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Creation Rules.

Posted by Ku KazeFor group 0
Ku Kaze
GM, 2 posts
What is on the Wind?
Fri 6 Oct 2017
at 00:30
  • msg #1

Creation Rules

I am very much a "Concept First" type of GM. For the most part, a good concept will tell me up front if the character is a good fit. I'm  okay with all sorts of stuff, just remember that this is a "mid-level" game and you should be good.

That said, the Lying Darkness, Kolat, and/or Maho will not feature prominently in this campaign. I may throw some disconnected Kolat and/or Maho in here or there; but the Lying Darkness won't play into it at all, and any Kolat and Maho won't turn into "earth shattering nonsense".

(Not for another couple hundred years, at least!)
This message was last edited by the GM at 02:05, Sat 07 Oct 2017.
Ku Kaze
GM, 3 posts
What is on the Wind?
Fri 6 Oct 2017
at 00:36
  • msg #2

Creation Rules

Stuff stolen from another GM:

This game will use the Third Edition Revised Rules of Legend of the Five Rings. House rules will be used as necessary and will be posted in their own thread.

20 Questions answers are not required but are appreciated once a character concept has been submitted and approved.

Character sheets will be reviewed after a concept has been approved. I will say that I plan on spending very little time double checking people's math and a lot of time double checking people's reasoning. If you have unusual or very high skills or Advantages/Disadvantages, I'll probably want to know more about them. Usually, this is to make a better story, not to convince you to spend your points another way. If it is to convince you to spend your points another way, I'll try to be both explicit and polite.

Your character is a Magistrate (of some form) par-exelent ... remember that.

Character Creation
Rings
One at 4
Two at 3
Two at 2
These are starting amounts. Family/school bonuses are still applicable on top of these


Skills
All school skills start at rank 3
Three free emphases in skills of your choosing; these do not count for purposes of emphasis limit or the cost of future emphasis


Advantages/Disadvantages
10 points of the social advantages listed below, or any others you can make a persuasive case for
A maximum of 15 points of disadvantages

Spells
Shugenja characters may begin the game knowing an additional number of spells with levels that sum to (Spellcraft*4).

Equipment
All characters' starting equipment package is upgraded by one level
An addition 5 koku is added to all character's starting equipment packages


Character Points: 125

Yep. This isn't as many as you might think ...

In addition to those starting character points, I would like characters that feel deeply and intensely tied to the world. They have friends, associates, and histories with others. Often, this is reflected mechanically. All characters will receive an additional 10 points that may only be spent on the special social Advantages (listed below). Certain Disadvantages (also below) will always be worth 1 point more than their listed bonus. The only limitation is that when these refer to a specific person or group, it has to be relevant to the campaign (your role as a Magistrate).

Special Social Advantages
Allies
Blackmail
Heart of Vengence
Imperial Spouse
Servant

Special Social Advantages
Bad Reputation
Bitter Bethrothal
Cast Out
Hostage
Nemesis
This message was last edited by the GM at 01:33, Sat 07 Oct 2017.
Ku Kaze
GM, 5 posts
What is on the Wind?
Sat 7 Oct 2017
at 01:43
  • msg #3

Creation Rules

Glory, Honor, and Status

Status: Five, plus or minus any advantages or disadvantages.

Glory & Honor: Whatever you can justify.
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