Life Paths
Introduction
This chapter describes how to create a life
path. A life path is an abstract representation
of a character spending years on a kind of
activity. As such it gives many benefits.
Player Section: Life Paths
When a character spends a long time doing
something, they acquire diverse skills and
abilities related to that activity. In the
Borigon system this is simulated with what
are called life paths.
When you choose a life path for your character,
you decide how many HP to spend on it, and
pick one from the list below. Then for each
attribute try to think of what skills your
character has acquired. Begin with PF and
spend the total HP on PF-based skill. Repeat
this process for MA, IN, IU, PY, and MP.
Then you can spend the same HP on conditions
(see Abilities for details).
These are the mechanics, you will also need
to tell the story of how you got the abilities
that were chosen. The GM can only deermine
if abilities are appropriate by judging your
story.
Make sure you understand why you are getting
each skill and condition you choose for the
character. There should be a good reason
for each choice, from a story perspective.
Each choice should enhance the story of your
character, and not just make your character
more powerful.
Finally note any additional benefits for
the life path you have chosen; such benefits
are at no cost and the HP spent on the life
path must be divided among the benefits where
appropriate. If the benefit is attribute
pips then the quantity of HP spent on the
life path must be sufficient to purchase
such a pip (10 or 20 HP).
GM Section: Life Paths
To design a life path follow these steps:
- Name the life path.
- Give a brief description of the life path.
- Make a list of the preferred PF-based skills
suitable for the life path. The player may
always choose something else. But this gives
you the ability to slant the life path in
the direction you want it to go.
- Make a list of suitable MA-based skills.
- Make a list of suitable IN-based skills.
- Make a list of suitable IU-based skills.
- Make a list of suitable PY-based powers.
- Make a list of suitable MP--based powers.
- Make a list of suitable conditions.
- Decide on any additional benefits granted
by the life path. Often these are in the
form of Fame, Respected, or Connections related
to the life path.
Example: Example-Life Path of the Street-Fighter
This is the life path of someone who has
spent a long time in the streets, in a contemporary-era
game. The character might be a thug, an enforcer,
a bodyguard, or a bouncer. The skills to
be chosen should be those regarding survival
among thieves, law enforcement officials,
merchants, and/or politicians.
PF Skills
The GM comes up with the following skills:
- Strength (b): The ability to apply physical
force.
- Endurance (b): The ability to keep going
despite tiredness.
- Reaction Time (b): The ability to respond
quickly.
- Pain Capacity (b): The ability to keep going
despite pain.
- Strike Mighty Blow (d): The ability to increase
the damage done by any blow.
- Toughness (e): The ability to absorb damage
from a blow.
MA Skills
The GM comes up with the following skills:
- Knife (b): The ability to strike, stab, or
parry with a knife.
- Club (b): The ability to strike and parry
with a club.
- Handgun (b): The ability to use a handgun.
- Punch (b): The ability to punch and parry
with forearms.
- Kick (b): The ability to kick.
- Grapple (b): The ability to pin or otherwise
hold the opponent.
- Unarmed Combat (d): This is a collection
of skills allowing the character to strike
and parry with hands, feet, knees, elbows,
and shoulders. This includes pins, locks,
and holds.
- Drive Automobile (b): The ability to operate
an automobile.
- Drive Motorcycle (b): The ability to operate
a motorcycle.
- Sleight of Hand (d): The ability to perform
tricks of dexterity.
IN Skills
The GM comes up with the following skills:
- Street Geography (b): A general knowledge
of the layout of the city.
- Observation (d): The ability to notice things
without looking for them.
- Spot Hidden (d): The ability to find things
you are looking for.
- Street Knowledge (b): A general level of
expertise about who to talk to to get goods
and services on the street.
- Evasion (d): The ability to get away from
pursuers.
- Criminal Knowledge (d): An in-depth mastery
of the facts about criminals and their techniques.
- Bargaining (b): The ability to get a good
deal on goods and services.
- Appraisal (b): The ability to figure out
the value of goods and services.
IU Skills
The GM comes up with the following skills:
- Danger Sense (b): The ability to know when
you are in danger with enough lead time to
take immediate action.
- Quick Thinking (b): The ability to respond
to unexpected situations.
- Observation (d): The ability to notice things
without looking for them.
- Spot Hidden (d): The ability to find things
you are looking for.
- Evasion (d): The ability to get away from
pursuers.
- Streetwise (d): An in-depth expertise in
the etiquette and understanding of living
in the streets.
- Bargaining (b): The ability to get a good
deal on goods and services.
- Appraisal (b): The ability to figure out
the value of goods and services.
PY Powers
The GM comes up with the following powers:
- Bodily Control (b): An internal power allowing
the psychic to exert control over their own
body.
- Sensitivity (b): A power of thought making
the character sensitive to nearby psychic
impressions.
MP Powers
The GM comes up with the following powers:
- Magical Senses (b): The power to sense supernatural
powers.
- Basic Rituals (b): A low magic power allowing
the magician to perform magics through a
specific ritual.
Conditions
The GM comes up with the following conditions:
- Street Connections (d): The character knows
people on the street who can perform inquiries,
or acquire goods and services.
- Criminal Connections (d): The character knows
people among criminals who can perform inquiries,
or acquire goods and services.
- Law Enforcement Connections (d): The character
knows people in the law enforcement community
who can perform inquiries, or acquire goods
and services.
- Merchant Connections (d): The character knows
people among merchants who can perform inquiries,
or acquire goods and services.
- Political Connections (d): The character
knows people in the field of politics who
can perform inquiries, or acquire goods and
services.
Benefits
The GM comes up with the following benefits:
- Fame (b): The character is known for past
actions.
- Respected (d): The character has a level
of influence due to their reputation.
- Knife (b): The character owns a 20 cm knife.
This weapon does light thrusting damage.
- Club (b): The character owns a half-meter
long club of wood. This weapon does medium
striking damage.
- Handgun (d): The character owns a small revolver
with six shots. This weapon does exreme striking
damage out to 10 meters (short range), heavy
out to 20 meters (medium range), and medium
out to 40 meters (long range).
- Ammunition (d): The character has a box of
50 rounds for their handgun.
- Body Armor (e): The character has torso armor
providing heavy protection.
Example: Example-Life Path of the Mystic
This is an example of someone in a fantasy
setting who has spent a lot of time studying
the magical arts.
PF Skills
The GM comes up with the following skills:
- Ritual Postures (b): The ability to take
on physical postures within a ceremony or
ritual.
- Endurance (b): The ability to keep going
despite tiredness.
- Reaction Time (b): The ability to respond
quickly.
- Pain Capacity (b): The ability to keep going
despite pain.
MA Skills
The GM comes up with the following skills:
- Ritual Gestures (b): The ability to perform
specific gestures within a ritual.
IN Skills
The GM comes up with the following skills:
- Magical Knowledge (d): An in-depth level
of expertise in the facts of magic.
- Religious Knowledge (d): An in-depth level
of expertise in the facts of religions.
- Theology (d): A thorough understanding of
the teachings, practices, and lore of a specific
religion. This may be taken again for a different
religion.
- Observation (d): The ability to notice things
without looking for them.
- Spot Hidden (d): The ability to find things
you are looking for.
- Find Patterns (d): The ability to notice
patterns.
- Discern Reason (d): The ability to figure
out why something happened.
IU Skills
The GM comes up with the following skills:
- Danger Sense (b): The ability to know when
you are in danger with enough lead time to
take immediate action.
- Quick Thinking (b): The ability to respond
to unexpected situations.
- Observation (d): The ability to notice things
without looking for them.
- Spot Hidden (d): The ability to find things
you are looking for.
PY Powers
The GM comes up with the following power:
- Sensitivity (b): A power of thought making
the character sensitive to nearby psychic
impressions.
MP Powers
The GM comes up with the following powers:
- Magical Senses (b): The power to sense supernatural
powers.
- Basic Rituals (b): A low magic power allowing
the magician to perform magics through a
specific ritual.
- Imagination (b): The ability to hold a magical
intention in mind so strongly that it helps
in magical rituals.
- Power (b): The ability to Gather together
the substance of magic to help perform a
magical working.
Conditions
The GM comes up with the following condition:
- Magical Connections (d): The character knows
people among magicians and magical scholars
who can perform inquiries, or acquire goods
and services.
Benefits
The GM comes up with the following benefits:
- Magical Brazier (b): This device is used
as a modifier in each step of a basic ritual.
This is a limited magic item, a Basic Rituals
roll must be made to determine its level.
- Magical Incense (b): This is a package of
incense to be burned during a magical working.
Each stage cosumes one use of the incense.
There are ten uses in the package. Make a
Basic Ritual roll to see how much of a modifier
this device provides.
- Magical Crystal (b): This is a small crystal
used in either gathering the magical power
of calling the supernatural forces of a ritual.
Make a Basic Ritual roll to see how much
of a modifier this device provides.
- Magical Wand (b): This device is a 20cm long
wooden stick. It is used in either compelling
a supernatural force, or in its dismissal.
Make a Basic Ritual roll to see how much
of a modifier this device provides.
- Protective Amulet (b): This is a small metal
disc with mystical symbols that is used in
either compelling or dismissing a supernatural
force from a ritual. Make a Basic Ritual
roll to see how much of a modifier this device
provides.
- Basic Ritual Effect (b): The character has
performed a basic ritual and has a hung effect.
Make a one-time Basic Ritual Roll with up
to five modifiers and including any equipment
the character has (if no equipment is owned
by the character then add eight). Subtract
16 from this result and split the remainder
between the level of the effect and its duration.
Convert the level of the effect into HP and
use this to purchase the basic magical condition.
- Focus Wand (d): This magical device is a
20cm long wooden stick. It provides a +1
to all magical workings in which it is used
as a modifier for every 4 HP spent on it.
Thus an 8 HP life path could allow you to
own a +2 focus wand.
- Focus Ring (e): This magical device is a
simple ring of some precious metal. It provides
a +1 to all magical workings in which it
is used as a modifier for every 6 HP spent
on it. Thus a 12 HP life path could allow
you to own a +2 focus wand.
- Fame (b): The character is known for past
actions.
- Respected (d): The character has a level
of influence due to their reputation.
- Increase in MP (attribute): The character
raises their MP by one.
GM Section: Paths in the Life of the Character
As you run players through their character's
life paths, make sure to tell the story.
Remember that life paths represent years
of activity. Even a 1 point life path represents
several years of activity. It is not simply
training, it the story of a big chunk of
their life. Fill the story with details of
the character's location relevant to the
life path.
Example: Hesheriuth's Life Path of the Mystic
The player decides to spend the remaining
1 HP from adolesence on the life path of
the mystic. This represents five years of
work during and after becomeing a full-fledged
shaman.
Beginning with PF he decides that during
his training Hesheriuth became determined
to learn the precise postures used during
the shamanic ceremonies. After several weeks
of effort he gaine the ability:
- Ritual Postures (b) (PF + 1 for basic destiny)
2. This is defined by: The practice of placing
the character's body into the postures demanded
by rituals or ceremonies.
Continuing on to MA, Hesheriuth agains attempts
to gain some level of perfection in his ceremonies
by becoming an expert in the gestures required
by his workings. He spent seasons in research
and weeks mastering the techniques and gained
the ability:
- Ritual Gestures (b) (MA + 1 for basic destiny)
2. This is defined by: The practice of producing
the complicated hand gestures and finger
positions demanded by rituals or ceremonies.
Throughout this time he learned to ignore
distractions and the exhaustion caused by
long hours of research and concentration:
- Mental Endurance (b) (IN) 3. This is defined
as: The ability to concentrate despite distractions
or exhaustion.
Over the years Hesheriuth developed a strong
sense of himself, thus making it more difficult
for spirits to gain control over him.
- Strong-Willed (condition) 1. This is defined
by: A strong sense of self, avoiding the
influence of others.
During the years of adolescence Hesheriuth
used his Initiation into the Lesser Totems
to gain a hung effect of protection from
the Rivemar totem.
- Hung-Effect of Protection: Using his Initiation
to the Lesser Totems (3) modified by Faith
(5) and Theology (5), the roll is a 4 (-4
for difficulty) is a 5 result. This is enough
to control a lesser spirit. The lesser Rivemar
casts a protection upon Hesheriuth. Since
this is shamanic, and thus spirit magic,
the spell is on the spiritual level. This
is a permanent effect, the spirit has a 60
score, -50 for permanent, leaves 10, rolling
a 3 gives a result of 7. This becomes 3 basic
power pips for the condition Spiritual Protection
3.
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