Character Generation - Kumo Clan
Re: Character Generation - Kumo Clan
So, Ninja Garb and Winter Clothes will cause -2 BCS going forward due to armor class?
(I was assuming it applied to "heavy" armors AC 4 and above.)
(I was assuming it applied to "heavy" armors AC 4 and above.)
Re: Character Generation - Kumo Clan
The entry for Ninjutsu says:
Ninja wearing "unsilenced" Armor -(Armor Class)
I don't think the rules intended winter garb to be treated as "Armor." But I think it should be subject to this rule in the same chart:
Ninja wearing "incorrect" uniform -1
"Incorrect" meaning a white uniform in a forest, a black uniform in snow, etc., I believe. In this case, winter garb would be practicing ninjutsu while not in a ninja uniform at all. Not in armor, but in an incorrect uniform. So the -1 should apply.
Ninja wearing "unsilenced" Armor -(Armor Class)
I don't think the rules intended winter garb to be treated as "Armor." But I think it should be subject to this rule in the same chart:
Ninja wearing "incorrect" uniform -1
"Incorrect" meaning a white uniform in a forest, a black uniform in snow, etc., I believe. In this case, winter garb would be practicing ninjutsu while not in a ninja uniform at all. Not in armor, but in an incorrect uniform. So the -1 should apply.
PCs
Re: Character Generation - Kumo Clan
So, he can choose at CharGen:
* normal clothes (Winter Garb) for AC 2, -1 Ninjutsu
* light ashigaru armor for AC 3, -3 Ninjutsu
* 1d3+3 armor, hidden until needed, don't bother sneaking
* normal clothes (Winter Garb) for AC 2, -1 Ninjutsu
* light ashigaru armor for AC 3, -3 Ninjutsu
* 1d3+3 armor, hidden until needed, don't bother sneaking
Re: Character Generation - Kumo Clan
Marullus' armor summary makes sense to me. But I have further questions about getting ninja garb or ninja armor. By the way, I find it interesting that ninja armor doesn't have as many varieties as ashigaru or samurai armor; e.g. there's no AC3 or AC5 ninja armor in the book (though I suppose one could obtain those AC's using the scavenging and repair rules).
2. And rather than worrying about replacing a borrowed item, can Dengo just start with ninja armor (or ninja garb) "bought" from the clan with his "allowance"? (His trace of Bushi sensibilities would include a preference to own and care for his own things.)
3. For that matter, might there be an Inferior or Average ninja-to (or two) lying about in the storehouse?
Or could he start with an an Average ninja-to "borrowed" from the clan, or (in any case) an Average katana "bought" with his gold?
Back to skills. For his FINE ART I'm leaning toward hensu-jutsu, based on James' dire warnings of checkpoints bristling with steely-eyed Takeda soldiers. And also because there's no huge opportunity cost for not taking something else. However, the "ninja who's not a ninja" is not getting kuji-kuri for free unless the GM handwaves it; it's not an Initial Skill for bushi.
I haven't had any feedback on PRACTICAL ART. Dengo could be a capable Hunter, but will there ever be a period of more than a day or two when the nakama are away from civilization? If not, then Tracking it is.
For BUGEI I still need to weigh the relative benefits of a legal-to-carry weapon vs. unarmed fighting. And would he really need karumijutsu for climbing up into a snipers' position? His base Climbing Capability is going to be around 13...
Also, would any of the other Kumo Clan players like to weigh in? I've been enjoying the advice
1. Does the visit to the hideaway have to be done in-game?jemmus wrote: ↑Thu Oct 10, 2024 1:03 amRegarding ninja armor, the nakama learned that the clan has an underground storeroom of items between The Village and the road to the city of Kofu. Clan members can borrow from it when on a mission. But if they lose or expend the item, the replacement cost comes from their "allowance."
2. And rather than worrying about replacing a borrowed item, can Dengo just start with ninja armor (or ninja garb) "bought" from the clan with his "allowance"? (His trace of Bushi sensibilities would include a preference to own and care for his own things.)
3. For that matter, might there be an Inferior or Average ninja-to (or two) lying about in the storehouse?

Back to skills. For his FINE ART I'm leaning toward hensu-jutsu, based on James' dire warnings of checkpoints bristling with steely-eyed Takeda soldiers. And also because there's no huge opportunity cost for not taking something else. However, the "ninja who's not a ninja" is not getting kuji-kuri for free unless the GM handwaves it; it's not an Initial Skill for bushi.
I haven't had any feedback on PRACTICAL ART. Dengo could be a capable Hunter, but will there ever be a period of more than a day or two when the nakama are away from civilization? If not, then Tracking it is.
For BUGEI I still need to weigh the relative benefits of a legal-to-carry weapon vs. unarmed fighting. And would he really need karumijutsu for climbing up into a snipers' position? His base Climbing Capability is going to be around 13...
Also, would any of the other Kumo Clan players like to weigh in? I've been enjoying the advice

Slow and steady. I do have other stuff going on, which includes starting my own PbP this week...jemmus wrote: ↑Looks like it's coming together!
Re: Character Generation - Kumo Clan
He hand-waived "Clan Dialect" and "Kuji-kuri" as additional skills (one of the few bonuses for being almost-ninja) for Kaida so I am assuming it applies to you, too.

Would he be more interesting with a Gambling habit?
It looks like we have a lot of Lockpicking.
Tracking is also a unique niche. So far we have been in the city but that may not continue.
We are communal and don't have personal coin. He had us spend all our initial coin using that exact logic. Our initial gear is what we are entrusted with. You don't keep any leftover coin, so spend it all.can Dengo just start with ninja armor (or ninja garb) "bought" from the clan with his "allowance"?

This is the list of skills already in play. The three ninja have climb of 13, 13, and 15. (Kaida has a 4.)And would he really need karumijutsu for climbing up into a snipers' position? His base Climbing Capability is going to be around 13...
He might be capable at Forgery, which may compensate for poor Hensu-jutsu and doesn't appear to be a skill we have.I haven't had any feedback on PRACTICAL ART. Dengo could be a capable Hunter, but will there ever be a period of more than a day or two when the nakama are away from civilization? If not, then Tracking it is.
Would he be more interesting with a Gambling habit?
It looks like we have a lot of Lockpicking.
Tracking is also a unique niche. So far we have been in the city but that may not continue.
Re: Character Generation - Kumo Clan
It kind of turns out that kuji-kuri isn't a very useful skill with this group. It has a big Wit factor, and the ninja boys aren't strong on that.
There should be times when the nakama is in nature for some days. This part of Nippon is mostly forested mountains, separated in places by flat valleys with rice fields and towns. Traveling by road is can be a challenge for the nakama, because of the need not to be recognized as ninja. For example, the nakama traveled from The Village to the city of Kofu over a mountain (where they encountered an oni).
Equipment can be borrowed from the storeroom when on a mission, for use on that mission only. The item has to be returned at the end of the mission. We can say that your PC visited the storeroom on his way to meet up with the nakama. Information about the storeroom is in these posts.
#146 viewtopic.php?p=662703#p662703
#149 viewtopic.php?p=663266#p663266

There should be times when the nakama is in nature for some days. This part of Nippon is mostly forested mountains, separated in places by flat valleys with rice fields and towns. Traveling by road is can be a challenge for the nakama, because of the need not to be recognized as ninja. For example, the nakama traveled from The Village to the city of Kofu over a mountain (where they encountered an oni).
Equipment can be borrowed from the storeroom when on a mission, for use on that mission only. The item has to be returned at the end of the mission. We can say that your PC visited the storeroom on his way to meet up with the nakama. Information about the storeroom is in these posts.
#146 viewtopic.php?p=662703#p662703
#149 viewtopic.php?p=663266#p663266
PCs
Re: Character Generation - Kumo Clan
Minoru has a good Kuji Kuri with his 20 DFT, 20 WIT, and 20 WIL... And it's a bonus skill...jemmus wrote: ↑Thu Oct 17, 2024 12:36 am It kind of turns out that kuji-kuri isn't a very useful skill with this group. It has a big Wit factor, and the ninja boys aren't strong on that.![]()
There should be times when the nakama is in nature for some days. This part of Nippon is mostly forested mountains, separated in places by flat valleys with rice fields and towns. Traveling by road is can be a challenge for the nakama, because of the need not to be recognized as ninja. For example, the nakama traveled from The Village to the city of Kofu over a mountain (where they encountered an oni).
Equipment can be borrowed from the storeroom when on a mission, for use on that mission only. The item has to be returned at the end of the mission. We can say that your PC visited the storeroom on his way to meet up with the nakama. Information about the storeroom is in these posts.
#146 viewtopic.php?p=662703#p662703
#149 viewtopic.php?p=663266#p663266
It would be a good thing to train in if we ever get decent time for training.
Re: Character Generation - Kumo Clan
The first thing you need to do is roll 1d100 on the Birth Table (at 1081.2 in the rules) to determine your caste. The castes from highest to lowest are:
Samurai in service to a daimyo
Samurai
Ronin
Farmer
Artisan
Merchant
Eta
Ateno, as I guess you would know from Aftermath!, Bushido is a "roll under" system. You always want to roll low. (For example, a 1 is Cri Hit and a 20 is a Crit Failure. Another example: It takes a roll of 1 on the table to get the highest rank (samurai in service)).
To begin a character, first consult the Birth Table. This table is not
intended to reflect a complete cross-section of the population of
medieval Japan. It isourdistillation of thesources we feel most likely
to produce the type of hero essential to the BUSHIDO philosophy.
Should you be outraged by this particular table, you should feel free
to construct your own.
This table provides the initial On with which the character starts.
This may be modified by his choice of Profession. It also gives his
Rank, an abstract rating of his family's position in his Caste. The
Rank Factor (Abbreviated as RF) is3 if High,2 if Middle, and 1 if Low.
The "Money Dice" figure is expained in the rules on Inheritance,
below.
This table also lists any Skills and Goods with which a character
begins due to his birth in a particular Caste.
Once a Player Character's birth has been determined, the player
may choose the Profession his character will enter. A Professional
Summary Table is provided below, but you may wish to review the
Profession descriptions starting with section 1070.0 before
deciding. The character's Profession will affect his Attribute scores
and the rest of his development.
* After deciding on a Profession, allocate 60 points among the
Attributes, subject to the rules in section 1041.1. Remember that the
Profession modifies these allocations.
With the Attributes determined, calculate the character's Abilities
and Capabilities, following the formulas given in their descriptions.
The character's birth and choice of Profession determine some of
the Skills with which he will start his game life If the player has not
already done so, he should now choose the rest of the Initial Skills
from those available to the character's Profession. Calculate Initial
Skill Scores and Raw BCS values.
* At this point, check the character's inheritance, asexplained below,
to determine the exact amount of money hestarts with, the quality of
any swords he inherits, his Armor Class if his Profession is Bushi or
he is of Buke Caste, and any other pertinent factors governing initial
goods.
* Roll for the character's age. All Player Characters enter the
campaign at the age of 15+1 D6, or 16 to 21.
This step is your first opportunity to indulge in role-play with this
character. Think about the character's past, goals, and basic
psychology. If the Gamesmaster is using a table to determine the
exact location of the chracter's place of birth and you have not
checked it yet, now is the time.
During the outfitting step, the character has a chance to spend his
inheritance to upgrade his equipment and to gather goods to
prepare himself for the adventures ahead. Check with the
Gamesmaster to see where the character is entering play, as this
may affect the availability of goods and their prices.
The last step isn't really a step in the process of creation, but the
first step on the path to adventure. Tell the Gamesmaster that your
character is ready to being play.
Samurai in service to a daimyo
Samurai
Ronin
Farmer
Artisan
Merchant
Eta
Ateno, as I guess you would know from Aftermath!, Bushido is a "roll under" system. You always want to roll low. (For example, a 1 is Cri Hit and a 20 is a Crit Failure. Another example: It takes a roll of 1 on the table to get the highest rank (samurai in service)).
To begin a character, first consult the Birth Table. This table is not
intended to reflect a complete cross-section of the population of
medieval Japan. It isourdistillation of thesources we feel most likely
to produce the type of hero essential to the BUSHIDO philosophy.
Should you be outraged by this particular table, you should feel free
to construct your own.
This table provides the initial On with which the character starts.
This may be modified by his choice of Profession. It also gives his
Rank, an abstract rating of his family's position in his Caste. The
Rank Factor (Abbreviated as RF) is3 if High,2 if Middle, and 1 if Low.
The "Money Dice" figure is expained in the rules on Inheritance,
below.
This table also lists any Skills and Goods with which a character
begins due to his birth in a particular Caste.
Once a Player Character's birth has been determined, the player
may choose the Profession his character will enter. A Professional
Summary Table is provided below, but you may wish to review the
Profession descriptions starting with section 1070.0 before
deciding. The character's Profession will affect his Attribute scores
and the rest of his development.
* After deciding on a Profession, allocate 60 points among the
Attributes, subject to the rules in section 1041.1. Remember that the
Profession modifies these allocations.
With the Attributes determined, calculate the character's Abilities
and Capabilities, following the formulas given in their descriptions.
The character's birth and choice of Profession determine some of
the Skills with which he will start his game life If the player has not
already done so, he should now choose the rest of the Initial Skills
from those available to the character's Profession. Calculate Initial
Skill Scores and Raw BCS values.
* At this point, check the character's inheritance, asexplained below,
to determine the exact amount of money hestarts with, the quality of
any swords he inherits, his Armor Class if his Profession is Bushi or
he is of Buke Caste, and any other pertinent factors governing initial
goods.
* Roll for the character's age. All Player Characters enter the
campaign at the age of 15+1 D6, or 16 to 21.
This step is your first opportunity to indulge in role-play with this
character. Think about the character's past, goals, and basic
psychology. If the Gamesmaster is using a table to determine the
exact location of the chracter's place of birth and you have not
checked it yet, now is the time.
During the outfitting step, the character has a chance to spend his
inheritance to upgrade his equipment and to gather goods to
prepare himself for the adventures ahead. Check with the
Gamesmaster to see where the character is entering play, as this
may affect the availability of goods and their prices.
The last step isn't really a step in the process of creation, but the
first step on the path to adventure. Tell the Gamesmaster that your
character is ready to being play.
PCs
Re: Character Generation - Kumo Clan
Can he just pick the Merchant caste and the Bushi class and go with his desired concept? Perhaps roll for high/medium/low merchant?
Re: Character Generation - Kumo Clan
Yes, good idea! That would work. I personally had fun rolling on the Birth Table and having to build the character from there. I thought the odd concept of being constrained by parameters decided by dice rolls was really interesting. (But I got High Ronin, which fit perfectly into the bushi character I had in mind to make).
Let's say that option is available to be chosen. But to keep some of the arbitrary, capricious, and heartless randomness of old OSR rules, the dice must must speak and be heard. Within the Merchant caste, there are three levels, based on a d100 roll:
81 High
82-83 Middle
84-85 Low
A range of 5, so would need a roll of a 1d5. (Rank determines starting cash. But more importantly, the family the PC was born into. Importers of china silks, seller of fine pottery and ceramics and art works to Kyoto aristocrats? Purveyor of fine blades to the daimyo and high-ranking samurai? (high) Purveyor of basic commodities such as rice, dried fish, pickled vegetables, and smelted iron for samurai armor and weapons? (medium) Or poor child of a city street fishmonger or village to village traveling peddler? (low)
I'm sorry to be harsh, all. But it's FGU Bushido. "So let it be written. So let it be done."
Let's say that option is available to be chosen. But to keep some of the arbitrary, capricious, and heartless randomness of old OSR rules, the dice must must speak and be heard. Within the Merchant caste, there are three levels, based on a d100 roll:
81 High
82-83 Middle
84-85 Low
A range of 5, so would need a roll of a 1d5. (Rank determines starting cash. But more importantly, the family the PC was born into. Importers of china silks, seller of fine pottery and ceramics and art works to Kyoto aristocrats? Purveyor of fine blades to the daimyo and high-ranking samurai? (high) Purveyor of basic commodities such as rice, dried fish, pickled vegetables, and smelted iron for samurai armor and weapons? (medium) Or poor child of a city street fishmonger or village to village traveling peddler? (low)
I'm sorry to be harsh, all. But it's FGU Bushido. "So let it be written. So let it be done."

PCs
Re: Character Generation - Kumo Clan
So I will roll on the 1 to 5 as above.
Caste [1d5]=1
Well there we go, How does a book merchant sound? Honkai-shi, I think?
I can work on more later, I have access to the pdf's. I dont have my original books anymore, like Jemmus pushed our nose in.
Eric
Caste [1d5]=1
Well there we go, How does a book merchant sound? Honkai-shi, I think?
I can work on more later, I have access to the pdf's. I dont have my original books anymore, like Jemmus pushed our nose in.

Eric
Last edited by ateno on Thu May 22, 2025 2:25 pm, edited 1 time in total.
Re: Character Generation - Kumo Clan
Group Connection: He can perhaps be a friend to Kaida - she presents as a shy teenage Shugenja with natural talent and hungry for books (that she cannot afford). You believe her to be an Eta from a poor, unnamed rice and fish village who shouldn't even normally be literate.
She has already collected a few scrolls (4 pts out of 20 required for a +1 BCS) and her purpose for adventure is to get more. She has perfect literacy and penmanship - perhaps part of the small collection she has was a generous payment for her aiding you in scribing some time before?
It is reasonable that if she has a bookseller friend, it is the first place she would stop leaving their village on an adventure.
She has already collected a few scrolls (4 pts out of 20 required for a +1 BCS) and her purpose for adventure is to get more. She has perfect literacy and penmanship - perhaps part of the small collection she has was a generous payment for her aiding you in scribing some time before?
It is reasonable that if she has a bookseller friend, it is the first place she would stop leaving their village on an adventure.
Re: Character Generation - Kumo Clan
Sounds good, I still need a character sheet I can access, can someone hook me up?
Re: Character Generation - Kumo Clan
Sorry, here's a bushi character sheet. (Shared from my phone, I hope you can access it).
https://docs.google.com/spreadsheets/u/ ... 1521128467
https://docs.google.com/spreadsheets/u/ ... 1521128467
PCs
Re: Character Generation - Kumo Clan
I got it, but can only save as webpage, email me please?jemmus wrote: ↑Thu May 22, 2025 2:41 pm Sorry, here's a bushi character sheet. (Shared from my phone, I hope you can access it).
https://docs.google.com/spreadsheets/u/ ... 1521128467
ERic
Re: Character Generation - Kumo Clan
OK, please PM me your email address.ateno wrote: ↑Thu May 22, 2025 4:09 pmI got it, but can only save as webpage, email me please?jemmus wrote: ↑Thu May 22, 2025 2:41 pm Sorry, here's a bushi character sheet. (Shared from my phone, I hope you can access it).
https://docs.google.com/spreadsheets/u/ ... 1521128467
ERic
PCs
Re: Character Generation - Kumo Clan
I brag about my old Bushido swag every chance I get. Unfortunately, the only audience I have for that is right here....
PCs
Re: Character Generation - Kumo Clan
Use this link for it - keep it as an editable google sheet.
Atenos Bushi Sheet
...all the sheets are on my google drive. PM me your email and I'll set you to edit rights and remove the "anyone with link" option.
Atenos Bushi Sheet
...all the sheets are on my google drive. PM me your email and I'll set you to edit rights and remove the "anyone with link" option.
Re: Character Generation - Kumo Clan
Marullus wrote: ↑Sun Apr 02, 2023 6:23 pm As you look at your attributes, check this post for logic:
viewtopic.php?p=583481#p583481
...and look at the minimum Strength scores of the weapons you want to wield.
Check this out about how speed attribute sets movement rate, which determines your agility options in combat:
viewtopic.php?p=601928#p601928
Re: Character Generation - Kumo Clan
Thanks Marullus for fixing and fine-tuning the sheets.
They're true wonders of making pages and pages of 1980s crunchiness into precise and reliable convenience.

PCs