Character Creation and Mechanics
Character Creation
Clan and Family
The Clans of the Empire are very indicative of the upbringing that a character has during their childhood, and thus indicating their skillset upon reaching adulthood. Of course, exceptions do exist, but by and large each Clan has their own culture and customs that color how they raise their children. Each Clan is divided into multiple families that also have their own Customs and methods, which further muddies the water.
Each Family will increase a specific Ring Rating by 1. Each School will increase a specific Ring Rating by 1, listed in the next section. Due to QM Preference, the Spider Clan will not be available, and the ruling Dynasty is still the Toturi.
Crab Clan
- Hida Family: +1 Water
- Hiruma Family: +1 Fire
- Kaiu Family: +1 Fire
- Kuni Family: +1 Fire
- Yasuki Family: +1 Air
- Toritaka Family: +1 Air
Crane Clan
- Doji Family: +1 Air
- Kakita Family: +1 Fire
- Daidoji Family: +1 Earth
- Asahina Family: +1 Fire
Dragon Clan
- Kitsuki Family: +1 Air
- Mirumoto Family: +1 Fire
- Tamori Family: +1 Earth
Lion Clan
- Akodo Family: +1 Fire
- Ikoma Family: +1 Air
- Kitsu Family: +1 Fire
- Matsu Family: +1 Water
Mantis Clan
- Kitsune Family: +1 Air
- Moshi Family: +1 Fire
- Tsuruchi Family: +1 Water
- Yoritomo Family: +1 Earth
Phoenix Clan
- Agasha Family: +1 Water
- Asako Family: +1 Air
- Isawa Family: +1 Earth
- Shiba Family: +1 Water
Scorpion Clan
- Bayushi Family: +1 Fire
- Shosuro Family: +1 Air
- Soshi Family: +1 Fire
- Yogo Family: +1 Earth
Unicorn Clan
- Horiuchi Family: +1 Earth
- Ide Family: +1 Water
- Iuchi Family: +1 Fire
- Moto Family: +1 Fire
- Shinjo Family: +1 Air
- Utaku Family: +1 Earth
School
Crab Schools
- Hida Bushi: +1 Earth
Making up the bulk of the Crab's armies, the Hida Bushi focuses on two things: Taking lots of damage and dishing a lot of it back out. Their endurance training has left their men coming out effective mountains of muscle.
- Kuni Shugenja: +1 Earth
The wizards of the Kuni Shugenja school focuses on techniques specializing in facing Shadowlands and nonhuman creatures, making them particularly attuned to Earth back lacking in the nuances of Air.
- Yasuki Courtier: +1 Water
We the Yasuki bitch. All about the mighty dosh.
- Hiruma Bushi: +1 Earth
To complement their Hida overlord, the Hiruma focus almost entirely on speed and agility, flanking enemies who are preoccupied with the large but slow Hida.
Crane Schools
- Kakita Bushi: +1 Air
Elegant but deadly, the Kakita bushi are duelists beyond compare, mastering the art of One Strike, One Kill.
- Asahina Shugenja: +1 Air
Pacifists to the extreme, the Asahina shugenja focus their efforts entirely on the aid and protection of others, giving them a strong connectiong with Air, but puts them diametrically opposed to Fire.
- Doji Courtier: +1 Air
The Doji Courtiers are the literal blueprint as to how diplomats in Rokugan should act. To many, they are the very image of courtly dignity and grace.
- Daidoji Iron Warrior: +1 Fire
While their cousins in the Clan focus on maintaining the strictures of honor, the Daidoji delve into their purpose with solemn dignity: Protect the Clan, no matter the cost, no matter what sacrifices must be made.
Dragon Clan
- Mirumoto Bushi: +1 Earth
The Kakita's greatest rivals in the art of dueling, the twin sword Mirumoto style is also home to the Empire's greatest Philosopher Warriors
- Tamori Shugenja: +1 Stamina
Premier alchemists of the Empire, the Tamori are granted a unique sort of versatility their their alchemical compounds permit them, granting them effeciency with Earth, but lacking in Air
- Kitsuki Investigator: +1 Water
Creators of the titular Kitsuki Method, the Kitsuki are interested less in maintaining the Celestial Order and more for discovering the truth, understanding that What was done is sometimes not so important as Why it was done.
Lion Clan
- Akodo Bushi: +1 Water
There is nothing fancy or flashy about the Akodo school, they freely admit. Just the application of the basic tenets of Rokugani martial tactics and honed to a 6 foot, razored edge.
- Kitsu Shugenja: +1 Water
The Kitsu, descended from great lion spirits, maintain the Lion's Ancestor Cult, communing with the spirits to ensure that the Lion does their Ancestors proud, holding sway over Water, but lacking Fire
- Ikoma Bard: +1 Fire
The greatest storytellers of the Empire, the Ikoma contrast the stoic, humorless Lion by often being loud, bawdy and emotional. But their words carry a great power, and once an Ikoma starts speaking all listen with rapt attention.
- Matsu Berserker: +1 Water
Take everything about the Akodo, and throw it away. The Akodo value keeping a level head, applying defense when proper and attack when the opportunity shows itself. The Matsu Berserker focuses on one thing only: Overwhelming the enemy with unrelenting firepower.
Mantis Clan
-Yoritomo Bushi: +1 Water
The bulk of the Mantis army, the Yoritomo have mastered the peculiar art of wielding dual Kamas. Otherwise, their upbringing has given them an odd sort of versatility that is lacking in the Empire, dabbling in a bit of everything regarding war.
- Moshi Shugenja: +1 Air
The Moshi excel at predicting and manipulating the weather, along with their affinity with the Sun. Their focus on Weather gives them an obvious affinity with Air, at the cost of Earth.
- Yoritomo COurtier: +1 Earth
Yoritomo play dirty, everyone knows this, and their Courtiers are no exception. They tend to use their words as the diplomatic equivalent of blunt instruments, and if that doesn't work tend to use blunt instruments as the diplomatic equivalent of blunt instruments.
- Tsuruchi Archer: +1 Air
Forsaking the art of swordplay, the Tsuruchi instead focus all of their attention to the bow. In modern times they have obviously taken up firearms, but even still every child is raised to know how to string and shoot a bow.
Phoenix Clan
- Shiba Bushi: +1 Fire
The Shiba have the unenviable task of protecting their oft times arrogant and hardheaded Isawa masters, and so they have honed their skill as bodyguards to the point where they can consider any and all avenues in an instant.
- Isawa Shugenja: +1 Water
Undoubtedly the greatest Sorcerors in the Empire, the Isawa are also without question the most arrogant. An Isawa always believes themselve to be right... a fact that leaves the Shiba exasperrated. An Isawa is without peer as a Sorceror, able to dedicate themselves to any one Element without forsaking another.
- Asako Loremaster: +1 Water
The monastic Asako take it upon themselves to catalogue each and every bit of knowledge that the Isawa uncover, and their libraries are some of the greatest in the Empire. Their knowledge base also makes them prime candidates for courtiers.
- Agasha Shugenja: +1 Fire
Once they were outcasts, brought in by the Phoenix out of pity. Now, in the age of space, the Agasha have earned their place as equals in the Phoenix. Their specialty, the ability to cast spells of multiple elements, have made them favorites of the Isawa for some time, although the dynamic changes of these spells, while making them well versed in the philosophy of Fire, makes Water something of a deficiency.
Scorpion Clan
- Bayushi Bushi: +1 Water
The Scorpion play the loyal Villains, and their warriors stick to this stereotype to the hilt. Masters of subtle, dirty tricks, the Bayushi Bushi excels on capitalizing on any weakness their opponent may show to secure victory at any cost.
- Soshi Shugenja: +1 Air
When the physical abilities of the Soshi and Shosuro are unable to accomplish a given task, the Scorpion call upon the Soshi, whose ability to cast their magic discreetly make them masters of stealth in the art of spellcasting. Such mastery makes them well attuned to understanding Air, but they have difficulty grasping Earth.
- Bayushi Courtier: +1 Air
The Doji's equal and opposit, the Bayushi Courtier is a master of manipulation and deceit, discovering all manner of weaknesses to exploit to get what they want.
- Shosuro Infiltrator: +1 Air
Fear the shadow in the corner of your eye. It may be the Shosuro Infiltrator, the unseen blade of the Scorpion, whose mastery of ninjutsu is unparalleled and unequal. Bushido is nothing to these wretches, who will stoop to any and all means to accomplish their task.
Unicorn Clan
- Moto Bushi: +1 Water
The heavy calvalry of the Unicorn, even on foot the Moto Bushi is well known for their agressive, awe inspiring fighting style. In modern times they make up the majority of the Unicorns Pilots and Vehicles Corps, though they lack the prestige of the elite Utaku Battle Maidens
- Iuchi Shugenja: +1 Water
The most unconventional of all SHugenja, the Iuchi utilize special talismans to perform and enhance their magic, and excel at spells that enhance motion and travel. This focus on motion gives them an acute understanding of Water, but lack the tempering of Fire.
- Ide Emissary: +1 Air
When the Unicorn returned to the Empire, it was the Ide who ensured they would be welcomed, if not accepted back among their cousins. Calm and level headed, an Ide refuses to engage in or permit combat whenever it can be avoided, always seeking to defuse tensions whenever possible.
- Utaku Battle Maiden: +1 Air
The Utaku Battle Maidens are the finest riders in all the Empire. In the modern age of vehicles, the girls of the Utaku are faced with the threat of obsolescence, but the age of colonization have brough the Battle Maidens a new lease on life, as their ability to tame and ride any steed make them well suited to Colonies still settling, lacking the infrastructure or wealth that would permit them access to vehicles.
- Shinjo Bushi: +1 Fire
Like all Unicorn, the Shinjo excel in mounted Tactics, but unlike their Moto cousins, the Shinjo prefer a defensives strategy compared to that of all out offenses. This carries over even into the age of Vehicle Corps, the Shinjo preferring to maintain well defensible convoy lines compared to the Moto's blitzkrieg tactics.
Ring Ratings and Skills
All Rings starts at Rank 1 in Chargen. Players have 15 Points they may distribute among the 4 Rings, to a maximum of 7 in Chargen. Void may be increased with Chargen Points, but costs 2 Points per Rank.
Fire: Explosive and intense, actions associated with Fire are those involving dynamic, furious action. Though it is often associated with extreme, spur of the moment action, Fire is also associated with the slow burning coals, ever working towards the final goal.
Water: The element of Water associates itself with the change over time, much like the ocean eroding the great mountain. However, it also ebbs and flows. If Fire can be associated with rapid Change in a single direction, Water is that of Change all around oneself.
Earth: Stolid and unmoving, Earth represents actions involved with enduring hardship and turmoil. However, it is also stubborn and difficult to accept change.
Air: Enigmatic and mysterious, actions associated with Air represents a characters ability to think on their feet, react to events in the now and power of empathy
I do a bad job of differentiating Fire and Water, I freely admit, so a better way to think of them is that that both deal with change and action, rapid or slow, but Fire does so in an explicit manner, while Water is more subtle.
A character starts play with 5 Skills, per player selection. A list of Skills will be given in a later post.
Mechanics
Naturally, as this Quest is starting from an RPG, there are a great many skills and abilities that would normally be tracked in the game.
I will not be doing that here, as keeping track of numbers is not as much fun as exploring character options. Instead, I will be abstracting Posts and action into 4 of the 5 Elementa that make of the titular 5 Rings: Fire, Earth, Air and Water, with Void being specifically reserved for Write In options.
When making a Choice, I will list actions that I feel are best represented by that particular Element. Sometimes, an action will result in a test of skill for our protaganist. The outcome of this test will be determined via the total of their Ring Rating. Ring Ratings are judged on a scale of 1-10, compared against a Difficulty rated from 1-10, with the Difficulty being kept secret. Ties result in failure, however if the character has a Skill that could be realistically applied to the situation, then their Ring Rating is considered 1 Point Higher and Ties allow them to succeed.
Sometimes a special option will be given labeled Void Point. In this circumstance, the character may take a special action that is guaranteed to succeed, however doing so will use up a single Void Point from their pool. Void Points are equal to the characters Void rating. Void Points can only be recovered during times of rest that explicitly detail their recovery in the action, in a break from the traditional system.
Overtime I will award XP points that can be invested in the 4 Rings. Once XP invested reaches 10, that Ring will go up 1 Level. Xp may not be spent on a Ring that is 2 ranks higher than the Lowest Ring, not counting Void. 5 XP may be spent to purchase a single Skill.
Traits will not be used in this system on a mechanical level. However for fluff reasons, they can totally be a thing in character suggestions.