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:
  1. Name the life path.
  2. Give a brief description of the life path.
  3. 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.
  4. Make a list of suitable MA-based skills.
  5. Make a list of suitable IN-based skills.
  6. Make a list of suitable IU-based skills.
  7. Make a list of suitable PY-based powers.
  8. Make a list of suitable MP--based powers.
  9. Make a list of suitable conditions.
  10. 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:

MA Skills

The GM comes up with the following skills:

IN Skills

The GM comes up with the following skills:

IU Skills

The GM comes up with the following skills:

PY Powers

The GM comes up with the following powers:

MP Powers

The GM comes up with the following powers:

Conditions

The GM comes up with the following conditions:

Benefits

The GM comes up with the following benefits:

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:

MA Skills

The GM comes up with the following skills:

IN Skills

The GM comes up with the following skills:

IU Skills

The GM comes up with the following skills:

PY Powers

The GM comes up with the following power:

MP Powers

The GM comes up with the following powers:

Conditions

The GM comes up with the following condition:

Benefits

The GM comes up with the following benefits:

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:

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:

Throughout this time he learned to ignore distractions and the exhaustion caused by long hours of research and concentration:

Over the years Hesheriuth developed a strong sense of himself, thus making it more difficult for spirits to gain control over him.

During the years of adolescence Hesheriuth used his Initiation into the Lesser Totems to gain a hung effect of protection from the Rivemar totem.

To return to the Borigon home page.