Daimyo Generation

For setting information on Daimyo, see this page.

## Caste and Concept

Select which Caste your Daimyo has been Exalted into. Also choose a School which they were brought up within to determine their starting Honor. Do not assign any other bonuses from that School.

### Solar Castes

* Dawn Caste
* Zenith Caste
* Twilight Caste
* Night Caste
* Eclipse Caste

### Abyssal Castes

Note
Abyssals follow all rules of Solar character creation excepting the choice of a Virtue Flaw (detailed below).
* Dusk Caste
* Midnight Caste
* Daybreak Caste
* Day Caste
* Moonshadow Caste

### Lunar Castes

* Full Moon Caste
* Changing Moon Caste
* No Moon Caste

### Terrestrial Aspects

* Earth Aspect
* Water Aspect
* Air Aspect
* Wood Aspect
* Fire Aspect

## Attributes

All Attributes begin at 1. Daimyo do not have access to Void.

Choose Primary, Secondary, and Tertiary categories.

### Solars

1. Primary category gets 8 points to spend.
2. Secondary category gets 6 points.
3. Tertiary category gets 4 points.

### Lunars

1. Note Caste Attributes.
2. Choose 1 Favored Attribute.
	* Favored Attribute gets one free point.
3. Primary category gets 8 points to spend.
4. Secondary category gets 6 points.
5. Tertiary category gets 4 points.

### Terrestrials

1. Primary category gets 7 points to spend.
2. Secondary category gets 6 points.
3. Tertiary category gets 4 points.

## Abilities

Keep in mind that certain actions are considered 'Low' and are thus dishonorable. Typically, these are matters of Stealth, Intimidation, Theft, Forgery, Temptation/Seduction, Deception, and so on. You can read more info on Low actions here.

### Solars

1. Denote Caste abilities.
2. Choose 5 Favored abilities.
3. Spend 10 points among Caste or Favored abilities.
4. Spend 18 points however you like.
5. Choose 4 points worth of Specialties.

### Lunars

1. Survival is a Favored Ability.
2. Mark one other Favored Ability.
3. Spend 25 points among Abilities.
	* **Note** that abilities cannot be raised above 3 without spending freebies.
	* 2 points must go into Survival.
	* 1 point much go into either Martial Arts, Archery, or Melee.
4. Choose 4 points worth of Specialties.

### Terrestrials

*(need to check these numbers, some types of Dragonblood have different setups)*

1. Denote Caste abilities.
	* **Note** that abilities cannot be raised above 3 without spending freebies.
2. Choose 3 Favored abilities.
3. Spend 13 points among Caste or Favored abilities.
4. Spend 11 points however you like.
5. Choose 4 points worth of Specialties.

## Charms

### Lunars

1. Choose 4 Charms from Caste or Favored Attributes.
2. Choose 4 other Charms and/or Knacks.
	* At least 1 Knack must be chosen.

### Terrestrials

1. Choose 4 Charms from Caste or Favored Abilities.
2. Choose any other 3 Charms.

## Advantages

1. Essence begins at 2.
2. Willpower beings at 5.
3. The four virtues (Compassion, Conviction, Temperance, and Valor) all start at 1.
4. Allocate 5 points among virtues.

### Backgrounds

One's family size can be fleshed out through a combination of the Cult and Follower backgrounds. As we find the idea of tracking family populations tedious, the numbers given in the core book for these backgrounds act as a very rough estimate, especially since their scale tends to get a bit large for a post-cataclysmic society.

Holdings
The homebrew Holdings background group determines what holdings your clan is in possession of when play begins. These are bought with Background or Freebie points as usual.
When "constructing" your initial clan holdings, it can be assumed that the structures were constructed over time, so any resources that would be "freed up" by one project completing can be used on others. Thus, the backgrounds required for constructing a Clan Palace can also pay for Military units.
Once the initial setup is complete and play begins, all continuous requirements (such as food for troops) must be accounted for.
### Solars

* Select a Virtue Flaw based upon your primary virtue (the highest ranked of the four, but in the place of a tie the player should choose which is more important to the character).
* Choose 7 points of Backgrounds. **Note** that Backgrounds cannot go beyond 3 without spending freebies.

### Lunars

* Select a Virtue Flaw based upon your primary virtue (the highest ranked of the four, but in the place of a tie the player should choose which is more important to the character).
* Choose 7 points of Backgrounds. **Note** that Backgrounds cannot go beyond 3 without spending freebies.

### Abyssals

* Instead of choosing a Virtue Flaw in the Solar style, an Abyssal chooses one Flawed Virtue (yes I know it sounds similar, but it works differently). This does **not** need to be their highest ranked Virtue. Whenever an Abyssal rolls a dice pool involving this Virtue, they gain a point of Abyssal Resonance.

### Terrestrials

* Choose 7 points of Backgrounds. **Note** that Backgrounds cannot go beyond 3 without spending freebies.

## Freebies

Spend 18 points worth of freebies, based on the following cost tables:

### Solars

* Attributes cost 4 freebies.
* Abilities cost 1 freebie.
* Specialties cost 0.5 freebies (that is, two dots of a Specialty for 1 freebie point).
* Charms cost 3 freebies.
* Virtues cost 1 freebie.
* Willpower cost 1 freebie.
* Essence costs 7 freebies.
* Backgrounds cost 1 freebie.

### Lunars

* Attributes cost 3 freebies.
* Abilities cost 2 freebie.
* Specialties cost 1 freebie
* Charms and Knacks cost 5 freebies.
* Virtues cost 1 freebie.
* Willpower cost 1 freebie.
* Essence costs 10 freebies.
* Backgrounds cost 2 freebies.

### Terrestrials

* Attributes cost 4 freebies.
* Abilities cost 1 freebie.
* Specialties cost 1 freebie.
* Charms cost 5 freebies.
* Virtues cost 1 freebie.
* Willpower cost 1 freebie.
* Essence costs 10 freebies.
* Backgrounds cost 2 freebies.