Choose a Type
Types are sets of bonuses that allow a character to be better at certain approaches to problem-solving. There are three Types:
Attack Type - Combat a weapon use.
Technical Type - Situational awareness and clever.
Magic Type - Magic use.
Starting Ability Scores
Ability Scores represent the physical and mental capabilities of the character, expressed as four attributes:
Strength [STR] - Physical power, stamina, endurance.
Dexterity [DEX] - Speed, agility, balance.
Intelligence [INT] - Judgment, thought, memory.
Spirit [SPI] - Focus, courage, conviction.
Ability Score may have even numbers between 4 and 12, each representing a die with as many faces; so a score of 4 is a d4 when used to roll. Some other values are derived from these initial scores, as well.
A characters starting ability scores are chosen from the following sets of numbers:
Average - 6 6 6 6
Standard - 4 6 6 8
Specialized - 4 4 8 8
Hit Points (HP) keep a character alive, and if they reach zero the character is knocked unconscious. Further damage has a chance to cause the death of the character.
Max HP is [STR] x 2.
Mental Points (MP) is a character’s will and concentration. Concentration Checks and Magic use requires MP, and it may never be less than 0; actions requiring more MP than available will fail. Reaching zero points will knock a character unconscious.
Max MP is [SPI] x 2.
Carrying Capacity is how much a character can carry on their person. It is an abstract system to simplify inventory management, expressed as a single number.
Carrying Capacity is [STR] + 3.
Your character has a weapon they are skilled at using, in this game called a Mastered Weapon.
There are five or six weapon categories:
- Light Blade
- Unarmed; this is at storyteller’s discretion, and the character will start with no weapon
The categories have different checks for Accuracy and Damage, and they are “Picnic Rules” somewhere that simplify them further. I’m omitting them for the moment.
When a character uses a weapon they have no “mastered” they reduce their HP by 1 for each attack, caused by the exertion of using the weapon untrained.
An item the character has an emotional bond with, to add flavor and background.
Presumably for the Ryuujin can leverage it against them later!