Help with vector rotation

Its been long time and i cant get my head around this.

I have these Vector3s; position(P), forward(T), right(B), up(N).
How would i calculate;
P.x + 1(1 unit right of position)
P.x - 1(1 unit left of position)
P.y + 1(1 unit up of position)
P.y - 1(1 unit down of position)
P.z + 1(1 unit front of position)
P.z - 1(1 unit behind of position)
according to T,B,N vectors?

this might help: Unity - Scripting API: Quaternion.LookRotation

not entirely sure what you’re trying to do… but that works out the rotation represented by a vector

I think i couldnt explain what im trying to do.

I only know 3 axis of a point and the points position itself. I need to create a Ax+By+Cz+D = 0 plane out of this information and then get 4 edge positions of the plane from 1 unit distance.

I think what i need is a rotation matrix3x3 from 3 directions and then multiply the edge positions with this rotation, or something like that.