Of course I blame you. The other culprit who comes to mind isn't on E.
Galaxy of Blood? Hmmm.
Anyway, now for the nuts and bolts stuff.
Your Sith Lord begins as a lesser example of Dark Side Buffness. As he grows in power and strength, his abilities will also grow. Right now, as you start the game, they are rank 1.
Pick one of the seven types below. Each has both an Advantage and a Disadvantage. Also, the type of your Sith Lord greatly influences the character of your Clan. An Ambitious Lord is known for his ruthless expansion. A Clever Lord is known for being an outsider....and so on.
While each samurai has at least half his heart devoted to ambition, your Ambitious Lord has his entire heart set on it. He is willing to sacrifice everything and anything to gain more land, more title, more prestige.
The Ambitious Lord gains one additional Season Action per Season. Their minions (that's the PCs) receive the “Ambitious” Tag, making them less trustworthy.
The Clever Lord makes use of new innovations and does not cling to tradition: all equipment provided to his samurai is considered good quality equipment. The Disadvantage is that they are seen as a non-traditionalist: a high nail that must be hammered down. All minions have the Tag “Non-Traditionalist” which may be tagged in social situations.
The Cruel Lord does not suffer fools. He is quick to anger and judge but he is feared throughout the lands… as are his minions. The Advantage of having a Cruel Daimyo is that all of his minions gain 2 bonus dice for any intimidation risks. The Disadvantage is that they have the “Cruel” Tag in social situations.
The Cunning Lord has many spies and uses espionage to gain information on his rivals and friends. The Advantage is a free espionage action every Season. The Disadvantage is that all his minions have the “Untrustworthy” Tag which may be tagged by other characters.
The Dangerous Lord takes risks and rewards samurai who do the same. He is unpredictable, lethal and deadly. Their minions gain two bonus dice whenever taking a risk that may end the minion's life. The Disadvantage is the Narrator removes four Force (rather than three) from the Force Pool whenever you decline such a risk.
Kind (Yes, really! Haven't you ever read Machiavelli? The iron fist in the velvet glove...)
The Kind Lord treats his underlings fairly. He is known to have a generous heart and takes time when he must make important decisions. Minions gain two bonus dice in any social situation involving trust. They also gain the “Trusting” Tag.
The Mad Lord is just that: he’s completely insane. But he’s also so powerful that nobody can do anything about removing him from his throne. Both the Advantage and Disadvantage of having a Mad Lord are random: the Narrator rolls a die and determines what kind of Lord he will be at the beginning of each Season.
Every Clan reveres one of six Virtues. Your Clan reveres one of these Virtues above all others. Which is it? Again, your choice here will define much of your Clan’s character. Choose one Virtue as your Clan’s favored Virtue.
Beauty is the ability to communicate to others. It may be through poetry or rhetoric or drama or even gardening. Beauty is the most important Virtue because without it, you cannot communicate your ideas to others.
Courage is the ability to say “No.” The ability to say no to temptation, to fear, to pain, to anything. Courage is the most important Virtue because without it, your character will not be able to refuse any temptation.
Cunning is the ability to see the plan within the plan within the plan. Cunning is the most important Virtue because without it, you will not be able to anticipate your enemy’s plans.
Prowess is the ability to wield weapons. Prowess is the most important Virtue because without it, you cannot defend yourself against martial attacks.
Strength is all physical actions: lifting, pushing, pulling and even manual dexterity, speed and nimbleness. Strength is the most important Virtue because without it, you cannot swim, climb or jump in dangerous situations.
Wisdom is knowing what is true and false in the world. Wisdom is the most important Virtue because without it, you cannot determine facts from falsehoods.
Each Sith Lord owns a Territory. Within that Territory are Holdings that represent his wealth and Vassals who represent his loyal followers.Each player may pick one Holding to add to your Sith Lord’s lands.
The quality of your Clan’s weapons relies on the Armory.
A place for Sith to gain insight and reflect on the deeper nature of their souls.
Where your samurai hone their skills in warfare.
Where your samurai lose their money.
A Garrison allows you to hold Mooks (foot soldiers) in your Territory. Each rank of Garrion provides one rank of Mooks.
Geisha House (Have yet to decide on a proper Star Wars equivalent of this one...)
A place of art and beauty.
Resource Production Facility
Where the peasants toil to generate the real keystone of the economy.
Liquid courage. Literally.
A place to commune with holocrons of the Dark Side.
This is where you keep your vehicular assets.
If you want to be stronger, spend a Season training in here.
Some players may want to begin the game with a high ranking Holding. If they are all willing to use their Holding slots to increase the rank of a single Holding, I’m not entirely against that. It means their lands will be short of vital resources, but on the other hand, knowingly accepting a limitation is what makes games interesting.
Each Clan gains four Aspects that define its character. An Aspect is like a skill, but a bit more broad. It’s more of a cliché—with game mechanics.
For example, your Clan has the Aspect, None of Us is as Great as All of Us, shown below.
None of Us is As Great as All of Us
Invoke: Your Clan is well known for working together. Gain three dice when helping another Clan member accomplish a goal both of you want.
Compel: You genuinely feel men must work together to accomplish their goals and will do so regardless of the risk to yourself.
This Aspect, as it says, gives your character three bonus dice whenever he takes a risk appropriate to the Aspect. On the other hand, it also has a compel that forces him to act in a way his Clan deems honorable. If, when presented with the opportunity to help another Clanmate, the Narrator adds an Honor Point to the pool. If you ignore the opportunity, you do not gain the Honor Point.
Every Clan has four Aspects that define it. Each Clan has one Aspect in common: the sample Aspect above. In other words, every Clan has the None of Us… Aspect. You may choose three more from the list below that further define the character of your Clan.
Go ahead and pick three more Aspects that define your Clan. When you make a samurai from this Clan, you choose two of those Aspects for your samurai.
A Merry Companion is as Good as a Horse
Invoke: Your Clan is known for the wit of its samurai. Gain three bonus dice when using humor in a delicate situation.
Compel: Sometimes, the fool forgets that he is only a fool. You forget your place from time to time and cause situations that would not have occurred if you kept your mouth shut.
All Married Women are Not Wives
Invoke: The women of your Clan are beautiful, cunning and deadly. The men are dashing, dangerous and sly. Gain three dice for any seduction risk (whether your character is male or female).
Compel: A charmer is always lured by charms. You often succumb to similar advances.
The Best Sword Stays in the Scabbard
Invoke: There is the life-giving sword and the death-giving sword. A swordsman reaches a point when the threat of violence is enough to maintain peace. Gain three dice when intimidating others with the threat of violence.
Compel: You truly believe in peace and harmony. You will only draw your weapon if another samurai draws his first.
The Deer Hunter Pays No Mind to the Hares
Invoke: This Aspect gives three bonus dice for risks involving hunting and surviving in the wilderness.
Compel: The samurai of your Clan are known for being very clever hunters but not well educated in the delicacies of the court.
Dig Two Graves
Invoke: When preparing for revenge, always dig two graves. Your Clan’s samurai are well-known for
being ruthless when it comes to matters of revenge. Gain three bonus dice whenever you are directly confronting an issue of revenge.
Compel: Unfortunately, your samurai are also rather hot-blooded and rush to judgment, seldom listening to reason when offended.
Even a Thief Must Learn His Trade
Invoke: Your Clan’s samurai are knowledgeable in crafts such as blacksmithing, weaving, etc. Gain three dice for risks involving craftsmanship.
Compel: Your Clan is also known for its fair treatment of the peasantry and merchant class. You show them compassion and good will.
First the Man Takes a Drink
Invoke: … then the drink takes a drink, then the drink takes the man. Your Clan is well-known for its excessive samurai. Gain three dice on any risk when drunk.
Compel: A drunken man will say anything, do anything. Be careful. Drunkenness is not always forgiven…
Fog Cannot Be Dispelled by a Fan
Invoke: Your Clan is exceptionally good at deceiving others. Gain three dice whenever trying to lie.
Compel: Lying is just like any other source of power: incredibly addictive. You must lie when given the opportunity.
If My Dog Knew My Plans
Invoke: … he’d be dead, too. Your Clan is incredibly good at discovering and keeping secrets. Gain three dice for any risk obtaining or keeping secrets.
Compel: You love secrets and you tend to go out of your way to discover them.
If One Man Praises You
Invoke: … a thousand will repeat his praise. Your Clan’s samurai know exactly how to get attention. Gain three dice for any act in front of a crowd that will bring honor and glory to your Clan.
Compel: You are a glory hound. You can’t shut up about yourself and you must always be in the spotlight.
Laughter is the Fool’s Hiccup
Invoke: Your samurai are deadly serious. All. The. Time. Gain three bonus dice to resist any attempt to change your mind once you’ve made it up.
Compel: You are rude, brutish and don’t care about etiquette.
One Word Can Warm the Winter
Invoke: Your Clan is known for its eloquence. Gain three dice when making speeches or performing.
Compel: You tend to speak when not spoken to.
Ten Men, Ten Colors
Invoke: Your Clan understands the need for compassion. When you try to convince another you sympathize with their cause, gain 3 dice.
Compel: You truly believe in compassion and will sympathize with those in true need.
The Mountain Never Falls
Invoke: Gain three bonus dice when resisting physical pain or arduous circumstances.
Compel: You are rude, brutish and don’t care about etiquette.
Nail and Hammer
Invoke: “The nail that sticks up tallest is the first to be hammered down.” Your Clan knows the proper procedure and etiquette for everything. Gain three bonus dice for any risks involving manners.
Compel: You must do things the right way. Doing otherwise is disgraceful and dishonorable.
Waiting for Luck is Waiting for Death
Invoke: Your Clan’s samurai do not hesitate. Gain three bonus dice for any risk that is impetuous, impertinent and spontaneous.
Compel: You must act without thinking, jump into the situation without knowledge and otherwise throw yourself into danger.
Step Five: Meibutsu--skipped. Sith don't do Arts and Crafts.
Choose a name for your Clan and your Clan’s heraldry. It’s important to pick a Name that means something. If your Clan Name’s meaning is appropriate to a risk, you gain two bonus dice for that risk.
Finally, each player gets to say one thing true about the Faction. You can say whatever you like as long as it doesn’t contradict an already established truth. You could say that the Sith Lord’s wife is unfaithful or that the people of the province are well-known for their integrity. You could say that the weaponmaster at the training hall is blind, that the lovely companions-for-rent in the nearest city are generous with their favors or that a wandering mercenary avenges wrongdoings perpetrated on the peasants. You could say that ghostly spiders haunt a local forest or that a wise old man lives on a nearby mountain and gives out advice to the worthy. Say whatever you like about the Faction or its territory. It’s true.