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To do the actual character creation, we recommend using the Character Sheets feature on IMC (where the game itself is played). This will make it much easier to manage everything and submit it. Here are some of the basic character archetypes in the world of Bushido. Bear in mind that some variation is always possible, but not so far that the character goes against its own nature. SamuraiThe concept of the samurai is synonymous with classical Japan. The samurai were at the top of the social pyramid up until the end of the 19th century, and for good reason: it was soldiers who held society together. Most samurai are born into a clan that provides them with rank and station. They serve a given lord after coming of age, and are granted privileges which many others would not have -- the right to kill with impunity, for instance. If a peasant offended a samurai, he was well within his rights to execute the peasant on the spot and generally not expect more in the way of a repercussion than pay a fine. A samurai who has left his master, or been expelled, or left without one after the destruction of his clan is a ronin, or "wave man." After the end of the wars, ronin became a more common sight. Many of them sold their services as bodyguards or assassins; some sold their sword entirely and entered a new way of life as a farmer or merchant. NoblemenThe ruling classes included the samurai, but also included functionaries, scribes, ordained priests and many other people whose function was to keep the machinery of the imperial court well-oiled and functional. Many of these people never left the capitol, but when they did they were usually assigned to a specific district by the emperor or one of his functionaries. Daimyos with regional control were such people (although they usually made their particular region their home). FarmersWithout rice, there was no Japan, or so the common wisdom went. The common wisdom was right. Farmers provided the very sustenance for the state, even if they were taxed brutally (as much as 50-100% of their crop if times were bad) and were often the targets of thieves, bandits, outlaws, warlords, famine, plague, and who knows what else! To be honest, though, their lives were not all misery, just hard-worked. MerchantsMerchants occupied a lower level on the social scale than samurai, craftsmen or farmers. Merchants sold things from other people, or handled money (which was in itself considered vulgar). At the same time, they were tolerated, since they often provided services which were not available in any other form. Others
No Longer AllowedThis is a list of currently disallowed character concepts that were at one time permitted, but due to changes in the game system or setting are now disallowed.
HistoryBefore you deal with stats, however, stop for a moment and consider instead your character. Most of the character concepts for the room consist of samurai or ninja of one variety or another. There's nothing wrong with those concepts, but a) that's far from the only kinds of characters I look for and b) the more diverse a populace I can get in the room, the better. The first element of a character sheet for the room is not the statistics, but a well-thought-out history for that character. The history does not need to be a novel-length tome (although a long history is always enjoyable!), but it must cover the following points:
You must have all of these points covered in the history you submit. If you just want to devote one paragraph to each, that's fine. The more the better, but you must explain things in some detail. The reason for each of these is simple. In the room, no character is static. Everything that happens influences your character in some way. Having a fate for your character, or an ultimate goal (or goals) makes it easier for storytellers (and players!) to devise plots and character arcs for that character. A character that never changes is a boring character, for both the other players and ultimately for the player herself. The game mechanics I have devised reflect this, and we will see more details about that later. Note that if you want to create a backstory that involves one of the other PCs or staff-controlled NPCs in the room, please be sure to clear it with the staff and/or the players in question. Male Vs. Female?One ongoing controversy about the setting (and this has been something I have run into in just about every RPG that involved feudal Japan) is the way women are traditionally treated as subordinates or second-class citizens. While this is historically true, the game will not have "penalties" imposed on people who play females. In other words, if you play a female character, don't expect to be singled out, but you will run up against some of the traditional obstacles women faced (even if only in a reduced form). If you are interested in creating a female fighter or ninja, history has recorded a number of such figures, so it's not out of the question. Bear in mind, however, that such a thing is highly unusual, and people in the game are liable to react strongly -- but that's all part of the experience. Some Things To AvoidWhen making characters, there are a few things which are almost certainly going to get your characters rejected, due to room restrictions or matters of taste.
Basic StatisticsOnce you have a history and personality in mind, you will choose the following basic statistics for each character. Each of these is a number from one to five; with higher numbers being better. Higher scores are possible, but not for starting characters. The numbers indicate how many ten-sided dice you roll to accomplish given tasks.
You have fifteen points to divide up between those five categories. You cannot save points for later, and none of these statistics can be zero except for Appearance. You do not have to spend all of these points if it doesn't reflect the character you want to create, either, but for game balance it's good to use as many of them as possible. Secondary StatisticsThe following secondary statistics also get up to fifteen points to be divided freely between them, and none can be above five at creation time. Again, spend them all; you cannot save them. You can, however, reduce one or more of these stats to zero at the expense of other stats, except for Etiquette (which can never be less than one). (Note that the 15 points you get are apart from the one die for Etiquette. That's a freebie.)
Your Life, which is a measure of how many hits you can take in combat, is (Strength + Stamina + Ki + Karma) X 4. If you are interested in Supernatural characters, you should read the pages we now have devoted to that subject. You cannot play a supernatural character unless you have had at least three months' playtime with an approved character of a more conventional variety. Once you have your basic stats compiled, you can move on to adding Skills. All rights reserved. Not for commercial use. |