Hello. Welcome. This chapter will provide you with everything that you need in order to play a game based on the Borigon Rules System. It does not tell you how to create a character, that will be covered in later chapters. It does not tell you how to create a game setting, that will also be covered in later chapters. It does not explain how to run a game in general.
What is the Borigon Rules System? It is a system of rules that allow you to take on the role of a character in a story that you and the other players in the game develop over time. The story is initially created by a player known as the Game Master, or GM. The GM will have developed a game setting, and will have also developed a number of characters that you can choose from. If you want to design your own character, you will have to get further into the rules system.
As the game proceeds you and the other players will interact with the story created by the GM and alter it to make it partly your own. You contribute to the story as if your character were the point-of-view character in your own story. It is important to act out the role of your character; express the emotions and thoughts that the character is having as they occur. This is why such games are called role-playing games.
At the heart of the game are the characters involved. The character is effectively the player's interface with the game setting. The character sheet will list the abilities of the character in terms of the game system. Each ability will have a numerical score, and a definition. Over time that definition may change. Other relevant information should also be listed on the character sheet. This will include, but not be limited to, the character's name, age, description, significant events of their lives, the names and identities of other characters they know, and significant equipment they have.
There are two kinds of actions that occur in a Borigon game: Role-Playing Actions and System Actions. A Role-Playing Action occurs when two or more characters interact through role-play alone. What does that mean? It means the characters have a conversation, share emails, exchange letters, and so on. These are actions that do not necessarily depend on the level of ability or level of success. In essence it is pure acting on the part of the players involved. There are no real rules governing these kinds of actions. The success of these actions are based upon character personalities, how articulate the players are in their interactions, and the input of the GM.
System Actions occur when a character wants to do something that uses ability, or where there is a chance of failure. Much of the rules of the system discuss how these types of actions are evaluated in various situations.
To perform a system action the character must use the abilities they have and/or the tools they have. Abilities are the interface between the player and the game system for their character. Using abilities is first a role-playing decision. You begin by choosing the best ability for the story situation. What would the character be most likely to use based on their known personality, training, and experience? This is not necessarily the highest score, it might be an emotional choice, or situational. You might need to ask the GM for assistance in choosing this ability. This first ability is called the base for the attempt. Then you pick as many as two other abilities that make sense for the situation. Then you can add any abilities due to equipment. Finally you add any abilities gained from preparations made before the action being taken, such are called hung effects. The total of these scores is then calculated. That is the task score.
The GM then assigns relevant modifiers due to the situation. Once the modified score is calculated—and the GM need not tell the player what the modified score is—the player rolls a single ten-sided die (or d10) and subtracts the result from the modified score. If the end result is above a zero the result is a success. In some cases, a result of 0 is a 3/4 success (in other words the attempt is 3/4 what it would be otherwise. A -1 can sometimes be a half success. A -2 result can sometimes be a 1/4 result.
If the d10 roll is a 10 result, then roll the d10 again. In addition to any other result the second die roll tells you what unexpected result happens. A second roll of a 1 tells the GM that something truly wonderful has happened: You hit upon exactly how to perform the task you attempted beyond all expectations, some wondrous event has occurred that will benefit everything you stand for, a temporary effect becomes permanent, and so on. A second roll of 2 or 3 indicates that something good has happened: An ability used in the skill attempt has improved by one level, the character wil gain a permanent +1 modifier when performing this type of abilty in the future, an unlikely success has been achieved, or so on. A result of 4 indicates that the task is twice as difficult as anticipated (requiring twice the time, twice the fatigue—see below for details on fatigue, or twice the power detriment —see below for details on power detriments). A result of 5 indicates that the task is three times as difficult. A 6 is four times as difficult. A 7 is eight times as difficult. An 8 or 9 indicates that something bad has happened: An ability has gone down by a level, some minor accident has occurred that results in damage to equipment or minor injury, or so on. A second result of 10 indicates a disaster: You have failed spectacularly, perhaps injuring yourself severely, a natural or supernatural disaster strikes causing widespread damage/injury/and death, an enemy gains a vital piece of information, or so on.
Every ability is categorized as either an attribute, basic, difficult, or extreme. There are six attributes in Borigon; Physical Fitness (PF) measures the general condition of the physical body of the character, Mechanical Aptitude (MA) measures how well the character can use tools, Intellect (IN) measures how well the character reasons, Intuition (IU) measures the character's ability to make mental leaps, Psychic Prowess (PY) measures the ability to the character to be aware of and interact with psychic emanations, and Mystical Prowess (MP) measures the ability to the character to sense and interact with mystical forces. Two of these attributes are primary to the character, the others are secondary. The bvasic, difficult, and extreme quantities relate to how hard an ability is to learn. Using a difficult ability as a base adds between 1 and 4 as a modifier. Using an extreme ability as a base adds between 5 and 9 as a modifier.
Every ability is also categorized as an attribute, a skill, a condition, or a power. Skills are mundane abilities based on PF/MA/IN/or IU. Conditions are abilities not based on anything, they always start at 1. Powers are based on PY or MP.
Learning an ability requires time and/or effort. Most abilities have a time cost to learn, but the GM may choose to allow some to be gained quicker so long as it has a good story, for example most IU abilities take no time to learn as the character has acquired them by intuitive leaps. For basic skills, conditions, and powers the learning time will be around 10 days if the character is focusing on the learning, or 30 days if doing other things. For difficult skills, conditions, and powers the learning time will be around 60 days if the character is focusing on the learning, or 180 days if doing other things. For extreme skills, conditions, and powers the learning time will be around 120 days if the character is focusing on the learning, or 360 days if doing other things. It always requires effort to learn an ability, too. There are two ways to handle this: Direct expenditure of effort, or an ability attempt. During the game the character will accumulate an abstract measure of experience called History Points (HP). These can be spent to acquire new abilities; Basic skills and mundane conditions cost 1 HP to acquire, skills begin at the level of the single attribute they are based on, or at the rounded up average of multiple attributes they are based on, while conditions start at 1. Basic powers and power conditions cost 2 HP to acquire. Difficult skills and mundane conditions cost 2 HP to acquire. Difficult powers and power conditions cost 4 HP to acquire. Extreme skills and mundane conditions cost 3 HP to acquire. Extreme powers and power conditions cost 6 HP to acquire.
You may also improve existing abilities. You purchase pips in an ability by spending HP. A single pip in an ability is the cost of acquiring it. Thus 1 HP purchases a basic skill or mundane condition pip. 2 HP purchases a difficult skill or mundane condition pip, or a basic power or power condition pip. 3 HP purchases an extreme skill or mundane condition pip. 4 HP purchases a difficult power or power condition pip. 6 HP purchases an extreme power or power condition pip. 10 HP purchases a primary attribute pip. 20 HP purchases a secondary attribute pip. So to acquire an ability you must purchase its first pip.
To increase the level in any ability you must note the level of skill be acquired, then divide by 5 rounding up. That is the number of pips to acquire that level. it is easier than it sounds. Levels 1-5 cost 1 pip each. Levels 6-10 cost 2 pips each. Levels 11-15 cost 3 pips each. And so on.
Another way to gain an ability is to use existing abilities to generate the equivalent of HP to learn it after the requisite study time has passed. Make a skill roll approved by the GM. The result will be converted into HP, which you can then use to purchase the ability.
It is possible to use HP to reduce the learning time of an ability. Every pip of the ability purchased divides the learning time evenly, rounding up. Thus 2 pips halves the time, 3 pips reduces the time to a third, four pips reduces the learning time to a quarter, and so on.
level of fatigue is a detrimental modifier to every ability attempt. An hour of rest will reduce one pip of fatigue, and every hour of sleep will reduce three pips of fatigue. You may develop abilities that are designed to ignore the effects of fatigue, for example you might invent Endurance based on PF. Every time you gain a level of fatigue you can roll against your Endutrance (or other similar ability) where the GM subtracts the level of fatigue as one modifier; a success allows the character to ignore fatigue until the level of fatigue increases (where another roll will be required).
Using powers, in most cases, results in a power detriment. Detriments are conditions. There are psychic detriments and mystical detriment. Detriments accumulate by one pip for using relevant basic powers, two pips for using relevant difficult powers, and three pips for relevant extreme powers. Psychic detriments are recovered at a rate of one pip per hour. Mystical detriments are recevored at the rate of one pip per day. There are ways to change these rates.
At the beginning of the game session, each player should be given the opportunity to conduct any business their character needs to take care of. This is usually spending HP on raising or acquiring abilities that do not require actions in role play.
Once the game session begins the GM will begin the first scene by describing the setting and the action taking place. The game session proceeds from one scene to the next, until the agreed upon end time has been reached.
The GM should take notes of what the characters did during the game session, what actions were taken that were not experienced by the player's characters.
A scene is where something occurs in the game. It centers on a single action taken by someone or something in the game. Each scene might take a different length of time. The scene is described by the GM. Each player gets to declare what their character is going to do. Those characters with the lowest speed factor (a calculated ability listed on your character's sheet) declare what they are doing first. Then the next higher speed factor declares, and so on until the fastest character declares what they will do. Then, the character with the highest speed factor actually acts first (making any necessary ability attempts). In each case the GM determines what happens. If a player wants to change what they are doing from what they have declared, they need to make some kind of roll that allows them to react to what has happened already in the scene—otherwise they must continue with what they stated their character was trying to do.
All players are allowed to have their characters act, even if the characters are not present at the location of the scene. Ability attempts that keep going for more than one scene gain a +1 modifier to the score.
At the end of the scene, all characters that acted gain a base of 1 HP and 1 pip of fatigue. If the character performed a particularly important task, the player role played extremely well, or something highly significant occurred, then grant more than one HP. If the character is going faster than their speed factor by using some ability, then for every multiple of their speed factor (rounded up) an additional fatigue pip is gained.
We will assume that there are five players in a game, and the GM has another four characters. This game will take place in the World of Borigon, a fantasy settng. In what follows a (c0 represents a condition, and a number followed by one or more asterisks 8 represent the number of pips toward the next level of ability.
Player One has a Borigonian warrior. His Character sheet looks like this:
Adult male Borigonian, Mundane, omnivorous,
social, foragers.
1.5 meter tall, 80 kilogram humanoids with
pointed ears, brown hair, and green eyes.
Primary Attribues: PF and MA. The character
is an experienced mercenary.
PF: 3, MA: 3, IN: 2, IU: 0, PY: 0, MP: 0.
DC: 5, SF: 2, CC: 32 kg
Basic Borigonian Sword (PF + MA) 6 Bravery (c) 3 Confident (c) 2 Endurance (PF) 3 Heavy Armor (PF) 3 Knife (PF + MA) 4 Literacy (IN) 2 Pain Capacity (PF) 4 Plains Survival (IN) 2 Quick Reflexes (MA) 4 Reaction Time (PF) 4 Throw Knife (PF + MA) 4 Violent (c) 2 |
Difficult Find Hidden (IN) 2 Observation (IN) 2 Unarmed Combat (PF + MA) 4 |
Extreme Warrior (PF + MA) 4 |
Borigonian Knife: The ability to strike and
parry with the Borigonian Long Knife doing
medium damage. The strike time is 3/4 of
a second. Thrust attack.
Borigonian Sword; The ability to strike and
parry with a borigonian sword. Strike and
parry time is a 3/4 of a second. The damage
done by a sword is heavy. Sweep attack, allowing
multiple targets to be struck in a single
blow (-5 to strike each additional target
after the first). If the target is struck,
a resistance roll must be made or the target
will gain the effect Stunned (and be unable
to function).
Bravery: The ability to ignore the effects
of fear.
Confident: The character is sure of himself.
Endurance: The ability to ignore the effects
of fatigue.
Find Hidden: The ability to find something
you are looking for.
Heavy Armor: The ability to wear and effectively
use heavy armor.
Literacy: The ability to read and write the
script of the Land. Every Borigonian can
read from birth.
Observation: The ability to notice something
not being looked for.
Pain Capacity: The ability to ignore pain.
Plains Survival: The ability to life off
the land in the plains. Children are taught
the ways of the plains from an early age.
Quick Reflexes: The ability to respond to
the unexpected. The ability to quick draw
the long knife.
Reaction Time: The ability to respond to
unexpected situations. The ability to quick
draw the sword.
Throw Knife: The ability to throw a knife
out to a distance of fifteen meters doing
light or medium thrusting damage (medium
for a Borigonian Long Knife). The throwing
time is a half second.
Unarmed Combat: The ability to use the body
to strike or parry. Kick does Heavy damage.
Violent: The character tends to react violently
to situations.
Warrior: The ability to be a warrior, including
melee weapon skills, missile weapon skills,
and the ability to lead a small unit in battle.
The character has studied tactics, the ability
to know how to win battles.
Equipment: +1 Magical Chain Mail covering
the torso. +1 magical sword. Chain Mail armor
covering the shoulders, hips, and arms. Open
helm. Borigonian Long Knife. Street clothes.
Equipment: Borigonian Sword (Heavy Damage,
Breaking Factor: 4), Throwing Knfe (Light
Damage, Breaking Factor 2), Black Steel Chain
Mail Shirt (+10 Magical Heavy Protection
for Torso, Shoulders, and Arms), +3 Open
Helm of Quality, +7 Heavy Greaves of Quality
for Leg Protection.
Home: Owns his own home in Ranam-Borigon
Money: 1 Tartorig Coin, 62 Bone Coins
Player Two has a borigonian scholar.
Adult male Borigonian, Mundane, omnivorous,
social, foragers.
1.5 meter tall, 80 kilogram humanoids with
pointed ears, fair hair, and gray eyes. Primary
Attribues: IN and IU. The character is an
experienced scholar.
PF: 1, MA: 1, IN: 3, IU: 1, PY: 0, MP: 0.
DC: 3, SF: 2, CC: 16 kg
Basic Basic Mathematics (N) 3 Concentration (c) 2 Mental Endurance (IN) 3 Literacy (IN) 4 Plains Survival (IN) 3 Quick Thinking (IU) 4 |
Difficult Curious (c) 1 Discern Reason (IN) 4 Find Hidden (IN) 4 Find Patterns (IN) 4 Knowledge (Crime) (IN) 3 Knowledge (Geography) (IN) 3 Knowledge (History) (IN) 3 Knowledge (Law) (IN) 3 Knowledge (Nature) (IN) 3 Knowledge (Politics) (IN) 3 Observation (IN) 4 Obsessed with Knowledge (c) 1 Scholary Connections (c) 5 |
Extreme Genius (IN) 5 |
Basic Mathematics: The ability to make simple
calculations.
Concentration: The ability to focus on something
despite distractions.
Curious: A detriment forcing the character
to seek the answer to questions and mysteries.
Discern Reason: The ability to figure out
the underlying reason for things.
Find Hidden: The ability to find what you
are looking for.
Find Patterns; The ability to notice patterns
in data and events.
Genius: The character is considered brilliant
and can use this as a general intellectual
modifier. The character may use this ability
to develop clues to any research or investigation.
Knowledge (Crime): The charactyer is an expert
in the facts of world crime.
Knowledge (Geography): The charactyer is
an expert in the facts of world geography.
Knowledge (History): The charactyer is an
expert in the facts of world history.
Knowledge (Law): The charactyer is an expert
in the facts of world law.
Knowledge (Nature): The charactyer is an
expert in the facts of world nature.
Knowledge (Politics): The charactyer is an
expert in the facts of world politics.
Literacy: The ability to read and write the
script of the Land. Every Borigonian can
read from birth. The ability to understand
what is written.
Mental Endurance: The ability to ignore the
effects of fatigue for mental activities.
Observation: The ability to notice thigns
not being sought.
Obsessed with Knowledge: A detriment forcing
the character to follow facts when presented.
Plains Survival: The ability to life off
the land in the plains. Children are taught
the ways of the plains from an early age.
Quick Thinking: The ability to respond to
unexpected situations.
Scholary Connections: The ability to call
upon scholars for goods and services.
Equipment: Map of Borigon, Book of Politics.
Home: None, character is a wanderer.
Money: 3 Tartorig Coins, 52 Bone Coins
Player Three has a borigonian psychic.
Adult male Borigonian, Mundane, omnivorous,
social, foragers.
1.5 meter tall, 80 kilogram humanoids with
pointed ears, brown hair, and gray eyes.
Primary Attribues: IN and PY. The character
is an experienced psychic.
PF: 1, MA: 1, IN: 2, IU: 0, PY: 1, MP: 0.
DC: 3, SF: 1, CC: 16 kg
Basic Concentration (c) 3 Literacy (IN) 2 Plains Survival (IN) 2 Sensitivity (PY) 2 |
Difficult Curious (c) 1 Discern Reason (IN) 3 Find Patterns (IN) 3 Knowledge (Psychic Powers) (IU) 2 |
Extreme ESP (PY) 3 Psychic Power Source (c) 1 Psychic Projection (PY) 1 |
Concentration: The ability to focus on something
despite distractions.
Curious: A detriment forcing the character
to seek the answer to questions and mysteries.
Discern Reason: The ability to figure out
the underlying reason for things.
ESP: The ability to know things without knowing
how you know them. Use ESP to generate a
knowledge skill, converting the effect to
HP for the duration.
Find Patterns; The ability to notice patterns
in data and events.
Knowledge (Psychic Powers): The character
is an expert on the facts of psychic powers.
Literacy: The ability to read and write the
script of the Land. Every Borigonian can
read from birth.
Plains Survival: The ability to life off
the land in the plains. Children are taught
the ways of the plains from an early age.
Psychic Power Source: The character reduces
the detriment from psychic powers by 1. Psychic
Projection: The ability to produce and control
psychic forms in the psychic world. These
act like robots in the psychic world.
Sensitivity: This ability of thought allows
the psychic to sense the presence of psychic
forms in the psychic world—an eerie world
the mind can reach if you have PY. Duplicate
personal psychic shield.
Equipment: +6 Quality Book of Psychic Powers,
+2 Psychic Projection Crystal.
Home: Apartment in Ranam-Borigon.
Money: 1 Tartorig Coin, 20 Bone Coins.
Player Four has a borigonian priest of the God Fallorien (the god of good).
Adult female Borigonian, Mundane, omnivorous,
social, foragers.
1.5 meter tall, 80 kilogram humanoids with
pointed ears, fair hair, and gray eyes. Primary
Attribues: IN and MP. The character is a
trained priest and knows little outside of
the church's cloister.
PF: 1, MA: 1, IN: 3, IU: 0, PY: 0, MP: 1.
DC: 3, SF: 2, CC: 16
1 Term Candidate of Fallorien
3 Term Acolyte of Fallorien
1 Term Preist of Fallorien
Basic Basic Mathematics (IN) 6 Bravery (c) 3 Dedicated (c) 2 Faith (MP) 5* Friendly (c) 2 Initiation (c) 4 Literacy (IN) 6* Plains Survival (IN) 3 Prayer (Fallorien) (MP) 5 Religious Ceremonies (MP) 4 Speak with Angels (MP) 3 Speak with Earth Elementals (MP) 3 |
Difficult Benediction (MP) 1 Find Patterns (IN) 6 Knowledge (Angels) (IN) 6 Knowledge (Earth Elementals) (IN) 6 Theology (Fallorien) (IN) 6 |
Extreme |
Basic Mathematics: The ability to perform
simple calculations. The ability to solve
simple equations. The character has developed
simple geometry. The character has developed
the ability to perform mathematical proofs.
Benediction: Benedictions are the direct
blessings of Fallorien. 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).
Bravery: The ability to ignore the effects
of fear.
Dedicated: The ability to remain focused.
Faith: The ability to use your belief in
the God Fallorien to perform miraculous feats.
The character may use this as a modifier
for any action involving good, angels, earth
elementals, or knowledge.
Find Patterns; The ability to notice patterns
in data and events. The character can use
this skill to conceal patterns.
Friendly: A detriment causing the character
to act as a friend to others.
Initiation: The character is a member of
the religion of Fallorien and is subject
to the strictures and protections so granted.
Knowledge (Angels): Ther character is an
expert in the facts of angels.. The character
gains a modifier of +2 to any works involving
angels when using this skill as a modifier.
The character gains a modifier of +1 to any
theology roll when using this skill as a
modifier.
Knowledge (Earth Elementass): Ther character
is an expert in the facts of earth elementals..
The character gains a modifier of +2 to any
works involving earth elementals when using
this skill as a modifier. The character gains
a modifier of +1 to any theology roll when
using this skill as a modifier.
Literacy: The ability to read and write the
script of the Land. Every Borigonian can
read from birth. The character can identify
the writer based on their style. The character
is a magical writer, gaining a permanent
+30 to their writing effect in return for
a basic power detriment. The character can
learn from written documents, there is a
+1 to making learning attempts when using
Litracy as a modifier.
Plains Survival: The ability to life off
the land in the plains. Children are taught
the ways of the plains from an early age.
Prayer (Fallorien): This is a basic power
that allows the faithful to make direct contact
with Fallorien. This is the basis for all
worship, and Fallorien require prayers be
said upon waking. Prayers may also be offered
to Fallorien in order to request the direct
intervention on behalf of the character,
such is called a miracle. The character must
also have Faith in order to have Prayer.
No miracle can happen unless Fallorien wants
it to happen, regardless of the success of
the roll. Specific prayers can be invented
that can become powers learned by the faithful.
Here are prayers available to the Candidate:
Religious Ceremonies: 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 acolytes:
Speak with Angels: The acolyte can speak
the magical language of angels.
Speak with Earth Elementals: The acolyte
can speak the magical language of earth elementals.
Theology (Fallorien): The character is an
expert on the history, lore, and procedures
of the religion of Fallorien. The character
gains a +1 to Prayer when using this as a
modifier. The character gains a +1 to Faith
when using this as a modifier. The character
gains a +1 to Religious Ceremonies when using
this as a modifier.
Equipment: Book of the Theoology of Fallorien,
+3 Golden Star (True Holy Symbol), Golden
Priest Robes, +2 Math Text of Quality.
Home: The Temple of Fallorien in Ranam-Borigon.
Money: 1 Tartorig Coin, 70 Bone Coins.
Player Five has a borigonian magician.
Adult male Borigonian, Mundane, omnivorous,
social, foragers.
1.5 meter tall, 80 kilogram humanoids with
pointed ears, fair hair, and gray eyes. Primary
Attribues: IN and MP. The character is a
trained borigonian Ardahad wizard (a specific
school of magic).
PF: 1, MA: 1, IN: 3, IU: 0, PY: 0, MP: 1.
DC: 3, SF: 2, CC: 10 , Power Recovery Rate:
3 per day (1 base, 1 due to Power, 1 due
to lesser angellic servant)
1 Term Candidate.
1 Term Initiate
1 Term Magician
Basic Basic Mathematics (IN) 3 Bravery (c) 3 Confident (c) 2 Dedicated (c) 2 Imagination (MP) 3 Literacy (IN) 4 Magical Senses (MP) 3 Plains Survival (IN) 3 Power (MP) 3 |
Difficult Conjuring Ritual (Angels) (MP) 1 Conjuring Ritual (Demons) (MP) 1 Knowledge (History) (IN) 5 for 2 Seasons Knowledge (Magic) (IN) 5 Knowledge (Nature) (IN) 5 Ritual of Self Cleansing (MP) 1 Ritual to Know the Past (MP) 1 Secretive (c) 3 |
Extreme Gestures of Power (MP) 1 |
Basic Mathematics: The ability to perform
simple calculations.
Bravery: The ability to ignore the effects
of fear.
Confident: The character is sure of himself.
Conjuring Ritual (Angels): This spirit power
allows the character to conjure an angel
to serve him for the duration. He knows the
identity of a lesser angel.
Conjuring Ritual (Demons): This spirit power
allows the character to conjure a demon to
serve him for the duration. He knows the
identity of a lesser demon.
Dedicated: The ability to remain focused.
Gestures of Power; The ability to perform
magical spells after a minute of intricate
hand gestures. The first magical intention
is illusion. The first hand gestures known
are those of Self-Glamour, allowing the magican
to seem to change their appearance in some
specific way.
Imagination: power allows the magician to
fix their intention firmly in mind. This
can be used with Power to produce any magical
effect, though at significant detriments.
Knowledge (Magic): The character is an expert
in the facts of magic. The character has
placed so much study into the Law of Imagination
that he gains a +1 modifier to any magical
working when using this as a modifier. The
character has placed so much study into the
law of Psychic Magic, allowing them to research
the magical equivalent of psychic powers.
Knowledge (Nature): The character is an expert
in the facts of nature. The character has
studied plants and water so that he gains
a +1 modifier to any attempt to survive in
the wilderness. The character has studued
the weather and gains a +1 modifier when
attempting to predict the weather. The character
has gained deep insights into the connection
betqween nature and magic, and can thus gain
a magical modifier (+80) to any single knowledge
of nature attempt, in return for a difficult
power detriment.
Literacy: The ability to read and write the
script of the Land. Every Borigonian can
read from birth. +1 to learn from written
material.
Magical Senses: The ability to sense magical
spells and higher powers. The character can
identify magical effects when using Knowledge
(Magic) as a modifier. The character has
the ability to identify magical effects when
using Knowledge (Magic) as a modifier. The
character can see into the astral world.
Plains Survival: The ability to life off
the land in the plains. Children are taught
the ways of the plains from an early age.
Power: This is the ability to gather the
astral light to perform a working. This can
be used with Imagination to produce any magical
effect, though at significant detriments.
Incraese power recovery rate by one per day.
Ritual of Self Cleansing: This one hour ritual
can either be used to remove magical conditions,
or to improve your chances of success in
magical oeprations for the duration of the
effect. Note that this ritual uses all of
the tools in a single step.
Ritual to Know the Past: The ability to perform
a one hour ritual after a day of preparation
to learn about the past. The result is either
a number of questions answered or facts revealed,
or the number of HP to be used to acquire
difficult pips in Knowledge (History). Note
that this ritual uses all of the tools in
a single step.
Secretive: This detriment prevents the character
from revealing sensetive information to others.
Spiritual Servants: Lesser Angel.
Equipment: +7 Quality Book of Ardahad. Ritual
Tools (+1 Brazier for each step after consecration,
+3 Bell for calling out to the forces/compelling
the forces/dismissing the forces, +1 Medallion
for dismissing the forces, and a +2 Crystal
for consecration).
Home: Ardahad Lodge House in Ranam-Borigon
Money: 48 Bone Coins.
The GM has a borigonian master criminal and three borigonian henchmen.
Adult male Borigonian, Mundane, omnivorous,
social, foragers.
1.5 meter tall, 80 kilogram humanoids with
pointed ears, fair hair, and green eyes.
Primary Attribues: IN and IU. The character
is an experienced criminal.
PF: 2, MA: 3, IN: 3, IU: 0, PY: 0, MP: 0.
DC: 4, SF: 2, CC: 16
Basic Borigonian Knife (PF + MA) 3 Bravery (c) 2 Climbing (PF) 2 Confident (c) 2 Literacy (IN) 3 Pick Locks (MA) 3 Plains Survival (IN) 3 Quick Reflexes (MA) 3 |
Difficult Criminal Connections (c) 5 Find Hidden (IN) 3 Observation (IN) 3 Remove Traps (MA) 3 Sociopath (c) 2 Stealth and Concealment (PF + MA + IN + IU) 3 |
Extreme Genius (IN) 3 |
Borigonian Knife: The ability to strike and
parry with the Borigonian Long Knife doing
medium damage. The strike/parry time is 1
second.
Bravery: The ability to ignore the effects
of fear.
Climbing: The ability to use equipment to
climb walls, cliffs, and the like.
Confident: The character is sure of himself.
Criminal Connections: The ability to call
upo9n criminals for goods and services.
Find Hidden: The ability to locate something
hidden that you are looking for.
Genius: The character is considered brilliant
and can use this as a general intellectual
modifier.
Literacy: The ability to read and write the
script of the Land. Every Borigonian can
read from birth.
Observation: The ability to notice thigns
not being sought.
Pick Locks: The ability to use tools to open
locks.
Plains Survival: The ability to life off
the land in the plains. Children are taught
the ways of the plains from an early age.
Quick Reflexes: The ability to respond to
undexpected situations.
Remove Traps: The ability to render a set
trap harmless.
Sociopath: This detriment prevents the character
from caring, or having empathy, about anyone
but himself.
Stealth and Concealment: The ability to remain
undetected. The character gains a +1 to attempts
to find something or someone hidden when
using this as a modifier.
Equipment: +3 Borigonian Knife of Quality,
Lock Picks.
Home: Has a room and a hide-out.
Money: 24 Bone Coins.
Adult male Borigonian, Mundane, omnivorous,
social, foragers.
1.5 meter tall, 80 kilogram humanoids with
pointed ears, fair hair, and gray eyes. Primary
Attribues: PF and MA.
This character is a killer and ambusher.
PF: 2, MA: 2, IN: 3, IU: 0, PY: 0, MP: 0.
DC: 4, SF: 2, CC: 16
Basic Borigonian Knife (PF + MA) 4 Borigonian Sling (MA) 3 Borigonian Spear (PF + MA) 2 Knife (PF + MA) 2 Literacy (IN) 3 Plains Survival (IN) 3 Reaction Time (PF) 2 |
Difficult Find Hidden (IN) 3 Observation (IN) 3 Stealth and Concealment (PF + MA + IN + IU) 2 Unarmed Combat (PF + MA) 2 |
Extreme |
Borigonian Knife: The ability to strike and
parry with the Borigonian Long Knife doing
medium damage. The strike/parry time is 2
seconds. He can throw such a knife out to
10 meters doing medium thrusting damage.
The ability to perform a thrusting attack.
Borigonian Sling: The ability to use a Borigonian
Sling to attack with bullets. This is a long-ranged
and deadly weapon. It can be used to launch
bullets 30 times each minute. Normal bullets
do heavy damge out to 50 meters, and medium
damage out to 100 meters. Military bullets
do extreme damage out to 50 meters and heavy
out to 100 meters. Black Steel bullets do
the damage of a military bullet with an additional
+10 magical attack.
Borigonian Spear; The ability to thrust,
strike and parry with a borigonian spear
that is two meters long. Attack and parry
time is a 2 seconds. The damage done by a
spear is heavy. If the head is made of Black
Steel, the damage is +10 magical.
Find Hidden: The ability to find what you
are looking for.
Knife: The ability to strike and parry with
a common knife doing light damage. The attack
and parry time is a second.
Literacy: The ability to read and write the
script of the Land. Every Borigonian can
read from birth.
Plains Survival: The ability to life off
the land in the plains. Children are taught
the ways of the plains from an early age.
Observation: The ability to notice thigns
not being sought.
Reaction Time: The ability to respond to
unexpected situations.
Stealth and Concealment: The ability to remain
undetected.
Unarmed Combat: The ability to use the body
as a weapon. The attack/defense time is 1
second.
Equipment: +2 Borigonian Knife of Quality,
+6 Borigonian Sling of Quality, 20 +5 Military
Bullets of Quality, Borigonian Spear, +6
Knife of Quality
Home: Bunantzeb's hide out.
Money: 24 Bone Coins
1.5 meter tall, 80 kilogram humanoids with
pointed ears, brown hair, and gray eyes.
Primary Attribues: IN and IU.
This character is a bodyguard.
PF: 2, MA: 2, IN: 3, IU: 0, PY: 0, MP: 0.
DC: 3, SF: 2, CC: 16
Basic Borigonian Knife (PF + MA) 3 Borigonian Sling (MA) 3 Borigonian Spear (PF + MA) 3 Literacy (IN) 3 Plains Survival (IN) 3 Reaction Time (PF) 2 |
Difficult Find Hidden (IN) 3 Observation (IN) 4 |
Extreme |
Borigonian Knife: The ability to strike and
parry with the Borigonian Long Knife doing
medium damage. The strike/parry time is 2
seconds. The ability to perform a thrusting
attack.
Borigonian Sling: The ability to use a Borigonian
Sling to attack with bullets. This is a long-ranged
and deadly weapon. It can be used to launch
bullets 30 times each minute. Normal bullets
do heavy damge out to 50 meters, and medium
damage out to 100 meters. Military bullets
do extreme damage out to 50 meters and heavy
out to 100 meters. Black Steel bullets do
the damage of a military bullet with an additional
+10 magical attack.
Borigonian Spear; The ability to thrust,
strike and parry with a borigonian spear
that is two meters long. Attack and parry
time is a 2 seconds. The damage done by a
spear is heavy. If the head is made of Black
Steel, the damage is +10 magical. The character
can perform a disarming attack, if successful
a weapon held by an opponent will be thrown
away.
Find Hidden: The ability to find what you
are looking for.
Literacy: The ability to read and write the
script of the Land. Every Borigonian can
read from birth.
Observation: The ability to notice thigns
not being sought.
Plains Survival: The ability to life off
the land in the plains. Children are taught
the ways of the plains from an early age.
Reaction Time: The ability to respond to
unexpected situations.
Equipment: Borigonian Knife, Borigonian Spear
Home: Bunantzeb's hide out.
Money: 12 Bone Coins
Adult male Borigonian, Mundane, omnivorous,
social, foragers.
1.5 meter tall, 80 kilogram humanoids with
pointed ears, brwon hair, and green eyes.
Primary Attribues: IN and IU.
This character is a bodyguard.
PF: 2, MA: 2, IN: 2, IU: 0, PY: 0, MP: 1.
DC: 4, SF: 2, CC: 16
Basic Borigonian Spear (PF + MA) 3 Literacy (IN) 2 Magical Senses (MP) 1 Pain Capacity (PF) 2 Pick Locks (MA) 2 Plains Survival (IN) 2 Reaction Time (PF) 2 |
Difficult Criminal Connections (c) 1 Find Hidden (IN) 2 Observation (IN) 2 Remove Traps (MA) 2 |
Extreme |
Borigonian Spear; The ability to thrust,
strike and parry with a borigonian spear
that is two meters long. Attack and parry
time is a 2 seconds. The damage done by a
spear is heavy. If the head is made of Black
Steel, the damage is +10 magical. The ability
to throw the spear out to 10 meters.
Criminal Connections: The ability to call
upon criminals for goods and services.
Find Hidden: The ability to find what you
are looking for.
Literacy: The ability to read and write the
script of the Land. Every Borigonian can
read from birth.
Magical Senses: The ability to sense magical
effects and higher powers.
Observation: The ability to notice thigns
not being sought.
Pain Capacity: The ability to ignore the
effects of pain.
Pick Locks: Ther ability to open locks with
special tools.
Plains Survival: The ability to life off
the land in the plains. Children are taught
the ways of the plains from an early age.
Reaction Time: The ability to respond to
unexpected situations.
Remove Traps: The ability to render a trap
harmless.
Equipment: Borigonian Spear
Home: Has an Apartment in Ranam-Borigon.
Money: 12 Bone Coins.
A So we have five players, One through Five. Player One has the warrior Thechor with a speed factor of 2, Player Two is playing the scholar Mensirric with a speed factor of 2, Player Three is playing the psychic Mentheor with a speed factor of 1, Player Four is playing the priest Breheschel with a speed factor of 2, and Player Five is playing the wizard Miasirric with a speed factor of 2. The scene before them is that they must determine who stole a treasure from a local fortress. The thief Bunautzeb has a speed factor of 2, his three henchmen each have speed factors of 2.
Now the players declare their actions and the GM declares the actions of the thief and his henchmen. Declarations always proceed from the slowest Speed Factor to the highest. Beginning with Mentheor (the psychic) he is going to use his psychic abilities to try to find the thief. Thechor, Mensirric, Breheschel, Miasirric, Bunautzeb and the three Henchmen are next: Thechor is going to try to follow the thief, Mensirric is going to look for clues to the thief's identity, Breheschel is going to pray for guidance, Miasirric is going to perform a gesture of power to find the thief, the thief Bunautzeb is attempting to escape through the sewers under the city. Bungapcor is going to set an ambush, Shondar and Rigrugool are going to guard Bunautzeb. The GM decides that this scene will last five minutes, since that is how long the incantations will take, along with getting their results.
The action in a scene always proceeds from the highest Speed Factor, to the lowest. Bunautzeb attempts to makes a roll to evade pursuit. The GM chooses to base this on Genius (extreme skill) 3, and he will modify it with Observation 3, and Quick Reflexes 3, for a total of 9 plus extreme. It is night, making his escape easier, say +4. This is now a total of 13 plus extreme. Shondar and Rigrugool are with the thief and are helping him, Shondar adds his Observation of 4, Rigrugool adds his Reaction Time of 2, for a new total of 19 plus extreme. The d10 roll is 2, for a total of 17 plus extreme. The GM decides to keep this going for a whole day, incurring a -2, for a new total of 15 plus extreme. The GM decdes that being a succsessful criminal, he has used his genius before and thus grants a +6 due to the extreme nature of the skill, this gives him a success of 21. Because he has two others with him, this becomes a 19. He gains the condition Evasion (based on IN) (extreme) with 19 HP equivalent, this becomes 3 extreme pips for a level of 5 for 24 hours.
Miasirric makes an incantation roll, deciding he wants to anticipate the thief for the whole day (thus incurring a -2 detriment). he uses his extreme power gestures of Power at 1, the magical power Magical Senses at 3, and Knowledge of Magic at 5 (+1 for the law applying to any working), and he calls upon his angellic servant—since this is not specifically white magic, the spirit adds 5, for a total of 15 plus extreme. Because the gesture power is extreme, the GM decides to add 5, for a total of 20. Casting these gestures are hard to do so there is a -10 for a new total of 10. Miasirric is seeking mundane knowledge, so the magic is applied to a lower plane of existence adding 80, but the crossing of a planar boundary costs 10. The new total is then 80. layer Player Five rolls a 5, for a total of 75. The GM notes that this is now 75 HP, there is now the cost for a day duration of -2 for a new total of 73 HP, this becomes 36 difficult pips, which give a level of 18*. The GM decides that the thief is unprotected from this magical search. The angel tells Miasirric that the thief is planning to go by a specific route to the sewer. This becomes the skill Knowledge (Plans of the Bunautzeb) (IN) 18*. Miasirric tells the others of the route of the thief and offers to go along to help. Player Five notes the 3 MP detriment and 1 fatigue incurred by the use of the power.
Thechor tries to pursue the thief, but he is cautious and makes an observation roll to try to find any traps or ambushes along the way. he uses Observation 2, with Warrior 4, and Reaction Time 4 for a total of 10. The GM decides that this is more difficult at night, so there is a modifier of -5 for a total of 5, and a +1 for the difficult skill and -2 for a full day., giving a 4. The d10 roll is 4, for a total of 0, failure. Thechor does not know how to find the thief.
Mensirric tries to make a roll to change his action, Quick Thinking 4, Observation 4, and IU 1 combine for a total of 9, the GM decides that due to difficulty this drops to a 5. The roll is a 5, resulting in a 0, which does not allow him to change his action. He is looking for clues and bases the attempt on Find Hidden 4, then Genius 5, and Find Patterns of 4 for a total of 13. The GM decides that this is kind of hard to do in 5 minutes and gives a -10, +1 for difficult skill use, for a total of 4. the d10 roll is a 2, resulting in a 2. He finds out that there are three bad guys with the thief—but some the others will have already left before he can tell them of this.
Breheschel prays to Fallorien for guidance. He uses Prayer 5, Faith 5, and Theology 6 for a total of 16. Since magical operations are always hard, this gives a -5 for a total of 11. The d10 roll is a 4, for a 7 total. Since the player did not specify how this was to be split, the duration is a week (resulting in a -3), or 10 days in The World of Borigon, and the character gains 4 HP for the basic magical ability the Guidance of Fallorien (MP) .For the next three weeks (30 days) the priest will have the hung effect Guidance of Fallorien (MP), this will result in a score of 2. This is defined as a general modifier to any ability roll, and the ability to know how to proceed if otherwise stuck.
Bungapcor has set an ambush, using Stealth and Concealment 2, Observation 3, and Borigonian Sling 3 for a total of 8 The GM decides this is easy in the dark so grants a +5 modifier, for a new total of 13. The d10 roll is 2, the effect is an ambush lasting the night of 7*.
Mentheor uses ESP 3 to gain knowledge of the thief, modifying with Find Patterns 3, and Discern Reason 3 for a total of 9 plus extreme. He wants this to last for two days, the GM decides that this costs 3 points. The GM decides that since this is a psychic power, night time does not produce a detriment. The score stays at 7. The roll is a 1, resulting in a 6. This is an extreme power, giving a +5, so the result becomes 11. This is the number of HP which becomes 5 difficult pips. Mentheor' IN is 2, so this becomes Knowledge (Bunautzeb) at 6 for two days.
All players have their characters gain 1 fatigue. and 1 HP for the scene. Player Three used an extreme psychic power so that Mentheor gains a 3 PY detriment.
The GM states that the next scene will involve finding the place where Bunautzeb will descend into the sewers. This will take an hour of time.
Now the actions are declared for the new scene. Mentheor is going to continue to use his psychic abilities to try to find the thief. Thechor is going to escort Miasirric, Mensirric is going to try to figure out who the thief is, Breheschel is going to escort Mensirric to keep him safe, Bungapcor is going to conduct the ambush, Shondar and Rigrugool are going to continue to guard the Bunautzeb. Bunautzeb will enter the sewers under the city.
Bunautzeb enters the sewers accompanied by his guards.
Player Five decides to try to find any traps or ambushes on the way. He first attempts to spend 8 HP in a flashback. He states that during this flashback, Miasirric researched and then placed an incantation of Observation upon himself. This is handled as what is called a preadventure. Examining the 8 HP preadventure themes the GM decides that this was under the heading of Necromancy and that the character was involved in the hunt for an undead being. The good thing that happened was that the character has the magical intention Perception added to his list along with the incantation of Observation. The GM rules that the character had a result of 73 HP, that the incantation effect will last for ten years for a date five years ago, so the result becomes 63 HP. This is 21 extreme skill pips. Based on his IN of 3, this becomes the skill Observation (IN) (e) 13 for ten years, the GM rules that five years have passed since this event, so there are five years remaining. The bad thing is that Miasirric is now hunted by the undead creature at 8 pips, this is a basic condition at 6*. So Miasirric uses his Observation effect 13, IN 3, and Imagination 3, for a total of 19. Since it is night there is a -10 and a +5 for extreme, -1 for fatigue, for a new total of 13. The d10 roll is a 6 for a success of 7. This will balance Bungapcor's ambush.
Bungapcor conducts his ambush, using Ambush of 7 as a base, he modifies with Sling 3, and Stealth and Concealment of 2 for a total of 12. There is a -7 due to Miasirric for a new total of 5. There is a -1 for fatigue, for a new total of 4. The d10 roll is a 9, for a -5 result. The sling stone goes wide.
Breheschel works with Mensirric to identify the thief. Find Hidden 4, then Genius 5, and Find Patterns of 4 for a total of 13. Again there is a -4 for night, and a -1 for fatigue. Breheschel adds his Guidance of Fallorien or 2. The new total is 10. The d10 roll is 7, for a result of three. Both Breheschel and Mensirric know the thief is Bunautzeb.
Thechor attempts to know where the attack came from. He bases this on Find Hidden 2 plus difficult, modified by Observation 2 and Quick Reflexes 4, for a total of 8. This is -5 for darkness for a total of 3. The d10 roll is a 2, so Thechor knows where Bungapcor is, and decides to attack. he uses his Warrior ability as a base 4 plus extreme and modieis with Bravery 3 and Borigonian Sword 6 for a total of 13 plus extreme. Bungapcor gets a chance to notice this, he uses Observation 3 plus difficult, Find Hidden 3, and reaction Time 2, for a total of 8, -4 for dfarkness, +2 for difficult, the new total is 6. The d10 roll is 10, a failure. Rolling again, the result is a 3, so Bungapcor's Reaction improves to 3. Thechor gets a free attack on Bungapcor, the d10 roll is a 10, a success of 3. The second roll is a 10, some kind of disaster.
We resolve the successful attack first. Thechor did not declare where he was hitting Bungapcor. So we roll for this, a 3. The result is a limb hit, this turns out to be the right leg. The result was a 3, this adds to 10 for heavy damage, and DC 5 for a total of 18 damage. Bungapcor has a DC of 4 and rolls a d10, getting a 10. He takes 5 damage to his right leg. This resulots in 3 Pain, Light Bleeding 1, and Light Tissue Damage 1. The tissue damage results in a -1 to asll ability rolls.. Since Bungapcor does not have pain capacity, he rolls against his PF of 2, with a 4, failure. He will also be a -3 to all actions due to his pain, for a total of -4 to all actions. Bungapcor surrenders to Thechor.
The disaster will be that Bungapcor will have seen the wizard Miasirric and gotten a sling attack on him. Rolling to see where it hit, the result is an 8, thorax hit. The sling bullet does 10 damage. Miasirric has DC 3 and a d10 roll of 9, so the attack does no damage.
Mentheor catches up to Miasirric and Thechor.
All characters gain 1 fatigue and 1 HP.
Play continues...
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