Example of ARIA Persona Creation

What follows is an example persona created using the Interactive Determination system in ARIA Roleplaying, which is the more complex method of creating a Persona.  The Narrative system is much simpler, but provides little to no structure for the process.  (Ref. ARIA Roleplaying PC 7).   The Interactive system incorporates many elements of the ARIA rules, including Narrative Environments, Heritage Groups, Status Hierarchies, and Vocational Templates.  
The sample persona is a new persona for the world of Geoza.  I'm using the world of Geoza for two main reasons: first, I'm most familiar with it, and second, I've already done some of the Mythguide work necessary for creating this persona.  There are three main tasks which the Mythguide (in cooperation with the player(s), or on his own) should have done before a persona can be created using the Interactive Determination system.
1) Create the main Narrative Environment (Ref. ARIA Worlds).  The Mythguide should have a solid concept of the kind of society / culture / location in which the first events of the story will take place.  The players can often assist in creating the environment - this helps them understand the story setting and may help them in creating their personas.  Most player personas will likely come from this environment, or will have traveled to it prior to beginning the story.  The Mythguide will likely have drawn at least a simple map, and may have some ideas (vague or otherwise) about the surroundings of the main Narrative Environment.   Note that it is not strictly necessary to have a fully defined Narrative Environment in accordance with all of aspects discussed in ARIA Worlds.   There are a few areas that need to be completed, at least a "first draft."  Broad choices about the type of society need to be made (Is the culture nomadic?  Is the level of technology bronze age or iron age?, etc.).  The most significant section for persona creation will be the Hierarchy of Social Estates (Ref. ARIA Worlds chapter nine).  This outlines the ways in which status is viewed in a particular environment.  This will be important for determining the status of the persona, as well as some aspects of the persona's family background ("Kinship").   For this example, the Narrative Environment used will be the city-state of Merochas. Merochas is a trading city, similar in some ways to a fantasy Venice.  Merochas' relation to surrounding environments is shown on this map (a more detailed map of Merochas itself can be accessed by clicking on the map location of Merochas, and a map of the city of Merochas can be accessed by clicking on the city, once you are viewing the detail map of Merochas).  The Hierarchy of Social Estates for Merochas is located at the bottom of the Merochas environment summary.
2) Define the dominant Heritage Group in the environment (Ref. ARIA Roleplaying MC 192 and following).  The dominant Heritage Group in Merochas is, not surprisingly, the Merochasans.  Merochasans are Human (species), and Jalani (racial group).  They are primarily found in Merochas, but make up significant minorities in some of the surrounding lands.   Merochasans aren't terribly different from a typical "human," although they do have some quirks (like all Jalani, they have large noses, and Merochasans are typically just a bit superstitious about undead).  The most important parts of the Merochasan Heritage Template are the physical values for Frame, Height, and Physique, and the notes on various Background Aspects, Traits, and/or Skills which are inherent, required, or recommended for personas from this Heritage Group.
3) Create a few Vocational Templates for some common adventuring vocations (Ref. MC 252 and following, and PC152 - 158).   Some players may still want to work with the Mythguide to create their own vocational settings, but having a few suggestions ready can both ease the work of creating new ones and also serve as a springboard for the players' own ideas.  For this example, we'll be creating a persona using the river trader vocation that we've already defined.
(Optional)  Create the Reality for the environment (Ref. ARIA Roleplaying MC 102 and following).  This is not strictly necessary for all personas, but if the group includes any "Adept" personas, it will be necessary.  Even if the group does not include any Adepts, if the world will have elements of magic (and/or religion), the Mythguide will want to have at least a broad idea of how magic functions in the world, and what magic is capable of doing.  This sample character will not be an adept, for two reasons: first, it will shorten the overall description of the process, and second, Geoza uses some additional rules for Reality.  In the interest of making this example more relevant to the general ARIA player or Mythguide, leaving Reality out of the picture will keep things simpler.
The frame at left lists ten steps in persona creation and contains links to each bookmarked section.  As in the preceding paragraphs, references to the ARIA rules will be scattered throughout the text.  Each step begins with a general description of what is accomplished during that step in the process, followed by the details of the example persona.
1)  Persona Concept.  Geoza is a world of great variety, and thus many persona concepts are viable.  Choose a persona concept that appeals to you, and answer some basic questions about this persona:   Where will the persona begin the game?  Where did the persona originate?   How did the persona get to where she is now (if the two locations are different)?   Who has the persona encountered along her way?  How old (in general) will the persona be when she begins the game?

These are general questions; several have been answered already:
The persona is a Merochasan, from Merochas, and will begin the game in that environment.
This persona will be called Varjo the Trader, and he is 29 years old at the beginning of the story.
The persona concept is a fairly well-to-do river trader, who travels up and down the rivers in and around Merochas, trading and adventuring.  He is literate and somewhat educated, but because of the hard work and rough crowd that he encounters every day on the rivers, he is a capable fighter as well.
This concept will work well in many types of adventures in and around Merochas, and because of the mobility inherent in the concept, will be suitable for stories in a variety of locations.

Based on the starting age of the persona, the Mythguide will assign a number of Interaction Points to the persona (generally 7 IPs per year of age at the start of the game).  Interaction Points are used to purchase most facets of the persona's background, attributes, and skills.

Based on the standard persona outline, Varjo gets 7 x 29 = 203 Interaction Points (IPs).
These IPs will be used to give a structure to the choices made in defining Varjo in the ARIA system.  Because the IPs give a defined limit to the amount of "stuff" this persona can have (high attributes, lots of skills, special backgrounds, wealth, etc.), those things that are most important to the persona concept will be emphasized, and other aspects will be reduced or left out of the persona description.  This gives the persona room to develop through the story.

2)  Persona Heritage.  Once you know what kind of persona you want, and you have an idea of what part of Geoza this persona is from, you can select an appropriate Heritage Template from among those available in that area.  A persona's Heritage Template will determine a number of things about the persona, including physical and cultural traits, as well as general background information.

Again, this question has already been answered - Varjo is a Merochasan.  Because Merochasans are a common heritage group, and don't possess a lot of special abilities or inherent aspects, they make a good "default" heritage group for the environment.
Checking the Heritage Template, we see that the IP cost for this heritage group is 0.   Varjo still has 203 IPs.  If the heritage group had an IP cost associated with it (either as a result of species characteristics, racial characteristics, or aspects unique to that heritage group), then we would subtract that cost from Varjo's total at this point.

3)  Persona Kinship and Status.   Within the Persona's Heritage Template, determine background information about the Persona's family and status within her culture.

OK, now we have to make some choices.  Chapter 2 of ARIA Roleplaying discusses Kinship.  ARIA places a great deal of emphasis on how a persona fits into the environment, and the persona's family background is one important aspect of that.
(Technically, this step in the persona creation process could be skipped, especially if the persona's background was thought to be "typical.")
First, we select a Status Archetype for the persona.  This represents the general social class into which he was born.  For some societies, this will be obvious, such as for a society with only one social class.
(Ref. ARIA Roleplaying PC 54)  For Varjo, we decide that he comes from a family of traders.  Looking at the Merochas Hierarchy of Social Estates, we see that independent merchants and river traders are listed in the Merchant (IV) category of social status, which places Varjo's family in the Professional Status Archetype.  Checking the table on PC 54, we have a series of choices to make about Varjo's relationship with his family:
1) Legitimacy.  We decide that Varjo is legitimate (no cost modifier)
2) Family Orientation.  This can be an involved choice, and might change through the course of persona development.  We can actually skip this step for now, because there no IP cost associated with this choice.
3) Sibling Rank.  Will Varjo inherit anything from his family?  We need to reference the Merochas environment summary to see what the inheritence patterns are for this society.   Checking the Kinship section of the summary, we see that the inheritence pattern for Merochas is Primogeniture.  This means that the eldest of the primary lineage will inherit all of the family's wealth.  Thus, Varjo's sibling rank is pretty important, especially since the family probably owns some kind of trading business (probably a riverboat).  However, we think that Varjo might just be a younger son who had to strike out on his own, and so we choose "Non-inheritor," with an IP cost of 0 (Varjo still has 203 IPs to spend).
4) Estrangement.  How are Varjo's relations with his family?  Did he receive their blessing when he struck out on his own?  Or was there some ill feeling involved?  If the family didn't like that, perhaps relations are poor.  We decide to assign Varjo a "Poor" estrangement rating with regard to his family.   The IP cost is -1, giving Varjo a total of 204 IPs to spend!
5) Family Renown.  How well known is Varjo's family?  If people recognize Varjo as being from an established trading family, that will influence their opinion of him (for good or ill).  Since there is no cost associated with this choice, we could skip it, but because family renown can give Varjo some starting renown of his own, we decide to give Varjo's family a Renown Value of 7 (Ref. PC 63), with the aspect of "River Trade."  This means that Varjo's family is known by peers (fellow traders and associated professionals) throughout Merochas, and that people in both the Privilaged and Labor status archetypes will have heard of his family, especially if they are involved in the river trade, either as investors or as laborers.  There might be more aspects we could define about Varjo's family, but those can easily be added later.
6) Reaction Orientation.  We know that many people have heard about Varjo's family, but is that a good thing or a bad thing?  Do people generally have a favorable reaction to someone from that family?  Or do they dislike the family (for dishonest trading practices, for example)?
We decide to give the family a Favorable orientation.  This means that most people involved in the river trade in Merochas not only know about Varjo's family, but in general they respect the family, and are favorable toward members of that family.  This costs 3 IPs (Ref PC 54), leaving Varjo with 201 IPs.

Recapping our choices for Kinship and Status, we have said that Varjo is from the Professional class, that he is legitimate, that he is a Non-inheritor, that he has poor relations (estrangement) with his family, and that his family is well-known and generally liked among those involved in the river trade in Merochas.
4)  Persona Characteristics.  ARIA defines 16 separate Attributes which a persona may possess.  Generally, only six of a persona's attributes will be rated as above average, and the persona may identify two more which are initially below average, but with potential for improvement.  All other Attributes are assigned an average rating of five.  A persona may choose to spend additional points during the Background Aspect step (see below) in order to raise the potential of other Attributes.

Now we get to make some decisions about what Varjo is really like.  What are his natural attributes?  What are his strengths (and weaknesses)?
Looking at the list of sixteen attributes (Ref. chart PC 72), we begin to make some choices.  We know that Varjo spends a lot of time on river boats, and so we want him to be agile.  We select Agility right away as one area where Varjo is above average.  We also think that as a trader, Communication will be important.  Life on the river can be a little rough, so we tentatively select Hardiness as appropriate for Varjo.
That's three of the six.  We also think that Varjo will probably need a good Manual Dexterity, since he will have grown up working with ropes and knots and wielding hooks, etc.  Another good choice would be Perception, since he will be on the lookout for obstructions in the river and other hazards, and finally we select Presence, because Varjo is going to be a leader.
Now, how about Varjo's weaknesses?  We don't have to give him any below average attributes, but looking at Varjo, we think that maybe he's just a little too sure of himself, and probably lacks a little Wisdom.  We decide that Wisdom will be below average (at least to begin with).  Listing our choices, we get the following:

Agility
Communication
Hardiness
Manual Dexterity
Perception
Presence
Wisdom
Something is still missing, we think.  If Varjo is going to be successful as a trader, he's going to need to be mentally clever.  There are several choices here: Intelligence, Intuition, Logic.  We decide that Varjo is very intuitive, and decide to replace Hardiness with Intuition.  Hopefully, Varjo will be able to keep himself out of trouble, and won't need an above-average Hardiness.
Note that all of the attributes we didn't select still get a value - an average 5.   This will be important, because if Varjo is ever injured, he'll need to make a Hardiness Trial, whether or not he has chosen that attribute as one of his above-average attributes.
What ratings should we give these attributes?  If average is 5, we know they'll be at least 6 (except for Wisdom, which will be at most 4).  This is a matter of priority - how many IPs are we willing to put into attributes?  A general rule of thumb is that a persona should spend no more than half the total available IPs on background (kinship and background aspects) and attributes. leaving around half the total amount for vocation(s) and expertises.
We decide that the most important attributes for Varjo are his Communication, Intuition, and Presence.  After all, his job is to be a trader, and these are the most important things.  We'll give an "8" to each of those attributes.
We also decide that although we don't think Varjo is all that wise, he's not a complete fool, either, and so we give him a "4" in Wisdom.
Finally, we decide that Varjo should have a "7" in both  Agility and Perception, and a "6" in Manual Dexterity.
Adding up the costs, we get the following (Ref. PC 71)
Attribute / Rating IP Cost
Agility 7 5
Communication 8 10
Intuition 8 10
Manual Dexterity 6 1
Perception 7 5
Presence 8 10
Wisdom 4 -1
Total 40 IPs
This leaves Varjo with 161 IPs.  There's plenty of room for choices in background remaining, and if we find we've got points left over, we can always come back and make some changes.
Physical Characteristics are chosen next.  Age has already been decided on, Varjo is 29 years old.  Because that is fairly young for a Jalani human, Varjo doesn't need to worry about any aging trials, and doesn't have any special modifiers to his attributes because of his age (Ref. PC 77).  Next we select Frame, Height, and Physique values for Varjo.  Looking at the Merochasan Heritage Template, we note the average Frame value for a male Merochasan is 6.  That means that a "medium" frame for a Merochasan has a value of 6.  We think that's appropriate for Varjo, since he doesn't have any attributes which would indicate an especially large frame.
Next we look at Height.  An average male Merochasan has a Height value of 6 (around 5'2" to 5'6" or 157cm to 168cm for you metric types).  We envision Varjo as being just a little taller than that, so we give him a Height value of 7 (5'7" to 5'11") and spend 4 IPs (because Merochasans have a low height variation, it cost them 4 IPs per point of height, rather than the normal 2 IPs).  Finally, we look at the Physique section for Merochasans, and note that a Physique value of 5 ("Average") is typical for Merochasan males.  We think Varjo should be a little heavier, though, and because Physique doesn't cost us any IP points, we say Varjo has a burly physique.  Varjo has 157 IPs remaining.
There are a number of appearance description elements which need to be decided on, but most of those are based on the heritage template.  Such things as typical hair, eye, and skin coloration should be noted on the template, as well as any special features.  We decide that Varjo, being a typical Merochasan, has black hair, brown eyes, olive (or "mediterranean") skin, and a prominent nose.  He is 5' 10" in height, with a medium frame and burly physique.
There are also a number of derived characteristics that we can calculate at this point (with the formula or reference listed to the right)
Weight: 195 lbs (Frame Value + Height Value) * Weight Multiplier (Ref. PC 80)
Carrying Capacity: 80 lbs (Frame Value + (2 * Strength))* 5
Lifting Capacity: 240 lbs Carrying Capacity * 3
Narrative Movement Rate: 27 miles per day at a brisk walk Height Value + Endurance + 15
Trauma Resistance: 4 (Ref. chart PC 83)
5)  Persona Background Aspects.   There are a number of Background Aspects available to personas in Geoza.   Almost all of the aspects listed in the ARIA rules are available, although some may have special application or rules in Geoza.  Background Aspects that require special consideration in Geoza include Magical Talent, True Calling, Sensitivity, Spiritual Ally, and Gift.  Additionally, several specific Background Aspects have been added, such as Manasense and Psychic Talent.

You might notice that we've skipped a chapter in the ARIA rules.  We generally select Background Aspects first, and then go back and determine traits for the persona.  Sometimes you'll want to flip back and forth between sections as you "balance" out your choices for a persona.   For now, we'll select some background aspects, and then worry about Varjo's other traits.
Since we've decided that Varjo won't have to use the Reality rules, we don't have to worry about most of the special Background Aspects for Geoza.  Still, we've defined some aspects in special ways which are appropriate for the world of Geoza, and so not everything in the ARIA rules will apply (and some things that aren't in the ARIA rules might apply).
Looking at the list of available aspects (also Ref. PC 116), we see several that seem like obvious choices for Varjo.  Since he's a river trader, he'll likely need a river boat.  Because we decided that Varjo didn't inherit such a boat from his family, we need to allocate some IPs to an appropriate aspect such as Extensive Resources.  A river boat is a pretty substantial piece of property for someone of the Professional class to own outright, and so we decide to give Varjo the Extensive Resources aspect at rank 7.
We also look at some of the other material aspects listed, and decide that maybe Varjo has some debts as well.  We'll give him the Debt aspect at rank 3 - nothing horrendous, but enough that Varjo will have his debt commitments on his mind when trading.
We also decide that Varjo has a Good Credit Reputation at rank 3 - he's known for paying his debts, and if he needs to borrow some money in the future, he'll be in a good position to do so.
Moving on to other areas of Varjo's background, we look at the various psychological aspects.  We briefly consider "Born Leader" but hold off for now, wanting to look at some other options first.  We also note that a Weakness for alcohol or a drug is recommended for Merochasans, and decide that Varjo does drink a lot in dockside taverns, so he has a Weakness (Alchohol) at rank 4.
Looking at mental aspects, we think that maybe a good Sense of Direction would be handy for someone who spends a lot of time traveling, so we give Varjo rank 3 with that aspect.   Varjo seems to be able to tell which way he's headed most of the time, at least above ground.
Social aspects can be important for a trader, so we look carefully at those.  Varjo probably has a few contacts scattered along the rivers, and so we give him Contacts at rank 5.
Varjo also has a crew for his river boat.  Most of the crew will be hirelings, but a few might be more loyal.  We give Varjo Follower at rank 5 as well.  For Geoza, this means that Varjo has five followers of average ability.  We'll determine the specifics later (we could be creating a few other personas as a result of this choice), but for now we'll say that they're all crew for his river boat.
How about a sponsor for Varjo?  Does he have an investor who favors Varjo enough to provide some financial support?  Perhaps there is a wealthy Merochasan who helped Varjo finance his boat when he first built it?  This possibility is also attractive to the Mythguide, who can use such a sponsor as an adventure hook for some kinds of stories.  We'll give Varjo Sponsor rank 4 - enough for some influence, but not so muchl that Varjo is working for anyone extremely powerful (at least, not that he knows about...).
How about an unfavorable aspect?  We know Varjo has poor relations with his family, but why?  Maybe that's a secret - we decide to give Varjo a Secret at rank 4.   This is something we can add detail to later, but it gives Varjo an element of mystery.
Now we look at physical aspects.  There is one aspect that we really want to look at - Unrealized Potential.  We'd like to have the option of improving a couple of the "average" attributes that Varjo is currently stuck with, like Hardiness and Quickness.  If we give Varjo two Unrealized Potentials at rank 1, he'll be able to develop his Hardiness and Quickness during the story, and it won't cost a lot of IPs now.
Looking at the Merochasan Heritage Template, we see that Varjo automatically has a Resistance to Disease at rank 5 (no IP cost), and that a couple of physical aspects are recommended: Strong Stomach and Weather Sense.  Knowing that Varjo eats in a lot of riverside dives, we decide to give him Strong Stomach at rank 3, and also Weather Sense at rank 2.  That will give Varjo some kind of warning about one type of weather condition.  We decide that Varjo gets a mild ache in one elbow that warns him of approaching thunderstorms.
Finally, we look at supernatural aspects.  Merochasans are all a little superstitious, so we know that Varjo gets Superstitious at rank 2 (no IP cost).  We could choose to raise that higher if we wanted to, but that's good enough for now.   We also think that maybe Varjo could use a little good fortune, so we give him the Fortune aspect at rank 3.
Listing our choices out, with their associated costs (Ref. PC 115):

Background Aspect / Rank IP Cost
Extensive Resources 7 7
Debt 3 -3
Good Credit Reputation 3 3
Sense of Direction 3 3
Follower 5 5
Sponsor 4 4
Secret 4 -4
Unrealized Potential (Hardiness) 1 1
Unrealized Potential (Quickness) 1 1
Resistance to Disease 5 0
Strong Stomach 3 3
Weather Sense 2 2
Superstitious 2 0
Fortune 3 3
Weakness (Alcohol) 4 -4
Total 21 IP
Subtracting the total IP cost for Varjo's background aspects, he is left with 136 IPs remaining.   Still plenty of room for development.
6)  Persona Traits.  Traits are aspects of a persona which are derived from attributes, such as Charisma, or purchased separately, such as Faith, Insight, and Renown.  Additionally, Social Traits such as Influence Pools and Leverage Pools can be purchased with IPs.  Some Traits such as Faith or Insight may be required in connection with some vocations.  A certain amount of Faith may be required, for example, for a persona who is a priestess of a deity.

Now we skip back to chapter four and finish off Varjo's traits.   Because we now have a much better idea of what kind of persona Varjo is (after selecting the various background aspects), we can more readily make decisions about some of his traits.
First, we calculate his Charisma Trait (Ref. PC 86), which is the average of Intuition, Presence, and Willpower.  Varjo will have an above average Charisma Trait, because two of the three components are above average attributes for him.  8 + 8 + 5 (the average default for Willpower) = 21, which divided by three gives Varjo a Charisma Trait of 7.  Varjo is a charismatic persona.
Next we decide on whether to purchase Faith and/or Insight.  Since Varjo isn't a priest or sorcerer (that's something specific to Geoza, btw), neither is required.   But in the world of Geoza, humans tend to have Faith - they get to purchase the Faith Trait at a discounted cost (at the cost for Disciplines, rather than the cost for Renown and Faith (Ref. chart on PC 9)).  We decide to give Varjo a minimal rating in the Faith trait, at rank 4.  This costs 5 IPs, leaving Varjo with 131 IPs.
Now for Social Traits (Ref. PC 87).  Most personas won't begin the game with Influence Pools or Leverage Pools.  We note that some backgrounds might give a persona a starting rank in an Influence or Leverage Pool, but we don't see anything in Varjo's background that compels us to do so, so we move on.
Renown (Ref. PC 91) is something that many starting personas won't have as well, but they might have some renown that derives from their family's reputation.  Because Varjo's family is well-known, its likely that he'll have some renown deriving from that.   A persona can also develop renown as a result of events that occur during persona development - we note that we might have to come back to this later.  For now, we check the chart for innate renown (Ref. PC 96) and see that Varjo's base renown is equal to his family's renown, modified by a few factors.  Varjo's family renown is a 7, but because Varjo is a Non-inheritor (-4), and because his relations with his family are poor (-2), Varjo is left with an innate renown at rank 1 - not much, but better than nothing.  Varjo will be recognized by a few people who live in the area he grew up, or who are close associates of his family.  Any other renown Varjo gets will be on his own merits.  We could purchase some starting renown for Varjo at this point, but decide to wait for now.
Personality (Ref. PC 101) is something that doesn't require any IP expenditure, but is important for roleplaying the persona.  We know from experience that Varjo's personality will develop more through roleplaying than through us putting words on a sheet of paper, but we decide to make a couple of notes to help us get started.  We've already decided that maybe Varjo is a little overconfident, so that's one note we can add right now.  We've also decided that Varjo is more outgoing and gregarious than he is a loner, so we note that as well.  And we know that Varjo has a somewhat mysterious past (why is he on such poor terms with his family?), so we note that he is just a little bit secretive.  That's enough for now - we can always come back and add things later if we think of something.
That finishes up the Traits section, and we can move on to the big one - expertise development.  So far, Varjo has 131 IPs remaining.

7)  Persona Vocation and Expertise.   Describe the persona's early development.  Choose one or more vocations for the persona from among those available to her heritage and status within the culture.  Assign IPs to purchase appropriate Talents, Aptitudes, and Disciplines from among those available to her vocation(s).

We've already decided on a vocation for Varjo - he's a river trader.  We could develop Varjo through more than one vocation, but since he's only 29 years old, we decide he's probably only been in one vocation so far.

First, we list the innate expertises which all personas start with.  Varjo speaks the Merochasan dialect of the Jalani language at rank 5 (actually, the South Jalani branch of the Jalani language family, but Varjo would just say he speaks Merochasan).  Varjo also has Dodge rank 1, Physical rank 1, Influence rank 1, and Savvy rank 1.  These don't cost Varjo any IPs (Ref. PC 152).

We also check the Merochasan Heritage Template to see if there are any required or recommended expertises, or any other notes or limits to persona development listed.  We see that Streetwise (a special instance of the Social Adaption talent used in Geoza) and Boating (another special instance, this time of the Transport aptitude) are both recommended for Merochasan characters.  We'll keep those in mind as we develop Varjo - they both seem likely expertises for Varjo to have.

But first, we need to develop Varjo through his childhood.   Early Development (Ref. PC 153) outlines the method for developing expertises which a persona learns from his family and from opportunities during childhood and early adolescence.  The length of this period can vary from culture to culture, but in most societies, early development ends around the mid-teens (this is the human norm - other species or unusual cultures could be different).  The default standard for ARIA is to end early development at age 14.  Since the Merochasan heritage group is fairly standard in this respect, that will work for Varjo as well.
The ARIA rules treat early development as if it were a common "vocation" that all personas pursue while they are children, so this will be our introduction to the vocational development process.
Each year of development, the persona can spend IPs to develop expertises.  Vocations have have expertise "potentials" which determine how many different expertises a persona can develop simultaneously within that vocation.  These "potentials" are divided into Internal Potentials and External Potentials.   Each type, internal and external, is given a rating from 1 to 5, which is the number of expertises that can be developed within that category.  Higher potentials mean that the persona will be able to develop more expertises, faster.  Low potentials indicate the reverse.
OK, take a deep breath, read that again, and we'll go on.  This is the most complex part of persona development in the ARIA system.

Internal potentials are expertises that a persona within that vocation would easily learn and develop.  Taking a look at the river trader vocation which we've created already, internal expertises are such things as Guile, Savvy, Boating, Administration, and Observation.  External expertises are things that a person might develop, but not because they do them as part of their "job."  Personas can develop external expertises based on their social class (their "archetype"), the type of environment they are generally exposed to (urban, rural, wilderness, etc.), or because they are in a travelling vocation ("itinerant") or an official one.   Additionally, there are certain expertises that almost any persona can develop, as long as they have the potential to do so.  External potentials are developed outside of the vocation itself.  The potential for a given vocation to develop external expertises is related to how much time the persona has away from the job.
In the case of the river trader vocation, we see that it has an Internal Potential of 4, and an External Potential of 3.  The high internal potential indicates a vocation with a great deal of variety in the types of tasks that are typically performed as a part of the job.  Likewise, the relatively high External Potential indicates a vocation with a lot of opportunity for development outside of the job.

OK, back to childhood.  Early development always has internal and external potentials of 1.  A persona can develop up to two expertises at one time - one internal, one external.  An internal expertise for a child is based on the vocation of the head of the family.  In Varjo's case, he gets to develop river trader expertises as a child, because that's what his father did, and he grew up in that business (this also means we can refer to the river trader vocation template for all the information we need).  External expertises for children are likewise based on the status archetype and environment in which the child developed, as well as the universal expertises available to any persona.  There is a limit to how much a persona can develop within early development (Ref. chart PC 154).  In Varjo's case, he is from a professional status background, so he can develop any one expertise up to rank 2 during childhood.
For each year of early development, Varjo will develop two expertises (Ref. PC 157 for IP costs).  Note that this does not indicate that the persona develops a certain expertise during the first year of life, for example.  The total amount of development is what is intended to be represented.  Also remember that Varjo starts with ranks in some innate expertises such as Physical and Native Language.  We'll lay out a rough table:

Age Internal Expertise (rank) IP Cost External Expertise (rank) IP Cost
1 Physical (2) 1 Script (Jalani) (1) 1
2 Guile (1) 1 Script (Jalani) (2) 1
3 Savvy (2) 1 Brawl (1) 1
4 Guile (2) 1 Brawl (2) 1
5 Social Adaption (Boatmen) (1) 1 Dodge (2) 1
6 Social Adaption (Boatmen) (2) 1 Animal Handling (Mules) (1) 1
7 Boating (1) 1 Animal Handling (Mules) (2) 1
8 Boating (2) 1 Wilderness (Fishing) (1) 1
9 Craft (Rope Use) (1) 1 Wilderness (Fishing) (2) 1
10 Craft (Rope Use) (2) 1 Etiquette (1) 1
11 Observation (1) 1 Etiquette (2) 1
12 Observation (2) 1 Healing (1) 1
13 Influence (2) 1 Healing (2) 1
14 Bribery (1) 1 Riding (1) 1
Note that some of these might be things that Varjo didn't really want to learn at the time (Etiquette, for example), and that we've simply listed expertises as we thought of them (according to the vocation information), rather than trying to say that Varjo developed this expertise first, then this one, etc.  The same thing will be done later in Varjo's development, so its important not to get too carried away in listing development by year.  The main reason to list expertise development out this way is to show how the persona developed over time, rather than just lumping a bunch of IPs together, buying the expertise at rank 9, and be done with it.
For example, consider a 19 year old persona.  No matter how many IPs the player is willing to spend to give his persona a high rank in swordfighting, how good can a 19 year old swordfighter be?  Leaving aside advantages like native speed and coordination, a 19 year-old fencer isn't going to be as experienced (and therefore skilled) as one who is 29 years old (assuming that both have developed their expertise as much as possible during that time).  That distinction is one of the main reasons for laying out persona development in this manner.  It also becomes important when switching vocations (something we won't do in this example), depending on the amount of time the persona spent pursuing each vocation.  If a persona spends only three years as a swordfighter, and then switches to become a scholar (for whatever reason) for the next ten years, that persona should not be as highly skilled in swordfighting as he is in research and other disciplines, for example.  This method results in a natural progression of development for the persona, but it does take a little longer.
NOTE:  ARIA doesn't force you to do it this way.  Especially with older characters, there is seldom any reason why they can't just buy the expertise at whatever rank, subtract the appropriate amount of IPs, and have done with it.  However, this method can bring out aspects of the persona's background that might not be noticed otherwise. 
Early development is now finished, Varjo is 14 years old, and he just spent 28 IPs.  He has 103 IPs remaining, which should be more than sufficient.  Next we move on to Background Development (also known as Vocational Development).
First, we identify the Vocational Expertise for the river trader, which is Boating.  This is the central expertise, which better than any other internal expertise, defines the vocation.  Other expertises may be important to the vocation, but this one is the most important.  This expertise can be developed at a "discount."  Boating is an aptitude, but because it is a vocational expertise for a river trader, Varjo gets to develop it as if it were a talent - one category less expensive.  This will enable Varjo to develop Boating to a high level of expertise.
Second, we look at the level of specialization of the vocation.  For the river trader, specialization is defined as being High.  The level of specialization within a vocation determines the maximum rank to which expertises can be developed within that vocation (Ref. MC 255).  In the case of the river trader, the High specialization means that talents have not limits on development, aptitudes with broad aspects can be developed to rank 10, and aptitudes with narrow aspects (more specialized aspects, in other words) can be developed to rank 9 (one less than with a broad aspect).   Disciplines with broad aspects have not limits, while those with narrow aspects can be developed to rank 9, and Research could only be developed to rank 8 (although that isn't an available expertise for a river trader, so that won't apply).  Generally speaking, there aren't many limits to Varjo's development because of specialization (but for other vocations or settings, there might be).
Third, we examine the IP cost required to enter the vocation.  This represents the effort required to obtain sponsorship within the setting, or to find a teacher, etc.   For a river trader, the cost is 7 IPs (Ref. MC 269).  Varjo now has 96 IPs remaining, and is "officially" a river trader.
NOTE: There are several other possible elements to entering a vocation within the ARIA system, including Vocational Availability Trials waiting to enter a vocation, and options like Official Vocations and hidden vocations.  None of those will be dealt with in this example.
One difference between early development and vocational development is the number of IPs which can be spent on expertises in a given year.  In early development, only one IP can be spent on each potential for each year of development (as demonstrated by the table we laid out above, that's really not an issue).  During vocational development, however, a persona can spend up to twice the internal potential rating on Internal expertises each year, and up to twice the external potential rating on External expertises each year.  In Varjo's case, he can spend up to 8 IPs each year on internal expertises (including the vocational expertise and itinerant expertises), and up to 6 IPs each year on external expertises (from environ class, status archetype, or universal expertises, as listed on the river trader vocational template).  Again, we'll lay out a rough table taking Varjo from age 15 to age 29, noting that he can develop up to four internal and three external expertises each year:
Age Internal Expertise (rank) IP Cost External Expertise (rank) IP Cost
15 Boating (4) 2 Craft (Campcraft) (2) 2
Craft (River Pilot) (2) 2 Lore (Chasega River) (2) 2
Leadership (2) 2 Brawl (4) 2
Administration (2) 2
16 Boating (6) 2 Dodge (4) 2
Craft (River Pilot) (4) 2 Craft (Campcraft) (4) 2
Leadership  (4) 2 Lore (Chasega River) (3) 1
Administration (4) 2
17 Boating (8) 2 Guile (4) 2
Craft (River Pilot (6) 3 Influence (4) 2
Leadership (5) 1 Savvy (4) 2
Administration (5) 1
18 Craft (River Pilot) (8) 4 Lore (Chasega River) (5) 4
Favored Weapon (Shortsword) (4) 4 Lore (Pelou River) (2) 2
19 Observation (4) 4 Lore (Pelou River) (4) 3
Artisan (Shipwright) (2) 2 Physical (5) 3
Bribery (3) 2
20 Craft (Rope Use) (5) 3 Intrigue (2) 2
Favored Weapon (Shortsword) (6) 3 Politics (2) 2
Wearing Armor (Flexible) (2) 2 Etiquette (3) 1
Note: at this point, Varjo has spent 47 IPs on internal expertises, and 34 IPs on external expertises, leaving him with 15 IPs to spend.  We'll want to make sure he develops any expertises we haven't listed yet, and we'll want to check what we've listed so far to make sure that the important expertises are at the rank we want them to be.  As should be obvious, we won't have to go through all the years of development available to Varjo to spend the IPs he has remaining.  Taking a look at what's available for development, we decide to spend the remaining IPs in the following manner:
21 Wearing Armor (Flexible) (3) 1 Savvy (6) 3
Artisan (Shipwright) (5) 3 Influence (6) 3
Bribery (6) 4
22 Observation (5) 1
And that takes care of the remaining IPs Varjo has available for persona development.  There are only a few more things that we need to do to finish the persona creation process.  But before we move on, notice a few things about the above expertise development listing.   First, we didn't always spend the maximum amount available in a given year.   Sometimes the costs worked out so that we spent only five, or seven points.   Second, we weren't limited to developing everything at an even rate.  Several times we spent the entire IP allocation for that year on only two expertises.  We could have chosen to spend it all on only one expertise, if we had wished to do so.   Also note that in a vocation with lower potentials, we might have needed all 15 years to develop Varjo to the expertise ranks he currently has, because we wouldn't have been able to spend as many IPs in one year, and because we wouldn't have been able to develop as many expertises at one time.

Also, Varjo has been a river trader for the past 15 years.  He probably hasn't run his own boat for that whole time, but he's likely well-known on the river.  Taking another look at innate renown (remember, we said we might have to come back to this?), we note that the river trader has a vocational prominence of 6.  River traders interact with a lot of different people, and thus are likely to be recognized by a lot of people within their area (the river trade and associated elements).  (Ref. chart PC 96)  We note that the listing for vocational prominence skips from "3-5" to "7-9" and leaves us in a quandry as to which category a "6" should have been included in.  Since we don't want to take the time to send LUG an email and wait for a response, we decide to lump it into the "3-5" category (now the "3-6" category), and see that Varjo gets 1 point of vocational renown for every 3 years spent in the river trader vocation.  That works out to a renown of 5, with an aspect of "river trade," because that's how he acquired that renown.  He might also be known for something else, but only among those involved in the river trade.   The scope of the renown (Ref. PC 93) indicates that Varjo is known throughout a city-sized environment - likely his "home base" city, the one he most frequently operates out of.  We decide that the city of Merochas is where Varjo is best known.  We also check Varjo's background aspects to see if they might give him some renown.  Its possible that Varjo might be renowned for acquiring his own river boat at an early age, but that only gives him a renown of 2 (Aspect Rank divided by 3, Ref. PC 96), which isn't many people that know about it.  We decide not to bother with any renown from his background.

OK, with those things noted, let's discuss an aspect of the ARIA persona creation process that we haven't mentioned yet.

8) Windows of Opportunity (Ref. PC 10)
Windows of Opportunity are one means of identifying the persona as "different" from the rest of the population in their society.  Windows of Opportunity are one way in which a poor peasant boy could become a knight, for example, or a persona could be defined as being stronger than anyone else of their race or species.  There are three types of window: Situational, Vocational, and Developmental.  Personas generally receive one of each type to use during development.
Situational Windows allow a player to choose one element from early development and make it whatever they want (within the narrative environment, etc.) for that persona.  Persona elements that can be affected by a Situational Window include selecting an unusual Heritage (species, race, or culture; unusual for that environment), any one aspect of Kinship or Family background aspects, attributes, physical characteristics, Faith, innate renown, background aspects, environ class (of the family or the persona), and inherent expertises.
In Varjo's case, we didn't use a Situational Window, but there were several opportunities to do so.  We could have used a Situational Window to get Varjo his river boat, for example (substituting for the background aspect of Extensive Resources).
Vocational Windows allow a player to choose some element of the persona's vocational path or occupational performance or development.  Elements that might be altered include vocational availability, environ class, specialization, vocational prominence, internal or external potentials, an available expertise, official performance, or entrance into additional vocational settings.  In Varjo's case, we could have skipped the entry cost for the river trader (7 IPs), as well as any availability trials or other requirements (which we didn't deal with in this example).  Thus, a vocational window basically gives the persona the chance to enter whatever vocation the player desires.
Developmental Windows allow a player to choose some element of the Persona during the developmental period.  Elements that can be selected or altered include almost anything, from a change of location or status to an improvement of family relations and /or inheritence status.  Again, there were plenty of opportunities for Varjo to use such a window of opportunity during development.  Perhaps the player wants Varjo to enter a new vocation just as the game begins - for example, Varjo's sponsor might turn out to be an agent for some powerful faction in Merochas, and Varjo is recruited to act on their behalf as well.  The player could work with the Mythguide to create a new vocational setting "Merochasan Agent," in which Varjo will develop during the game.
Had we used these three windows of opportunity as suggested, Varjo would have an additional 14 IPs to spend (and could easily have done so, given the room left for development during his vocational development period).  Also note that although windows of opportunity are listed as a separate "step" in this example, they are actually intended to be used at any time throughout the process, as appropriate.
9)  Persona Equipment.  Personas begin the game with an average amount of wealth for their culture and status.   Background Aspects may alter this.  Select equipment and possessions for your character appropriate to the persona concept, status, and background aspects chosen.

Varjo has much more than the average amount of wealth for his culture and status.  He owns his own river boat and all associated equipment.  Varjo likely can afford whatever basic gear the player wants him to have, and likely has a few nice things (a gold earring, for example, or a fancy "dress" tunic and trousers made of embroidered cotton or maybe even silk).  Varjo is an accomplished trader, and although he has some debts, he also probably has enough hard coin to do some speculative trading of his own, in addition to carrying cargo or passengers for others.

10)  Persona History.  Make note of the background, vocation, and major events of the persona's life up to this point.   Add material as necessary to create a vivid portrait of how the persona became who he is as the game begins.

This is the player's chance to add anything we haven't included already.  If you look back at all of the notes we've made along the way, a lot of the persona's history has already been created.  We still need to decide just why Varjo is on the outs with his family, and why he's keeping it a secret.  And we need to work with the Mythguide to create Varjo's sponsor and the followers on Varjo's crew.   We could also fill out a "Combat Profile" for Varjo so we don't have to stop and look up key information if his river boat gets attacked by bandits....