Below are life paths designed for the world of Borigon
This is the life path of someone who takes after their parents, or at least those who raised the character. You get 2/3 of your abilities from the most significant parent, and 1/3 from the other.
This is the path of someone who lives a normal life.
Agility (b): The ability to keep your balance.
Constitution (b): The ability to resist poisons and diseases.
Endurance (b): The ability to keep going despite physical stresses.
Pain Capacity (b): The ability to ignore pain.
Reaction Time (b): The ability to react quickly.
Strength (b): The ability to apply physical force.
Hand Cart (b): The ability to direct a Hand Cart.
Sircorfin Riding (b): The ability to ride a sircorfin葉he six-legged lizard that is the borigonian beast of burden.
Mountain Climbing (d): The ability to climb mountains.
Boat Handling (b); The ability to operate a small boat.
Swimming (b): The ability to move through the water without drowning.
Hand Cart (b): The ability to direct a Hand Cart.
Tree Climbing (b): The ability to climb trees.
Climbing (b): The ability to climb a vertical surface.
Cave Climbing (d): The ability to climb in caves.
Tree Climbing (b): The ability to climb trees.
Swimming (b): The ability to move through the water without drowning.
Tree Climbing (b): The ability to climb trees.
Mountain Climbing (d): The ability to climb mountains.
Mountain Climbing (d): The ability to climb mountains.
Ritual Postures (b): The practice of placing the character's body into the postures demanded by rituals or ceremonies.
Swimming (b): The ability to move through the water without drowning.
Far Reach (e)
Swimming (b): The ability to move through the water without drowning.
Battle Fury (b)
Tree Climbing (b): The ability to climb trees.
Quick Hands(b): The ability to react quickly.
Specific Craft (d): The ability to make some specific kind of item (bow, cabinet, saddle, etc.), or to work with a specific kind of material (wood, stone, metal, etc.).
Borigonian Bow (b): The ability to use a Borigonian Bow to attack with arrows. This is a long-ranged and deadly weapon. It can be used to launch arrows 15 times each minute. Normal arrows do heavy damge out to 150 meters, and medium damage out to 300 meters. Military arrows do extreme damage out to 150 meters and heavy out to 300 meters. Black Steel arrows do the damage of a military arrow with an additional +10 magical attack.
Borigonian Military Spear (b): This is the ability to thrust and parry with the military spear. 1.5 meter long wooden shaft with a spear head. This spear does heavy thrusting damage. Black steel spear heads add a +10 magical attack for damage.
Sircorfin-Drawn Cart (b); The ability to drive a cart.
Tool Use (d): The ability to use tools with other tasks.
Borigonian Bow (b): The ability to use a Borigonian Bow to attack with arrows. This is a long-ranged and deadly weapon. It can be used to launch arrows 15 times each minute. Normal arrows do heavy damge out to 150 meters, and medium damage out to 300 meters. Military arrows do extreme damage out to 150 meters and heavy out to 300 meters. Black Steel arrows do the damage of a military arrow with an additional +10 magical attack.
Bite (b)
Bow (b)
Javelin (b)
Mace (b)
Spear (b)
Sword (b)
Jangen Sling: The ability to use a Jangen Sling to attack with bullets. Sling (with red-bone bullets): .75 meter length, range: 150 meters, damage: Heavy Magical Strike.
Polaxe (b)
Claws (b)
Claws (b)
Bite (b)
Claws (b)
Club (b)
Ritual Gestures: The practice of producing the complicated hand gestures and finger positions demanded by rituals or ceremonies.
Nothing special.
Bite (b)
Dart (b)
Flex Dodge (b)
Ghutrah (b)
Mutrah (b)
Appraisal (d): The ability to determine the value of goods and services.
Bargaining (b): The ability to make a good deal.
Geography (b): A knowledge of the lay of the land near where you live.
History (b): A knowledge of the local history.
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of a Specific Craft (d): An expertise in the facts of a specific craft.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Seamanship (d): An expertise in the facts of seamanship.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Psychic Powers (d): An expertise in the facts of psychic powers.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Chaos (d): An expertise in the facts of chaos.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Riddles (d): An expertise in the facts of riddles.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Riddles (d): An expertise in the facts of riddles.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of the Arctic (d): An expertise in the facts of the arctic.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Magic (d): An expertise in the facts of magic.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Something (d): An expertise in the facts of something.
Literacy (b)
World Knowledge (d)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Something (d): An expertise in the facts of something.
Literacy (b)
Tracking (b)
Appraisal (d): The ability to determine the value of goods and services.
Bargaining (b): The ability to make a good deal.
Quick Thinking (b): The ability to react quickly.
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of a Specific Craft (d): An expertise in the facts of a specific craft.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Seamanship (d): An expertise in the facts of seamanship.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Psychic Powers (d): An expertise in the facts of psychic powers.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Chaos (d): An expertise in the facts of chaos.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Riddles (d): An expertise in the facts of riddles.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Riddles (d): An expertise in the facts of riddles.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of the Arctic (d): An expertise in the facts of the arctic.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Magic (d): An expertise in the facts of magic.
Literacy (b)
Basic Mathematics (b): The ability to perform simple calculations.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Something (d): An expertise in the facts of something.
Literacy (b)
World Knowledge (d)
No normal powers.
No powers.
No powers.
No powers.
No powers.
Sensitivity (b)
Telepathy (b)
No powers.
No powers.
No powers.
No powers.
No powers.
No normal powers.
Initiation into The Ancestor God (b): The character is initiated into the religion of the Ancestor God.
Initiation into Anthar (b): The character is initiated into the religion of Anthar葉he god of plants.
Initiation into Dramaga (b): The character is initiated into the religion of Dramaga葉he god of fire and purification.
Initiation into Fallorien (b): The character is initiated into the religion of Fallorien葉he god of angels, knowledge, and the earth.
Initiation into The God of Ancient High Magic (b): The character is initiated into the religion of Amhertekozal'Ha'hrothna葉he god of ancient high magic.
Initiation into Hoyushuar (b): The character is initiated into the religion of Hoyushuar葉he god of making.
Initiation into L'troma (b): The character is initiated into the religion of L'troma葉he god of the sea.
Initiation into Hathedin (b): The character is initiated into the religion of Hathedin葉he god of merchants and spies.
Initiation into Reckalf (b): The character is initiated into the religion of Reckalf葉he god of aniamls and the mind.
Resist Chaos (e)
Riddle Game (e): The charcter can start a riddle-game. This is a magic enforced by the gods themselves. The challenged party gets to ask the first riddle. A riddle is a poetic question revealing some knowledge. When the first riddle is answered, the answerer then poses a riddle to the challenged. This continues back and forth until one party fails to answer a riddle, at which point the game is finished and the party that fails is the loser.
Riddle Game (e): The charcter can start a riddle-game. This is a magic enforced by the gods themselves. The challenged party gets to ask the first riddle. A riddle is a poetic question revealing some knowledge. When the first riddle is answered, the answerer then poses a riddle to the challenged. This continues back and forth until one party fails to answer a riddle, at which point the game is finished and the party that fails is the loser.
Initiation into Faerarbribrosh (b): The character is initiated into the religion of Faerardribrosh葉he god of the arctic.
Fame (b): The character is well-known.
Local Connections (d): The character has a network of contacts locally who will perform services or provide goods for the character.
Respected (d): The character is well-thought of.
Shop (d): The character owns a shop.
Shop (d): The character owns a shop.
Shop (d): The character owns a shop.
Shop (d): The character owns a shop.
Warrior (d): The character is a consumate warrior.
Bravery (b): The character can resist fear.
Good Student (b): The ability to learn faster.
Good Student (b): The ability to learn faster.
Fame (b): The character is well-known.
Respected (d): The character is well-thought of.
Sircorfin (d): The character owns a sircorfin and riding equipment.
Tools (b): The character owns tools. For 1 HP you get four normal tools. For 2 HP you get a mundane tool with bonuses, 2 HP per bonus. For 4 HP you get a magical tool with bonuses, 4 HP per bonus.
Boat (b): The character owns a small boat. For 2 HP the boat has mundane plusses, 2 HP per plus. For 4 HP the boat is magical, 4 HP per plus.
Shop (d): The character owns a shop.
Arrows (b): The character owns 4 military arrows for every HP. For 2 HP the character can own an arrow that is especially well made, this provides a bonus for every 2 HP. For 4 HP the character can own a magical arrow, +1 per 4 HP.
Bow (b): The character owns a Husirric Bow. For 2 HP the character can own a mundane bow or one that is psychically enhanced for a +1 bonus per 2 HP spent. For 4 HP the bow is magical, +1 per 4 HP.
Javelin (b): The character owns 4 javelins. For 2 HP the character can own a mundane javelin or one that is psychically enhanced for a +1 bonus per 2 HP spent. For 4 HP the javelin is magical, +1 per 4 HP.
Mace (b): The character owns a mace. For 2 HP the character can own a mundane mace or one that is psychically enhanced for a +1 bonus per 2 HP spent. For 4 HP the mace is magical, +1 per 4 HP.
Spear (b): The character owns a spear. For 2 HP the character can own a mundane spear or one that is psychically enhanced for a +1 bonus per 2 HP spent. For 4 HP the spear is magical, +1 per 4 HP.
Sword (b): The character owns a sword. For 2 HP the character can own a mundane sword or one that is psychically enhanced for a +1 bonus per 2 HP spent. For 4 HP the sword is magical, +1 per 4 HP.
Jangen Sling (b): The character owns a sling. For 2 HP the character can own a mundane sling that is well made, for a +1 bonus per 2 HP spent. For 4 HP the sling is magical, +1 per 4 HP.
Polaxe (d): The character owns a red bone poleaxe. For 4 HP the character can own a poleaxe or one that is well made, for a +1 bonus per 4 HP spent. For 8 HP the poleaxe is magical, +1 per 8 HP.
Red Bone Bullets (d): The character owns 4 red bone bullets.
Books (b): The character owns 4 books for 1 HP. For 2 HP the character owns one book so well written that it provides a bonus of +1 for every 2 HP. For 4 HP the book is magical, providing +1 for every 4 HP.
This is the path of someone who travels and tries to make a difference by taking on adventures. The abilities of an adventurer are related to survival, travel, quick response to stimuli, and self-defense.
Agility (b): The ability to keep your balance.
Constitution (b): The ability to resist poisons and diseases.
Endurance (b): The ability to keep going despite physical stresses.
Feats of Endurance (e): The character can perform amazing acts of endurance.
Feats of Strength (e): The character can perform amazing acts of strength.
Long-Distance Running (b): The ability to run for long periods of time.
Pain Capacity (b): The ability to ignore pain.
Reaction Time (b): The ability to react quickly.
Sprinting (b): The ability to move fast.
Strength (b): The ability to apply physical force.
Strike Mighty Blows (d): The ability to do damage by striking.
Light Armor (b): The ability to wear armor, classified as light (weighing less than 10% of the character's body weight), without physical detriment.
Sircorfin Riding (b): The ability to ride a sircorfin葉he six-legged lizard that is the borigonian beast of burden.
Light Armor (b): The ability to wear armor, classified as light (weighing less than 10% of the character's body weight), without physical detriment.
Mountain Climbing (d): The ability to climb mountains.
Boat Handling (b); The ability to operate a small boat.
Swimming (b): The ability to move through the water without drowning.
Tree Climbing (b): The ability to climb trees.
Climbing (b): The ability to climb a vertical surface.
Dexterity: Eye-hand coordination.
Quick Hands(b): The ability to react quickly.
Borigonian Bow (b): The ability to use a Borigonian Bow to attack with arrows. This is a long-ranged and deadly weapon. It can be used to launch arrows 15 times each minute. Normal arrows do heavy damge out to 150 meters, and medium damage out to 300 meters. Military arrows do extreme damage out to 150 meters and heavy out to 300 meters. Black Steel arrows do the damage of a military arrow with an additional +10 magical attack.
Borigonian Military Spear (b): This is the ability to thrust and parry with the military spear. 1.5 meter long wooden shaft with a spear head. This spear does heavy thrusting damage. Black steel spear heads add a +10 magical attack for damage.
Sircorfin-Drawn Cart (b); The ability to drive a cart.
Mountain Crossbow (b): The ability to use a Mountain Clan Crossbow to attack with bolts. It can be used to launch 6 bolts each minute. Normal bolts do extreme thrusting damage out to 150 meters, and heavy thrusting damage out to 300 meters. Black Steel bolts do the damage of a military arrow with an additional +10 magical attack.
Mountain Hammer (b): The ability to strike and parry with a Mountain Clan Hammer. This is a half meter long pole with a hammer hear that produces heavy damage. A black steel head adds a +10 magical attack for damage.
Borigonian Bow (b): The ability to use a Borigonian Bow to attack with arrows. This is a long-ranged and deadly weapon. It can be used to launch arrows 15 times each minute. Normal arrows do heavy damge out to 150 meters, and medium damage out to 300 meters. Military arrows do extreme damage out to 150 meters and heavy out to 300 meters. Black Steel arrows do the damage of a military arrow with an additional +10 magical attack.
Borigonian Military Spear (b): This is the ability to thrust and parry with the military spear. 1.5 meter long wooden shaft with a spear head. This spear does heavy thrusting damage. Black steel spear heads add a +10 magical attack for damage.
Pilot (d): The ability to steer a ship.
Bite (b)
Qandarric Blow Gun (b): This is a sectional 1.5 meter tube through which a dart is blown. The darts do Heavy thrusting damage out to 50 meters. Often the darts are covered with powders or liquids conveying poisons.
Qandarric Bow (b): This is a one meter bow that is used to attack with arrows doing Heavy damage out to 75 meters.
Qandarric Crossbow (b): This is a small crossbow that launches either a bolt or a pellet out to 100 meters. The bolt does heavy thrusting damage and the pellet does heavy striking damage.
Appraisal (d): The ability to determine the value of goods and services.
Bargaining (b): The ability to make a good deal.
Geography (b): A knowledge of the lay of the land near where you live.
History (b): A knowledge of the local history.
Survival (b): The ability to live off the land in a specific environment.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Plains (d): Expetise in the facts of plains.
Knowledge of Ruins (d): Expertise in the facts of ruins.
Observation (d): The ability to notice and recall things you are not necessarily looking for.
Spot Hidden (d): The ability to search for something specific.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Mountains (d): Expertise in the facts of mountains..
Knowledge of Ruins (d): Expertise in the facts of ruins.
Observation (d): The ability to notice and recall things you are not necessarily looking for.
Spot Hidden (d): The ability to search for something specific.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of the Sea (d): Expertise in the facts of the sea.
Knowledge of Ruins (d): Expertise in the facts of ruins.
Observation (d): The ability to notice and recall things you are not necessarily looking for.
Spot Hidden (d): The ability to search for something specific.
Appraisal (d): The ability to determine the value of goods and services.
Bargaining (b): The ability to make a good deal.
Danger Sense (b): The ability to be aware of damger in time to react to it.
Geography (b): A knowledge of the lay of the land near where you live.
History (b): A knowledge of the local history.
Survival (b): The ability to live off the land in a specific environment.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Plains (d): Expetise in the facts of plains.
Knowledge of Ruins (d): Expertise in the facts of ruins.
Observation (d): The ability to notice and recall things you are not necessarily looking for.
Spot Hidden (d): The ability to search for something specific.
Discern Reason (d): The ability to figure out causes of things.
Find Patterns (d): The ability to perceive patterns of interest.
Knowledge of Mountains (d): Expertise in the facts of mountains..
Knowledge of Ruins (d): Expertise in the facts of ruins.
Observation (d): The ability to notice and recall things you are not necessarily looking for.
Spot Hidden (d): The ability to search for something specific.
No normal powers.
Bodily Control (b): An internal power allowing the character to control their body.
Sensitivity (b): A power of thought allowing the character to perceive psychic forms.
No normal powers.
This is a character who spent a lot of time fighting in the Nation of Borigon.
This is a character who has spent their time working on their art in the Nation of Borigon.
This is a character who has spent their time learning facts in Nation of Borigon.
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