Seven Heroes of Borigon

Introduction

In the chapters to come we will use the following seven characters as examples of character design and system mechanics.

Hesheriuth

(Hes-hair-ee-ooth)

Concept

Hesheriuth is a dedicated shaman in the service of Queen Rihallar of Borigon. His primary attributes are IN and MP. He is a Borigonian of average build, and thus begins with the following description and abilities:
1.5 meter tall, 80 kilogram humanoid with pointed ears, fair hair, and green eyes.

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 at the dawn of a sunny 6th day of Rebirth.

For childhood the length of childhood is 12 years. This gives 3 HP, childhood itself gives another 10 for a total of 13 HP.

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 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 10.

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 10 HP remaining, at least 5 must be spent on the profession. The player decides that Hesheriuth has a basic destiny to be a shaman. This costs 1 HP, leaving 9. 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.

With 9 HP remaining, at least 5 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 1 HP, leaving 8. This gives him the following abilities: Shamanic Lore (b) (IN 3 + 1 for basic destiny) 4, Theology (Ancestor God) (d) (IN 3 + 1 for basic destiny) 4, Faith (b) (MP 2 + 1 for basic destiny) 3, Obsessed (caring for others) (d) (1 + 1 for basic destiny) 2. He also gets 1 book of shamanic lore and 1 book of theology.
The player notes that the Trial by Fire is a preadventure. Thus he acquires the extra 5 HP for a new total of 6. This is just enough to purchase a term as Initiate.
He thus gains the following abilities: Shamanic Lore (b) (4 + 1 pip) 5, Theology (b) (4 + 1 pip) 5, Faith (b) (3 + 1 pip) 4, Obsessed (caring for others) (d) (2 + 1 pip) 3, Spear (b) (MA of 1 + 1 for the basic destiny) 2, Borigonian Bow (b) (MA of 1 + 1 for the basic destiny) 2, Religious Ceremonies (b) (MP of 2 + 1 for the basic destiny) 3, The Ceremony of Totems (b) (MP of 2 + 1 for the basic destiny) 3. 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.

Adolescence

There are no new family members during childhood. His parents are immensely proud of their son's stellar achievements 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 gives 14 HP in total.

The player decides that Hesheriuth's attributes are good enough.

Since he has 14 HP the player knows that Hesheriuth must spend at least 7 on his profession. He notes that Shaman costs 13 HP. He decides to spend the 13 HP to gain this term, leaving 1. He thus acquires the abilities: Shamanic Lore (b) (5 + 1 pip) 5, Theology (b) (5 + 1 pip) 5, Faith (4 + 1 pip ) 5, Prayer (MP 2 + 1 for basic destiny) 3, Obsessed (caring for others) (d) (3 + 1 pip) 4, Spear (b) (2 + 1 pip) 3, Borigonian Bow (b) (2 + 1 pip) 3, Religious Ceremonies (b) (3 + 1 pip) 4, The Ceremony of Totems (b) (3 + 1), 1 pip) 4, Initiation into the Lesser Totems (b) (MP of 2 + 1 for basic destiny) 3, and Benedictions (d) (MP 2 + 1 for basic destiny) 3. He also gets a totem staff and a new salary of 4 Bone Coins per day.
The player decides to spend the remaining 1 HP on the life path of the mystic. Thus ends adolescence.

Adulthood

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 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 aquaducts 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 aquaducts. After this, Hesheriuth has 22 HP.
He spends 15 to gain the term Master Shaman, and acquires these abilities: Shamanic Lore (b) (5 and a pip + 1 pip) 6, Theology (b) (5 and a pip + 1 pip) 6, Faith (5 + 1 pip) 5 and a pip, Prayer (3 + 1 pip) 4, Obsessed (caring for others) (d) (4 + 1 pip) 5, Spear (b) (3 + 1 pip) 4, Borigonian Bow (b) (4 + 1 pip) 5, The Religious Ceremonies (b) (4 + 1 pip) 5, The Ceremony of Totems (b) (4 + 1 pip) 5, Initiation into the Lesser Totems (b) (3 + 1 pip) 4, Benedictions (3 + 1 pip) 4, Initiation into the Riangap (d) (MP of 2 + 1 for basic destiny) 3, 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.
His starting equipment is that of a Master Shaman. We can now write out his skills (note that the symbol * indicates a pip):

PF: 1, MA: 1, IN: 3 , IU: 0, PY: 0, MP: 2.

Basic Abilities:
Borigonian Bow (MA) 5
Ceremony of Totems (MP) 5
Danger Sense (IU) 0
Endurance (PF) 1
Faith (MP) 5*
Fame 1
Literacy (IN) 4
Plains Survival (IN) 3
Prayer (MP) 4
Religious Ceremonies (MP) 5
Shamanic Lore (IN) 6
Spear (MA) 4
Strong-Willed 5*
Difficult Abilities:
Benedictions (MP) 3
Initiation into the Lesser Totems (MP) 3
Initiation into the Riangap (MP) 3
Obsessed (Caring for Others) 5
Rivalry 1
Theology (Ancestor God) (IN) 6
He finishes up with DC: 3, SF: 2, CC: 16 kg. He has 240 Bone Coins.
His starting equipment is: Book of shamanic lore, book of the theology of the Ancestor God, Spear, Borigonian bow, 12 arrows, the book of religious ceremonies, the book of the ceremony of totems, and his totem staff.

Buntheor

(Boon-thee-or)

Concept

Buntheor is pragmatic and militarily oriented, interested primarily in the techniques of warfare. Her primary attributes are PF and MA. She is a Borigonian with a more muscular build, and thus begins with the following description and abilities:
1.5 meter tall, 95 kilogram humanoid with pointed ears, brown hair, and gray eyes.

Childhood

Her father (Gerick) was a sergeant in the military and her mother (Zerijuk) was a huntress. They were passionately in love with each other. Her father was happy when she was born, but her mother resented her, and the attendant lack of time she could spend hunting. She loved her father, but disliked her mother. At the end of her childhood her father cared for her deeply, but her mother was never satisfied with her.

She was born on the 10th day of Death in the woods during a snowstorm, and nearly died. A Karanthar appeared in the camp sight at her birth and kept her warm.

She is tougher and more deft than most and so spends 4 HP to raise PF and MA by 2 each. Her attributes are now PF: 3, MA: 3, IN: 2, IU: 0, PY: 0, and MP: 0. She has 9 HP remaining.

She has a legendary destiny, the Ancestor God has deemed that it is her task to conquer all the scattered tribes of the land of Borigon under the Queen Rihallar. To that end, all military and leadership oriented skills will be acquired at one level higher than normal, all skill rolls attempting to bring about the destiny are at -1 to the die, and she has been gifted with a supernatural ability to lead others (in game terms she has the power of Mystical Command, an extreme power based on MP and it will start at her MP + 1). This cost 3 HP, leaving her with 6 HP. She gains a supernatural enemy (Buvendall) (e), who is working to see that her destiny fails.

Seeing that Theor costs too much, she decides to enter Warrior training, this costs 4 HP for the first term and gives her the following abilities: Spear (b) (MA + 1 due to destiny) 4, Shield (b) (MA + 1 due to destiny) 4, Marching (b) (PF + 1 due to destiny) 4, and Pain Capacity (b) (PF + 1 due to destiny) 4. This leaves 3 HP.
She decides that she spent her childhood in the life path of the leader, and spends all 3 HP on it. See chapter four for the details.
Thus ends her childhood.

Adolescence

There are no new family members during childhood. Her father is happy with her warrior-nature and her mother is less bothered by her, since Buntheor has entered the military and is out of their way. Buntheor is pleased that relations are better, but thinks her mother is too distant.

She banks her entire adolescent HP for the chance of becoming a Theor. This is explained as her becoming apprenticed to an existing Theor. Thus ends her adolescence.

Adulthood

Buntheor now has a total of 29 HP. The initial cost of Theor is 24, this leaves 5 HP. She now has the abilities: Sircorfin Riding (PF + 1 due to destiny) (b) 4, Sircorfin Care (IN + 1 due to destiny) (b) 3, Sword (MA + 1 due to destiny) (b) 4, Spear (4 + 1) (b) 5, Knife (MA + 1 due to destiny) (b), Borigonian Bow (MA + 1 due to destiny) (b) 4, Shield (4 + 1) (b) 5, Heavy Armor (PF + 1 due to destiny) (b) 4, Mounted Combat (MA + 1 due to destiny) (d) 4, Knowledge of the Land (IN + 1 due to destiny) (d) 3, Courtly Graces (IN + 1 due to destiny) (d) 3, Theor (Condition + 1 due to destiny) (d) 2, Statecraft (IN + 1 due to destiny) (d) 3, Power of the Land (Condition + 1 due to destiny) (e) 2.
With the 5 remaining HP, Buntheor explains the time she has spent with the life path of the fighter. See chapter four for details. Thus ends her adulthood.

PF: 3, MA: 3, INT: 2, IU: 0, PY: 0, MP: 0

Basic Abilities:
Borigonian Bow (MA) 5
Bravery 1
Endurance (PF) 3
Heavy Armor (PF) 4
Knife (MA) 4
Literacy (IN) 3
Long-Distance Running (PF) 3
Marching (PF) 4
Pain Capacity (PF) 4
Plains Survival (IN) 2
Shield (MA) 5*
Sircorfin Care (IN) 3
Sircorfin Riding (PF) 4
Spear (MA) 5
Sprinting (PF) 3
Strength (PF) 3
Strong-Willed 3
Sword (MA) 5
Difficult Abilities:
Commanding Presence 2
Connections - Military 2
Courtly Graces (IN) 3
Knowledge of Fighting Techniques (IN) 3
Knowledge of Military Matters (IN) 3
Knowledge of the Land (IN) 3
Mounted Combat (MA) 5
Physical Intimidation (PF) 4
Read Others (IN) 3
Statecraft (IN) 3
Strike Mighty Blows (PF) 3
Theor 2
Extreme Abilities:
Mystical Command (MP) 1
Power of the Land 2
Supernatural Enemy (Buvendall) 1

She finishes up with DC: 5, SF: 2, CC: 38 kg. She has 22 Bone Coins.

She has a Sircorfin, riding gear, a Black Steel sword, a Black Steel spear, a Black Steel knife, 20 Black Steel arrows, a Black Steel banded shield, Black Steel chainmail for torso/shoulders/and hips, and a Black Steel helm.

Shathetarga

(Shah-the-tar-gha)

Concept

Shathetarga is a seeker of adventure. His primary attributes are IN and MA. He is a tall Borigonian, and thus begins with the following description:
1.6 meters tall, 80 kilogram humanoid with pointed ears, fair hair, and gray eyes.

Childhood

He knows nothing of his family, he grew up on the streets of Ranam-Borigon and in the orphanage he called home.

No one is sure when he was born, it is believed that he was born in the 10th year of the reign of Rihallar, and is assigned the birthday (by the orphanage), 1st day of Rebirth.

He is tougher and more deft than most and so spends 8 HP to raise PF by 1, MA and IN by 2 each, and MP is raised by 1. His attributes are now PF: 2, MA: 3, INT: 4, IU: 0, PY: 0, and MP: 1. He has 5 HP remaining.

The player chooses a 3 point preadventure, the details can be found in chapter five. With the remaining 3 HP, he works his way through the life path of the adventurer, the details for this can be found in chapter four. Thus ends his childhood.

Adolescence

The player chooses a 7 point preadventure, the details can be found in chapter five. With the remaining 7 HP, he works his way through the life path of the adventurer, the details for this can be found in chapter four. Thus ends his adolescence.

Basic Abilities:
Basic Ritual Magic (MP) 1
Boat Handling (MA) 3
Bravery 3
Endurance (PF) 2
Fame 1
First Aid (MA) 3
Geography of Ranam-Borigon (IN) 4
Hunted by Thieves 3
Literacy (IN) 4
Magical Senses (MP) 2
Pain Capacity (PF) 2
Quick Hands (MA) 3
Strength (PF) 2
Difficult Abilities:
Evasion (IN) 4
Knowledge of the Underworld (IN) 4
Respected 1

He finishes with DC: 4, SF: 3, CC: 24 kg. He has 27 bone coins. He has a map of Ranam-Borigon.

Teknephira

(Tek-nef-eera)

Concept

Teknephira is a dabbler in the occult. Her primary attributes are IN and MP. She is an average-looking Borigonian, and thus begins with the following description:
1.5 meter tall, 80 kilogram humanoid with pointed ears, fair hair, and gray eyes.

Childhood

She grew up on a stead south of the river from Ranam-Borigon. Her father Dolthetarga was a Carmiallan wizard and a farmer, his mother was a dutiful wife. Her older brother Urlewar was a child training to be a farmer. Her family loved her and encouraged her studies.

She was born in the stead on 70th of Rebirth. There was a storm that broke on her birth.

She has the toughness of a farmer and the intellect and power of a wizard. PF: 2, MA: 2, IN: 3, IU: 0, PY: 0, MP: 2, which costs 7 HP, leaving 6 HP.

Spending 1 HP on a basic destiny, to be a delver into the arts of magic. She will gain any magical power or skill at one level higher than normal. She also gains the condition Rivalry (Magic) (d) 1. This leaves 5 HP.

The player spends 5 HP on the life path of the mystic.

Adolescence

She acquired two sisters, Carsolmin and Koleatifar. The family was very happy.

The player spends 4 HP for the life path of the adventurer and 10 HP for a life path of the mystic. At this point her MP increases to 3. Thus ends her adolescence.

Adulthood

The player spends 5 HP for the life path of the adventurer and 10 HP for a life path of the mystic. At this point her MP increases to 4. Thus ends her adulthood.

Middle-Age

Her mother, to the family's great sadness, passed away from a deadly sickness.

She decides to reduce PF by 1.

She spends 6 HP to increase PF by 1.

The player spends 10 HP for a life path of the mystic. At this point her MP increases to 5. Thus ends her adulthood.

PF: 2, MA: 2, IN: 3, IU: 0, PY: 0, MP: 5

Basic Abilities:
Artistic Ability (Painting) (MA) 5
Basic Magical Ritual (MP) 6*
Borigonian Bow (MA) 2
Bravery 4
Constitution (PF) 5*
Dexterity (MA) 2
Endurance (PF) 5*
Fame 4
Fasting (MP) 6*
Geography of Ranam-Borigon (IN) 3
History of Ranam-Borigon (IN) 3
Imagination (MP) 5*
Literacy (IN) 3
Magical Senses (MP) 7
Pain Capacity (PF) 2
Plains Survival (IN) 3
Power (MP) 6
Quick Hands (MA) 2
Reaction Time (PF) 5
Ritual Postures (PF) 2
Spear (MA) 2
Strength (PF) 2
Difficult Abilities: Calligraphy (MA) 6*
Craft (Metalworking) (MA) 2
Craft (Woodworking) (MA) 6
Dance (PF) 3
Knowledge of Legends (IN) 7
Knowledge of Magic (IN) 7*
Knowledge of Religions (IN) 5
Magical Connections 3
Respected 5
Rivalry (Magic) 1
Strike Mighty Blow (PF) 2
Extreme Abilities:
Dance Ceremony 5*
Magical Power Source 3

She finishes with DC: 4, SF: 2, CC: 24 kg. She has 12 bone coins. She has the following equipment: Paint brushes, 2 canvases, basic ritual magic tools (a hairbrush, and a Borigonian Bow), map of Ranam-Borigon, book on the history of Ranam-Borigon, pen and ink, calligraphy nibs, 8 parchment scrolls, Borigonian Military Spear, 5 Black Steel military arrows, and woodworking tools.

Tiktarik

(Tik-tar-ick)

Concept

Tiktarik is a soldier of the Husirric. His primary attributes are PF and MA. He is a large Husirric and thus begins with the following description:
3.2 meter high and long, 1.2 meter wide, 55 kilogram black chitinous insectoid beetle-like creature with an upper torso, head, and two arms like an ant with fingers, ear ridges and two huge black eyes, and two red spots on his ear ridges. They are generally friendly. They are raised as warriors from childhood. They burrow into the earth and live out of warrens.

Childhood

This has no culturally significant meaning as he has dozens of siblings and a warren-wide parentage.

He was born in the warren of the two red spots.

He decides that his PF and MA will be considerably higher than normal, with a PF: 5, MA: 3, he has 8 HP remaining. He decides a warrior must be intuitive, so he gains IU: 3, costing 6 HP, leaving 2.

He banks the remaining HP as there are not enough for his first term as a Husirric warrior.

Adolescence

He becomes a warrior for 7 HP, and spends another 6 HP on a second term. This will leave him with 3 HP, which he chooses to bank. Thus ends his adolescence.

Adulthood

He joins the infantry for 16 HP, leaving him 2 HP, which he banks for the future. He then chooses to leave the profession to give himself the freedom to adventure. Thus ends his adulthood.

Abilities

PF: 5, MA: 3, IN: 1, IU: 3, PY: 2, MP: 0.

Basic Abilities:
Bodily Control (PY) 4
Bowyer (MA) 3
Fletcher (MA) 3
Husirric Bow (MA) 6
Javelin (MA) 6
Javelin Making (MA) 3
Mace (MA) 6
Mace Making (MA) 3
Marching (PF) 6
Pain Capacity (PF) 6
Plains Survival (IU) 5
Spear (MA) 6
Spear Making (MA) 3
Sword (MA) 6
Sword Making (MA) 3 Sensitivity (PY) 5
Difficult Abilities:
Cause Harm (PY) 2
Location (Enemies) (PY) 2
Observation (IN) 4
Spot Hidden (IN) 4
Telepathy (PY) 3
Tracking (IN) 3
Extreme Abilities:
Melting (PY) 2
Psychic Projection (PY) 2

He finishes with DC: 8, SF: 3, CC: 30 kg. He has 44 bone coins. He has the following equipment: Spear, javelin of exceptional quality (+2 to the damage done), mace, Husirric bow of exceptional quality (+5 to hit due to balance, +3 to damage due to strength), 20 military arrows, psychically enhanced bowyer tools (+3), sword making tools.

Cregourtarga

(Kray-goor-tar-gha)

Concept

Cregourtarga is a psychic, specializing in healing wounds and curing diseases. Her primary attributes are IN and PY. She is an obese Borigonian, and thus begins with the following description:
1.45 meter tall, 100 kilogram humanoid with pointed ears, fair hair, and green eyes.

Childhood

Daughter of Bunshondar, a warrior, and Sh'maneth, a singer, Cregoutarga was born into a family with two older brothers; Hertnephira and Agshal. The family had finally produced a daughter and they were happy about it.

She was born in the family stead on the 23rd day of the season of Growth.

She decides that her IN and PY will be considerable, and that her IU will also be higher than normal. Thus, she spends 10 HP on attributes, PF: 1, MA: 1, IN: 4, IU: 2, PY: 4, and MP: 0.

She banks the remaining HP.

Adolescence

Two daughters were born into the happy family; Arshur and Morghalesh. Her brothers are overprotective of her.

Seeing no professions for psychics, she decides to petition the GM for entry into a secret society of psychics. The GM thinks about it for a while and begins to make some notes. She is accepted provisionally as a member of the Mind Hunters, a secretive group of psychics who are dedicated to the protection of the realm.
She wants them to have the powers of Bodily Control, Telepathy, and Telekinesis. The GM adds the requirement of Sensitivity and the difficult condition Secretive, defined as the inability to talk about the group. They agree on a salary of one Bone Coin per day with the equipment being a dark blue hooded robe. So the Candidate for the secret society will cost 8 HP for the first term, and 6 HP per term after that. The training period is a full year to become a Candidate. She joins, leaving her with 9 HP. They agree that a person must be a candidate for three terms prior to becoming an Initiate. She then takes a second term, leaving her 3 HP.
She decides on the Life Path of the Psychic, and spends her 3 HP. This ends her adolescence.

Adulthood

She continues with her third term as candidate, leaving her 9 HP.
She then moves on to become an Initiate. She decides that this will add Knowledge of Psychic Powers, Psychic Shield, and Psychic Projection. This will add 7 to the cost of the Candidate, for a total of 13. Because this requires three terms as candidate, this reduces the cost by 2, thus 11 HP. The GM decides to add Loyalty to the Mind Hunters as a difficult condition. The GM decides that the cost is then 10 HP per term. She does not have enough.
The alternative is to take a preadventure. She decides on such a preadventure and delves into the aquaducts. This is a 3 HP preadventure, leaving 6. She gains 6 HP, for a new total of 12 HP.
She now gains the first term of Initiate, leaving her 2 HP. These she banks for later use.

Abilities

PF: 1, MA: 1, IN: 4, IU: 2, PY: 4, MP: 0.

Basic Abilities:
Bodily Control (PY) 6
Bravery 1
Danger Sense (IU) 2
Endurance (PF) 1
Fame 1
Hunted by Criminals 3
Literacy (IN) 4
Personal Psychic Shield (PY) 4
Plains Survival (IN) 4
Quick Hands (MA) 3
Quick Reflexes (IU) 2
Reaction Time (PF) 2
Sensitivity (PY) 6
Strong-willed 4
Difficult Abilities:
Knowledge of Psychic Powers (IN) 5
Loyalty to the Mind Hunters 1
Psychic Shield (PY) 4
Secretive 3
Telepathy (PY) 6
Extreme Abilities:
Psychic Projections (PY) 4
Telekinesis (PY) 6

She finishes with DC: 3, SF: 2, CC: 10 kg. She has 9 bone coins. She has the dark blue robe of her society.

Faermiallan

(Fair-mee-all-an)

Concept

Faermiallan is a wizard of white spirit magic. His primary attributes are IN and MP. He is a tall Borigonian, and thus begins with the following description:
1.65 meter tall, 80 kilogram humanoid with pointed ears, fair hair, and gray eyes.

Childhood

Faermiallan is the only child of the wizard Charsmemiallan and the witch Faermialanra. They were thrilled at their son, who had been foretold to them.

He was born in the family stead on the 8th day of the season of Growth. There was a terrific storm that reached its climax as he was born.

He decides that his IN and MP will be considerable. Thus, He spends 6 HP on attributes, PF: 1, MA: 1, IN: 4, IU: 0, PY: 0, and MP: 4. This leaves him with 7 HP.

He has a basic destiny to be a great wizard. This costs 1 HP, leaving him with 6 HP.

He becomes a candidate of the Ardahad Lodge of wizards. This uses up all of his HP and ends his childhood.

Adolescence

He chooses to remain a candidate for two terms and banks the remaining 2 HP.

Adulthood

He becomes an initiate, leaving 1 HP that he banks.

Middle-Age

Mother passes away.

He loses 1 from PF.

He spends 3 HP to regain the 1 PF. This leaves him with 14 HP.

He remains an initiate, leaving 2 HP that he banks.

Old-Age

Father passes away.

He loses 1 from PF.

He spends 3 HP to regain the 1 PF. This leaves him with 21 HP.

He becomes a magician, leaving 6 HP that he banks.

Abilities

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

Basic Abilities:
Basic Mathematics (IN) 7*
Imagination (MP) 7*
Literacy (IN) 7*
Magical Senses (MP) 7*
Plains Survival (IN) 4
Power (MP) 7*
Difficult Abilities:
Conjuring Ritual (Angels) (MP) 5*
Conjuring Ritual (Demons) (MP) 5* Knowledge of Magic (IN) 7
Knowledge of Nature (IN) 7
Ritual of Self Cleansing (MP) 5*
Ritual to Know the Future (MP) 5 Ritual to Know the Past (MP) 5
Secretive 5*
Extreme Abilities:
Gestures of Power (MP) 5

He finishes with DC: 3, SF: 2, CC: 8 kg. He has 78 bone coins. He has his ritual tools and the family stead.

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