc. Most plants are considered
to be nutrient-eaters.
An omnivore can eat
either animal or plant tissue.
A spirit is automatically
fantastic and has no food requirements—it
is not normally corporeal.
Intrinsic weapons
or attacks can range from punching and kicking
to psychic or magical attacks. The same sort
of idea is true for defenses, from naturally
tough skin to magical defenses.
You now have enough
information to start planning adventures,
then to start running the game. See the chapters
Adventure Building and Running the Game.
Now that you have an idea of what character
you want to play, it is time to put that
idea into practice. Here is the procedure
for working
through the childhood of the character:
1. Decide what family
exists for the child at their birth.
2. Determine the details
of the child's birth.
3. Determine starting
History Points (explained below).
4. Determine the starting
attributes of the character.
5. Determine if the
character has a destiny.
6. Use the remaining
history points on suitable professions, life
paths, preadventures, or save them up for
later use.
Determine the names and occupations of character's parents. Determine if there are any older siblings or twins and what their names are. Determine if there is any extended family of significance to the character, their names, and details. Determine how the character's family members felt about the birth of the character.
From the available information choose the birth place and time of your character. If you want, go into detail about the conditions that occurred when the character was born; weather, omens, manifestations, anything that might be relevant.
To calculate the HP gained from childhood take the length of childhood and divide it by 5, round that number up, and then add 10. This is the number of HP for childhood. For major NPCs who will not be true heroes halve this number (again rounding up). For minor NPCs the HP value is a quarter of the value for characters (again rounding up). This is added to anything remaining from the previous step in character creation.
You have listed the game attributes of the race of the character. You might not be satisfied with this. In this stage of childhood only, the character can increase a primary attribute at a cost of 1 HP per pip. All other attributes cost 2 HP per pip. At any other stage of childhood, the attributes revert to their normal costs; 10 HP per pip for primary attributes and 20 HP per pip for secondary attributes. You can also decrease attributes and get HP back.
Sometimes the powers-that-be have something greater in mind for a character than mere existence. They intervene to push the character in a specific direction, towards a goal of their own design. This is called a destiny, and it can help mold a character for greatness. There are three kinds of destinies: Basic, Greater, and Legendary. Check with your GM to see if destinies are available.
This means that the character will excel at a specific type of endeavor. In game terms, this means that abilities judged to be directly related to the chosen endeavor will be acquired at one level higher than normal (skill levels are explained in the chapter History Points and Abilities). There might have been some omen of this excellence at birth. The character is also plagued by individuals who want to issue challenges of skill, the character acquires the condition Rivalry (this is difficult, the difficulty or grade of an ability is explained in the chapter History Points and Abilities, and starts at a level of 1). A basic destiny costs 1 HP.
This means that some spiritual or magical agency or force is guiding the activities of the character to some specific goal. Not only will the character gain the benefits of a basic destiny, but in any act that furthers the goal of the guiding force the character will receive a 1 point favorable modifier. There was some minor omen of this at the birth of the character. The character also acquires Rivalry. It is also possible that someone will be opposed to the destiny and will seek to stop the character, thus the character may acquire the condition of Enemy (this is extreme and starts at a level of 1). If no enemy appears then increase the level of Rivalry to 3. A greater destiny costs 2 HP.
This indicates that a divine force has taken a direct interest in the character and has deemed that the character will perform a particular deed of legendary importance. This duplicates the benefits of a great destiny and applies some kind of supernatural ability that conforms to the destiny. There was some great omen presaging the birth of this character. The character also acquires Rivalry. It is also possible that someone/something of power will be opposed to the destiny and will seek to stop the character, thus acquiring the condition of Supernatural Enemy (this is extreme and starts at a level of 1). If you choose no supernatural enemy, then you must choose either a normal enemy or just a Rivalry. If you choose an enemy you gain the conditions Enemy (extreme at a level of 2) and Rivalry of 3 (difficult). If you choose the Rivalry alone it is at 5 (and difficult).
With any remaining HP you can acquire either
suitable professions, life paths, preadventures,
or simply save the points for later (called
banking). The GM will have a list of available
professions during childhood that your character
can choose. Life paths and preadventures
are described in separate chapters.
If you are playing
a child proceed to Player Section: Finishing
the Character. Otherwise proceed to Player
Section: Full Character Development System-Adolescence.
You should be involved in every aspect of character creation. This will not only allow you to help the player in creating their character. It will also allow you to both link the character more directly to your world, and it can give you ideas for linking the character to adventures you plan. Here are some specific questions:
Can you involve the character's parents or other family in your plans for the future?
If they have a destiny, how can you use the destiny and/or any rivalries or enemies?
Think about life paths or professions. Do these give you any ideas?
Were there any preadventures that you can use for adventure ideas?
Continue this process throughout the character
design process. Take every opportunity to
find ways to involve the players in the adventure.
There is also something
to consider regarding destinies. A greater
destiny requires some supernatural
being (a powerful wizard, priest, spirit,
etc.) to have taken an interest in the character.
A legendary destiny
will involve the most powerful beings (royal
level spirits or divine beings) to have been
involved with the birth of the character.
In such cases, the character may even be
the child of the being. In such cases the
supernatural power granted is a spiritual
or divine power (consult the chapter on the
Magical Structure of the World).
The specifics of
running the background of the character will
be the introduction of the character to their
family and their home environment, whatever
that may be. As the character gets older,
this environment may change.Should the character
gain most of their abilities through training,
then run through how the character is introduced
to one profession, or another. Life paths
are easier, but work through how the character
gains their skills. Preadventures should
be fleshed out, step by step. This is as
much a part of the game as any other.
Now that you have completed the childhood of the character it is time for adolescence (unless you are playing a child):
Decide if the family has changed during childhood (new siblings born, new cousins, etc.) and other similar details. This may be decided later for faster character design.
Determine adolescent history points (explained below).
Decide any changes in the attributes of the character.
Use the remaining history points on suitable professions, life paths, preadventures, or save them up for later use.
Decide if there are any new siblings and what their names are. Decide how the character's family felt about the childhood of the character. Decide how the character felt about their family at the end of childhood.
To calculate the HP for the character during adolescence take the length of adolescence and divide it by 5, rounding up, and add 12. For major NPCs who will not be true heroes, halve this number (again rounding up). For minor NPCs the HP value is a quarter of the value for characters (again rounding up).
At this point during adolescence the cost for a pip in a primary attribute is 3 HP and 6 HP per pip for any other attribute.
With any remaining HP you can acquire either
suitable professions, life paths, preadventures,
or simply bank the points for later. The
GM will have a list of available professions,
life paths, and preadventures that your character
can choose. Life paths and preadventures
are described in separate chapters.
If you are playing
an adolescent proceed to Player Section:
Finishing the Character. Otherwise proceed
to Player Section: Full Character Development
System-Adulthood.
Now that you have completed the adolescence of the character it is time for adulthood (unless you are playing an adolescent):
Decide if the family has changed during adolescence (new siblings born, new cousins, etc.) and other similar details. This may be decided later for faster character design.
Determine adult history points (explained below).
Decide any changes in the attributes of the character.
Use the remaining history points on suitable professions, life paths, preadventures, or save them up for later use.
Decide if there are any new siblings and what their names are. Decide how the character's family felt about the adolescence of the character. Decide how the character felt about their family at the end of adolescence.
To calculate the HP from adult take the length of adulthood and divide it by 5, then round the result up, then add 10. For major NPCs who will not be true heroes, halve this number (again rounding up). For minor NPCs the HP value is a quarter of the value for characters (again rounding up).
At this point during adulthood the cost for a pip in a primary attribute is 3 HP and 6 HP per pip for any other attribute.
With any remaining HP you can acquire either
suitable professions, life paths, preadventures,
or simply bank the points for later. The
GM will have a list of available professions,
life paths, and preadventures.
If you are playing
an adult proceed to Player Section: Finishing
the Character. Otherwise proceed to Player
Section: Full Character Development System-Middle
Age.
Now that you have completed the adulthood of the character it is time for middle-age (unless you are playing an adult):
Decide if the family has changed during adulthood (new siblings born, new cousins, etc.) and other similar details. This may be decided later for faster character design.
Choose whether to degrade either PF/MA/or IN by 1, or gain (or increase) the conditions Pain, Afflicted, and/or Obese with combined totals of 10 added to their existing totals.
Determine middle-aged history points (explained below).
Decide on any changes in the attributes of the character.
Use the remaining history points on suitable professions, life paths, preadventures, or save them up for later use.
Decide if there are any new family members and what their names are. Decide how the character's family felt about the adulthood of the character. Decide how the character felt about their family at the end of adulthood.
To calculate the HP from middle-aged characters take the length of middle-age and divide it by 5, then round the result up, then add 10. For major NPCs who will not be true heroes, halve this number (again rounding up). For minor NPCs the HP value is a quarter of the value for characters (again rounding up).
At this point during middle-age the cost for a pip in a primary attribute is 3 HP and 6 HP per pip for any other attribute.
With any remaining HP you can acquire either suitable professions, life paths, preadventures, or simply save the points for later (called banking). The GM will have a list of available professions during middle-age that your character can choose. Life paths and preadventures are described in separate chapters.
Now that you have completed the middle-age of the character it is time for old-age (unless you are playing a middle-aged character):
Decide if the family has changed during middle-age (new siblings born, new cousins, etc.) and other similar details. This may be decided later for faster character design.
Choose whether to degrade either PF/MA/or IN by 1, or gain (or increase) the conditions Pain, Afflicted, and/or Obese with combined totals of 10 added to their existing totals.
Acquire the Condition-Afflicted at 1 (see the chapter on preadventures for details).
Determine old-aged history points (explained below).
Decide on any changes in the attributes of the character.
Use the remaining history points on suitable professions, life paths, preadventures, or save them up for later use.
Decide if there are any new family members and what their names are. Decide how the character's family felt about the middle-age of the character. Decide how the character felt about their family at the end of middle-age.
To calculate the HP from old-aged characters take the length of old-age and divide it by 5, then round the result up, then add 10. For major NPCs who will not be true heroes, halve this number (again rounding up). For minor NPCs the HP value is a quarter of the value for characters (again rounding up).
At this point during old-age the cost for a pip in a primary attribute is 3 HP and 6 HP per pip for any other attribute.
With any remaining HP you can acquire either suitable professions, life paths, preadventures, or simply save the points for later (called banking). The GM will have a list of available professions during old-age that your character can choose. Life paths and preadventures are described in separate chapters.
It is now time to finish up the details of the character.
This is a measure of how fast the character can act in a combat or surprise situation. This is the average of PF, MA, IN, and IU, rounded up. The skill Reaction Time directly modifies this in combat (the level of success is directly added to the speed factor for the duration of the action).
This is an important factor that is considered in combat. To calculate the damage capacity of a character use the procedure below: The PF of the character is the base damage capacity.
For every two meters in height or fraction thereof the character applies one.
For every two hundred kilograms of weight or fraction thereof add one.
Carrying capacity (CC) determines how much the character can lift and move around. Here is the formula,
Light loads are equal to CC and can be carried
at no encumbrance.
Moderate loads are
equal to twice the CC and the character can
move at only half speed with a reduction
of one in speed factor. An Endurance roll
must be made every hour of travel, or the
character must rest for fifteen minutes (make
a PF roll if the character does not have
Endurance).
Heavy loads are equal
to three times the CC and the character can
move at only one quarter speed, has two subtracted
from speed factor (to a minimum of 1/4),
and must make an Endurance check every ten
minutes.
Overloads are equal
to anything over the heavy load and the character
can move at only one tenth normal speed,
speed factor is reduced by four, and an Endurance
check must be made every minute.
If the nation has coinage, then continue
on with this section.
If the character
is a member of a profession, then the character's
starting money is dependent upon that profession,
otherwise the character receives 1 coin (or
whatever currency is in use) per pay period.
If the character
is still within the profession, then assume
that the character has a current level of
savings equal to 3d10 pay period wages. If
the character has left the profession then
assume that the character has the 3d10 pay
period wages saved along with a "mustering
out" pay of 3d10 pay periods wages.
This formula also works for non-professions;
3d10 coins saved up.
If the character is a member of a profession, then the character will receive the starting equipment for that profession. There is a 50% chance (1-5 on a d10) that the character will have any special equipment required by a skill not covered by a profession. If the character has remaining HP at this stage, they may spend HP to gain 4 pieces of mundane equipment, or one piece of well-made mundane equipment (it gives a bonus to skill attempts using it). The character may purchase well-made equipment for 1 HP per plus it gives in any attempt to use it. The character may purchase magical equipment, assuming it is available, for 2 HP per plus it gives in any attempt to use it.
We need to answer these questions:
What kind of character do you want?
What race will the character be?
What is the name of character?
Is your character a child? Adolescent? Adult? Middle-aged? Or old-aged?
Has the character gained most of their abilities from training, life experience, or specific adventures?
What one ability defines your character. Describe this ability and name it. The GM will tell you how much it costs in terms of History Points. Deduct this from your current total (negative numbers translate to removing History Points during later stages of character creation).
Choose three adjectives to describe the general behavior of your character. Advantages cost History Points, detriments can give them back. A genral guideline is that anything that forces your character to act in a specific way will be a detriment.
Hesheriuth is a dedicated borigonian shaman
in the service of High Queen Rihallar of
Borigon. He is to be an adult. He has gained
most of his abilities from training. His
defining ability is a channel for the wisdom
and power of The Ancestor God, an extreme
power. He has the behavior patterns: Eloquent,
witty, and dedicated. Eloquence is defined
as being well spoken and is rated as being
basic. Wit is defined as the basic ability
to make humorous comments that allow his
character to lighten a mood. For dedication
we choose Strong Willed. His primary attributes
are IN and MP. This costs him 6 of the 10
initial HP. He is a Borigonian of average
build, and thus begins with the following
description and abilities:
1.5 meters tall, 80 kilogram humanoid with
pointed ears, fair hair, and green eyes.
PF: 1, MA: 1, IN: 2, IU: 0, PY: 0, MP: 0.
Eloquence (b): Being well spoken.
Literacy (IN) (b): The character knows how to read
and write the language Borigonian.
Plains Survival (b) (IN): The character can survive in the
plains.
Strong Willed (b): The ability to force himself to keep
going despite obstacles.
Wit (b): The ability to make humorous comments
that allow his character to lighten a mood.
Punch: light strike damage.
Kick: medium strike damage.
Damage Capacity: 3.
Walk: 4 kph.
Run: 8 kph.
Speed Factor: 1.
12/7/21/30/60 (130 total)
The character will begin play as an adult.
He has gained most of his abilities from
training. He has used 3 of the 10 HP available
to him, leaving 7 for childhood.
His father (Fyrdari) was a shaman and his mother (Kyrath) a teacher. Both parents were loving and doted on their son. In many ways it was an ideal family, with love and tenderness throughout.
He was born in the family home in Ranam-Borigon at the dawn of a sunny 6th day of the season of Rebirth.
The length of childhood is 12 years. This gives 3 HP, childhood itself gives another 10, and he has 7 from the character concept, for a total of 20 HP. At least 10 of these must be spent on professions, since most of his abilities must come from training.
The player of Hesheriuth does not feel that his PF should be any higher than normal, nor his MA. Since IN is primary the player decides that the shaman is to be smarter than average by a little bit. IU and PY are not considered to be above average. MP is to be much higher than average. Here is what we have: PF: 1, MA: 1, IN: 3 (+1), IU: 0, PY: 0, and MP: 2 (+2). This costs 3 HP, leaving 17. The story behind this is that he was studious in childhood and showed great talent, this was noted by the shaman.
The player notes that the profession of shaman only costs 2 HP for the term of Training of the Candidate (see the chapter Professions). With 17 HP remaining, at least 10 must be spent on his professions. The player decides that Hesheriuth has a basic destiny to be a shaman. This costs 1 HP, leaving 16. He gains the detrimental condition Rivalry (d) 1. The benefit is that any skill or power directly tied to being a shaman starts at one level higher than normal. The story behind this is that the spiritual servants of the Ancestor God (the totems) saw his talent and chose to back him.
With 17 HP remaining, at least 10 must be
spent on professions. Looking at the profession
of shaman the player notes that Training
of the Candidate costs 2 HP, the Trail by
Fire costs 5 HP (a total of 7), and Initiate
costs another 8.
Hesheriuth does not
have enough HP to purchase Initiate, unless
he does very well in the Trial by Fire. He
decides to purchase one term of Training
of the Candidate for 2 HP, leaving 15. He
presents himself to a shaman and asks to
be accepted as a candidate. The shaman puts
his name up for consideration. There are
a battery of written, oral, and magical tests,
which he passes. He is accepted as a candidate.
His training begins during the season of
Growth and ends in the season of Harvest.
This gives him the following abilities:
Shamanic Lore (b) (IN 3 + 1 for basic destiny) 4. This
is defined as: Knowledge of how to be a shaman.
Theology (Ancestor God) (d) (IN 3 + 1 for basic destiny) 4. This
is defined as: The worshipper has received
fundamental instruction in the history, lore,
and procedures for the religion of the Ancestor
God.
Faith (Ancestor God) (b) (MP 2 + 1 for basic destiny) 3. This
is defined as: This is a basic power that
expresses the strength of belief and trust
a character has in the Ancestor God.
Initiation (Ancestor God) (b) (MP 2 + 1 for basic destiny) 3. This
is defined as: The worshipper is recognized
by the Ancestor God as a member of the religion.
Obsessed (caring for others) (d) (1 + 1 for basic destiny) 2. This is
defined by: This is a detriment,
making the shaman unable to ignore the plight
of others.
He also gets 1 book of shamanic lore and
1 book of theology.
The player notes
that the Trial by Fire is a preadventure.
See the chapter Preadventures for details.
Thus, he acquires the extra 5 HP for a new
total of 6. This is just enough to purchase
a term as Initiate. He is chosen as an Initiate
following his successful completion of the
Trial by Fire. His training as an Initiate
lasts six weeks, this takes him into the
season of Death. He will have 7 HP left.
He improves the following
abilities:
Shamanic Lore 5. The definition is changed to: Knowledge
of how to be a shaman. He has a special deeper
knowledge of shamanic magical workings acquiring
a +1 modifier to any such working.
Theology (Ancestor God) 5. The definition is changed to: The worshipper
has received fundamental instruction in the
history, lore, and procedures for the religion
of the Ancestor God. He has now begun the
study of transcendental high magic.
Faith (Ancestor God) 4. The definition is changed to: This is
a basic power that expresses the strength
of belief and trust a character has in the
Ancestor God. He then gains the ability to
use faith as a modifier for skills appropriate
to the Divine Being worshipped. Since the
Ancestor God is the God of Borigon and Borigonians,
then faith may now be used as a modifier
in any ability attempt relating to the land,
the nation, or its inhabitants.
Initiation (Ancestor God) 4. The definition is changed to: The worshipper
is recognized by the Ancestor God as a member
of the religion. While in the land of Borigon,
Hesheriuth can use Initiation in order to
have influence over Borigonians.
Obsessed (caring for others) 2.
He gains the following new abilities:
Spear (b) (MA of 1 + 1 for the basic destiny)
2. This is defined by: This is the ability
to thrust and parry with the military spear.
1.5 meter long wooden shaft with a spear
head. This spear does heavy thrusting damage.
Black steel spear heads add a +10 magical
attack for damage.
Borigonian Bow (b) (MA of 1 + 1 for the basic destiny)
2. This is defined by: The ability to use
a Borigonian Bow to attack with arrows. This
is a long-ranged and deadly weapon. It can
be used to launch arrows 15 times each minute.
Normal arrows do heavy damage out to 150
meters, and medium damage out to 300 meters.
Military arrows do extreme damage out to
150 meters and heavy out to 300 meters. Black
Steel arrows do the damage of a military
arrow with an additional +10 magical attack.
Prayer (b) (MP of 2 + 1 for the basic destiny)
3. This is defined as: This is a basic power
that allows the faithful to make direct contact
with the object of their faith. This is the
basis for all worship, and the religion may
require prayers be said at particular times
and/or places. Prayers may also be offered
to the divine being in order to request the
direct intervention on behalf of the character,
such is called a miracle.
Religious Ceremonies (b) (MP of 2 + 1 for the basic destiny)
3. This is defined by: These ceremonies form
the bulk of the duties of the clergy. Often
there are only certain religious ceremonies
available to each level of responsibility.
These rituals are available to all clergy
within the religion under this power. Here
are some specific religious ceremonies for
initiates:
Worship Ceremony: This is an hour long ceremony performed once per day at a particular time, and serves to raise the mood of the faithful. and to convey the feelings of faith by the worshippers as a gift to the Ancestor God.
Initiation: This ceremony brings someone into the faith.
The Ceremony of Totems (b) (MP of 2 + 1 for the basic destiny) 3. This is defined by: This is the power to summon a totem spirit to a point in the spirit realm. A totem spirit is any spirit that has agreed to become the symbol of a family or group. A clan can have several totems. When this power is first acquired you choose a spell within a magical intention suitable for an existing totem. The totem will perform the spell within the magical intention for the shaman. In this case he chooses the Rikulm as a bringer of peace.
He also is given a spear, a long bow, 12 arrows, the book of religious ceremonies, the book of the ceremony of totems, and a salary of 1 Bone Coin per day. Thus ends Hesheriuth's childhood.
There are no new family members during childhood. His parents are immensely proud of their son's stellar achievements as a shamanic trainee during childhood. He is pleased by their praise and is happy in his duty.
Adolescence is 7 years long, thus providing 2 HP + 12 for adolescence, and + 7 from childhood, gives 21 HP in total.
The player decides that Hesheriuth's attributes are good enough.
Since he has 21 HP the player knows that
Hesheriuth must spend at least 11 on his
profession. He notes that Shaman costs 13
HP. He decides to spend the 13 HP to gain
this term, leaving 8. He stands before the
review council and makes the case for his
ascension to the status of Shaman. After
a week of deliberation, they agree. He spends
the season of Rebirth in training and improves
the following abilities:
Shamanic Lore 5*. The definition is changed to: Knowledge
of how to be a shaman. He has a special deeper
knowledge of shamanic magical workings acquiring
a +1 modifier to any such working.
Theology 5*. The definition is changed to: The
worshipper has received fundamental instruction
in the history, lore, and procedures for
the religion of the Ancestor God. the study
of He has now begun the study of transcendental
high magic.
Faith 5. The definition is changed to: This
is a basic power that expresses the strength
of belief and trust a character has in the
Ancestor God. He then gains the ability to
use faith as a modifier for skills appropriate
to the Divine Being worshipped. Since the
Ancestor God is the God of Borigon and Borigonians,
then faith may now be used as a modifier
in any ability attempt relating to the land,
the nation, or its inhabitants. He may also
use Faith to speak to totem spirits.
Prayer 4. The definition is changed to: This
is a basic power that allows the faithful
to make direct contact with the object of
their faith. This is the basis for all worship,
and the religion may require prayers be said
at particular times and/or places. Prayers
may also be offered to the divine being in
order to request the direct intervention
on behalf of the character, such is called
a miracle. He can also speak a Prayer for
Strength, a power that allows the faithful
to recover from power detriments.
Obsessed (caring for others) 3.
Spear 3. The definition is changed to: This is
the ability to thrust and parry with the
military spear. 1.5 meter long wooden shaft
with a spear head. This spear does heavy
thrusting damage. Black steel spear heads
add a +10 magical attack for damage. He can
also throw the spear.
Borigonian Bow 3. The definition is changed to: The ability
to use a Borigonian Bow to attack with arrows.
This is a long-ranged and deadly weapon.
It can be used to launch arrows 15 times
each minute. Normal arrows do heavy damage
out to 150 meters, and medium damage out
to 300 meters. Military arrows do extreme
damage out to 150 meters and heavy out to
300 meters. Black Steel arrows do the damage
of a military arrow with an additional +10
magical attack. He can fire faster than normal,
thus getting 30 shots per minute.
Religious Ceremonies 4. The definition is changed to: These ceremonies
form the bulk of the duties of the clergy.
Often there are only certain religious ceremonies
available to each level of responsibility.
These rituals are available to all clergy
within the religion under this power. Here
are some specific religious ceremonies for
Shaman:
Worship Ceremony: This is an hour long ceremony performed once per day at a particular time, and serves to raise the mood of the faithful. and to convey the feelings of faith by the worshippers as a gift to the Ancestor God.
Initiation: This ceremony brings someone into the faith.
Call Upon Divine Aid: This ceremony allows the shaman to call upon the Ancestor God to assist the shaman in a specific task.
Birth: This one-hour ceremony blesses the newborn, acting as an initiation into the religion.
Marriage: This one hour ceremony acknowledges the link of two people within the eyes of the religion.
Investment of an Initiate: This ceremony begins the Trial by Fire.
The Ceremony of Totems 4. The definition is changed to: This is the power to summon a totem spirit to a point in the spirit realm. A totem spirit is any spirit that has agreed to become the symbol of a family or group. A clan can have several totems. When this power is first acquired you choose a spell within a magical intention suitable for an existing totem. The totem will perform the spell within the magical intention for the shaman. In this case he chooses the Rikulm as a bringer of peace. He also chooses the Riangap as a bringer of courage.
He also acquires the abilities:
Initiation into the Lesser Totems (b) (MP of 2 + 1 for basic destiny) 3. This is defined by: the totem in question will perform one act per level of this skill, subtract one level per act performed. The lesser totems are:
Rialar - the totem of the household.
Riadrimar - the totem of the rodent and stealth.
Rishonind - the totem of the watcher and divination.
Rivemar - the totem of the defender and protection.
Benedictions (d) (MP 2 + 1 for basic destiny) 3. This is defined by: Benedictions are the direct blessings of a divine power. They may be used to grant temporary powers to individuals, to bless items, or to bless places. The ground on which a temple is to be built must be so blessed. No temple can be complete without a blessed central item (usually an altar to lead worship ceremonies at).
Blessing: This benediction allows the shaman to help the faithful. The level of success is split between the effect (a number of difficult MP pips that act as a general die roll modifier), the number of the faithful who receive this benediction, and the duration of the effect.
Consecration: This allows the shaman to sanctify a place as holy ground. This must be done before a temple may be built.
Create True Holy Symbol: This benediction allows the shaman to use their personal holy symbol as a vessel of power. Whenever this benediction is performed the result is power pool that is added to the holy symbol. This power pool is drawn by power detriments. When the pool reaches zero, then the detriments begin to effect the shaman. The shaman may not use the power pool from a holy symbol in the creation of a holy symbol. Once the benediction is made there is a -2 power detriment.
He also gets a totem staff and a new salary
of 4 Bone Coins per day.
The player decides
to spend the remaining 8 HP on the life path
of the mystic. For the details see the chapter
Life Paths. He gains the following abilities:
Ritual Postures (b) (PF + 1 for basic destiny + 7 pips for
the life path) 7. This is defined as: The
practice of placing the character's body
into the postures demanded by rituals or
ceremonies.
Ritual Gestures (b) (MA + 1 for basic destiny) 5. This is
defined by: The practice of producing the
complicated hand gestures and finger positions
demanded by rituals or ceremonies.
Spear 5. The definition is changed to: This is
the ability to thrust and parry with the
military spear. 1.5 meter long wooden shaft
with a spear head. This spear does heavy
thrusting damage. Black steel spear heads
add a +10 magical attack for damage. He can
also throw the spear. He can also repair
the spear. For a basic power detriment he
can produce magical damage with a thrusting
attack.
Borigonian Bow: 5. The definition is changed to: The ability
to use a Borigonian Bow to attack with arrows.
This is a long-ranged and deadly weapon.
It can be used to launch arrows 15 times
each minute. Normal arrows do heavy damage
out to 150 meters, and medium damage out
to 300 meters. Military arrows do extreme
damage out to 150 meters and heavy out to
300 meters. Black Steel arrows do the damage
of a military arrow with an additional +10
magical attack. He can fire faster than normal,
thus getting 30 shots per minute. He can
also make arrows. For a basic power detriment
he can produce magical damage with a launched
arrow.
Mental Endurance (b) (IN + 3 for the life path) 6. This is
defined as: The ability to concentrate despite
distractions or exhaustion.
Shamanic Lore 6. The definition is changed to: Knowledge
of how to be a shaman. He has a special deeper
knowledge of shamanic magical workings acquiring
a +2 modifier to any such working. He also
knows other shaman throughout the nation.
Faith 6. The definition is changed to: This
is a basic power that expresses the strength
of belief and trust a character has in the
Ancestor God. He then gains the ability to
use faith as a modifier for skills appropriate
to the Divine Being worshipped. Since the
Ancestor God is the God of Borigon and Borigonians,
then faith may now be used as a modifier
in any ability attempt relating to the land,
the nation, or its inhabitants. He may also
use Faith to speak to totem spirits. He may
also use faith to call upon the aid of the
totems.
Prayer 4. The definition is changed to: This
is a basic power that allows the faithful
to make direct contact with the object of
their faith. This is the basis for all worship,
and the religion may require prayers be said
at particular times and/or places. Prayers
may also be offered to the divine being in
order to request the direct intervention
on behalf of the character, such is called
a miracle. He can also speak a Prayer for
Strength, a power that allows the faithful
to recover from power detriments. He can
also speak the Prayer for Guidance, a prayer
that allows him to know the wishes of The
Ancestor God in a matter, if He has any.
Religious Ceremonies 5. The definition is changed to: These ceremonies
form the bulk of the duties of the clergy.
Often there are only certain religious ceremonies
available to each level of responsibility.
These rituals are available to all clergy
within the religion under this power. Here
are some specific religious ceremonies for
Shaman:
Worship Ceremony: This is an hour long ceremony performed once per day at a particular time, and serves to raise the mood of the faithful. and to convey the feelings of faith by the worshippers as a gift to the Ancestor God.
Initiation: This ceremony brings someone into the faith.
Call Upon Divine Aid: This ceremony allows the shaman to call upon the Ancestor God to assist the shaman in a specific task.
Birth: This one-hour ceremony blesses the newborn, acting as an initiation into the religion.
Marriage: This one hour ceremony acknowledges the link of two people within the eyes of the religion.
Investment of an Initiate: This ceremony begins the Trial by Fire.
Draw Power from the Land: This ceremony allows the shaman to gain the condition: Power Pool—a basic power allowing the shaman to store up a pool against power detriments that will be reduced by one pip per day, or used instead of acquiring a power detriment.
Strong-Willed (condition) 3.
Spiritual Protection (condition) 3. This is defined as a hung
effect provided by the Rivemar in a shamanic
working.
Spear doing +2 magical damage (+62 heavy
thrusting damage = 77 damage).
Thus ends adolescence.
There are no new family members during Hesheriuth's adolescence. His family and friends have been stunned by his rapid advance to become an actual shaman during adolescence, while it has been done in the past it marks someone as a rising star, someone for whom greatness will result. He, in turn, is grateful to his parents for supporting him in his efforts despite their sacrifices for him.
Adulthood is 21 years long, so he has 5 HP + 10, for a total of 15 HP for adulthood.
The player decides that Hesheriuth's attributes are good enough.
The player must spend at least 8 HP on Hesheriuth
being a shaman. He decides to face the Ordeal
of the Spirit, this costs 6 HP and leaves
9. The player works through the Preadventure
system and gains another 6 HP, for a new
total of 15. This is just enough to gain
a term as Master Shaman. The player decides
to engage in some other preadventures.
The player decides
to involve Hesheriuth in a 3 HP preadventure,
this leaves 12 HP. The theme of this adventure
is chosen to be that of Local Evil Place.
The GM consults his list of local evil places
and informs the player the Hesheriuth has
been to the sewers beneath the city of Ranam-Borigon.
The player is told of the darkness, the wetness,
and the feeling of gloom. Again the Preadventure
system is consulted. He gains 5 HP, for a
new total of 17.
The player decides
to involve Hesheriuth in another 3 HP preadventure,
leaving 12 HP. The theme of this adventure
is again chosen to be that of Local Evil
Place, and again it is another foray into
the sewers. After this, Hesheriuth has 22
HP.
He spends 15 to gain
the term Master Shaman. This is an exalted
position and the process of acceptance takes
him through the season of Death before he
is accepted. The training lasts the season
of Rebirth and modifies these abilities:
Shamanic Lore 6 + 1 pip. I recommend using the * as a
symbol for a pip. So, 6*.
Theology 5*.
Faith 6*.
Prayer 5. The definition is changed to: This
is a basic power that allows the faithful
to make direct contact with the object of
their faith. This is the basis for all worship,
and the religion may require prayers be said
at particular times and/or places. Prayers
may also be offered to the divine being in
order to request the direct intervention
on behalf of the character, such is called
a miracle. He can also speak a Prayer for
Strength, a power that allows the faithful
to recover from power detriments. He can
also speak the Prayer for Guidance, a prayer
that allows him to know the wishes of The
Ancestor God in a matter, if He has any.
Obsessed (caring for others) 5.
Spear 5*.
Borigonian Bow 5*.
Religious Ceremonies 5*. This adds:
The Ceremony of Totems 5. The definition is changed to: This is
the power to summon a totem spirit to a point
in the spirit realm. A totem spirit is any
spirit that has agreed to become the symbol
of a family or group. A clan can have several
totems. When this power is first acquired
you choose a spell within a magical intention
suitable for an existing totem. The totem
will perform the spell within the magical
intention for the shaman. In this
case he chooses the Rikulm as a bringer of
peace. He also chooses the Riangap as a bringer
of courage. He also chooses the Rishonind
as a bringer of divination.
Initiation into the Lesser Totems 4.
Benedictions 4. The definition is changed to: Benedictions
are the direct blessings of a divine power.
They may be used to grant temporary powers
to individuals, to bless items, or to bless
places. The ground on which a temple is to
be built must be so blessed. No temple can
be complete without a blessed central item
(usually an altar to lead worship ceremonies
at).
Blessing: This benediction allows the shaman to help the faithful. The level of success is split between the effect (a number of difficult MP pips that act as a general die roll modifier), the number of the faithful who receive this benediction, and the duration of the effect.
Consecration: This allows the shaman to sanctify a place as holy ground. This must be done before a temple may be built.
Create True Holy Symbol: This benediction allows the shaman to use their personal holy symbol as a vessel of power. Whenever this benediction is performed the result is power pool that is added to the holy symbol. This power pool is drawn by power detriments. When the pool reaches zero, then the detriments begin to effect the shaman. The shaman may not use the power pool from a holy symbol in the creation of a holy symbol. Once the benediction is made here is a -2 power detriment.
Holy Bow of the Ancestor God: This benediction allows the shaman to crate a sanctified bow for use in the service of the Ancestor God. In any such service its ability to hit a target will be augmented by the level of success of the benediction.
He acquires the new ability:
Initiation into the Riangap (d) (MP of 2 + 1 for basic destiny) 3. This
is defined as: The totem of the hunter and
warfare who will perform one act per level
of skill. When an act if performed subtract
one level.
He gains a new salary of 10 Bone Coins per
Day. He banks the remaining 7
HP.
The player is almost
done. He calculates Hesheriuth's Damage Capacity
(DC) to be 3, Speed Factor (SF) is 2, and
Carrying Capacity (CC) is 16 kilograms.
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