Alternate Method of Character Design

Introduction

There may be times during play when a new character must be created quickly. This chapter describes this method.

The idea is that of character templates. These are partially developed characters that can be fleshed out by the player.

The first thing to do is to choose which template to use. The GM is urged to create new templates suitable for their campaign.

Creating a Template

Follow these steps:

  1. Choose a theme and a title for the template. This can be an existing profession within your game.
  2. Choose a set of appropriate abilities. If this is based on a profession then the choice is made for you.
  3. Choose any options that the player may choose from.
  4. Choose the starting equipment for the character.

Using Templates

Determine the race of your character.

Choose an age category for your character.

Total the HP your character has from childhood to the starting age catgory of your character.

1/3 of the HP, rounded up, must be spent on the primary abilities of the character. Basic cost 1/2, Difficult cost 1, Extreme cost 2, powers cost double, the two primary attributes cost 3 each.

1/3, rounded up, must be spent on the secondary abilities or options for the template. Basic cost 1, Difficult cost 2, Extreme cost 3, powers cost double, attributes cost 6 each.

If the template is based on a profession, then the first two thirds of the character HP are spent on either attributes or on terms in the profession.

The remainder may be spent on anything you want.

Generic Templates

Adventurer

The character travels around performing daring deeds.

Primary Abilities:

PF and MA (3 HP per pip)

Weapon Skill (MA) (b), Observation (IN or IU) (d), Reaction Time (PF) (b), Pain Capacity (PF) (b), Magical Senses (MP) (b)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Option 1: Hero
Additional Weapon Skills (MA) (b), Spot Hidden (IN or IU) (d), Find Patterns (IN or IU) (d), Strong-Willed (c) (b)
Option 2: Monster Hunter
Additional Weapon Skills (MA) (b), Spot Hidden (IN or IU) (d), Find Patterns (IN or IU) (d), Bravery (c) (b)
Option 3: Explorer
Spot Hidden (IN or IU) (d), Find Patterns (IN or IU) (d), Geography (IN or IU) (b), Endurance (PF) (b)
Option 4: Rogue
Pick Locks (MA) (b), Spot Hidden (IN or IU) (d), Remove Traps (MA) (d), Connections - Criminal (c) (d)
Option 5: Delver
MP (6 HP), Knowledge (Magic) (IN or IU) (d), One Style of Low Magic (MP) (b):
Candle Ritual, Common Ritual Magic, Potion Making, Ring Magic, Talismanic Magic, Tattoo Magic

Animal Trainer

The character specializes in keeping and training animals as companions.

Primary Abilities:

PF and IN (3 HP per pip)

Animal Trainer (IN or IU) (d), Animal Empathy (IN or IU) (b), Animal Care (IN or IU) (b), Animal Friendship (IN or IU) (d), Knowledge (Animals) (IN or IU) (d)

(Note that these are for specific animals, they must be repeated for different animals)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Option 1: Breeder
Animal Breeding (IN or IU) (d), Agility (PF) (b), Endurance (PF) (b), Strength (PF) (b), Tracking (IN or IU) (d)
Option 2: Guard Trainer
Instruction (IN or IU) (b), Agility (PF) (b), Endurance (PF) (b), Strength (PF) (b), Tracking (IN or IU) (d)
Option 3: Pet Trainer
Instruction (IN or IU) (b), Agility (PF) (b), Endurance (PF) (b), Strength (PF) (b), Tracking (IN or IU) (d)
Option 4: Animal Magician
MP (6 HP), Knowledge (Magic) (IN or IU) (d), Beast Companion (MP) (d)
Option 5: Animal Smuggler
Endurance (PF) (b), Strength (PF) (b), Tracking (IN or IU) (d), Stealth and Concealment (IN or IU) (d), Hiding (PF) (b)

Assassin

The character is a trained killer.

Primary Abilities:

MA and IN (3 HP per pip)

Assassin (MA) (e), 2 Weapon Skills (MA) (b), Stealth and Concealment (IN or IU) (d), Reaction Time (PF) (b), Observation (IN or IU) (d)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Option 1: Executioner
2 Weapon Skills, Status (c) (d), Connections - Government (c) (d), Spot Hidden (IN or IU) (d)
Option 2: Contract Killer
2 Weapon Skills, Connections - Criminal (c) (d), Influence-Criminal (c) (d), Spot Hidden (IN or IU) (d)
Option 3: Silent Killer
2 Weapon Skills, Knife (MA) (b), Unarmed Combat (MA) (d), Spot Hidden (IN or IU) (d)
Option 4: Poisoner
2 Weapon Skills, Knowledge (Poisons) (IN or IU) (d), Formulate Poisons (MA) (d), Spot Hidden (IN or IU) (d)
Option 5: Psychic Killer
PY (6 HP), Sensitivity (PY) (b), Psychic Projection (PY) (e), Cause Harm (PY) (e)

Bandit

The character steals from travellers.

Primary Abilities:

MA and IN (3 HP per pip)

Weapon Skill (MA) (b) [Choose a Melee Weapon], Weapon Skill (MA) (b), [Choose a Missile or Thrown Weapon], Stealth and Concealment (IN or IU) (d), Reaction Time (PF) (b), Observation (IN or IU) (d)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Option 1: Outlaw
2 Weapon Skills, Ambush (IN or IU) (b), Spot Hidden (IN or IU) (d), Connections-Criminal (c) (d)
Option 2: Brigand
Weapon Skill, Tactics (IN or IU) (b), Spot Hidden (IN or IU) (d), Connections-Criminal (c) (d), Leadership (c) (d)
Option 3: Poacher
Weapon Skill, Ambush (IN or IU) (b), Spot Hidden (IN or IU) (d), Set Traps (MA) (d), Remove Traps (MA) (d)

Beggar

The character spends their time on the street seeking money from passers-by.

Primary Abilities:

MA and IN (3 HP per pip)

Pick Pockets (MA) (d), Evasion (IN or IU) (d), Stealth and Concealment (IN or IU) (d), Charismatic (c) (d)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Weapon Skill (MA) (b) [Club or Knife, usually], Dodge (PF) (b), Sprinting (PF) (b), Climbing (PF) (b), Quick hands (MA) (b)

Bodyguard

The character protects others from attack.

Primary Abilities:

MA and IN (3 HP per pip)

2 Weapon Skills (MA) (b) [Choose Melee Weapons], Weapon Skill (MA) (b), [Choose a Missile or Thrown Weapon], Reaction Time (PF) (b), Observation (IN or IU) (d)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

3 Weapon Skills, Ambush (IN or IU) (b), Spot Hidden (IN or IU) (d)

Bounty Hunter

The character hunts down criminals for money.

Primary Abilities:

MA and IN (3 HP per pip)

Weapon Skill (MA) (b) [Choose a Melee Weapon], Weapon Skill (MA) (b), [Choose a Missile or Thrown Weapon], Reaction Time (PF) (b), Observation (IN or IU) (d), Knowledge (Criminals) (IN or IU) (d)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

3 Weapon Skills, Ambush (IN or IU) (b), Spot Hidden (IN or IU) (d)

Burglar

The character specializes in breaking in and stealing.

Primary Abilities:

MA and IN (3 HP per pip)

Stealth and Concealment (IN or IU) (d), Reaction Time (PF) (b), Observation (IN or IU) (d), Climbing (PF) (b), Pick Locks (MA) (b)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Weapon Skill (MA) (b), Remove Traps (MA) (d), Connections - Criminal (C) (d), Hiding (PF) (b)

Ceremonial Magician

The character casts magic through highly organized ceremonies.

Primary Abilities:

IN and MP (3 HP per pip)

Knowledge (Magic) (IN or IU) (d), Magical Senses (MP) (b), Common Ritual (MP) (b), One Ritual Magic Ability (MP) (d):

Geometrical Magic, Inscription Magic, Magic Squares, Number Magic

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Fasting (MP) (b), Imagination (MP) (b), Power (MP) (b), Ritual Correspondences (MP) (b)

Cleric

The character is a holy representative of a divine being.

Primary Abilities:

IN and MP (3 HP per pip)

Initiation (c) (b), Faith (MP) (b), Prayer (MP) (b), Theology (IN or IU) (b), Literacy (IN or IU) (b)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Option 1: Monastic
Religious Ceremonies (MP) (b), Benedictions (MP) (d), Meditation (IN or IU) (b)

Option 2: Lay Priest
Religious Ceremonies (MP) (b), Benedictions (MP) (d), Oratory (c) (d)

Option 3: Holy Warrior
PF or MA (6 HP), Religious Ceremonies (MP) (b), Benedictions (MP) (d), 2 Weapon Skills (MA) (b), Reaction Time (PF) (b) or Quick Hands (MA) (b), Pain Capacity (PF) (b)

Option 4: Holy Scholar
Religious Ceremonies (MP) (b), Benedictions (MP) (d), Knowledge (IN or IU) (d)

Option 5: Holy Mystic
Religious Ceremonies (MP) (b), Benedictions (MP) (d), Awakening the Soul (MP) (e)

Diviner

The character uses magic to discover things.

Primary Abilities:

IN and MP (3 HP per pip)

Knowledge of Divination (IN or IU) (d), Prepare Augury (MP) (b), Cast Augury (MP) (b)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Magical Senses (MP) (b), Knowledge of Magic (IN or IU) (d), Craft (MA) (d)

Driver

The character drives vehicles for a living.

Primary Abilities:

PF and MA (3 HP per pip)

Vehicle Handling (MA) (b), Geography (IN or IU) (b), Reaction Time (PF) (b)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Endurance (PF) (b), Strength (PF) (b), Weapon Skill (MA) (b), Brawling (PF) (d)

Entertainer

The character is a performer.

Primary Abilities:

PF and MA (3 HP per pip)

Dexterity (PF) (b), Endurance (PF) (b),

Option 1: Acrobat
Agility (PF) (b), Acrobatics (PF) (d), Reaction Time (PF) (b), Quick Hands (MA) (b)
Option 2: Actor
Actor (IN or IU) (d), Disguise (MA) (d), Oratory (c) (d)
Option 3: Juggler
Agility (MA) (b), Juggling (MA) (d), Reaction Time (PF) (b), Quick Hands (MA) (b)
Option 4: Singer
Singing (PF) (b), Knowledge (Songs) (IN or IU) (d), Composition (IN or IU) (d), Literacy (IN or IU) (b)
Option 5: Troubador
1-3 Musical Instruments (MA) (b), Knowledge (Musical Instruments) (IN or IU) (d), Knowledge (MUsic) (IN or IU) (d), Composition (IN or IU) (d)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Option 1: Acrobat
Strength (PF) (b), Knowledge (Acrobatics) (IN or IU), Charismatic (c) (d)
Option 2: Actor
Literacy (IN or IU) (b), Knowledge (Acting) (IN or IU), Memory (IN or IU) (e)
Option 3: Juggler
Knife (MA) (b), Club (MA) (b), Quick Thinking (IN or IU) (b)
Option 4: Singer
1-3 Musical Instruments, Knowledge (Musical Instruments) (IN or IU) (d), Knowledge (MUsic) (IN or IU) (d), Composition (IN or IU) (d)
Option 5: Troubador
Singing (PF) (b), Knowledge (Songs) (IN or IU) (d), Composition (IN or IU) (d), Literacy (IN or IU) (b)

Farmer/Herder

The character owns a farm or ranch.

Primary Abilities:

PF and MA (3 HP per pip)

Farmer (c) (d) or Herder (c) (d), Knowledge (Farming) (IN or IU) (d) or Knowledge (Herding) (IN or IU) (d),, Strength (PF) (b), Endurance (PF) (b), Pain Capacity (PF) (b)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Farmer (c) (d) or Herder (c) (d), Knowledge (Farming) (IN or IU) (d) or Knowledge (Herding) (IN or IU) (d) [whichever you did not take], Craft (Metalworking) (MA) (d), Tinker (MA) (d)

Folk Magician

The character practices traditional magic of common folk.

Primary Abilities:

IU and MP (3 HP per pip)

Knowledge (Folk Magic) (IN or IU) (d), Magical senses (MP) (b), One Low Magic Style (MP) (b):

Animal Paint-Maker, Animal Potion Magic, Candle Ritual, Fetish Magic, Herbal Powers, Metal Power, Potion Making, Salve Magic, Stone Power, Suffumigation Magic, Tattoo Magic

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Fasting (MP) (b), Imagination (MP) (b), Power (MP) (b), Ritual Correspondences (MP) (b)

Gambler

The character makes a living by gambling.

Primary Abilities:

MA and IN (3 HP per pip)

Gambling (IN or IU) (d), Knowledge (Gambling) (IN or IU) (d), Dexterity (MA) (b), Strong-Willed (c) (b)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Slight of Hand (MA) (d), Observation (IN or IU) (d), Spot Hidden (IN or IU) (d), Weapon Skill (MA) (b)

Healer

The character has studied the healing arts.

Primary Abilities:

IN and MP (3 HP per pip)

Knowledge (Healing) (IN or IU) (d), Medicine (MA) (d), First Aid (MA) (b)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Option 1: Physician

Option 2: Druggist

Option 3: Psychic Healer

Option 4: Magical Healer

High Magician

The character has entered into a high magic path.

Primary Abilities:

IN and MP (3 HP per pip)

Knowledge (Magic) (IN or IU) (d), Magical Senses (MP) (b), Choose One Style of High Magic (MP) (e):

High Magic Paths, High Magic Dance, Alchemy, Awakening the Soul, other...

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Fasting (MP) (b), Imagination (MP) (b), Power (MP) (b), Ritual Correspondences (MP) (b)

Law Enforcer

The character is an agent of the law.

Primary Abilities:

MA and IN (3 HP per pip)

Weapon Skill (MA) (d), Quick Hands (MA) (b), Knowledge (Law) (IN or IU) (d), Observation (IN or IU) (d)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

3 Weapon Skills, Ambush (IN or IU) (b), Spot Hidden (IN or IU) (d), Investigation (IN or IU) (d)

Merchant

The character makes money from trade.

Primary Abilities:

MA and IN (3 HP per pip)

Appraisal (IN or IU) (b), Bargaining (IN or IU) (b), Knowledge (Trade) (IN or IU) (d), Weapon Skill (MA) (b)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Geography (IN or IU) (b), Vehicle (MA) (b), Endurance (PF) (b), Connections - Trade (c) (d)

Multiple Templates

The character has two or three templates as one.

Primary Abilities:

Choose the two attributes that make the most sense for what you want (3 HP per pip)

All primary abilities are placed into a single list.

Secondary Abilities and Options:

Other attributes (6 HP per pip)

All secondary options and abilities are available.

Outdoorsman

The character lives off the land.

Primary Abilities:

MA and IN (3 HP per pip)

Knowledge (Nature) (IN or IU) (d), Survival (IN or IU) (b), Observation (IN or IU) (d), Quick Hands (MA) (b)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Option 1: Guide
Geography (IN or IU) (b), Knowledge (Geography) (IN or IU) (d), Spot Hidden (IN or IU) (d), Melee Weapon Skill (MA) (b), Missile or Thrown Weapon Skill (MA) (b), Endurance (PF) (b)
Option 2: Hunter
Tracking (IN or IU) (d), Knowledge (Animals) (IN or IU) (d), Spot Hidden (IN or IU) (d), Melee Weapon Skill (MA) (b), Missile or Thrown Weapon Skill (MA) (b), Endurance (PF) (b)
Option 3: Messenger
PF (6 HP), Geography (IN or IU) (b), Knowledge (Geography) (IN or IU) (d), Spot Hidden (IN or IU) (d), Melee Weapon Skill (MA) (b), Missile or Thrown Weapon Skill (MA) (b), Endurance (PF) (b), Riding (PF) (b) or Vehicle (MA) (b)
Option 4: Natural Magician
MP (6 HP), Knowledge (Magic) (IN or IU) (d), Magical Senses (MP) (b), One Low Magic Style (MP) (b):
Animal Paint-Maker, Animal Potion Magic, Fetish Magic, Herbal Powers, Metal Power, Potion Making, Salve Magic, Stone Power, Suffumigation Magic
Option 5: Trapper
Set Traps (MA) (d), Knowledge (Animals) (IN or IU) (d), Spot Hidden (IN or IU) (d), Melee Weapon Skill (MA) (b), Missile or Thrown Weapon Skill (MA) (b), Remove Traps (MA) (d)

Psychic

The character uses powers of the mind.

Primary Abilities:

IU and PY (3 HP per pip)

Sensitivity (PY) (b), Knowledge (Psychic Powers) (IN or IU) (d), Psychic Projection (PY) (e)

Option 1: Clairvoyant
Clairvoyance (PY) (e)
Option 2: Esper
ESP (PY) (e)
Option 3: Medium
Medium (PY) (e)
Option 4: Telepath
Telepathy (PY) (d)
Option 5: Telekinetic
Telekinesis (PY) (e)
Option 6: Healer
Healing (PY) (d)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Option 1: Clairvoyant
Observation (IN or IU) (d), Spot Hidden (IN or IU) (d), Find Patterns (IN or IU) (d), Discern Reason (IN or IU) (d)
Option 2: Esper
Observation (IN or IU) (d), Spot Hidden (IN or IU) (d), Find Patterns (IN or IU) (d), Discern Reason (IN or IU) (d)
Option 3: Medium
MP (6 HP), Magical Senses (MP) (b), Knowledge (Magic) (IN or IU) (d)
Option 4: Telepath
Read Thoughts (PY) (e), Observation (IN or IU) (d), Spot Hidden (IN or IU) (d), Find Patterns (IN or IU) (d), Discern Reason (IN or IU) (d), Cause Madness (PY) (e), Cause Fear (PY) (e)
Option 5: Telekinetic
Bodily Control (PY) (b), Clairvoyance (PY) (e), Pyrokinesis (PY) (e), Cause Harm (PY) (e), Hold (PY) (e)
Option 6: Healer
Knowledge (Healing) (IN or IU) (d), ESP (PY) (e), Clairvoyance (PY) (e)

Sailor

The character is trained to serve aboard a ship.

Primary Abilities:

PF and MA (3 HP per pip)

Melee Weapon Skill (MA) (b), Missile or Thrown Weapon Skill (MA) (b), Climbing (PF) (b), Sailor (c) (d)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Strength (PF) (b), Endurance (PF) (b), Pain Capacity (PF) (b), Navigation (IN or IU) (d), Boat Handling (MA) (b), Pilot (MA) (d)

Scholar

The character specializes in gaining knowledge.

Primary Abilities:

IN and IU (3 HP per pip)

Literacy (IN or IU) (b), Basic Mathematics (IN or IU) (b), 3 Knowledge Skills (IN or IU) (d)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Mental Endurance (IN or IU) (b), Connections - Scholarly (c) (d), 3 Knowledge Skills (IN or IU) (d)

Spiritual Magician

The character performs spirit magic.

Primary Abilities:

IN and MP (3 HP per pip)

Knowledge (Magic) (IN or IU) (d), Magical Senses (MP) (b)

Option 1: Air Elementalist
Air Ritual (MP) (b), Speak with Air Elementals (MP) (b), Symbol of Air (MP) (b), Knowledge (Air Elementals) (IN or IU) (d), Fearful Aura (c) (d)
Option 2: Beast Mage
Animal Ritual (MP) (b), Speak with Animals (MP) (b), Knowledge (Animal Spirits) (IN or IU) (d), Animal Friend (c) (e)
Option 3: Black Magician
Black Rite (MP) (b), Speak with Demons (MP) (b), Knowledge (Demons) (IN or IU) (d), Tainted (c) (e), Symbol of Evil (MP) (b)
Option 4: Conjuror
Ritual of Conjuration (MP) (b), Fearful Aura (c0 (d)
Option 5: Earth Elementalist
Earth Ritual (MP) (b), Speak with Earth Elementals (MP) (b), Symbol of Earth (MP) (b), Knowledge (Earth Elementals) (IN or IU) (d), Fearful Aura (c) (d)
Option 6: Evoker
Ritual of Evocation (MP) (b)
Option 7: Fire Elementalist
Fire Ritual (MP) (b), Speak with Fire Elementals (MP) (b), Symbol of Fire (MP) (b), Knowledge (Fire Elementals) (IN or IU) (d), Fearful Aura (c) (d)
Option 8: Invoker
Ritual of Invocation (MP) (b)
Option 9: Plant Mage
Plant Ritual (MP) (b), Speak with Plants (MP) (b), Knowledge (Plant Spirits) (IN or IU) (d), Plant Friend (c) (e)
Option 10: Water Elementalist
Water Ritual (MP) (b), Speak with Water Elementals (MP) (b), Symbol of Water (MP) (b), Knowledge (Water Elementals) (IN or IU) (d), Fearful Aura (c) (d)
Option 11: White Magician
White Rite (MP) (b), Speak with Angels (MP) (b), Knowledge (Angels) (IN or IU) (d), Piety (c) (e), Symbol of Light (MP) (b)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Fasting (MP) (b), Imagination (MP) (b), Power (MP) (b), Ritual Correspondences (MP) (b)

Option 1: Air Elementalist
Air Pact (MP) (d), Air Incantations (MP) (e)
Option 2: Beast Mage
Animal Pact (MP) (d), Animal Incantations (MP) (e)
Option 3: Black Magician
Black Pact (MP) (d), Dark Incantations (MP) (e)
Option 4: Conjuror
Greater Conjuration (MP) (d), Incantation of Conjuration (MP) (e)
Option 5: Earth Elementalist
Earth Pact (MP) (d), Earth Incantations (MP) (e)
Option 6: Evoker
Greater Evocation (MP) (d), Gestures of Evocation (MP) (e)
Option 7: Fire Elementalist
Fire Pact (MP) (d), Fire Incantations (MP) (e)
Option 8: Invoker
Greater Invocation (MP) (d), Invocation (MP) (e)
Option 9: Plant Mage
Plant Pact (MP) (d), Plant Incantations (MP) (e)
Option 10: Water Elementalist
Water Pact (MP) (d),Water Incantations (MP) (e)
Option 11: White Magician
White Pact (MP) (d), Light Incantations (MP) (e)

Spy

The character gathers or protects secret information.

Primary Abilities:

MA and IN (3 HP per pip)

Weapon Skill (MA) (b), Unarmed Combat (MA) (d), Tradecraft (c) (e), Quick Reflexes (MA) (b)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

1-3 Weapon Skills (MA) (b), Connections (c) (d)

Warrior

The character is a fighter.

Primary Abilities:

PF and MA (3 HP per pip)

Reaction Time (PF) (b), Pain Capacity (PF) (b), Melee Weapon Skill (MA) (b), Missile or Thrown Weapon Skill (MA) (b)

Secondary Abilities and Options:

Other attributes (6 HP per pip)

Option 1: Environmental-Based Warrior
Survival (Environment) (IN or IU) (b), Observation (IN or IU) (d), Spot Hidden (IN or IU) (d), Stealth and Concealment (IN or IU) (d), Tracking (IN or IU) (d)
Option 2: Gladiator
Strike Mighty Blow (PF) (d) [Treat any weapon as a club], Strength (PF) (b), Endurance (PF) (b), up to 5 Weapon Skills (MA) (b)
Option 3: Holy Warrior
MP (6 HP), Initiation (c) (b), Faith (MP) (b), Prayer (MP) (b), Theology (IN or IU) (b), Literacy (IN or IU) (b)
Option 4: Magical Warrior
MP (6 HP), Knowledge (Magic) (IN or IU) (d), One Style of Low Magic (MP) (b):
Candle Ritual, Common Ritual Magic, Potion Making, Ring Magic, Talismanic Magic, Tattoo Magic
Option 5: Marine
Melee Weapon Skill (MA) (b), Missile or Thrown Weapon Skill (MA) (b), Climbing (PF) (b), Sailor (c) (d), Swimming (PF) (b), Boat Handling (MA) (b), Amphibious Landing (PF) (d), Boarding Operations (PF) (d)
Option 6: Mercenary
Weapon Skill (MA) (b), Unarmed Combat (MA) (d), Tradecraft (c) (e), Quick Reflexes (MA) (b)
Option 7: Militia
Connections - Local (c) (d), Weapon Skill (MA) (d), Quick Hands (MA) (b), Knowledge (Law) (IN or IU) (d), Observation (IN or IU) (d)
Option 8: Psychic Warrior
Sensitivity (PY) (b), Knowledge (Psychic Powers) (IN or IU) (d), Psychic Projection (PY) (e)
Option 9: Scout
Survival (Environment) (IN or IU) (b), Observation (IN or IU) (d), Spot Hidden (IN or IU) (d), Stealth and Concealment (IN or IU) (d), Tracking (IN or IU) (d)
Option 10: Weapon Master
up to 6 Weapon Skills (MA) (b)

Example Quick Character Development #1

Here we have a player who has just lost a character in an adventure and wants to develope a new character during the game. The player is still new to the game.

He chooses a Borigonian and decides to be an adult. This gices the character 42 HP total.14 HP for primaries, 14 for secondaries, and 14 for anything else.

The player chooses to develop a warrior:

Primary Abilities:

PF +1, MA +1, Reaction Time (PF) (b) + 1, Pain Capacity (PF) (b) + 1, Melee Weapon Skill (MA) (b) + 1, Missile or Thrown Weapon Skill (MA) (b) + 1

This gives the character PF 2, MA 2, Reaction Time (PF) (b) 3, Pain Capacity (PF) (b) 3, Spear (MA) (b) 3, Borigonian Bow (MA) (b) 3

Secondary Abilities and Options:

The player chooses to be a Scout

Survival (Environment) (IN or IU) (b) + 3, Observation (IN or IU) (d), Spot Hidden (IN or IU) (d), Stealth and Concealment (IN or IU) (d), Tracking (IN or IU) (d)

This gives,

Survival (Environment) (IN) (b) 5, Observation (IN) (d) 2, Spot Hidden (IN) (d) 2, Stealth and Concealment (IN ) (d) 2, Tracking (IN) (d) 2

Others:

The player decides to improve Observation, Stealth and Concealment, Spot Hidden, and Bow skills. The final character looks like this:

PF: 2, MA: 2, IN: 2, IU: 0, PY: 0, MP: 0

Reaction Time (PF) (b) 3, Pain Capacity (PF) (b) 3, Spear (MA) (b) 3, Borigonian Bow (MA) (b) 5*, Survival (Plains) (IN) (b) 5*, Literacy (N) 2, Observation (IN) (d) 5, Spot Hidden (IN) (d) 5, Stealth and Concealment (IN ) (d) 5, Tracking (IN) (d) 2

This leaves one special for each of these, and the GM helps the player choose:

Reaction Time: Quick draw with the bow.
Pain Capacity: Duplicate the effects of endurance.
Spear: Disarming attack.

There are three specials for these skills:

Borigonian Bow: Knock down attack, disarming attack, shoot two arrows at once with a 1 detriment.
Survival (Plains): Use this as a modifier for Stealth and Concealment. Use this as a modifier for tracking. Survive in most normal environs.
Observation: Duplicate the effects of Memory.
Spot Hidden: Know how to hide.
Stealth and Concealment: Anticipate where someone might hide. Anticipate stealthy routes of appraoch.

Finishing the character we have Damage Capacity: 4, Speed Factor: 2, Carrying Capacity: 24 kilograms.

The GM rules that the character starts with a Borigonian Spear, a Borigonia Bow with 15 arrows, 2 Black Steel arrows, a waterskin, outdoor clothing, boots, a wide-brimmed hat, and a sack for carrying things. The character also has 12 bone coines.

Example Quick Character Development #2

Here we have an inexperienced player who wants to get into the game just as a session begins.

He chooses a Blue Eye Hussirric and decides to be an adult. This gices the character 40 HP total.14 HP for primaries, 13 for secondaries, and 13 for anything else.

The player writes out the listed abilities of the Hussirric:

PF: 3, MA: 1, IN: 1, IU: 0, PY: 1, MP: 0.

Hussiric Bow +1 (b) (MA), Bowyer (b) (MA), Fletcher (b) (MA), Javelin +1 (b) (MA), Javelin Making (b) (MA), Mace +2 (b) (MA), Mace Making (b) (MA), Spear +1 (b) (MA), Spear Making (b) (MA), Sword +1 (b) (MA), Sword Making (b) (MA), Observation +3 (d) (IN), Spot Hidden +3 (d) (IN), Sensitivity +1 (b) (PY), Telepathy +1 (d) (PY), Tracking +2 (d) (IN), Precognition (PY) +1

The new player decides to create a psychic, with the option of healer.

Primary Abilities:

IU +1, Sensitivity (PY) (b) +1, Knowledge (Psychic Powers) (IU) (d), Psychic Projection (PY) (e), Healing (PY) (d)

This gives,

IU +1, Sensitivity (PY) (b) 4, Knowledge (Psychic Powers) (IU) (d) 1, Psychic Projection (PY) (e) 1, Healing (PY) (d) 1, Hussiric Bow (b) (MA) 2, Bowyer (b) (MA) 1, Fletcher (b) (MA) 1, Javelin (b) (MA) 2, Javelin Making (b) (MA) 1, Mace (b) (MA) 2, Mace Making (b) (MA) 1, Spear (b) (MA) 2, Spear Making (b) (MA) 1, Sword (b) (MA) 2, Sword Making (b) (MA) 1, Observation (d) (IN) 3, Spot Hidden (d) (IN) 3, Telepathy (d) (PY) 2, Tracking (d) (IN) 2, Precognition (PY) (3) 2

Secondary Abilities and Options:

ESP (PY) (e), Clairvoyance (PY) (e)

This gives:

IU +1, Sensitivity (PY) (b) 4, Knowledge (Psychic Powers) (IU) (d) 1, Psychic Projection (PY) (e) 1, Healing (PY) (d) 1, Hussiric Bow (b) (MA) 2, Bowyer (b) (MA) 1, Fletcher (b) (MA) 1, Javelin (b) (MA) 2, Javelin Making (b) (MA) 1, Mace (b) (MA) 2, Mace Making (b) (MA) 1, Spear (b) (MA) 2, Spear Making (b) (MA) 1, Sword (b) (MA) 2, Sword Making (b) (MA) 1, Observation (d) (IN) 3, Spot Hidden (d) (IN) 3, Telepathy (d) (PY) 2, Tracking (d) (IN) 2, Precognition (PY) (3) 2, ESP (PY) (e) 1, Clairvoyance (PY) (e) 1

Others:

The player decides to improve Knowledge (Psychic Powers) + 2 and Healing + 2. The final character looks like this:

PF: 3, MA: 1, IN: 1, IU: 1, PY: 1, MP: 0.

Sensitivity (PY) (b) 4, Knowledge (Psychic Powers) (IU) (d) 3, Psychic Projection (PY) (e) 1, Healing (PY) (d) 3, Hussiric Bow (b) (MA) 2, Bowyer (b) (MA) 1, Fletcher (b) (MA) 1, Javelin (b) (MA) 2, Javelin Making (b) (MA) 1, Mace (b) (MA) 2, Mace Making (b) (MA) 1, Spear (b) (MA) 2, Spear Making (b) (MA) 1, Sword (b) (MA) 2, Sword Making (b) (MA) 1, Observation (d) (IN) 3, Spot Hidden (d) (IN) 3, Telepathy (d) (PY) 2, Tracking (d) (IN) 2, Precognition (PY) (3) 2, ESP (PY) (e) 1, Clairvoyance (PY) (e) 1

This leaves one special for each of these, and the GM helps the player choose:

Hussiric Bow: Knock-down attack.
Javelin: Disarming attack.
Mace: Knock-down attack.
Spear: Improvise spears.
Sword: Sweep attack.
Telepathy: Include more than one other.
Precognition: Sense the presence of the Guardians of Time.

Two specials for these:

Knowledge (Psychic Powers): Law of the Realm of Thoughts, Law of the Realm of Perceptions
Healing: Extend the healing with a duration, throughout which the target will receive the benefit of the healing at the level of effect. Diagnose health problems.
Observation: None.
Spot Hidden: Gain the ability to hide.

Three specials for these:

Sensitivity: Duplicate Cooperative Healing, Cooperative Telepathy, and Cooperative Empathy

Finishing the character we have Damage Capacity: 5, Speed Factor: 2, Carrying Capacity: 20 kilograms.

The GM rules that the character starts with a Hussirric Bow, 20 arrows, 3 Javelins, a Mace, a Spear, a Sword, and a pouch of nectar. The character also has 8 power crystals.

Example Quick Character Development #3

Here we have an experienced player who has just lost a character in an adventure and wants to develope a new character during the game.

He chooses a Bunmial and decides to be middle aged. This gices the character 67 HP total.23 HP for primaries, 22 for secondaries, and 22 for anything else.

The player chooses to develop a combination spiritual magician and high magician:

The basic characteristics of the character are:

PF: 1, MA: 1, IN: 1, IU: 0, PY: 0, MP: 4.

Highlands Survival +2 (b) (IN), Knowledge of Magic +3 (b) (IN), Talismanic Magic (d) (MP), Bunmial Mountain Magic (d) (MP), Basic Ritual Magic (b) (MP), Magical Senses (b) (MP)

Primary Abilities:

He chooses the option of the White Magician

IN + 1and MP + 1, Knowledge (Magic) (IN or IU) (d) + 3, Magical Senses (MP) (b) + 2, White Rite (MP) (b), Speak with Angels (MP) (b), Knowledge (Angels) (IN or IU) (d), Piety (c) (e), Symbol of Light (MP) (b), High Magic Paths (MP) (e):

This gives the character IN 2 and MP 5, Knowledge (Magic) (IN) (d) 6*, Magical Senses (MP) (b) 6, White Rite (MP) (b) 5, Speak with Angels (MP) (b) 5, Knowledge (Angels) (IN) (d) 2, Piety (c) (e) 1, Symbol of Light (MP) (b) 5, High Magic Paths (MP) (e) 5, Highlands Survival (b) (IN) 4, Talismanic Magic (d) (MP) 5, Bunmial Mountain Magic (d) (MP) 5, Basic Ritual Magic (b) (MP) 5

Secondary Abilities and Options:

Fasting (MP) (b) +2, Imagination (MP) (b) +3, Power (MP) (b) + 3, Ritual Correspondences (MP) (b) + 2, White Pact (MP) (d) + 2, Light Incantations (MP) (e) + 2

This gives the character IN 2 and MP 5, Knowledge (Magic) (IN) (d) 6*, Magical Senses (MP) (b) 6, White Rite (MP) (b) 5, Speak with Angels (MP) (b) 5, Knowledge (Angels) (IN) (d) 2, Piety (c) (e) 1, Symbol of Light (MP) (b) 5, High Magic Paths (MP) (e) 5, Highlands Survival (b) (IN) 4, Talismanic Magic (d) (MP) 5, Bunmial Mountain Magic (d) (MP) 5, Basic Ritual Magic (b) (MP) 5, Fasting (MP) (b) 5*, Imagination (MP) (b) 6, Power (MP) (b) 6, Ritual Correspondences (MP) (b) 5*, White Pact (MP) (d) 5*, Light Incantations (MP) (e) 5*

Others:

The player decides to improve Light Incanatations, High Magic Paths, Knowledge (Magic), Speak with Angels, and Highlands Survival. The final character looks like this:

PF: 1, MA: 1, IN: 2, IU: 0, PY: 0, MP: 5.

Knowledge (Magic) (IN) (d) 7, Magical Senses (MP) (b) 6, White Rite (MP) (b) 5, Speak with Angels (MP) (b) 6, Knowledge (Angels) (IN) (d) 2, Piety (c) (e) 1, Symbol of Light (MP) (b) 5, High Magic Paths (MP) (e) 6, Highlands Survival (b) (IN) 5, Talismanic Magic (d) (MP) 5, Bunmial Mountain Magic (d) (MP) 5, Basic Ritual Magic (b) (MP) 5, Fasting (MP) (b) 5*, Imagination (MP) (b) 6, Power (MP) (b) 6, Ritual Correspondences (MP) (b) 5*, White Pact (MP) (d) 6, Light Incantations (MP) (e) 6, Angel Friend (c) 1, Initiation into Death-Rebirth (MP) (e) 5, Immunity to Illusion and Misdirection (MP) (e) 5

The character chooses the following magical intentions and spells:

White Rite: Weather
Speak with Angels: Gain Angel Friend.
Symbol of Light: Magical Intention of Sleep. The spell is the Symbol of Healing Sleep, the target falls asleep and experiences a healing effect.
Talismanic Magic: Intention of Longevity. The spell is the Talisman of Long Life.
Bunmial Mountain Magic: : Magical intention of weaking, and the spell of weaken opponent.
Basic Ritual Magic: Magical intention is prophecy with the ritual of prophecy.
White Pact: Dreams and Weather
Light Incantations: Survival and Wisdom

This leaves one special for each of these, and the GM helps the player choose:

Magical Senses: Identify magical effects.
High Magic Paths: Path 1: The Path of Initiation, and Path 2: The Path of Dreams
Imagination: Duplicate Clairvoyance.
Power: Increase power recovery by 1 per day.

Three specials for this:

Highlands Survival: Survive in most environs.

This leaves six specials for this:

Knowledge (Magic): The Law of Imagination, The Law of Knowledge, The Law of Perception, The Law of Power, The Law of Simultaneity, and The Law of Words of Power.

Finishing the character we have Damage Capacity: 3, Speed Factor: 1, Carrying Capacity: 16 kilograms.

The GM rules that the character has a Brazier (6), Oil Lamp (5), Gong (6), Wand (5), Amulet (6), Crystal Shard (5), Scribe (6). The character also has 10 power crystals.

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