(c) 1996, Paul Mason

There are several ways to create a character for yourself. The easiest way is to take one of the sample character types listed at the end of this chapter. If you're not entirely satisfied with it, you'll have to go through and change the details to suit yourself. If you do change details you should be careful to check the relevant section in this chapter. Then, choose a name and flesh out the background to make the character truly yours.
If you've seen a number of movies about China, or read some books or comics, or have a strong idea about the kind of person you want to play, then you can start by just writing a description of the character you'd like to play. Then go through this chapter, and, following your description, design your character as the rules explain. You may find you can't make your character quite as powerful as you had imagined, but you should be able to get close.
Alternatively, have a look at the Simple Character Creation box on this page. You can choose your character's capabilities in more or less any order, but the details you choose to start with will limit your choices in later sections, or you may have to go back and adjust things.
When you have finished, start noting things down on your character sheet (that's the character sheet facing you on the opposite page. Feel free to photocopy it). There's a sample character sheet at the end of the chapter which gives an idea of what to write where.
That's it!
The points with which you will buy abilities for your character come in two types: natural gifts and experience. Natural gifts are fixed, while experience depends on the character's age. Older characters thus have a better chance of being skilful. Unfortunately, however, older characters don't learn so well, and are usually not quite as fit as their younger counterparts. As Confucius said: 'What you win on the swings, you lose on the roundabouts.'
Most players will probably want to be heroes. And why not? Heroes are capable of extraordinary feats, and usually live an exceptional life, full of danger and excitement. On the other hand, ordinary people can have adventures too, and they face the challenge of rising above their limitations.
What's more, Song society doesn't much care for exceptional people. They tend to live apart from others, as they're not welcome in town. Their lives can be pretty tough - if you're a famous martial artist you will have to face challenges all the time from opponents keen to take your reputation. And you're expected to do exceptional things.
Normal people, on the other hand, have the security of being a part of society. They'll usually have a steady job and a supporting family. If they have to face adventure, it's more of a challenge, and no one's going to blame them if they fail.
It's quite acceptable to mix types of characters. There is no reason why everyone has to play a hero. Players will have to accept the difference in power of their characters as a fact of life, while making the most of their normal characters' benefits. In this case it is very important that the referee remembers to apply the advantages normal characters receive when in towns.
Heroic characters include outlaw leaders, wandering martial artists, hermits and sorcerers, questers after immortality, and seekers of justice. Heroes are believed the reborn souls of spirits of Heaven and the Otherworld.
You can choose the age of your character as you wish. However, rules for children have not been included in this book, so if you want to play a character younger than 15, the referee will have to work something out specially.
You might also be surprised to learn that your character is considered to be aged 1 at birth! Also it is not necessary to make a note of the character's birthday. The Chinese custom is that everybody is considered to age a year at the New Year. Thus it is possible for a 'two-year-old' to have been born only 1 day!
In this game age will have an effect on the amount of experience your character has. It will also limit their energy and body. And during the game it will affect the character's chances of improving their abilities.
Also, just to balance things even more, young starting characters are allowed to have unknown aptitudes. In other words, they can start the game with abilities about which they are not yet aware.
Choosing your character's age will also decide which year they were born in, and therefore what their birth sign is. If you assume the game starts in 1110CE, that is, 3788 years since the start of the Chinese calendar, all you have to do is subtract the character's age from 1111 to find out in which year they were born.
The birth sign may be used to give some idea of the character's personality: brief descriptions of each of the animal signs are provided in the Beliefs chapter. Astrologers don't set much store by these, however, preferring to work out horoscopes according to the 'Four Pillars' - the hour, day, month and year of birth. You are therefore free to completely ignore the personality assigned to your character's birth sign if it is inconvenient.
More details of Emperors and their reign years are provided in the Culture section of the Beliefs chapter. Reign names provide the most usual means of counting years.
Year Emperor/Reign Name Sign 1066 Ying Zong Governed Calm 3 Yang Fire Tiger 1067 Governed Calm 4 Yin Fire Rabbit 1068 Shen Zong Bright Peace 1 Yang Earth Dragon 1069 Bright Peace 2 Yin Earth Snake 1070 Bright Peace 3 Yang Metal Horse 1071 Bright Peace 4 Yin Metal Sheep 1072 Bright Peace 5 Yang Water Monkey 1073 Bright Peace 6 Yin Water Rooster 1074 Bright Peace 7 Yang Wood Dog 1075 Bright Peace 8 Yin Wood Boar 1076 Bright Peace 9 Yang Fire Rat 1077 Bright Peace 10 Yin Fire Ox 1078 Original Plenty 1 Yang Earth Tiger 1079 Original Plenty 2 Yin Earth Rabbit 1080 Original Plenty 3 Yang Metal Dragon 1081 Original Plenty 4 Yin Metal Snake 1082 Original Plenty 5 Yang Water Horse 1083 Original Plenty 6 Yin Water Sheep 1084 Original Plenty 7 Yang Wood Monkey 1085 Original Plenty 8 Yin Wood Rooster 1086 Zhe Zong Original Boon 1 Yang Fire Dog 1087 Original Boon 2 Yin Fire Boar 1088 Original Boon 3 Yang Earth Rat 1089 Original Boon 4 Yin Earth Ox 1090 Original Boon 5 Yang Metal Tiger 1091 Original Boon 6 Yin Metal Rabbit 1092 Original Boon 7 Yang Water Dragon 1093 Original Boon 8 Yin Water Snake 1094 God's Welcome 1 Yang Wood Horse 1095 God's Welcome 2 Yin Wood Sheep 1096 God's Welcome 3 Yang Fire Monkey 1097 God's Welcome 4 Yin Fire Rooster 1098 Original Symbol 1 Yang Earth Dog 1099 Original Symbol 2 Yin Earth Boar
First of all, we decide to make him a hero. Our next decision is his age. We choose to make him 24 years old. He was thus born in 1087, or the second year of the Original Boon period of the Emperor Zhe Zong. His astrological sign is a Boar.
The truth, of course, is not as simple as this. Even if characters receive the same number of points they may end up with different levels of power. Some players just have to have the toughest character, and will put a lot of effort into designing their character so that it can fight really effectively. Other players will make more effort to create a well-rounded person. If you think about it, this reflects the way people really are. If your players get a kick out of trying to 'beat the system', then that's their fun: let them have it (lying about dice rolls is a different matter of course).
Characters receive experience of 15 points plus 1 point for every complete 3 years of age over 15. Heroes receive additional experience equal to twice the power level of the game. Experience may be spent on energy, body, skills, earnings, favours, position, motivation and respect.
Our character has 16 points of natural gifts, and 24 points of experience.
Roll four dice and add 1 point for every complete 3 years of age over 15. Heroes add twice the power level of the game to this number. You may also add one point if you only received 8 points of natural gifts, two points if you only received 7 points of natural gifts, and three points if you only received 6 points of natural gifts.
However, you must subtract 1 point if you received 14 points of natural gifts, 2 points if you received 15 points of natural gifts, and 3 points if you received 16 points of natural gifts. The result is the number of experience points available to your character.
Our character has 16 points of natural gifts, and 24 points of experience.
The gentry also have a habit of showing off their genealogy with a generational name. This is a sort of 'middle name' shared by all the members of the same generation of a family. If the generational names of a family are taken from the words of a poem everyone knows, these names are a neat way of being able to work out whether that distant relative is your senior or junior!
In addition to these standard names, most people, especially heroes, will acquire one or more nicknames. There are two main types: the first is the nickname parents give their children before their official naming ceremony at the age of ten. Most people are reluctant to reveal this nickname to people outside their family, they're too embarrassed! The other kind of nickname is that given you by your friends or colleagues. This may be complimentary, or it may not. Some characters, especially heroes, acquire a number of nicknames. Thus Wu Song is known as the Tiger Slayer and also the Pilgrim.
Those who are initiated into a Buddhist or Taoist religious institution will take a new name to replace their given and generational names.
The order for names is family name first, then generational name then given name. In the case of religious names, characters will usually be addressed by the religious name only. If necessary, however, the family name can be added, as with Sagacious Lu.
The numbers by the names in the first list show their frequency. Those names marked '1' are the ten most common names, those marked '2' the next most common, and so on.
Cai (3) Cao (3) Chen (1) Cheng (3) Cui (3) Deng (2) Du (4) Feng (4) Gao (2) Guo (2) Han (3) He (3) Hu (2) Huang (1) Li (1) Liang (3) Lin (2) Liu (1) Lu (4) Lu (4) Luo (3) Ma (2) Pan (4) Peng (4) Qian (4) Shen (3) Song (3) Sun (2) Tang (4) Wang (4) Wang (1) Wu (1) Xiao (2) Xie (3) Xü (2) Xü (3) Yang (1) Yuan (4) Zhang (1) Zhao (1) Zheng (2) Zhou (1) Zhu (2) Ai An Ao Bai Ban Bao Bei Bi Bu Cen Chai Chang Che Cheng Chi Chou Chu Chun Dai Dao Di Ding Dong Dongguo Duan Fan Fang Fei Feng Fu Gai Gan Ge Geng Gong Gongsun Gou Gu Guan Gui Guo Ha Hai Hang Hao He Heng Hong Hou Hu Hua Huo Ji Jia Jian Jiang Jiao Jin Jing Ju Kang Ke Kong Kuang Lai Lan Lang Lao Le Lei Leng Li Lian Liang Liao Lin Ling Liu Long Lou Lu Lü Lun Luo Ma Mai Man Mao Mei Meng Mi Miao Min Ming Mo Mou Mu Murong Na Neng Ni Nian Nie Niu Nong Ou Ouyang Pei Pi Piao Ping Pu Qi Qiang Qiao Qin Qiu Qu Quan Quan Ran Rao Ren Rong Ruan Rui Sa Sai Sha Shan Shang Shangguan Shanyu Shao Shen Sheng Shi Shou Shu Shui Si Sikong Sima Situ Tai Tan Tang Tantai Tao Teng Tian Tong Tu Wan Wei Wen Weng Wu Xi Xia Xiahou Xian Xiang Xie Ximen Xin Xing Xiong Xuan Xuanyuan Xue Xun Yan Yan Yang Yao Ye Yi Yin Ying You Yu Yuan Yuchi Yue Yuezheng Yun Zang Zeng Zha Zhan Zhang Zhao Zhen Zhong Zhu Zhuang Zhuge Zhuo Zong Zou Zu Zuo Zuoqiu
Truly poor people are unlikely to have even a given name. Instead they'll be numbered within the family (Li the Third, and so on) and be distinguished with nicknames if necessary. In China, to have a lot of names is a luxury! See the next section for details on nicknames.
The list below gives most of the available names in Chinese. Those mainly suitable for women are marked with a (F). Those mainly suitable for men are marked with a (M).
A Ai (F) An (M) Ang (M) Ba Bai Ban (M) Bang (M) Bao Bei Ben (M) Beng Bi Bian Biao Bie Bin Bing Bo Bu Ca Cai Can Cang (M) Cao (M) Ce (M) Ceng Chan (F) Chang Chao Chen Cheng Chi (M) Chong Chu Chuan Chun Chuo Ci (F) Cong Cui Da Dai Dan Dao De Deng Di Dian Die Ding Dong Du Duan Dun (M) Duo E (F) En Er Fa (M) Fan Fang Fei Fen Feng Fo Fu Gan Gang (M) Gao Ge Gen Geng Gong Gu Guan Guang Gui Guo Hai Han Hao He Heng Hong Hou (M) Hu Hua Huai Huan Huang Hui Ji Jia Jian Jiao Jie Jin Jing Jiong Jiu Ju Juan Jue(F) Jun Kai Kang Ke Ken Kong Kuan (M) Kui Kun Lai Lan Lang Lao (M) Le Lei Li Lian Liang Liao Lie (M) Lin Ling Liu Long (M) Lu Lü Luan Lun Luo Ma Mai Man Mang Mao Mei (F) Meng Mi Mian Miao Min Ming Mo Mu Na Nai Nan Neng Ni (F) Nian Ning Nong Nuan Pa (F) Pan (M) Pang (M) Pei Peng Pi (F) Pian (F) Pin Ping Pu Qi Qian Qiang (M) Qiao Qin Qing Qiong (F) Qiu Qu Quan Que Qun Ran Ren Rong Rou Ru Rui Run Ruo Sai Se (F) Sen Sha (F) Shan Shang Shao Shen Sheng Shi Shou Shu Shui Shun Shuo Si Song Su Sui Tai Tan Tang Tao Te Teng (M) Ti Tian Tie (M) Ting Tong Tu Tuan Tuo Wan Wang Wei Wen Wo Wu Xi Xia Xian Xiang Xiao Xie Xin Xing Xiong (M) Xiu Xu Xuan Xue Xun Ya Yan Yang Yao Ye Yi Yin Ying Yong You Yu Yuan Yue Yun Zai Zan Ze Zeng Zhan Zhang (M) Zhao Zhe Zhen Zheng Zhi Zhong Zhou Zhu Zhuan Zhuag Zhuo Zi Zong Zu ZuoThe religious names taken by those who become initiated into a religious sect usually have a religious significance. Names are only taken by characters who are fully initiated, so lay priests will not have to do this. Since the names have meaning, it is best if you choose ones such as Sagacious, Deep Piety, Clear Vision or Pure Soul.
The nickname given by your character's parents is usually only used by them or other senior members of your family. It's likely to be a graphic description of what your character was like as a baby, hence something most heroes will want to forget about. Examples would include Windy, Little Dribbler, Big Ears, Howler etc.
The nickname acquired in later life, however, is intimately connected with the character's reputation. It may reflect some famous deed of the character (Tiger Slayer), or some flattering metaphor describing the character's abilities (Striking Hawk). For more examples, check out the nicknames of the heroes of Liangshan Po, which are all listed on the Extras chapter. As you will see, nicknames involving creatures are common, and they vary from the poetic to the downright prosaic.
We give him the nickname Sleepy Dragon, based on the ideas about his personality we are starting to form.
Some qualities, like energy and body, you don't get to choose - you have to pay for them. Sorry about that. Still, if you're really keen to have a character with a high energy score, that's something for you to work on while you play, isn't it? There are plenty of ways of improving a character's energy during the game. Body and size can also be changed slightly (by crash-dieting or overeating, for example), but gender is a no-go, I'm afraid, for all but the most adept sorcerers.
Song society is distinctly sexist, as the Society chapter will make clear. However, there are plenty of woman heroes who don't let society get in their way. Further, the invidious practise of foot binding hasn't yet become widespread, so women characters won't suffer that particularly foul disadvantage.
Also, large people are more likely to be strong. So there shouldn't be a difference of more than two in these scores. In other words, a character with a size score of -1 can't have a STRENGTH of +2 (you'll have to flip forward to the abilities section to find out what a STRENGTH score of +2 means).
A size score of 0 is average. In the table, the upper of the two rows listed for sizes -1, 0 and 1 represents the average size for a woman. The lower of the two rows represents the average size for a man.
|
light build |
medium build |
heavy build |
very heavy build |
size |
|
4'11" 90lb |
4'8" 100lb |
4'5" 110lb |
- | -2 |
|
5'1" 95lb |
4'10" 105lb |
4'8" 115lb |
- | -1 |
|
5'3" 100lb |
5' 110lb |
4'10" 120lb |
- | -1 |
|
5'5" 105lb |
5'3" 115lb |
5' 130lb |
- | 0 |
|
5'7" 120lb |
5'5" 130lb |
5'2" 140lb |
- | 0 |
|
5'10" 140lb |
5'7" 145lb |
5'4" 155lb |
- | +1 |
|
6'1" 145lb |
5'10" 150lb |
5'7" 170lb |
5'4" 190lb |
+1 |
|
6'4" 155lb |
6'1" 170lb |
5'10" 190lb |
5'7" 210lb |
+2 |
| - |
6'3" 190lb |
6' 210lb |
5'9" 240lb |
+3 |
Characters need their energy in order to perform actions. It acts as a limit on the total ability bonuses a character can apply to any given task. A character must use energy to use bonuses - the energy score is the number of points of ability bonus the character can use at a time (for example, in one combat round).
Characters may temporarily lose energy from shock, injury, fatigue or disease. If a character's energy is reduced to less than 0 they are exhausted and unable to perform any actions. They will also fall over.
A normal person starts the game with 7 points of energy. A hero has 7 plus the power level of the game. However, older people will lose points: for each complete ten years of age your character is older than 31 (so if you're 41-50 you lose 1, 51-60 you lose 2 and so on).
You can buy additional points of energy with your natural gifts, your experience, or both. However energy point are expensive. The first one you buy costs 2 points, the second 4 points, the third 6 and so on.
Alternatively you can choose to have 1 point of energy less than normal. In this case you get 2 spare points of natural gifts to spend as you like.
A normal person starts the game with 7 points of body, while a hero has 7 plus the power level of the game. However, older people will lose points: for each complete ten years of age your character is older than 31 (so if you're 41-50 you lose 1, 51-60 you lose 2 and so on).
To this basic value you should also add the size of a character, and value for STRENGTH, whether aptitude or skill. Remember: this includes negative values!
You can also buy additional points of body with your natural gifts, your experience, or both. However as with energy, body point are expensive. The first one you buy costs 2 points, the second 4 points, the third 6 and so on. Or you can choose to have 1 point of body less than normal. In this case you get 2 spare points of natural gifts to spend as you like.
It is possible, of course, to make your character's traits the fact that they are unremarkable. This could be of particular use to a spy or a thief. However, even in such a case you should try to find something distinctive, if only so that their corpse can be identified when dragged from the river!
If you want to make your character fully ambidextrous you will have to buy an ability bonus of +2 in AMBIDEXTERITY.
Habits and traits add life to your character. Some gestures you can act out yourself while playing the character (such as a habit of rubbing the side of the nose while talking to people). Others you should describe.
It's quite acceptable to allow these additional details to develop during play, so don't feel your character is incomplete if you don't have a pageful of detailed notes.
He is slightly taller than average, and for some reason has developed a slight stoop. On the other hand his sense of fun gives him an infectious grin.
Although he is still unformed, and will be fleshed out in play, we are starting to get something of a feeling for his personality: a loveable rogue.
A score of 0 in an aptitude or skill represents an average level. This means, in the case of aptitudes, no special talent; in the case of skills, no specific ability.
A bonus in an aptitude or skill reflects an ability different to the average. A positive bonus indicates a strength, while a negative bonus indicates a weakness. A negative bonus in a skill represents an acquired deficiency, through injury or the like (or just bad upbringing!).
You can have both aptitude and skill bonuses in the same ability. In this case you add the bonuses together to find out how good you are.
Although most of your abilities have to be 'bought' using experience or natural gifts, your character will also receive some bonuses because of background. These are added after you have bought the abilities you want.
Abilities can also be divided according to function: whether physical, mental, spiritual or knowledge. You can't have an aptitude for knowledge, for the obvious reason that you don't have any knowledge when you are born. Instead, you can have the mental aptitude of DILIGENCE, which indicates your ability to learn.
Bonus Meaning 0 Average/no special ability +1 Familiarity +2 Full competence +3 High achievement +4 Expertise +5 MasteryMore details on abilities and their significance are given in the Action chapter.
Buying aptitudes is fairly simple, but needs to be explained slowly. If you want +1 in a aptitude, you will have to pay one point of natural gifts. If you want +2 in an aptitude, you first have to buy +1 (costing one point), then +2 (costing 2 points) so the total cost is 3. For +3, you have to buy +1 (1 points), +2 (2 points) and +3 (3 points) so the total cost is 6. Expensive, huh?
Just when you thought you'd got it, it gets even more expensive. The prices above cover specific aptitudes. Basic aptitudes cost more. Triple, in fact. But you get a lot for your points, so consider it, eh?
You'll notice you can't buy too many aptitudes. Right. These are pretty special. Even a +1 aptitude means quite a lot. +3 is quite exceptional.
Characters can also have negative bonuses in aptitudes. Players are encouraged to be honest in declaring these during the game, but given human nature, referees should try to make a note of characters' disadvantages, and apply them. Negative bonuses aptitudes may be freely chosen. You can also earn up to 3 points' worth of positive bonuses in aptitudes by choosing negative bonuses: simply add up what you would have paid for the negative bonus if it was positive, and divide by three. The result is the amount of 'extra' points you can spend. The maximum you can earn in this way is 3, so you could, for example, assign values of -1 to nine specific aptitudes in exchange for a +1 bonus in STRENGTH. Or you could have three specific aptitudes at -2 in exchange for a +2 bonus in FIGHTING.
There are restrictions on the unknown aptitudes you can select, however. You can only select specific aptitudes, not basic ones. The amount of unknown aptitudes you can assign depends on your character's age. The table below shows the number of points you can spend on unknown aptitudes.
Age Number of Points <21 4 21-24 3 25-27 2 28-29 1When you test to see if you have discovered your unknown aptitude, you cannot do so for a skill in which you already have a bonus.
*These aptitudes may be applied to any Craft/Language that the character gains a skill bonus in.
bonus cost CO-ORDINATION +1 3 WIT +1 3 FIGHTING +2 3 GAMBLING +1 1 DECEPTION +1 1 DILIGENCE -1 -1 MEDITATION -2 -1This leaves us 6 points. Being age 24, we can spend up to 3 points on unknown aptitudes. We decide to have two, at +1 each. The remaining 4 points of natural gifts we hold on to, as they might be useful later on.
One more difference in buying skills is that, while aptitudes are just what nature provided, you had to learn skills somehow. So you should be able to explain how your character gained their bonuses. Usually this will be fairly easy, but you'll need a lot of imagination and persuasion to convince the referee that your riverboat cut-throat is actually an expert surgeon!
What's more, for any specific skill bonus of +2 or more you will almost certainly have acquired the skill from a teacher. If you can't come up with a convincing explanation of how you managed to learn the skill on your own, you will have to make a note of the teacher as a patron (see the section on Patrons).
Negative skill bonuses can be acquired as a result of background. Dedicated role-players may also choose to start the game with disadvantaged characters if they wish, assigning negative skill bonuses as desired. However, they won't get any extra experience points by doing so.
AMBIDEXTERITY, CO-ORDINATION, ENDURANCE, FIGHTING, GRACE, HEALTH, LITERACY, PERCEPTION, REASONING, STRENGTH
*You must buy a separate bonus for each specific martial skill, dialect, craft, spell or foreign language.
**Requires at least +1 LITERACY.
bonus cost GRACE +1 3 STRENGTH +1 3 CLIMBING +1 1 FAST DRAW +1 1 LEAPING +2 3 MARTIAL ART 1 +3 6 MARTIAL ART 2 +2 3 EVALUATION +1 1 INTIMIDATION +1 1This leaves us two points spare.
However, there are more people in society than just these four, so we have to expand a little. So, in descending order of importance:
There are also certain people who occupy a special position in society, or who are for some reason outside of it. For example, the large corps of eunuchs who attend to the needs of the Emperor, insulating him from contact with 'ordinary' people, could not be said to be highly regarded, though their proximity to the Emperor lends them a very high level of status in practical terms. Outsiders include barbarians from other lands, outlaws, and those who for whatever reason place themselves outside civilised society. Such people cannot really be ranked in the above table, precisely because they are outside of society. While a barbarian might be regarded as the lowest of the low, in practical terms he will have a higher status than a slave, who occupies the lowest rank of the lower classes.
The simple table presented needs further detail, which you'll find in the chapter on Society. For now, all you need to know is that you should choose one of the listed classes for your character's family. Once you've chosen it, it's pretty much fixed: China is a rigid society, and families don't have much social mobility, though this doesn't stop a host of wealthy merchants doing their best to buy their children into the gentry - successfully in many cases. Traditionally it is also impossible for individuals to alter their class, except by drastic measures such as becoming a Eunuch or a priest.
Of course, the reality of social relationships is more complex than just social ranks. Merchants find that wealth often makes up for a low position in society. A master craftsman commands more respect than a lowly farmer.
Class is more important for normal characters than for heroes, but it's still worth knowing, as it might have an impact on dialect (see Language in the Action chapter).
Also, although you have a free choice of social class, there can be disadvantages in shooting too high. If you choose to make your character a member of the gentry, for example, you'd be wise to spend some natural gifts on wealth. Otherwise you'll be in the unenviable position of being a poor member of the upper classes!
The first thing to note about your character's provenance is whether it is country, town or court (in other words the high ranking bureaucrats, generals, scholars and aristocrats of the Imperial Palace). This has an effect on wealth, and also on the bonus abilities they will receive.
However, your choice is limited by the social class of the character. You can only choose a provenance if it is listed below.
Possible Provenances Imperial Family Court Official Court, Town Farmer Country Artisan Country, Town Merchant Town Lower Class Country, TownYou can then add to your skills the following additional bonuses (these are added to existing bonuses). The 'Country' provenance may seem like a bargain, but don't forget that any wealth bonus you have is worth less, and you are quite likely to be treated as a yokel in urban surroundings!
Provenance Bonuses Court INTRIGUE +1, MANNERS +1, TASTE +2 Town COMMERCE +1, RUMOURS +1, TASTE +1 Country FIGHTING +1, ANIMAL LORE +1, PLANT LORE +1, WILDERNESS LORE +1, manners -1Maps and lists of towns are provided in the China chapter from which you can choose (or even roll the dice for) your home town or district. There's quite a strong feeling of loyalty among most heroes, and finding someone who comes from the same town as you is usually cause for celebration. Characters from the country should still note down the name of the nearest town, as it represents the name of the country region which it administrates.
The character's home district will also determine the dialect and sub-dialect they can speak. Although conversations in the game are generally assumed to be in 'ordinary' Chinese, dialects may become important to the plot.
All births are registered by the squire of the local ward, who must forward information on births and deaths to the registrar of the district. This, along with unique sub-dialects, means that it is relatively easy to determine whether a person is native to a district, or an outsider. Travelling outside one's native district is not encouraged, and those without a good excuse may be detained by the authorities and given a stern warning. Good excuses include visiting a relative or going on a pilgrimage, though perhaps the most common is claiming to be a merchant. This is one more reason why merchants are often treated with suspicion by the authorities.
The Yang family is a prolific clan. Their large estate houses four generations, including Yang Ming's paternal grandparents, two sets of uncles and aunts and sundry children. One notable omission is his father. Being an official, Yang senior cannot work in his home town. He is the magistrate of Nang county, four hundred miles to the south, where he lives with his wife Xuanyuan Ai and Ming's younger sister E.
Such a family is clearly rather wealthy. Three of those 4 spare natural gifts disappear to provide our lucky Dragon with a +2 stipend.
You should make a few notes about the members of your character's family. Are your father and mother still alive? What about your grandparents? What brothers and sisters do you have? What do they do? Anything you don't write about your family is fair game for the referee to create and use in the game. You may make other notes about your character's attitude towards other family members, and their attitude towards your character.
Also consider whether your character is married. If you are married, you should describe your spouse in as much detail as you can. However you don't decide on abilities: that's up to the referee. See also the sections below on Patrons and Dependants.
When buying wealth, for both stipend and earnings, you should bear in mind the appropriateness of what you decide. It's rather unlikely that the child of a pedlar will have much in the way of a stipend, for example (though if you can come up with an interesting explanation, so much the better). The cost for both earnings and stipend is the same as a specific ability bonus; in other words 1 for the first point, 2 for the second and so on. Once you have an occupation, you may find that your earnings from that occupation increase your wealth still further. For each occupation, the earnings derived from your position are listed in the descriptions. This may be added to any other bonuses for wealth.
The Society chapter explains what wealth bonuses mean in cash terms. Generally a wealth bonus represents surplus monthly income. However, upon the death of your character's father, a stipend will be converted to a lump sum. This may provide your character with an earnings bonus. Wealth bonuses run from +1 to +10, though as with position, +10 is the exclusive preserve of the richest person in the Empire - in this case the Emperor, with a staggering monthly income of 70,000 strings! As the bonus represents surplus cash, you should understand that any bonus indicates that the character is quite well off. The overwhelming majority of China's population earn only enough to feed and clothe themselves (barely, in many cases), and this is reflected in the usual 0 earnings bonus.
One more important point to remember is that the cost of living is much higher in the city. Thus, a wealth bonus possessed by a character from the country is worth less if that character starts to live in a town. Conversely, city dwellers moving to the country will find themselves more affluent. This is explained in more detail in the Society chapter.
Occupations are associated with certain social classes. The list of occupations gives the social classes you may belong to if you follow that occupation. Sometimes, joining an occupation will alter your class (as with Eunuch or Priest). You may join an occupation of a lower class, but you can't join an occupation of a higher class.
Occupations themselves also carry certain status in society. This is reflected in the bonus, ranging from 0 to +5, listed by the name of each occupation. This will have an effect on attempts to influence people, in certain circumstances, and is explained further in the Society chapter. There is no need to note this value on your character sheet.
Of course, there are other restrictions on choosing certain occupations. For example, you can't be an Aristocrat unless you're pretty wealthy. You can't be a Magician unless you can do magic (well, you can try I suppose...). You can't be a Eunuch unless you've had your... yes, well, the less said about that the better.
These restrictions are given in italics immediately after the name of each occupation. At the end of the description of the occupation, a list of bonus skills is provided. These are skills which are easier to learn for a character following that occupation.
Occupations will usually provide characters with basic necessities. They may also provide surplus income, represented as earnings. After bonus skills, a value for earnings may be noted, usually based on position. This may be added to any bonus the character has acquired using experience.
Characters may, of course, try to pretend to be another occupation (especially if they are criminals). This is perfectly permissible, but not as easy as you might think: you have to have the right clothing, and speak the right way. The further the professed occupation is from your true occupation (such as a criminal trying to pass himself off as a Eunuch) the more difficult it's going to be to get away with it.
More details about occupations can be found in the Society chapter.
Bonus skills: INTRIGUE, MANNERS, TASTE
Bonus skills: DECEPTION, DISGUISE, RUMOURS
Bonus skills: FISHING, ROWING, SHUPCRAFT, SWIMMING
Earnings: +1 for position 7 or greater
Bonus skills: EVALUATION, INTIMIDATION, MARTIAL ARTS
Earnings: bonus of position/3
Bonus skills: ADMINISTRATION, CALLIGRAPHY, LITERACY
Earnings: +1 for position 5 or greater
Bonus skills: EVALUATION, INTIMIDATION, LAW, RUMOURS
Earnings: +1 for position 5 or greater
Bonus skills: ANIMAL LORE, PLANT LORE, WILDERNESS LORE
Bonus skills: RIDING, ROUTES LORE, RUNNING
Earnings: +1 for position 5 or greater
Bonus skills: COMMERCE, CRAFT, GOODS LORE
Earnings: bonus of position/5
Bonus skills: DECEPTION, FORGERY, GAMBLING, SNEAKING, THIEVERY
Bonus skills: ANIMAL TREATMENT, MEDICINE, PLANT LORE, SURGERY
Earnings: bonus of position/4
Bonus skills: ACROBATICS, ACTING, DANCING, MUSIC, PILLOW ARTS, PUPPETRY, SINGING, STORYTELLING
Earnings: +1 for position 7 or greater
Bonus skills: CEREMONY, INTRIGUE, MANNERS
Earnings: bonus of position/3
Bonus skills: AGRICULTURE, ANIMAL LORE, FOLK LORE
Earnings: bonus of position/5
Bonus skills: MEDITATION, WILDERNESS LORE
Bonus skills: ANIMAL LORE, FISHING, MISSILES, SNEAKING, TRACKING, TRAPPING, WILDERNESS LORE.
Earnings: +1 for position 7 or greater
Bonus skills: EVALUATION, FIRST AID, MARTIAL ARTS
Earnings: bonus of position/5
Bonus skills: STRENGTH, ENDURANCE
Bonus skills: ADMINISTRATION, TASTE
Earnings: bonus of position/2
Bonus skills: ALCHEMY, DIVINATION, ELEMENTALISM, ILLUSION, SPELLS, TALISMANS
Earnings: bonus of position/5
Bonus skills: ADMINISTRATION, COMMERCE, TASTE
Earnings: bonus of position/3
Characters wishing to occupy higher positions as mandarins must first pass the Imperial examinations. See the Society chapter for details.
Bonus skills: ADMINISTRATION, CEREMONY, LAW, RHETORIC
Earnings: +1 at position 1, rising to +2 at position 3, and +3 at position 7 or greater
Bonus skills: FIGHTING, MISSILES, WILDERNESS LORE
Bonus skills: COMMERCE, DECEPTION, RUMOURS
Bonus skills: ASTROLOGY, CEREMONY, CHANTING (Buddhists only), DIVINATION, ELEMENTALISM (Taoists only), MEDITATION, OCCULTISM, THEOLOGY
Earnings: +1 at position 7 or greater
Bonus skills: FIGHTING, MARTIAL ARTS
Bonus skills: NAVIGATION, ROWING, SHIPCRAFT, SWIMMING
Earnings: bonus of position/5
Bonus skills: CLASSICS, COMPOSITION, HISTORY, LEARNING
Bonus skills: MANNERS
This occupation also includes those countryfolk drafted by the bureaucracy as leaders of local militia, whether temporarily or permanently.
Bonus skills: FIGHTING, SOLDIERY, STRATEGY
Earnings: bonus of position/3
Bonus skills: DISGUISE, PERCEPTION, SNEAKING
Earnings: bonus of position/4
Bonus skills: COMMERCE, GOODS LORE, ROUTES LORE
Earnings: bonus of position/2
Bonus skills: none
Bonus skills: TASTE plus one, according to the teacher engaged
Referees may allow characters to 'defer' their exile from society. In other words, at the start of the game they can follow any normal occupation. The circumstances in which they leave that occupation will form one of the events of the game.
For example, an Arms Instructor to the Imperial Guards (occupation: instructor) is framed by a corrupt official who covets the man's wife. As a result of this he becomes an outlaw, and so his life as a hero begins...
In cases where a character's exile is deferred, the player should agree to a deadline by which the character must leave their occupation. Once the deadline is reached the referee is at liberty to have them framed...
Unfortunately Yang is a hero. We know that he will lose his position as a constable. The referee decides to allow Yang to be a Sergeant (position +3) without spending any points, because he'll lose that position very soon. Yang's exile is deferred, but the player agrees that circumstances will soon conspire to switch Yang's occupation to Outlaw.
Position is very cheap to buy: it costs one point of natural gifts or experience per point of bonus. However you can only use natural gifts in a case where your father could conceivably assist you in acquiring such a position (if your father follows the same occupation, for example).
Position reflects the character's formal social prestige, at least within their profession, and is not available to heroic characters, who are outside of society. It also partly determines a character's monthly net income, as explained in the section on wealth and the Society chapter.
What a given position represents for certain occupations is explained in greater detail in the Society chapter.
There are two basic kinds of patrons: active and inactive. An active patron is one with whom the character currently has a relationship of some kind. An inactive patron is someone who is no longer in regular contact with the character.
The principal patrons for all characters are their parents. If the character still lives with their parents (which is normal for most characters until they marry, and in many cases even after) then the parents will be active patrons. If the parents are dead, or the character lives apart from their family, then the parents will be inactive patrons. Characters are expected to make offerings to their ancestors at the family altar, and in the case where the character's parents are dead, this is of particular importance.
Other patrons arise because of occupation or learning. Any teacher of a character automatically becomes their patron. As a general rule, if a character has a specific skill of +2 or more, they will have been taught, and that teacher will be a patron. They may choose whether the patron is active or inactive.
A character in an occupation will normally have a patron: their superior in that occupation. A manager working for a rich trader will regard the trader as their patron. Soldiers in the army regard their superior officer as a patron. A married woman regards her husband as a patron. Players may describe their patrons in as much detail as they like but, since they are the referee's characters, the referee has final say, and may change the players' descriptions.
Patrons are useful in that they provide a resource which can be drawn on. On the other hand, characters are expected to obey their patrons if they wish to maintain respect (and retain their patron). Thus patrons can be something of a burden at times.
Characters often owe their patrons favours (see below). By owing favours to patrons you can gain extra experience to spend on your character's abilities. The exception to this is that you can't get experience from the 3 favours you owe to your parents.
Secondly, there are servants. A character who comes from the gentry or higher, and any character with a wealth bonus, will almost certainly have one or more servants, maids or retainers. Of course, a portion of the character's wealth bonus will have to set aside to provide the living expenses for these dependants. The referee should determine the details of a character's family retainers.
Dependants may also be acquired through an occupation. An officer in the army regards all his men as dependants. A magistrate's dependants are the staff of the tribunal (though some might argue that everyone in his district is his dependant in a sense!).
As with patrons, dependants are usually played by the referee. Players may describe these dependants, but the referee has final say. Dependants owe their patrons favours, but subject to the approval of the referee, you don't have to pay experience for this.
Up to three points of experience can be gained by owing favours. Each favour owed gains one point of experience, irrespective of the social standing of the person to whom the debt is owed. These favours may include the character's Patrons (see above), but you can't get points of experience from the three favours you owe to your parents!
You may also be owed favours. Any dependants your character has, which are agreed by the referee, will owe you favours.
It is also possible to be owed favours by other people. These cost experience according to the social standing of the person relative to the player character.
Position of Person Experience Lower than character 1 Same level as character 2 Slightly higher 3 Higher 4 Much higher 5The referee will have to interpret these relative levels. Obviously it will always be necessary to think up some details about the person with whom the character has a relationship: at the very least a name. The referee is at liberty to use that person in the course of a game.
His life up to now has been busy, if uneventful. During his teens he was on the move every four years or so as his father's official post was changed. As an adult, he obtained his position as a constable through his family. To gain promotion to sergeant, however, he persuaded Prefect Hua, to whom he now owes a favour. This provides him with an additional point of experience, which we immediately sink into a favour owed by Gu, a kind-hearted petty crook in Dongping. Yang deliberately allowed Gu to escape arrest a year ago, earning a flogging for his pains.
Players may select a principal motivation for their characters. The motivation should usually be one appropriate to the character's class and occupation. Possible motivations are given below. Characters will start the game with 0 motivation unless they buy additional points with their experience, with 2 points costing 1 experience.
Players may also select a secondary motivation for their character if they like. They can claim points freely for both motivations if they do so.
Points of motivation are acquired in the game by players 'claiming' them at appropriate moments, as explained in the chapter on Action. They may be used to assist in character improvement and, optionally, may be spent by players to gain one-off bonuses to important rolls. They have some other effects on the game (especially for religious characters), and referees may like to take account of the characters' current motivations in adjudicating the game. However, motivation is not presented as a restriction on player freedom. In the end, the psychology of the character is the player's to decide.
You can are free to abandon a motivation at any time, and may also switch to a new one. Any points acquired are lost (but bad joss which was acquired because of that motivation is not lost).
A player character does not have to have a motivation.
Respect is measured on the same scale as abilities. A respect of 0 indicates that the character has no special reputation. A negative value for respect indicates that the character is actually disdained by people. Positive values show increasing levels of regard in which the character is held.
In Song China, respect often comes from being a part of a hierarchy. Characters will have a score in respect according to the following criteria:
+1 respect
is gained by characters with a simple position in a hierarchy: that of a person who has been placed in charge of a small number of subordinates. For example: the manager of a thriving business, a sergeant in a magistrate's yamen or a military unit, a master craftsman or a small-scale bandit chief.
+2 respect
is gained by being part of a more complicated hierarchy, and having at least two tiers of subordinates. This applies to 'mid-level' people, for example, officers in the army, ward chiefs of villages, magistrates, magnates or Abbots of temples.
+3 respect
is gained by those at the top of a substantial hierarchy. This applies to ministers, generals, bandit kings and the Taoist Celestial Master.
This should be added to any respect bought with your experience when you create your character. It costs the same as a specific ability: so the first additional point costs 1, the second 2 and so on. You may, if you wish, start the game with negative points of respect. Each negative point of respect provides 1 additional point of experience.
Don't confuse respect with any moral judgement. There is no sense in which a person with high respect is 'good' while a person with low respect is 'bad'. It simply shows what others thinks of your character, and in China that is more important.
Respect will change in the course of the game as a result of your character's actions. It is important in relations with patrons and dependants, as well as in the use of influence. It is especially important for heroes, who may not possess a position score, and who therefore often rely on their respect scores (and their ages) to determine relative status. It is explained further in the Society chapter.
Although it's by no means necessary, writing a brief life history of your character will help you bring them to life in the game, and may give the referee some useful ideas for adventures. You should also note down any events in your character's life which left a deep impact on them. Examples might include the death of a parent, the first time they had sex or killed someone else, and so on.
Characters requiring additional clothing either have to pay for it with their spare cash (see below), or they may count it as 'tools of the trade' (if, for example, they are criminals, entertainers or spies).
ARISTOCRAT none BARBARIAN according to occupation BEGGAR begging bowl, wooden fish BOATMAN for position +1 or greater, a boat BODYGUARD weapons, see below CLERK writing set CONSTABLE weapons, see below COUNTRYMAN none COURIER nine CRAFTSMAN according to craft CRIMINAL according to type of crime DOCTOR medical almanac ENTERTAINER according to type EUNUCH pickled organs FARMER farm implements HERMIT none HUNTER traps, weapons, see below INSTRUCTOR weapons, see below LABOURER none LANDOWNER none MAGICIAN magical focus MANAGER scales MANDARIN none OUTLAW weapons, see below PEDLAR goods PRIEST religious paraphernalia PUGILIST none SAILOR none SCHOLAR books SERVANT none SOLDIER weapons & armour, see below SPY disguise TRADER none WANDERER none WASTREL none
Characters following one of the above occupations are entitled to a weapon according to the following list.
Bodyguard Any weapon (but beware of the law!) Constable Sword, sabre, mace or staff Hunter Axe, mace, spear, bow Instructor Any weapon (but beware of the law!) Outlaw Any weapon Soldier Any weapon (usually sabre, spear or sword)Such weapons are of average quality. Characters with wealth bonuses may choose either to improve the quality of their weapon (for each point of wealth bonus, improve the quality by one step), or to have an additional weapon from the list per point of wealth bonus.
Soldiers and Outlaws (only) may also receive armour. All soldiers are issued with medium armour. At position +3 this improves to metal armour, while Field Commanders and higher (+5 position) are equipped with full armour. Outlaws only have what they can scavenge: basically light armour, though the expenditure of 3 points of natural gifts or experience enables an outlaw to own medium armour.
Characters from other occupations who want weapons must buy them with spare cash (exception: any character who wants a knife may have one). As it is against the law to supply military equipment to those ineligible to use it, characters will have to be careful about the weapons they buy.
Horses are quite rare, as the best ones are bred by the barbarians beyond the borders. A character may have as many horses as their wealth bonus, assuming the horses are of poor quality (for example, a donkey). As with weapons, for each additional point of wealth bonus a character may either have an additional horse, or improve the quality of a horse by one step: from poor to average to good to fine.
Ordinary people make their own strings of 100 cash (abbreviated 'h'), and are also very happy to exchange silver and gold. As a rule of thumb, an ounce of silver, called a tael, is worth 1000 cash. A one-ounce ingot of gold is worth five times that.
A character without a wealth bonus is unlikely to have much spare cash available. Such a character may make a roll against ease 8. If successful, the result is the number of hundreds of cash the character has available at the start of the game. The money may be taken in any form.
Characters with a wealth bonus may make two monthly surplus rolls (explained below) to find out how many hundreds of cash they have available at the start of the game.
Bonus Multiple Inheritance +1 1 12s +2 16 240s +3 81 1440s +4 256 5000s +5 625 13500s +6 1296 30000s +7 2401 60000s +8 4096 120000s +9 6561 200000s +10 10000 360000s
A monthly surplus roll has an ease of 10, to which the character's total wealth bonus is added. Check the Action chapter for how to deal with chances of success of greater than 10. The degree of success is multiplied by the wealth bonus raised to the power of four (this multiple is provided in the table above) to find the number of hundreds of cash.
Characters with a stipend, whose father is dead (referee's discretion) may chose to convert their stipend into a lump sum. The exact nature of the lump sum should be discussed with the referee (as noted earlier, it will usually include property and land) but the table provides a lump sum Inheritance value for reference.
Money is discussed in greater detail in the Society chapter.
We roll twice for Yang's spare cash, against a chance of 12. The first roll fails, while the other roll is a 2 and a 1, so taking the higher of the two dice, adding the bonus of 2 and performing abstruse calculations on it (the result of 4 multiplied by his earnings bonus of 2 raised to the power four) provides 96 strings of a hundred cash (henceforth referred to as 'a hundred'). The referee, as we already discovered with the position business, is a generous old so-and-so, and permits Yang to write 10 official strings (of 1000 cash each) down on his character sheet.
The completed character sheet, with all the things we've decided written in the appropriate places, is presented for your amazement and amusement.
Anything else can be written on the back of the sheet, in a note book, typed into a very expensive Pentium notebook computer or whatever, as you like.
These are all normal characters. To make them heroes, just add three to each of their energy and body scores. Then, if the power level of the game is more than 0, assign additional abilities by buying them with the power level of the game.
Many more sample characters are provided in the full (registered) game.