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Borigon: Role-Playing Guidelines

Borigon is a role-playing game that can be played with 1d10, 1d6, paper, pen, a character, and a Game Master. Characters have attributes like physical fitness and intellect that determine abilities. Abilities include skills, conditions, and powers that are assigned levels based on attribute scores. During gameplay, scenes depict moments in time from seconds to decades, and players describe what their characters do. At the end of sessions, players earn history points to spend on improving ability levels. The goal is for characters to engage in an interactive story.

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George Hrabovsky
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0% found this document useful (0 votes)
16 views2 pages

Borigon: Role-Playing Guidelines

Borigon is a role-playing game that can be played with 1d10, 1d6, paper, pen, a character, and a Game Master. Characters have attributes like physical fitness and intellect that determine abilities. Abilities include skills, conditions, and powers that are assigned levels based on attribute scores. During gameplay, scenes depict moments in time from seconds to decades, and players describe what their characters do. At the end of sessions, players earn history points to spend on improving ability levels. The goal is for characters to engage in an interactive story.

Uploaded by

George Hrabovsky
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

1

A Quick and Dirty Guide to Borigon


What You Need to Play Borigon
You will need 1d10, 1d6, pen or pencil, paper, a character, and a Game Master (or one other player if you are the GM). For details visit [Link].

Role Playing Games for Those Who Are New At It


Role playing is acting with rules. The rules of the game are covered below, and you need only understand those rule pertaining to your character. Otherwise you act out the role of character, if you feel that your character would do something based on your understanding of the behavior of the character, then have your character do that. If you are playing in a group, try to understand the group well enough to know if your characters actions are going to offend other players; if so try to temper your actions so as to allow everyone to have fun.

Playing Generated Characters


It is possible that you will be playing a character generated by the GM. This saves time in early games in a campaign, and it is essential at a Convention to save time. All such characters should have guidelines explaining why the character is doing what they are doing, what their goals are, and how they make their living.

Generating Characters
This can be a time consuming process since it requires you, the player, to make a lot of decisions. If you have a definite idea in mind for a character concept and are willing to work with the GM, then go ahead and develop a character from scratch.

Playing Borigon - How Abilities Work


There are four kinds of abilities in the Borigon game. The first are the attributes of your character; these tell you how talented you are in various areas: Physical Fitness (PF): This is a measure of how talented you are at using your body. Mechanical Aptitude (MA): This is a measure of how talented you are at using machines, including your fingers, to do work. Intellect (IN): This is a measure of how talented you are at deduction and learning through study. Intuition (IU): This is a measure of how talented you are at just knowing things and learning without study.

2 Psychic Prowess (PY): This is a measure of talented you are at using mind powers. Be sure to check with the GM before making this something other than -2. Mystical Prowess (MP): This is a measure of how talented you are at manipulating unseen powers. Be sure to check with the GM before making this something other than -2. Skills are learned abilities based on attributes. There are three grades of skill that explain how hard it is to learn them - basic, difficult, and extreme. Conditions are abilities that are not based on attributes. These have the same grades as skills do. Powers are learned or innate abilities based either on PY, MP, or they can be conditions. These also have the same grades as skills do. All abilities are given certain levels. These are an abstract representation of how good your character is at the ability. Levels are purchased through the use of pips. Pips are purchased with History Points (HP). Consult the tables at the bottom of the page, or consult the rules. When your character tries to do something, the GM will determine if it is successful or if you need to roll for it. When you make a roll for something the first thing to do is choose a skill that seems appropriate. Try imagining a few things you would like your character to do, and choose an ability that is most appropriate for the task. Once you have chosen this ability, you may modify your total level by applying up to two other abilities that seem appropriate (subject to approval by the GM). Other modifiers may apply, so check with the GM. Ask the GM to try a couple of examples to get the hang of it. Roll a d10 and subtract the results. Accidents (both favorable and unfavorable) occur on a roll of 10. You will need to roll the d10 again to determine what happened.

Playing Borigon - How Scenes Work


Many role playing games have rigid time structures that try to compress the action into rounds or similar devices in the belief that this makes things more realistic, or that it makes things more controllable. Borigon has no set structure. It uses scenes to portray the action. Some scenes, those most action-packed, will last only seconds while others can represent the passage of days, weeks, months, even decades or centuries. At the beginning of a new scene the GM will poll the players to find out what their characters are doing during the scene. In this way all character have a chance of acting. In combat you can embellish actions by using the number of points in Speed Factor.

Playing Borigon - Character Development


At the end of a game session the GM will hand out History Points (HP) and conditions as appropriate. You may Pip Cost for a Level Increase spend these HP on Pip Costs Level Goal Pip Cost acquiring pips in your Pip Type HP Cost 1-5 1 abilities. If you spend Attribute 10 enough pips you can 6-10 2 Basic Mundane 1 improve your level in 11-15 3 Basic Power 2 an ability. Here are a 16-20 4 Difficult Mundane 2 couple of charts about 21-25 5 Extreme Mundane 3 pips and levels. 26-30 6 Difficult Power 4 Additional Existing pip Extreme Power 6 Enjoy the Game! multiples of 5 cost + 1

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