
This post will serve as a small introduction to the game, mainly the Character Creation Process. I’ll make a more detailed write-up on the mechanics sometime soon and will also explain it on the table so that there is no confusion.
Anyone who wants to play/join should send me a PM with character info, following this thread. I’ll be fading out the options that are already picked so that we have unique characters without overlapping.
Each character uses only a single d6. That’s all you need. No bonuses, no penalties. That’s because it’s assumed your characters are more or less already at peak human capacity so you cannot get higher. But you do get Abilities on top of that which, while not giving you a mechanical bonus, give you access to things you usually wouldn’t be able to do.
Really, the game’s focus is more on the character itself than mechanical combat, and conflicts in general are usually resolved fairly quickly.
Now, what makes it all interesting are the Dark Fates.
-DARK FATES-
Each character gains one of six random Dark Fates. They are accompanied with a description, but it’s usually really bare-bone to leave the freedom in the players’ hands.
Their main purpose is to cause tension and conflict for both the character in question and the whole party. They create opposing loyalties for the individual, forcing him to question his commitment to the cause – and in a way, present a betrayal to the rest of the PC’s, forcing them to question their trust in the fated character.
They also imply some sort of history, giving you the ability to, by developing the Fate, also develop your character’s backstory and dramatic arc.
Now, here’s the hook – the player in question is the only one knowing the fate. Not even the GM. Players are expected to develop the Fates and bring them into play. At any time, a player may introduce any game element related to his fate – NPC’s, objects, facts about the game world, framing scenes, etc etc.
As long as it’s related to your fate, you have that privilege. In game-terms, it’s called “foreshadowing your Fate”. Don’t be stingy with it. Even though the Fate is supposed to be a secret at start, doesn’t mean it has to stay that way. It’s fine if players figure it out, and at one point of the game, everyone has to come clean and state what exactly his secret is – but to the other players. The characters are still staying clueless.
In the first couple of chapters, we’ll be slowly foreshadowing and hinting at our fates and guessing the other participant’s secret agenda isn’t as easy as it seems.
Considering that gaining a Dark Fate is supposed to be random, every player will let me know which card he picks. I will mix up files with the Fate Name and description in such a way that not even I know them.

-ZODIAC-
You pick one sign of the zodiac. Easy as that. After you pick a sign, you get a short personality description. Keep in minds, those descriptions are meant as suggestions and serve as a starting point for the character. You are in no way required to act that way.
The more important part about Zodiacs is that they dictate starting trust. But we’ll get to that in game.

-ABILITIES-
Each player is allowed to choose three Abilities for his character. Abilities allow the character to do something they would not normally be able to. They do not make him better at something. They just open a new door for him, so to say. The name Ability doesn’t apply just a skill. It could be an item, knowledge, or a combination. For example, a bow would be an Ability because it allows the character something he usually wouldn’t be able to do – ranged combat. Maybe even a magical spell? A fact about your character’s appearance? Anything goes.
And abilities an also cause trust-related conflicts between the PCs, which is a good thing.
Keep in mind that as your characters are Samurai by birth and upbringing, you are assumed to have all the skills and abilities of a normal samurai. This includes both armed and unarmed martial arts, horsemanship, literacy and social etiquette. And every character is assumed to carry daisho.
Basically,
-Abilities give no mechanical advantages, but just give you a bigger list of things you can do.
-They never grant automatic success
-They never allow a reroll
-BACKGROUND-
How did you let yourself get pulled into this mess? Oh yes, the money. Lots of money. You were told that there was a sum of money for the men that defeated the Witch, a sum large enough to set you up for a long time. A sum large enough to finally let you settle down and forget this endless drifting.
Funny though, the first thought that popped into your head–”If somebody doesn’t make it, that’s just more money for me.” What was also funny was your second thought–”I’m sure everyone else is thinking the same thing.”
Answer me the following 2 questions:
1)Why is the Character a Ronin?
2)Why does the Character need the money?
And that’s more or less all.
I will bring along small character sheets that also have all the rules written down on them along with me (like the sheet we had in lady blackbird?) and will write up a mechanical post before we play as well.
But for now, let’s make characters. Just shoot me up a PM and we’ll sort out the details ;D