Ancestry & Birthrights
Ancestry Chart
|
Die Roll |
Family Honor Modifier* |
Ancestry Result |
|
1-3 |
0 |
- |
|
4 |
-15 |
Criminal |
|
5 |
0 |
Land, Poor (can support 2-8 People) |
|
6 |
0 |
Roll again, using next higher die or +10 on next roll using if using d100 already |
|
7-8 |
+2 |
Land, Small Farm (can support 3-12 people) |
|
9 |
+2 |
Traditional Business |
|
10 |
0 |
Roll again, using next higher die or +10 on next roll using if using d100 already |
|
11 |
-10 |
Common bloodline |
|
12-15 |
+3 |
Land, Modest Farm (can support 4-16 people) |
|
16-19 |
+6 |
Land, Small Town |
|
20 |
0 |
Roll again, using next higher die or +10 on next roll using if using d100 already |
|
21-24 |
0 |
- |
|
25-26 |
+6 |
Advantageous marriage |
|
27-31 |
+3 |
Ancestral alliance |
|
32-35 |
+2 |
Ancestral Feud |
|
36-38 |
0 |
- |
|
39 |
+6 |
Brilliant artisan |
|
40-42 |
+8 |
Castle, Small (This includes a full staff, guards, and supporting income) |
|
43-44 |
+10 |
Castle, Large (This includes a full staff, guards, and supporting income) |
|
45 |
+6 |
Classic artist |
|
46 |
-10 |
Curse (This is a curse on the family as a whole not just the character) |
|
47-49 |
0 |
- |
|
50 |
-10 |
Defeated Family |
|
51-54 |
+6 |
Estate, Small (This includes control of land and the peasants who work it) |
|
55-56 |
+7 |
Estate, Large (This includes control of land and the peasants who work it) |
|
57 |
+9 |
Famous general |
|
58 |
+1 |
Famous holy man |
|
59 |
+8 |
Famous minister |
|
60-63 |
0 |
- |
|
64-69 |
0 |
- |
|
70 |
+10 |
Folk hero |
|
71 |
-20 |
Great betrayal |
|
72 |
+15 |
Great hero |
|
73-77 |
0 |
- |
|
78 |
+12 |
Imperial bloodline |
|
79 |
-5 |
Infamous general |
|
80 |
-7 |
Infamous minister |
|
81-85 |
0 |
- |
|
86-87 |
+14 |
Land, Large Town |
|
88-91 |
+2 |
Merchant fleet |
|
92-93 |
-5 |
Notorious moneylender |
|
94-96 |
+7 |
Hereditary title |
|
97 |
0 |
Roll again, +10 on die roll |
|
98 |
0 |
Secret society |
|
99 |
+3 |
Tragic event |
|
100 |
0 |
- |
*This honor is applied to your families starting honor
Advantageous Marriage:
A member of the characters family has married into higher status. This has the chance to raise the status of his family by 1d4-1 ranks. This marriage can be the players character if they wish.
Ancestral Alliance:
The family has a long standing relation with another family of about the same status this improves any base encounter reactions by 1 level with dealing with member of this family.
Ancestral Feud:
The family has a long standing blood feud with another family of about the same status this reduces any base encounter reactions by 1 level with dealing with member of this family.
Brilliant Artisan:
The family produced a craftsman who skill is widely known and recognized. This individual might still be alive. In any case his deeds have brought honor to the family.
Castle:
One of the family groups holds the deed to a castle or similar property within their clan. This includes fighting men needed to garrison the castle and guard the commoners who live near by and serve the local lord (family member in control of the castle). These lands are under normal circumstances self sustaining.
Classical Artist:
One of the family's distant ancestors was an artist whose work is now considered to be classic in its field.
Criminal:
One of the family's recent ancestors was a notorious condemned criminal (horse thief, murderer, etc). This is an awful blot on the family honor.
Curse:
An ancestral curse haunts the family. This curse does not directly affect daily life though it is a stain on the family honor to have such a threat loom over you.
Defeated Family:
The family was once large and powerful, but was defeated in a great struggle for power. Their current rank is a result of the loss. The family gains Ancestral Feud for free against 1d3 families who are generally of higher rank. The family also gains Ancestral Alliance with any other families that share in the defeat 1d3 additional families who are generally of lower rank.
Estate:
The family holds the deed to an estate. This includes control of the peasants who work the land, warriors to defend it, and an appropriately styled dwelling for the owner. An estate can bring in anywhere from 100 1000 ch'ien in addition to the money require to support itself.
Famous general, holy man, or minister:
An ancestor of the family is remembered for his heroic deeds in war, his religious purity, or her wisdom as a councilor, Minster of state, advisor, or official.
Folk Hero:
A distant ancestor was a hero and defender of the common people. The commoners remember this and the family gains a +2 diplomacy bonus for encounters with people native to the area.
Great Betrayal:
A distant ancestor attempted (and failed) in an act of great treachery to his lord. His name is only spoken in evil tones. In circles of evil this will raise base encounter reactions by 1 level to those who might have taken part in the act or who could have benefited from it.
Great Hero:
A distant ancestor renowned in folklore and legend. All of his deeds were magnificent (especially as the stories were told again and again) and he has come to represent the heroic ideal. His name, family, and deeds are known to all. Like a Folk hero this will improve base encounter reactions by 1 level but this may be over an entire clan or clans depending of the feats of the hero.
Imperial Bloodline:
The family can trace some blood connection to the clans current ruling family. The family can claim some right to the throne. This doesn't mean anyone will ever reach that goal for there are many more claimants with better bloodlines (such as the emperors children).
Infamous general or minister:
The family managed to produce a leader of great rank but also great incompetence. Due to having a high rank their failures are well known to many in court and public circles.
Land:
The family owns a plot of land. Poor land is unsuitable for farming though some form of raw materials can generally be found. Each type of land holding can support a certain amount of people. Towns can support a full family. If a family owns more than one plot of land it normally collects rent from the lesser and lives in the larger.
Merchant Fleet:
The family runs a land based caravan and appropriate warehouses. It also hires men to serve as teamsters, guards, clerks, etc. A merchant fleet produces a yearly income between 100 and 1,000 ch'ien.
Notorious Moneylender:
A recent ancestor made a good living loaning money (usually at exorbitant interest) to local people. This gave the family a bad reputation, but greater wealth. The character is automatically entitled to an extra roll on birthrights table.
Hereditary Title:
The head of the family has a Title attached to his rank and this title will pass to his eldest son or daughter upon his death.
Secret Society:
The family has long-standing connections with a secret society. The DM determines the exact purpose of the society. This is not known to anyone outside the family and the society members. It does provide the player character with contacts inside this society. Most prefer to remain secret and it would dishonor the family for their connection to come to light.
Tragic Event:
Some sad event has occurred to a distant ancestor be it in love, war, or business. However, the nobility of the ancestors suffering has actually increased the honor of the family. Such events usually find their way into folktales, dramas, or songs.
Birthrights
|
Die Roll |
Personal Honor Bonus |
Birthright |
|
1-3 |
0 |
- |
|
4 |
0 |
Roll again, using next higher die or +10 on next roll using if using d100 already |
|
5 |
0 |
- |
|
6 |
1 |
Property Share |
|
7 |
0 |
Roll again, using next higher die or +10 on next roll using if using d100 already |
|
8 |
1 |
Property Share |
|
9-16 |
0 |
- |
|
17-18 |
1 |
Property Share |
|
19 |
0 |
Horse |
|
20 |
0 |
1d6 cash strings |
|
21-30 |
0 |
- |
|
31-33 |
2 |
Armor of Quality |
|
34-40 |
0 |
- |
|
41-45 |
1 |
Property Share |
|
46-50 |
0 |
- |
|
51-55 |
0 |
1d8 cash strings |
|
56-60 |
1 |
Property Share |
|
61-63 |
2 |
Weapon of Quality |
|
64-70 |
0 |
- |
|
71-75 |
2 |
Armor of Quality |
|
76-80 |
1 |
1d4 Horses |
|
81-90 |
0 |
- |
|
91-95 |
0 |
4d4 cash strings |
|
96-98 |
2 |
Weapon of Quality |
|
99 |
4 |
Magical Weapon |
|
100 |
0 |
Roll Twice |
*honor gained from birthrights is an addition to personal honor not family honor. The loss of a birthright incurs a penalty x4 the gain until the item or effect is recovered.
Property Share:
The character holds between 10% and 30% of the yearly income generated from a family holding. The character only gains this income if the holding is held by her father, grandfather, or head of the family. If the family holds no property then treat this as a no result. The character can hold no more than 30% in any holding.
Horse:
The character receives one or more horses. They can be any type the character desires. This does not include a saddle or any tack required. The expense of the horse is included as a cost of living on a per horse basis.
Cash String:
The character begins play with a random number of cash strings. Each string holds 100 coins the type will be determined randomly.
Armor of Quality / Weapon of Quality:
The character has been given one of the family's minor heirlooms. A suit of armor or weapon of quality (The item is randomly generated). This may not be something useful to the character but the giving is more important than the use. These items are expected to be passed on.
Magical Weapon:
The character receives one of the family's great items of power.