Samurai Character Creation
1. Statistics
Starting character statistics are determined by the same means presented in King Arthur Pendragon. Note that when creating a buke character Size presumes the average height, weight, and general dimensions among the Japanese of the period.
2. Culture, Religion & Region
Culture in feudal Japan was considerably more homogenous than that represented in Arthurian Britain, but some distinct differences were certainly notable.
The Cultures of Feudal Japan
· Heike The Heike seat of power revolved around the imperial court in Kyoto, which continued to exert an influence of elegance and elaborateness long after the rise and dominance of the buke class. Heike culture is commonly associated with the western regions of Honshu.
· Genji The eastern provinces are the source of much of the Imperial military might, the true power in Japan. From their homelands in the east, the Genji's unadorned sense of pragmatism swept the kuge aside, bringing the buke to power.
· Heian-kyō The proper name for Kyoto, the capitol city of the imperial government, and home to the imperial court still dominated by the effete, aristocratic families, such as the infamous Fujiwara.
· Emishi are an indigenous people of Japan, commonly associated with the Ainu of the far north. Once found throughout northeastern Honshu, they have been constantly pushed farther and farther north.
2a. Cultural Modifier
Cultural Modifiers
Culture |
Statistic |
Trait Modifiers |
Emishi |
+1 SIZ -1 DEX +2 CON -2 APP |
+1 Cruel, +2 Energetic, +1 Pious, +2 Suspicious |
Genji |
+1 STR +2 CON |
+1 Energetic, +2 Fatalistic, +2 Proud, +2 Valorous |
Heike |
+1 APP +1 DEX +1 CON |
+1 Ambitious, +1 Cautious, +2 Proud, +2 Worldly |
Heian-kyō |
+1 DEX +2 APP |
+2 Ambitious, +2 Deceitful, +2 Lazy, +2 Worldly |
Minimum/Maximum Cultural Statistics
Culture |
SIZ |
DEX |
STR |
CON |
APP |
Emishi |
9/19 |
5/17 |
5/18 |
5/20 |
5/17 |
Genji |
8/18 |
5/18 |
5/19 |
5/20 |
5/18 |
Heike |
8/18 |
5/19 |
5/18 |
5/19 |
5/19 |
Heian-kyō |
8/18 |
5/19 |
5/18 |
5/18 |
5/20 |
2b. Derived Statistics
Total Hit Points (CON+SIZ)
Unconscious Total Hit Points/4
Movement Rate (STR+DEX)/10
Damage (STR+SIZ)/6
Healing Rate (CON+STR)/10
2c. Religion
Religious Virtues & Bonuses
Religion |
Religious Virtues |
Religious Bonus |
Buddhist |
Chaste, Merciful, Humble, Pious, Temperate |
+/- 3 on Passion or Trait rolls |
Shinto |
Chaste, Generous, Sincere, Temperate, Worldly |
+/- 3 on either Aging roll or Family roll during Winter Phase |
Religious Bonus
If all Religious Virtues have values of 16 or higher, your character is eligible for a Religious Bonus as a benefit of exemplifying devout faith. Write a "YES" next to Religious Bonus on your character sheet. A Religious Bonus awards your samurai 100 Kao annually, as well as providing a specific benefit to the character's Statistics. Your character maintains this bonus as long as all Religious Virtues remain at 16 or higher.
3. Family
3a. Father's Class
Father's Class
d20 |
Father's Class |
Son's Starting Benefits and Equipment |
01 |
Daimyo |
32 Skill Points, Heraldry +2, Intrigue +2, Reishiki +2, Senjojutsu +2, Kenjutsu +2, Sojutsu +2, Proud +1d3, Giri (Lord) +6, Meiyo +3, Valorous +1d3; 4 Luck rolls; 350+6d6 Glory, Outfit 4 |
02-03 |
Hatamoto |
30 Skill Points, Proud +1, Valorous +3, Giri ((Lord) +5, Meiyo +1d3; 3 Luck rolls; 250+6d6 Glory; Outfit 3 |
04-06 |
Gokenin |
30 Skill Points, Valorous +2; Giri (Lord) +4, Meiyo +1; 1 Luck roll; 250+6d6 Glory; Outfit 3 |
07-13 |
Samurai |
26 Skill Points, Valorous +1, Giri (Lord) +3, Meiyo +1; 1 Luck roll; 250+6d6 Glory; Outfit 2 |
14-18 |
Jizamurai |
26 Skill Points, Energetic +1d3, Giri (Lord) +1d2, Meiyo +1; 1 Luck roll; 200+6d6 Glory; Outfit 2 |
19 |
Ronin |
20 Skill Points, Kenjutsu +3, any other Weapon +3, Humble +1d3-1, 2 Luck rolls; 100+6d6 Glory; Outfit 1 |
20 |
Ashigaru |
20 Skill Points, Sojutsu +3, Energetic +1d3, Modest +1d3, Giri (Lord) +3; 1 Luck roll; 6d6 Glory; Ashigaru's Outfit |
3b. Starting Outfit
Starting Outfits
Outfit |
Includes |
Ashigaru's Outfit |
Ashigaru Armor (6 Points); Katana or Wakizashi; Yari; Clothing |
Outfit 1 |
Impoverished Samurai Armor (6 Points); Katana and Wakizashi; any 1 other Weapon; Clothing |
Outfit 2 |
Standard Samurai Armor (10 Points); 2 Horses; Katana and Wakizashi; Tanto; Yari or Naginata; Yumi; Clothing |
Outfit 3 |
Upper Samurai Armor (12 Points); 4 Horses; Katana and Wakizashi; 2 Tanto; 2 Yari or Naginata; 2 Yumi; any 1 other Weapon; Fine Clothing; Money; 1 Retainer |
Outfit 4 |
Daimyo Armor (14 Points); 6 Horses; Katana and Wakizashi; 2 Tanto; 2 Yari or Naginata; 2 Yumi; any 1 other Weapon; Fine Clothing; Money; 2 Retainers |
Ashigaru Armor:
Low Samurai Armor:
Standard Samurai Armor:
Upper Samurai Armor:
Daimyo Armor:
3c. Luck
d20 |
Benefit |
1 |
Money |
2 |
Money |
3 |
Money |
4 |
Money |
5 |
Family Heirloom: Sacred Relic |
6 |
Family Heirloom: Ancient Sword |
7 |
Family Heirloom: |
8 |
Family Heirloom: Decorated Horse Tack |
9 |
Family Heirloom: |
10 |
Family Heirloom: |
11 |
Family Heirloom: |
12 |
Family Heirloom: Beautiful Musical Instrument |
13 |
Your father died gloriously; +100 Glory |
14 |
You are descended from royalty 1d6 generations ago; +150 Glory |
15 |
1d6 Healing Potions, heals 1d6 Damage. Priceless. |
16 |
|
17 |
A magnificent horse |
18-19 |
Upgrade your Outfit by 1 |
20 |
Roll twice more |
3d. Son Number
Primogeniture, or the right of inheritance of the eldest, and usually the first male child, predominates in feudal Japan. It is therefore quite important to know where you stand with regard to your brethren, at least with regard to birth order. Roll 1d6 and record this number – this is the son number of your character.
4. Traits
Traits are dualistic elements of personality. A trait and its opposite both exist in every individual. They define a person's feelings and tendencies.
Chaste / Lustful
Cautious / Reckless
·Energetic / Lazy
·Fatalistic / Ambitious
Generous / Selfish
·Just / Arbitrary
Merciful / Cruel
Pious / Worldly
·Proud / Humble
·Sincere / Deceitful
Temperate / Indulgent
Trusting / Suspicious
·Valorous / Cowardly
Generating Traits
For every trait pair, choose a "left hand" or "right hand" trait, roll 3d6, and apply any modifiers indicated from Cultural Modifiers or Father's Class. The maximum value for a starting trait is 19, and the minimum value is 1. Each pair of opposed traits must add up to 20, so to find the starting value for the opposed trait, simply subtract the previously obtained trait value from 20. Circle any trait with a value of 16 or higher, as it will be considered notable and will earn your character Kao.
4a. Religious Bonus
4b. Bushido Bonus
The Traits that exemplify the code of Bushido are Energetic, Fatalistic, Just, Proud, Sincere, and Valorous, noted by a bullet ("•") on the Traits list above. If the sum value of all six traits equals 80 or more, your character receives a +3 Bushido Damage Bonus. Unlike the +3 Chivalric Armor that Arthurian knights receive, which represents a sort of spiritual protection for the truest knights, the + 3 Bushido Damage Bonus represents a samurai's total commitment to the way of war. Rather than shielding himself from the inevitable cause and effect of battle, he focuses himself upon engaging and defeating his opponent. The Bushido Bonus also grants 100 Kao every year that your character maintains a total of 80 or higher for his total Bushido Traits.
5. Passions
Giri
Gimu
Meiyo
Starting Passions
Starting Passion |
Value |
Directed |
Giri (Lord or Lady) |
2d6+6 |
to one superior person |
Giri (Family) |
2d6+6 |
to parents, ancestors, siblings, children, descendants, in-laws |
Giri (Self) |
3d6 |
to one's own name and reputation |
Meiyo |
3d6 |
to others and one's self |
Note: Among the samurai, loyalty to one's family supersedes one's love for those same people. Thus, unlike King Arthur Pendragon, your character will begin the game with a Passion that reflects that overriding sense of duty, rather than affection.
6. Name
In feudal Japan, loyalty and obligation to family takes precedence over personal ambition. As such, Japanese names, like those from most Asian cultures, feature the family name first and then the personal name.
7. Skills
Skill |
Emishi |
Genji |
Heike |
Heian-kyō |
Adventure Skills |
|
|
|
|
Act (Noh, Kabuki) (G) |
0 |
0 |
0 |
0 |
Astronomy |
2 |
0 |
1 |
1 |
Awareness |
10 |
5 |
5 |
5 |
Boat |
1 |
2 |
2 |
0 |
Calligraphy |
0 |
1 |
3 |
4 |
Cha-no-yu (tea ceremony) |
0 |
1 |
3 |
4 |
Falconry |
3 |
3 |
2 |
2 |
First Aid |
5 |
5 |
2 |
2 |
Folklore |
5 |
2 |
2 |
2 |
Game (Go, shogi, etc.) |
2 |
3 |
2 |
2 |
Hunting |
5 |
2 |
2 |
2 |
Heraldry (O) |
0 |
3 |
3 |
5 |
Igaku (Chirurgery) |
5 |
0 |
0 |
5 |
Industry |
0 |
0 |
0 |
0 |
Intrigue |
0 |
2 |
3 |
5 |
Orate (G) |
1 |
2 |
3 |
4 |
Play (biwa, drum, flute, koto, shamisen, etc.) |
2 |
2 |
3 |
3 |
Poetry (haiku, waka) |
0 |
1 |
3 |
4 |
Read |
0 |
1 |
1 |
4 |
Recognise (O) |
2 |
3 |
2 |
2 |
Reishiki (Courtesy) (G) |
0 |
3 |
5 |
8 |
Religion |
3 |
1 |
1 |
2 |
Singing |
2 |
2 |
2 |
2 |
Stewardship |
2 |
2 |
2 |
2 |
Swimming |
5 |
2 |
2 |
2 |
Combat Skills |
|
|
|
|
Senjojutsu (Battle) |
3 |
4 |
3 |
1 |
Jobajutsu (Lance, bow or sword from horse) |
4 |
5 |
3 |
3 |
Bajutsu (Ride) |
4 |
5 |
3 |
3 |
Kenjutsu (Sword) |
5 |
7 |
7 |
4 |
Tantojutsu (knife) |
5 |
4 |
4 |
7 |
Iaijutsu (quick draw and sheathing) |
0 |
1 |
1 |
1 |
Kyujutsu (archery) |
5 |
7 |
7 |
4 |
Sojutsu (spear, including the yari and naginata) |
7 |
4 |
5 |
2 |
Suiei (swimming in armor) |
0 |
0 |
0 |
0 |
|
|
|
|
|
8. Experience Before Play
First apply Skill bonuses from your character's Father's Class and Family Characteristic to your character's Beginning Cultural Skills. Afterwards, you may age your character a number of years to gain more experience before beginning your adventures. Most beginning samurai are encouraged to start at age 21.
8a. Apply Father's Class Skill Modifiers
Some Father's Class benefits are positive Skill Modifiers to specific skills. Apply Skill Modifiers to the specific skill indicated. Keep a note of these modifiers in a margin for now.
8b. Family Characteristic
Choose a Family Characteristic. Underline this skill on your Character Sheet, and add the bonus to the starting skill value. Your character will eventually pass this characteristic on to his or her own children, both male and female.
Family Characteristic
+5 Bajutsu
+10 Singing
+10 Acting
+5 Awareness
+5 Hunting
+5 Igaku
+10 Industry
+10 Recognise
+5 Intrigue
+10 Swimming (+5 Sueijutsu)
+10 Orate
+15 Play (All)
+15 Poetry
+15 Calligraphy
+10 Sado
+10 Gaming
8c. Apply Skill Points
Apply Skill Points indicated by your character's Father's Class. Each point raises a skill by one and can be applied to improve any skill, as long as you do not increase a skill above 15. Also, you can not increase any skill that at this point has a value of zero.
8d. Genbuku – Coming of Age
Your character is now 15 years of age.
For each year beyond the age of 15 that your character attends ryu in preparation to become a samurai, you may choose any three of the following benefits:
· +1 to any Statistic
· +1 to any Trait
· +1 to any Passion
· +1 to any Skill with a value of 15+
· +1d6 to any Skill(s) with a value between 1 and 14
9. Accepting the Role of Samurai
9a. Your Liege
9b. Starting Kao
Rather than the Glory earned and sought by the knights of King Arthur Pendragon, the feudal Japanese recognised Kao, which translates variably as "honor" or "face." In essence, Kao is a concept that encompasses the notions of respectability, reputation, notoriety, fame, and glory. It is one of the most enduring achievements to be gained in this game.
9c. Kao Bonuses