English edition v1.5 · hb-doc

#Chapter 5 — Character Creation

Contents

Before you take up the sword, first decide who you are. What you make here is not a bundle of numbers but a single person who will stand on the battlefield. This chapter stands that person up in seven steps — attributes, class, background, skills, traits and squad, equipment, and the heart (the Three Ways and Six Hearts). Follow them in order and a 1st-dan sheet with no blanks is left in your hand.

The procedure is short, but every step holds a decision. If a decision stalls you, look at the three people in the walkthroughs behind — the by-the-book samurai, the sorcerous onmyoji, and the entertainer who takes up no sword show you, start to finish, how they walk the same seven steps.


#5.1 Creation Step Checklist

7-step character creation flow

NumberMeaning
1Attributes
2Class
3Background
49 skill points
5Traits and squad
6Equipment
7Three Ways and Six Hearts
8Derived values

Walk the seven steps in order. The source footnote at the end of each step is where the original text lives in the core rulebook — follow it only when you want to look deeper.

What to prepare first: 1 sheet (the core rulebook's character sheet, or the site's web builder as a substitute), 2d10 dice, a pencil. The table below tells you which cell of the sheet each step fills.

StepCell filledOne line
① AttributesCourage/Finesse/Physique/Presence/Wisdom/FateAllocate six qualities within -3~+3
② Classclass, starting automatic skills, 1st-dan traitChoose the role you take on the battlefield
③ Backgroundbackground, background skill benefit, background traitChoose the life before the battlefield
④ Skills9 skill pointsclass 5 + background 2 + free 2
⑤ Traits & Squad3 1st-dan traits, 1 squadclass/background/general trait + commanded unit
⑥ Equipmentweapon/armor/gold1 weapon, 1 armor, 5 starting gold
⑦ Three Ways and Six HeartsWay/HeartDecide the direction of the heart

At the end, calculate the derived values (Energy, Wounds, Defense, Fate Intervention, Command Energy, Domination Aura) from the attributes and transfer them to the sheet.


#Step ① — Assign Attributes

Assign a modifier to each of the six attributes Courage (勇), Finesse (技), Physique (體), Wisdom (智), Presence (美), Fate (運). The base range for a PC is -3 ~ +3. Choose one of two allocation methods.

  • Array Method: freely assign the six values +2, +1, +1, 0, 0, -1 among the six attributes. (Sum +3)
  • Point Buy: start all six attributes at 0 and freely allocate a total of +4 points within the -1 ~ +3 range. (Lowering an attribute to -1 lets you spend that much more elsewhere.)

What each attribute decides is below. Placing high values in your class's core attributes (Step ②) is the standard.

AttributeIn combatDerived value
Courage (勇)attack modifier, Breakthrough, Fear resistance
Finesse (技)initiative order, precise actionEnergy Maximum = 10 + Finesse
Physique (體)Overload resistance, heavy-armor adaptationWounds = 3 + Physique
Wisdom (智)spell power, terrain readingCommand Energy: 1 if Wisdom +2 or higher, otherwise 2
Presence (美)rallying morale, negotiationDomination Aura: if Presence is positive, that much (Presence +2 → +2)
Fate (運)Fate Intervention, luck, life-and-death checksFate Intervention Uses: equal to the Fate modifier, minimum 1

Source: co-03-02 §General (range -3~+3), co-04-00 §Step 2 (allocation method)


#Step ② — Choose Class

First decide the role you take on the battlefield, then choose 1 class to fill it. New players are advised to choose from the Basic 6 Classes, which cover the core of all nine role groups.

ClassRole (main axis)Core attributes1st-dan traitCore-Zone entry
SamuraiFront Zone/defenseCourage/PhysiqueImmovable Formationforced Breakthrough
Roninmobility/assassinationCourage/FinesseBlade of the Windfree
Shinobimobility/assassinationFinesse/FateShadow Crossingfree
Onmyojisorcery/summoningWisdomShikigami Controlforced Breakthrough
Esoteric MonkCore Zone/meleeCourage/PhysiqueSeal of Shurafree
Pure Land Monksupport/recoveryPresence/PhysiqueAmida's Shieldforced Breakthrough

The Extended 12 Classes (shugenja, feng shui master, scholar, merchant, artisan, entertainer, gaijin, wildlander, hanyo, arahitogami, autonomous automaton, puppeteer) are opened once you are used to things, with GM approval. Majin and Outsiders are the GM's permission zone (see the Chapter 6 class guide).

Once you choose a class, its 4 starting automatic skills (1 Trained + 3 Novice) and 1 1st-dan class-inherent trait are set automatically. These values are written at the top of each class document, so copy them over in Steps ④·⑤.

Source: co-04-07-00 §Tier 1 (Basic 6 Classes), co-04-00 §Step 1


#Step ③ — Choose Background

Choose the life before you stood on the battlefield. Choosing 1 background brings two things.

  • Skill benefit: from the 3 skills the background designates, choose 2 for 1 point each (2 points total). → Summed in Step ④.
  • 1 1st-dan background trait: gained automatically. → Transferred in Step ⑤.

At first it is fine to lay out only the representative 6 (Fallen Noble, Farmer, Merchant's Child, Temple-Raised, Wanderer, plus the general-purpose backgrounds) and choose from them. Backgrounds later present a fork (Route A/B) at 5th and 9th dan, but at 1st dan you do not choose a branch. For now, decide only where you came from.

Source: co-04-01 §Law (background rules table), co-04-00 §Step 3


#Step ④ — Assign Skills (9 points total)

9 skill points stack diagram

NumberMeaning
13 automatic class points
22 core-skill points
32 background points
42 free points

A 1st-dan character's skill points are exactly 9, with four fixed sources. Free discretion is only the final 2 points.

SourcePointsContent
class-inherent training(automatic)starting automatic skills = 1 Trained (worth 2 points) + 3 Novice (1 point each)
background benefit2 points2 of the 3 background-designated skills, 1 point each (Novice)
free choice2 pointsfreely assign to any skills
Total9 pointsNovice 3 + Trained 2 + background 2 + free 2

The proficiency tiers and their investment points are below. A 1st-dan character usually stays within the Novice·Trained range.

TierInvestmentCheck bonusNote
Novice1+0lifts the untrained -2 penalty
Trained2+1
Licensed3+2cap on the combined count of Licensed-and-above: 1 at 1st dan
Master4+3from 2nd dan, limited to the class's designated 6 skills
Saint5automatic successfor 10th-dan Tatsujin only

You may pool the free 2 points into one skill to raise it to Licensed (3 points), but at 1st dan you may hold only 1 at Licensed-or-above. For instance, add 1 free point to a starting automatic skill's Trained (2 points) to make it Licensed.

Source: co-04-09-00 §5 Proficiency Tiers · §Initial Skill Points, co-04-00 §Step 4


#Step ⑤ — 1st-Dan Traits and Squad

A 1st-dan character gains 3 traits. Their kinds are fixed.

  • 1 class 1st-dan trait (automatic): the inherent trait written in the class document. Already set in Step ②.
  • 1 background trait (automatic): the 1st-dan trait given by the background in Step ③.
  • 1 general trait (choice): freely chosen from the class-agnostic general trait list. Representative ones:
General traitTypeEffect
Tough (剛忍)[aptitude]Wounds +1 (may repeat up to 2 times)
Swift (迅速)[aptitude]Energy Maximum +1 (up to 2 times)
Lucky One (幸運兒)[aptitude]Fate Intervention Uses +1 (up to 2 times)
Trained-Up (熟練)[aptitude]+1 point to 1 skill
Danger Sense (危機感知)[aptitude]automatic reaction to surprise and ambush
Yoma Lore (妖魔知識)[aptitude]+1 attack against yoma, 1 weakness auto-revealed

A school is optional. You may spend 1 general trait slot on learning a school (Trained 2 points or higher in that skill is the prerequisite). A school replaces that skill's Licensed·secret-art maneuvers with the school's own maneuvers. Whether to open a school at 1st dan or use a general trait is a matter of taste. Schools are covered in Chapter 7.

Assign 1 squad (optional). Command-type classes like the samurai and Pure Land Monk naturally keep an ashigaru squad alongside them. Write the squad's grade, headcount, Defense, and Cohesion in the sheet's commanded-unit cell. Squad operation is covered in Chapter 10.

Source: co-04-02 §10-Dan Cross Growth Table (1st-dan row), co-04-02 §General Traits, co-04-03 §2 (learning a school)


#Step ⑥ — Choose Equipment

  • 1 weapon: choose from the weapon list. Each class has a recommended weapon (samurai = uchigatana; onmyoji · entertainer = no weapon / self-defense). Each weapon has Attack A, Attack B, and a defense technique, each with an Energy cost.
  • 1 armor: at creation, use only the 3-tier abstraction. Unarmored = Defense 10 / light armor = Defense 12 / heavy armor = Defense 14. Carrying a shield gives +1. Named armor (tosei gusoku, a monk-robe Barrier, and the like) is extended data; early on, using just the tier value is fine.
  • Gold: 5 gold by default at creation. Add to it if a background trait applies (e.g., Merchant's Child "Capital" +3).

Some named heavy armor carries an Energy penalty (tosei gusoku -1, etc.), but the Physique (體) modifier offsets it 1:1. The 3-tier abstract values (10/12/14) carry no penalty.

Source: co-04-00 §Step 6 (armor tiers), co-04-06 (base gold 5), co-04-01 (Capital)


#Step ⑦ — Decide the Three Ways and Six Hearts

Last, decide the character's heart. Choose one Way (道) and one Heart (心) of that Way.

  • Way: Way of Rites (禮) / Way of Emptiness (空) / Way of Mystery (玄) / No Heart (無)
  • Heart: the bright heart or dark heart of the chosen Way. A 1st-dan character usually starts with a bright heart.

Each class document lists a natural Way·Heart (samurai = Loyalty or Hegemony, onmyoji = Truth or Loyalty, entertainer = Compassion or Truth). It can shift during play by GM judgment, so what you choose now is not permanently fixed.

Source: co-04-00 §Step 7, co-02-02 (the Three Ways and Six Hearts system)


#Derived Value Calculation

Once attributes and equipment are set, calculate the derived values and transfer them to the sheet.

ValueCalculation
Energy Maximum10 + Finesse
Wounds3 + Physique (+1 each with the Tough trait)
Defensearmor base value (+ shield +1)
Fate Intervention Usesequal to the Fate modifier, minimum 1
Command Energy1 if Wisdom +2 or higher, otherwise 2
Domination Auraif Presence is positive, that much

Source: co-04-00 §Derived Value Calculation, co-03-02 each attribute §Law


#5.2 The Web Character Builder

If doing all the math by hand is a chore, use the character builder hosted on the official site. Choose a dan and allocate attributes by Array Method or Point Buy, and the class, background, skill, trait, school, and equipment slots open step by step while the derived values are calculated automatically. The finished sheet can be exported as JSON and loaded directly into the web viewer sheet or a Roll20 sheet (they share the same hy-character-v1 contract). The builder and this book use the same data, so a hand-made sheet and a builder-made sheet match in their numbers. The access address and QR are printed on the inside cover of the distribution edition.


#5.3 Walkthrough — Making Three People

Character sheet and dice still life

Walk the same seven steps with three characters of completely different temperaments.


#Walkthrough A — Samurai "Kagura Masamune" (by the book)

A warrior who stands at the Front Zone and does not fall back. The most standard build.

① Attributes — Use the Array Method +2,+1,+1,0,0,-1. As a Front-Zone warrior, put +2 into Courage (勇) for attack, and +1 each into Finesse (技) for Energy and Physique (體) for Wounds. 0 into the remaining Wisdom·Presence, and -1 into Fate.

Courage +2 · Finesse +1 · Physique +1 · Wisdom +0 · Presence +0 · Fate -1

② Class — Samurai. Its core attributes Courage/Physique match the allocation above. What comes automatically:

  • Starting automatic skills: Swordsmanship Trained, Fighting Spirit Novice, Military Science Novice, Intimidation Novice
  • 1st-dan trait (automatic): Immovable Formation [stance] — Energy 2, allied Domination +3 in that zone (Front Zone +4), enemy Breakthrough target number +2, no relocation.

③ Background — Fallen Noble. The scion of a house that once held a castle.

  • Of the 3 skill-benefit skills (Military Science·Negotiation·Bearing), choose 2: 1 point each into Military Science and Bearing.
  • Background trait (automatic): Family Name [aptitude] — Negotiation/Intimidation checks +2, commanded squad's initial Cohesion +1.

④ 9 skill points — stacked by source.

  • Class automatic: Swordsmanship ●● (Trained 2) + Fighting Spirit ●·Military Science ●·Intimidation ● (Novice 1 each) = 5 points
  • Background benefit 2 points: Bearing ●·(Military Science is already Novice, so instead) — the Fallen Noble benefit is Military Science·Negotiation·Bearing. Military Science was already received from the class, so spend the 2 points on Negotiation ●·Bearing ●.
  • Free 2 points: Horsemanship (Riding) ● for the warrior's mobility, and Survival ● for battlefield survival. (Raising Swordsmanship to Licensed is also an option, but here we broaden the range.)

Final: Swordsmanship●● / Fighting Spirit● Military Science● Intimidation● Negotiation● Bearing● Horsemanship● Survival● (9 points total)

⑤ Traits & Squad

  • Class 1st-dan: Immovable Formation (set in ②)
  • Background 1st-dan: Family Name (set in ③)
  • 1 general trait: Tough [aptitude] — Wounds +1.
  • Squad: Ashigaru Spearmen (5 Minions, suyari, Defense 12). Cohesion = base 3 + Family Name +1 = 4.

⑥ Equipment

  • Weapon: uchigatana (Issue Gear) — Horizontal Cut (Courage, 2 Energy) / Thrust (Finesse, 2 Energy, [Pierce 2]) / Parry (reservation 1 / improv 2).
  • Armor: heavy armor (Defense 14). If named, tosei gusoku (the -1 penalty offset by Physique +1 → 0).
  • Gold: 5.

⑦ Three Ways and Six HeartsLoyalty (忠) of the Way of Rites (禮). The default of a samurai who serves his lord's command. Starts with a bright heart.

Derived values: Energy = 10+Finesse 1 = 11 / Wounds = 3+Physique 1+Tough 1 = 5 / Defense = 14 / Fate Intervention = Fate -1, so minimum 1 / Command Energy = Wisdom 0, so 2 / Domination Aura = Presence 0, so none.

#Finished Sheet — Kagura Masamune (Samurai, 1st dan)

ItemValue
AttributesCourage +2 · Finesse +1 · Physique +1 · Wisdom +0 · Presence +0 · Fate -1
Energy / Wounds / Defense11 / 5 / 14 (heavy armor)
Fate Intervention / Command Energy / Aura1 / 2 / none
Class · Background · HeartSamurai · Fallen Noble (route unchosen) · Loyalty (Way of Rites)
SkillsSwordsmanship●● / Fighting Spirit● Military Science● Intimidation● Negotiation● Bearing● Horsemanship● Survival●
Weaponuchigatana — Horizontal Cut (Courage,2) / Thrust (Finesse,2,[Pierce 2]) / Parry (res 1/imp 2)
1st-dan traits[class] Immovable Formation · [background] Family Name · [general] Tough
SquadAshigaru Spearmen (5 Minions, suyari, Defense 12, Cohesion 4)
Gold5

Typical breath (Energy 11): Immovable Formation(2) → Horizontal Cut(2) + Horizontal Cut(2) + Parry reservation(1). Just by standing, the line hardens.


#Walkthrough B — Onmyoji "Abe Seika" (sorcery)

A caster who does not stand at the Front Zone but steers the battlefield with shikigami and talismans. A build with almost no direct combat.

① Attributes — For sorcery, Wisdom (智) is everything. By the Array Method, +2 into Wisdom, and the spares into +1 Fate, +1 Presence (negotiation·Domination), the rest 0, and -1 into Courage since the body is frail.

Courage -1 · Finesse +0 · Physique +0 · Wisdom +2 · Presence +1 · Fate +1

This allocation is a rearrangement of the Array Method +2,+1,+1,0,0,-1 (Wisdom=+2, Presence=+1, Fate=+1, Finesse=0, Physique=0, Courage=-1).

② Class — Onmyoji. It matches the core attribute Wisdom. Automatic:

  • Starting automatic skills: Sorcery Trained, Exorcism Novice, Barrier Novice, Prophecy Novice
  • 1st-dan trait (automatic): Shikigami Control [Kata] — Energy 2, summon 1 shikigami (Wounds 1, Defense 12, Domination +1, can take a hit in your stead). Limit: per combat, equal to the Wisdom modifier (Wisdom +2, so 2), minimum 1.

③ Background — Temple-Raised. One who grew up in a temple and has known yoma since childhood.

  • Of the 3 skill-benefit skills (Exorcism·Medicine·Fighting Spirit), choose 2: Exorcism is already Novice from the class, so to avoid overlap, choose Medicine ●·Fighting Spirit ●.
  • Background trait (automatic): Power of the Sutra [aptitude] — attack checks against yoma +1, Fear resistance +2.

④ 9 skill points

  • Class automatic: Sorcery ●● (Trained 2) + Exorcism ●·Barrier ●·Prophecy ● (Novice 1 each) = 5 points
  • Background benefit 2 points: Medicine ●·Fighting Spirit ●
  • Free 2 points: as a reader of stars, Stratagem ● (ambush detection·enemy intent), and Perception ● for scouting.

Final: Sorcery●● / Exorcism● Barrier● Prophecy● Medicine● Fighting Spirit● Stratagem● Perception● (9 points total)

⑤ Traits & Squad

  • Class 1st-dan: Shikigami Control
  • Background 1st-dan: Power of the Sutra
  • 1 general trait: Lucky One [aptitude] — Fate Intervention +1 (compensating a frail body with luck).
  • Squad: none (the onmyoji works shikigami as individual units. 1 sparrow-type shikigami "Suo" as the first shikigami).

⑥ Equipment

  • Weapon: none (shikigami·sorcery specialist). A self-defense tanto, or a bundle of talismans.
  • Armor: unarmored (Defense 10). Replaced with a talisman Barrier.
  • Gold: 5.

⑦ Three Ways and Six HeartsTruth (眞) of the Way of Mystery (玄). One who follows the flow of the stars. Starts with a bright heart.

Derived values: Energy = 10+Finesse 0 = 10 / Wounds = 3+Physique 0 = 3 / Defense = 10 (unarmored) / Fate Intervention = Fate +1, so 1 (Lucky One +1 → effective 2) / Command Energy = Wisdom +2, so 1 / Domination Aura = Presence +1, so +1.

#Finished Sheet — Abe Seika (Onmyoji, 1st dan)

ItemValue
AttributesCourage -1 · Finesse +0 · Physique +0 · Wisdom +2 · Presence +1 · Fate +1
Energy / Wounds / Defense10 / 3 / 10 (unarmored, talisman Barrier)
Fate Intervention / Command Energy / Aura1 (2 with Lucky One) / 1 / +1
Class · Background · HeartOnmyoji · Temple-Raised (route unchosen) · Truth (Way of Mystery)
SkillsSorcery●● / Exorcism● Barrier● Prophecy● Medicine● Fighting Spirit● Stratagem● Perception●
Weaponnone / a bundle of talismans (self-defense tanto)
1st-dan traits[class] Shikigami Control · [background] Power of the Sutra · [general] Lucky One
ShikigamiSuo (sparrow-type, Wounds 1, Defense 12, Domination +1)
Gold5

Typical breath (Energy 10): hold the Rear Zone → shikigami control (0 Energy) ×2 + Shikigami Control(2) to reposition. Without direct combat, she sees the battlefield through her shikigami.


#Walkthrough C — Entertainer "Hanabi" (non-combat)

Takes up no sword. A support axis who props up allies' morale·Wounds with song and dance.

① Attributes — Presence (美) is the axis of Domination·negotiation·morale, and Fate (運) is the secondary attribute. +2 into Presence, +1 into Finesse (Energy·initiative), +1 into Fate, 0 into Wisdom·Courage, and -1 into Physique for a frail body.

Courage +0 · Finesse +1 · Physique -1 · Wisdom +0 · Presence +2 · Fate +1

A rearrangement of the Array Method +2,+1,+1,0,0,-1 (Presence=+2, Finesse=+1, Fate=+1, Courage=0, Wisdom=0, Physique=-1).

② Class — Entertainer. It matches the core attributes Presence/Fate. Automatic:

  • Starting automatic skills: Bearing Trained, Negotiation Novice, Agitation Novice, Disguise Novice
  • 1st-dan trait (automatic): Battlefield Flower [upkeep] — during a Lull Phase, recover 1 Wound on 1 ally or recover 1 Cohesion on 1 squad. No Energy spent, 1 per lull.

③ Background — Wanderer. One who wandered the realm with neither home nor lord.

  • Of the 3 skill-benefit skills (Survival·Infiltration·Fortune), choose 2: Survival ●·Fortune ●.
  • Background trait (automatic): Wanderer's Instinct [aptitude] — at combat start, initiative modifier +1, ambush immunity.

④ 9 skill points

  • Class automatic: Bearing ●● (Trained 2) + Negotiation ●·Agitation ●·Disguise ● (Novice 1 each) = 5 points
  • Background benefit 2 points: Survival ●·Fortune ●
  • Free 2 points: Medicine ● for rear-line support (treating the wounded), and Perception ● for relaying information.

Final: Bearing●● / Negotiation● Agitation● Disguise● Survival● Fortune● Medicine● Perception● (9 points total)

⑤ Traits & Squad

  • Class 1st-dan: Battlefield Flower
  • Background 1st-dan: Wanderer's Instinct
  • 1 general trait: Lucky One [aptitude] — Fate Intervention +1.
  • Squad: none (the entertainer supports solo from the rear line. If desired, a campaign performing troupe can be placed narratively).

⑥ Equipment

  • Weapon: none (non-combat specialist). As tools, a drum·shamisen·fan. A self-defense kaiken (a dagger in the breast) or hankyu (short bow).
  • Armor: unarmored (Defense 10). Splendid costume.
  • Gold: 5.

⑦ Three Ways and Six HeartsCompassion (慈) of the Way of Emptiness (空). The natural direction of an entertainer who would soothe everyone's suffering. Starts with a bright heart.

Derived values: Energy = 10+Finesse 1 = 11 / Wounds = 3+Physique (-1) = 2 / Defense = 10 (unarmored) / Fate Intervention = Fate +1, so 1 (Lucky One +1 → effective 2) / Command Energy = Wisdom 0, so 2 / Domination Aura = Presence +2, so +2.

#Finished Sheet — Hanabi (Entertainer, 1st dan)

ItemValue
AttributesCourage +0 · Finesse +1 · Physique -1 · Wisdom +0 · Presence +2 · Fate +1
Energy / Wounds / Defense11 / 2 / 10 (unarmored, splendid costume)
Fate Intervention / Command Energy / Aura1 (2 with Lucky One) / 2 / +2
Class · Background · HeartEntertainer · Wanderer (route unchosen) · Compassion (Way of Emptiness)
SkillsBearing●● / Negotiation● Agitation● Disguise● Survival● Fortune● Medicine● Perception●
Weaponnone (tools: drum·shamisen·fan / self-defense kaiken)
1st-dan traits[class] Battlefield Flower · [background] Wanderer's Instinct · [general] Lucky One
Squadnone (solo rear-line support)
Gold5

Typical breath (Energy 11): hold the Rear Zone → Encouragement Song(1, a common entertainer maneuver — +1 to 1 ally's next check) ×3 + ally support. With only 2 Wounds, she never stands at the Front Zone.


#Summary

  • The seven steps: ① Attributes → ② Class → ③ Background → ④ 9 skill points → ⑤ Traits·Squad → ⑥ Equipment → ⑦ Three Ways and Six Hearts. Calculate derived values at the end.
  • Attributes: -3~+3 range. Array Method +2,+1,+1,0,0,-1 or Point Buy (start at 0, allocate +4 points).
  • 9 skill points = class automatic 5 + background 2 + free 2. Licensed-or-above is 1 at 1st dan.
  • 3 1st-dan traits = class automatic + background automatic + 1 general (choice). The general slot can be spent on a school.
  • Equipment: 1 weapon, armor (unarmored 10 / light armor 12 / heavy armor 14, shield +1), 5 starting gold.
  • Derived values: Energy 10+Finesse · Wounds 3+Physique · Defense armor value · Fate Intervention Fate (minimum 1) · Command Energy 1 if Wisdom +2 or higher · Domination Aura +Presence (positive only).
  • If the hand math is a chore, the web builder auto-calculates from the same data.