Chapter 3: Families, Clans, and Caste


Birth Rank Family Structure Additional Family Structures Master Family Chart Ancestry
Assigning Ancestral Holdings Birthrights Berei (goddess of family) - Oriental Adventures

The family is a very important part of most characters' lives. Family here does not mean just the father,
brothers, and sisters of the character, but the entire set of relations--uncles, grandparents, cousins, great-uncles,
aunts, and in-laws. This interrelated group of people is called the family || clan throughout these rules.
Knowing one's family and its collection of alliances and feuds can be vital in oriental society.

Furthermore, the family also includes its ancestors--especially those who achieved great fame in their own day.
These ancestors are treated with respect and reverence and can add great honor to a family. Often the
warrior rides into battle proclaiming the deeds of his ancestors as proof of his own worth. The government
official holds his ancestors as brilliant examples to be followed. A person who doesn't know his family and its
past is often not considered to be a whole man.

Characters from certain classes are not required to create families. These people have adopted their
profession as a new family. A shukenja, for example, is expected to sever all connections with his past; they
would be obstacles to his pursuit of spiritual purity. Players can create family backgrounds for these characters
if they want, but then the character must abide by the rules governing families and clans given throughout this
rulebook.

This section of the book describes the steps to creating a family, ancestry, and birthright for a PC.
Table 37: Birth Requirements by Class lists the requirements and restrictions on the different
character classes.

Table 37: Birth Requirements by Class
 
Character Class Birth Table
Required?
Modifier Family
Required?
Samurai Yes  + 10  Yes
Shukenja No  No
Sohei No  No
Kensai Yes  Yes
Barbarian Yes  Yes
Bushi Yes  Yes
Wu Jen No  No
Ninja No  Yes
Yakuza No  -10  Yes

Korobokuru who become samurai do not roll on Table 38.
Instead, they automatically have the lowest rank allowable for samurai characters. <what is the lowest rank?>
A ninja automatically belongs to the Ninja clan. The character's birth rank can be determined normally, if desired.

Birth Rank

A character's birth rank is his basic social class, and that of his family.
It affects the character in several ways:

  • it provides a plus or minus modifier on NPC reaction rolls in situations where title and respect are important;
  • it determines the general type of ancestors the character had and the amount of birthright he has to START; and
  • finally, it gives both the player and the DM a handle on the relative status and importance of the character in the world of OA.

  • To determine the character's birth rank, roll 2d10, apply any modifiers, and find the result on the proper column of Table 38: Character Birth.

    Table 38: CHARACTER BIRTH
    2d10
    Roll 
    Birth Rank NPC Reaction 
    Modifier
    Ancestry Birthright Honor
    2 Outcast 5% d6/1 d4/1 0
    3 Lower Class 10% d4/2 d4/2 1
    4-5 Lower Middle Class 15% d6/2 d6/1 5
    6-8 Middle Class 20% d10/1 d8/2 8
    9-10 Upper Middle Class 25% d20/2 d20/2 10
    11-12 Lower Upper Class 30% d100/2 d20/4 15
    13-14 Upper Class 35% d100/4 d100/3 17
    15-16 10th Rank 40% d100/5 d100/4 20
    17-18 9th Rank 45% d100/6 d100/5 22
    19-20 8th Rank 50% d100/7 d100/6 24
    21-22 7th Rank 55% d100/7 d100/7 25
    23-24 6th Rank 60% d100/7 d100/8 26
    25-26 5th Rank 65% d100/8 d100/9 27
    27 4th Rank 70% d100/9 d100/10  28
    28  3rd Rank  75%  d100/9  d100/10  29
    29  2nd Rank 80% d100/9  d100/10 30
    30 1st Rank 90% d100/10 d100/10 35

    When reading the result, the number before the slash is the type of die rolled.
    The number after the slash is the number of die rolls made.

    Birth Rank: The birth ranks are described only in general terms of power, wealth and importance. The
    exact position held by the character's family depends on the AREA where he was born and the society in which he
    lives. A character born into the upper middle class, for example, might be the son of a wealthy peasant, a poor
    samurai, or even a master beggar. A barbarian might be the chief's son in a small village or encampment. The
    DM must decide the family's exact status (if necessary). Info on the lands and societies of the Orient can
    be found under Kara-Tur and Daily Life.

    Q: What do the birth ranks generated
    on table 38 (page 31) really mean?

    A: As explained on page 31, the exact circumstances
    of a character?s birth are up to
    the DM. The higher the initial die roll, the
    better off the character?s family is. A first
    rank character, for example, probably
    comes from a well-to-do family with clear
    connections to the imperial family, or
    perhaps the character belongs to the imperial
    family (he might be a distant cousin).
    Upper-class families are skilled artisans,
    scribes, or wealthy merchants.
    (151.8)

    NPC Reaction Modifier: This is the base score used to determine the reaction modifier when the PC meets an NPC.
    The modifier only applies only when the character's status is known and should affect and NPC's reaction.
    To determine the final modifier, find the base scores for the PC and the NPC.
    Subtract the smaller score from the larger.
    If the NPC has a lower birth rank than the character, use the difference as a positive modifier.
    If the NPC has a higher birth rank, use the difference as a negative modifier.
    For example, Chang Lui, the son of a wealthy farmer (lower upper class), is ordered to present himself to a local noble of 7th Rank.
    The referee secretly checks to see the reaction of the noble to Chang Lui.
    The noble knows Chang Lui's background and this will affect his reaction.
    The modifier is -25% (55% - 30% = 25%), since the noble is of higher rank.

    Ancestry: This column lists the type of die used on Table 39: Ancestry.
    The number after the slash lists how many times the die is rolled.

    Birthright: The number before the slash indicates the type of die used on Table 40: Birthrights.
    The number after the slash lists how many die rolls are made on this table.

    Honor: This is the amount of honor the family (not the character) automatically gains for the indicated birth rank.
     

    Family Structure

    After determining a character's birth rank, the family structure must be outlined. The family structure is
    the grouping of family units that form the clan or family-the head of the clan, uncles, brothers, etc. The player
    needs a copy of the Family Chart (on p. 144) This chart shows the current relationships of the various members
    of the family. The chart is divided into three layers, one for each generation.
    * The first row is labeled "Head of Family" and includes positions for the head of the family, the character's grandfather, and his various great aunts and uncles.
    ** The second row, labeled "Father," provides spaces for the character's father, uncles, and aunts.
    *** The final row, "Children;' is the PC's generation. On it go the PC and his brothers and sisters.

    All families have a head of family-a venerable (and usually old) man who is the founder of the clan. The
    head of the family always occupies position #1 on the Head of Family row of the chart. He, in turn, may be
    related to other families not shown on the chart (thus making everyone in both groups distant kin). These distant
    relationships are determined by the DM. All the branches of the family can trace their kinship back to the head
    of the family.

    For each row on the Family Chart, the player rolls 1d8. The resulting number is the number of spaces
    used on that row of the chart. Excess spaces are crossed off and not used, starting with the highest numbered
    space in each row. For example, if a 5 is rolled for the Head of Family row, spaces 8, 7, and 6 must be crossed
    off in that row. The character has one grandfather and four great uncles or aunts.

    After finding the number of spaces used in each row, the exact lineage of the character is rolled. Starting
    with the Head of Family row, the player rolls a die that most closely corresponds to the number of spaces
    available on that line (without being less-if five spaces are being used, the player rolls 1d6). The space
    corresponding to the number rolled is the character's grandfather. (If the die roll is greater than the number of
    spaces available, roll again.) All other spaces on that row are brothers and sisters of the character's grandfather.
    This procedure is repeated for each row of the chart, determining the character's father and then the
    character's own order of birth. The player can draw lines connecting each of these (as in the example below),
    forming a genealogical tree for the character.

    Underneath each space are lines for sex, name, and number of children. There is a 70% chance that any
    space is a male descendant. The Head of Family, Grandfather, and Father of the character are automatically
    male. All members of the family carry the family name, whether male or female. This is normally written and
    spoken before the individual's name, since the family is more important than the individual.

    The number of children born of each space equals 1d8-2. This result is noted in the space for children.
    Negative results and zero mean that branch of the family has issued no offspring. Family charts are not
    necessary for every branch-only the branch that leads directly to the player character. Filling out the chart gives
    the player an idea of the size and structure of his character's family clan.

    Additional Family Structures

    The method just described for creating a family tree presents a simplified picture of the complex
    evolution of a family. DMs and players who want more detail && background for a family can add any of the
    following complications. This does increase the time required to generate a family, and players may want to
    flesh out their family structures gradually.

    Marriages: Female members of a family clan will be married on a die roll of 1-5 on 1 d6 (spinsterhood
    was uncommon and undesired). Note that PC females are never required to be married. These
    marriages are usually outside the family clan, although marriages between distant relatives in the same family
    are not unknown. A marriage extends the family, giving the character NPC relatives in other family clans.
    However, the bonds of relationship by marriage are not nearly as strong as those of direct blood. While families
    related by marriage generally react favorably to each other, there is no guarantee of friendship between distant
    cousins.

    A character gains a + 10% bonus to reactions from NPCs belonging to family that is related to him by marriage.

    If marriages are determined, the DM must decide what other family is linked to the PC's family clan.
    Marriages usually are between families of approximately equal rank.
    The player can note this on his Family Chart and the referee notes the marriage on his Master Family Chart.

    Adoptions: Another possibility is adoption. There is a 1 in 20 chance (5%) that any person on the Family Chart entered the family clan by adoption.
    Adopted members may be orphans (1 or 2 on 1d6). Orphans are related only to the members of their adoptive family clan.
    However, some adoptions occur while the family clan, sometimes even the parents, of the adopted
    person are still alive. In these cases the adopted person has two family clans: his hereditary family and his
    adopted family.

    Like marriages, adoptions expand the family's relationships and give a + 10% reaction bonus when dealing with members of the adopted family clan.

    Unlike marriages, adoptions frequently occur between families of different birth ranks.
    Indeed, they are often politically motivated, allowing members of a lower birth rank family to increase their
    status through adoption.

    Polygamy: Polygamy is being married to more than one wife at the same time. In the societies of the
    Oriental AD&D game this is legal and not unknown, although most marriages are monogamous (only one
    wife). Polygamy is common only among families of great wealth and power, who must use marriage to secure
    their alliances and cement their control over other families. The DM should consider the situation carefully
    before allowing this option. If so, he must decide whether the grandfather || father had a polygamous marriage.
    (Polygamy involving any other relative has no effect.) Then the DM must determine how many children were
    borne by each wife and what the player character's position is.
    Polygamy greatly confuses the issue of relationships. As a rule, the first (or principal) wife is the most
    favored. Her children are eligible for direct inheritance, those of other wives are not. However, the father could
    choose to favor the children of a later wife (especially if they are more talented or their mother more loved),
    skipping over those of the first wife. Furthermore, the first wife might bear only daughters while the first son of
    the family comes from a later wife. Typically, each wife would try to maneuver the others out of the picture to
    secure the husband's favors for her children. The relatives of various wives can also get into the picture. The
    family of the first wife may be insulted by slights to her and her children, while powerful relatives might try to
    impress the husband with the benefits of a second (or later) wife.
    The effects of inheritance and favor are so varied in these situations that the DM must arbitrate the final
    results. As a rule, the inheritance passes to the first son of the first wife, while those of other wives receive little
    or nothing. If this is not the case, the family of the first wife will react negatively to children of other wives.
    It isn't unreasonable to assume that most marriages are monogamous simply because the husband wishes
    to avoid the problems polygamy creates in the household.

    Further Generations: The Family Chart traces only three generations: that of the PC, his
    father, and his grandfather. Players can create further generations of ancestors using the same procedures. Aside
    from adding {color} to the campaign, these generations of ancestors have little effect on play. The end result may
    be that everyone in the campaign is related somehow to everyone else. This provides historical interest but no
    reaction roll modifiers, as the families drift apart across the generations.

    Interrelated PCs:

    With the DM's agreement, PCs can choose to be
    members of the same family clan (although not necessarily with the same father or grandfather). The PCs must be of the same race.
    Barbarian PCs can only share a family with other barbarian PCs; the same applies to samurai PCs.
    The interrelated characters have the same birth rank and the same number of spaces available on the Head of Family row of the Family Chart. Thereafter, they
    roll normally on the Family Chart, but the essential details of both charts must be identical: the various relations
    must have the same number of children on both charts, etc. Two PCs cannot occupy the same slot
    on the chart (i.e., both cannot be the first son of the same father) unless they are twins. Even then, one must be
    older. Only one set of Ancestry rolls is made for the two characters and ancestral holdings must be assigned
    identically on each chart. The names of the various family members must be identical. Interrelated PCs can create interesting and colorful campaigns.

    Deaths: Once per game year, the DM checks the fate of the NPC members of the family clan. This is in
    addition to any random events during the course of the year. There is a chance each year that members of the
    family will die due to natural or accidental causes.

    Percentile dice are rolled for each NPC family member.

  • Those on the Head of Family row have a 10% chance of dying.
  • Those on the Father row have a 7% chance, and
  • those on the Siblings row have a 5% chance.

  •  

     
     
     

    When an NPC character dies, cross that space off the chart. His possessions pass to his firstborn son
    75% of the time. If they do not, a power struggle ensues. Roll percentile dice for each brother of the late NPC,
    his remaining children (if any), and the head of the family. The character with the highest number receives the
    birthright. This represents unusual requests of the will or in-fighting in the family for control of the possessions.
    In almost all cases it leads to bad feelings, feuding, and possibly even a split in the branches of the family clan.
    The DM decides the repercussions of such an event.

    If the head of the family dies, the title passes to the next brother (if any) or to the eldest son of the late
    NPC (if there are no surviving brothers). Again, such events can create bad feelings or even break up the family
    clan, as decided by the DM.

    Finally, if a PC dies, the player can re-enter the game as a member of the same family, assuming the role of one of the late PC's brothers or sisters.
    The new character cannot hold any property but otherwise receives normal birthright rolls.
    The character automatically begins the game at 1st level.

    Master Family Chart

    DMs who intend to include lots of family intrigue in their campaigns should create a master
    family chart for recording names, birth ranks, honor, alliances, and relationships for all the PC and
    NPC families in the game.

    At the center of the chart should be a space for the emperor || supreme ruler of the land.
    Each family that figures in the campaign receives a space somewhere on the chart.
    Families of high birth rank should be closer to the emperor's space, while those of low birth rank are farther away.

    * Clans which are related by marriage can be connected by a ----dashed line----.
    * Clans which are related by blood are connected by a ____solid line____.
    * A ....dotted line.... can note ancestral allies. <alt>
    * A ->->line<-<- of arrows can note ancestral enemies.

    Ancestry

    Table 39: ANCESTRY
    Die Roll Honor Ancestry Result
    1-3 0 -
    4 -15 Criminal
    5 0 Land, small mountain
    6 0 Roll again, using next higher die or +10
    7-8 +2 Land, small farm
    9 +2 Traditional business
    10 0 Roll again, using next higher die or +10
    11 -10 Common bloodline
    12-15 +3 Land, modest farm
    16-19 +6 Land, small town
    20 0 Roll again, using next higher die or +10
    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
    43-44 +10 Castle, large
    45 +7 Classic artist
    46 -10 Curse
    47-49 0 -
    50 -10 Defeated family
    51-54 +6 Estate, small
    55-56 +7 Estate, large
    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 +4 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
    00 0 -

    Once a character's birth rank and family structure are known, the ancestry of his family must be
    determined. Ancestry is more than a list of ancestors. It includes properties and goods that have been handed
    down from generation to generation, outstanding debts || obligations of the family, traditional alliances and
    feuds, and notable deeds, both respected and infamous, of past generations. The ancestry generated here,
    however, is only the bare bones. The player and the DM must work together supplying names and specific
    details for the story. But this is part of roleplaying, allowing the player and DM to create a unique world for
    their campaign.

    HONOR: Adding this honor to that found under Character Birth gives the family's base honor for use in the game.

    ANCESTRY RESULT: This is a general description of a piece of property, an ancestor, or an event in the family's lineage.

    Advantageous marriage: In the recent past the family managed to arrange a marriage between one of
    its daughters and a man 1-3 social levels higher. The family is now related by marriage to a higher social class.

    Ancestral alliance:

    The family has a long-term friendship with another family of roughly the same level.
    The DM determines the family.
    A + 20% modifier is applied to NPC encounter reactions between the families.

    Ancestral feud:

    The family has a long-standing blood feud with another family of approximately the
    same level. The DM determines the family. A -40% modifier is applied to NPC encounter reactions between the
    families. Poor reactions lead to insults, duels, or attacks.

    <alt>

    Brilliant artisan:

    The family produced a craftsman noted for <her> exceptionally fine work.

    Castle:

    One of the family groups holds the deed to a castle or similar property (a barbarian clan might
    control some natural stronghold or semi-permanent camp). This includes the fighting men needed to garrison the
    castle and guard the commoners who live nearby and serve the lord of the castle.

    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, perhaps as a result of some great evil done by the family in
    the past. It may be a haunting by a vengeful spirit, a tendency for the men to be killed young, etc. The curse is
    well-known to all. It has no effect on the everyday life of family members and does not directly affect the PC.
    However, the need to perform some deed to lift the curse can be the basis for an exciting adventure.

    Defeated family:

    The family was once large and powerful, but was defeated in a great struggle for power.
    This defeat results in lasting dishonor to the clan.
    The family automatically has an ancestral feud with the victorious family (determined by the DM).
    In addition, the family has ancestral alliances with any other defeated families.
    <>

    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. For barbarian characters, an estate can
    also be the control of a large herd of animals. Estates generate a yearly income for the owner of the land
    between 100 and 1,000 ch'ien.

    Famous general, holy man, or minister:

    An ancestor of the family is remembered for his heroic deeds
    in war, his religious purity, or his wisdom as a councilor, minister of state, advisor, or chieftain. The ancestor is
    venerated and respected by the family and is known to others.

    Folk Hero: A distant ancestor was a hero and defender of the common people. The commoners
    remember this and the family gains a + 10 modifier on encounter reactions with NPC commoners.

    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.

    Great hero: A distant ancestor was a hero renowned in folklore && lejend. All of his deeds were
    magnificent (especially as the stories were told again && again) and he has come to represent the heroic ideal.
    His name, family, and deeds are known to all.

    Imperial bloodline: The family can trace some blood connection to the imperial house (or the highest
    ruler of the land). Although extremely tenuous, the family can claim some right to the throne. This doesn't mean
    anyone in the family will ever reach this position, since there are many more claimants with better bloodlines
    (such as the emperor's children).

    Infamous general or minister:

    The family managed to produce a leader noted for his venality,
    bungling, stupidity, or corruption. Since he reached high position, his evils or failures are well known to all.

    Land:

    The family holds the title to land. Mountain land is poor and unsuitable for cultivation, although
    bamboo and lumber may be taken from it. Such land can support only 2-8 people (one small family). Farm land
    is used for crops (mainly rice). Small farms can support 3-12 people and moderate farms 4-16. Town land can
    mean the family controls an entire village, a mansion in town, or several blocks of a city. Depending on its size,
    property produces income for the branch of the family that controls it. If only one piece of land is held, it is
    worked and lived on by some branch of the family. If more than one property is held, the family does not live
    on the land, but receives rent from commoners who do. Yearly income from property ranges from 10 to 2,000
    ch'ien.

    Merchant fleet:

    Some branch of the family has a successful trading business.
    It owns 2-5 ships (caravans in land-locked areas) and appropriate warehouses.
    It also hires men to serve as sailors (or 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 Table 40: Birthrights.

    Hereditary title: The head of the family holds a hereditary title of respect or nobility.
    When he dies, it will pass to his son.

    Secret society:

    The family has long-standing connections with a secret society. <(cf. Tong Shu (Secret Society members))
    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 PC with contacts inside this society.

    Tragic event: Some sad event has occurred to a distant ancestor be it in love, war, or business.
    However, the nobility of the ancestor's suffering has actually increased the honor of the family. Such events
    usually find their way into folktales, dramas, or songs.

    Assigning Ancestral Holdings

    Ancestral holdings are the property results gained on the Table 39: Ancestry. These are automatically
    owned by some NPC of the family. They are never owned by a PC (or his siblings) at the start of
    the character's career. The first ancestral holding is automatically held by the head of the family. Assign any
    remaining holdings by random dice roll to NPCs on the Head of Family and Father rows of the Family Chart,
    using the method described for determining the character's position in the family. If the die roll is greater than
    the number of spaces, that property is owned by the head of the family.
    Note that simply because a property belongs to the PC's family clan, this does not
    automatically grant the PC use of the property. He must request permission of the NPC owner and
    a reaction roll must still be made. Furthermore, the DM can refuse such requests if they are not in keeping with
    his campaign.

    Birthrights

    A birthright is something a PC begins the game with, by virtue of his family clan. It may be
    a treasured heirloom or a share of the family holdings. Or it may be nothing, owing to poverty, birth order, or
    chance. Birthrights are determined for the character at the beginning of the game. Once determined, they are the
    property of both the player character and the family clan. If the player character dies, the birthright returns to
    the possession of the family clan. If the character loses a birthright, he and his family lose honor.
    To determine what birthrights a character has, the player must roll on Table 40: Birthrights. The type of
    die used and the number of die rolls made was determined by Table 38: Character Birth. The number of die
    rolls allowed is modified by subtracting the character's birth rank. The first son, for example, subtracts one from
    the number of rolls allowed.

    Table 40: BIRTHRIGHTS
    Die Roll Honor Birthright
    1-3
    4 0 Roll again using next higher die or + 10
    + 1  Property Share
    0 Roll again, using next higher die or +10
    + 1  Property Share
    9-16 
    17-18 + 1  Property Share
    19  Horse
    20 
    21-30 
    31-33  + 2  Armor of quality
    34-40 
    41-45  + 1  Property Share
    46-50 
    51-55  1-8 cash strings
    56-60  + 1  Property Share
    61-63  + 2  Weapon of quality
    64-70 
    71-75  + 2  Armor of quality
    76-80 + 1 1-4 horses
    81-90 0
    91-95 0 2-12 cash strings
    96-98 + 2 Weapon of quality
    99 + 4 Magical weapon
    100 0 Roll again with +10 on die roll

    Honor indicates the amount of personal (not family) honor the character gains for receiving the birthright.
    This does not increase the family's base honor, but is added to the character's honor at the start of the game.
    The effect of each birthright is as follows.

    Q: I don?t understand the birthright
    rules on page 34. How do you use
    birth rank in order to modify the
    chances for a birthright? If you subtract
    birth rank from the number of
    rolls on table 40, then characters
    with low ranks never receive birthrights,
    right?. Also, not all the results
    on the birth rank table (table
    38, page 31) have numerical values.
    A: The term ?birth rank? is used incorrectly
    on page 34. The term that should be used
    here is ?birth order? (see Unearthed Arcana,
    page 83). An only child has a birth
    order of zero. A character born late in the
    birth order might not receive any birthright
    even in a wealthy family.
    (151.8)

    Q: If a character loses a family heirloom
    or weapon, is he obligated
    obligation to regain it or die in the
    attempt? Must he commit suicide if
    regaining the item is impossible?
    A: The character simply loses 5 points of
    honor (or 10 points if he is a samurai). The
    character is under no particular obligation
    to regain the item. The DM might choose
    to assess a further honor loss (2 points for
    refusing a challenge) if the character does
    not attempt to regain the item, or the DM
    might make an honor award (5 points for
    accomplishing a great deed) if the character
    successfully regains the item. No character
    is ever obligated to commit suicide
    due to loss of honor, though any character
    with a negative honor score is immediately
    removed from play (see Oriental Adventures,
    page 35).
    (151.58)

    Property share: The character receives 10%-30% of the yearly income generated by a property, if any
    are possessed by the family clan. The character can receive property shares only from those lands held by his
    father, grandfather, or the head of the family. A character can never have more than a 30% share in a single
    property. If the family holds no productive property, this roll is treated as no result.

    Horse: The character receives one or more horses. They can be any type the character desires. This does
    not include a saddle or any other tack required.

    Cash strings: The character receives the listed number of cash strings.
    Each string holds 100 coins. The DM determines the type of coin in each string.

    Armor of Quality && Weapon of Quality:

    The character has been given one of the family's minor
    heirlooms-a suit of armor || a weapon of quality (see Treasure).
    If it is armor of quality, the DM randomly determines the type of armor. <table>
    If it is a weapon of quality, the player chooses the type of weapon.
    Such items cannot be given away or sold, since they belong in part to the family.
    The character is expected to pass these items on through his family in later years.

    Magical weapon: The character receives one of the family's great treasures-a magical weapon
    (complete with history). The weapon is either a sword or a miscellaneous weapon. It is never more magical than
    + 2 and has no special abilities. Like a weapon of quality, the character can never give away or sell this item.
    Furthermore, should the character lose the item and still live (instead of dying in the attempt to regain it), he
    suffers a great loss of honor.

    Roll again: The player should roll again, using the next larger type of die (1d4 becomes 1d6, 1d6
    becomes 1d8, etc.). If the character is already rolling d100, add 10 to the result instead.
     

    <alt image: Famille devant la maison © Guillermo Gonzales et Éditions
    Daniel Maghen>