Roll
|
|
NPC Reaction
|
|||
2
|
|
5%
|
d6/1
|
d4/1
|
0
|
3
|
|
10%
|
d6/1
|
d4/2
|
0
|
4-5
|
|
15%
|
d6/2
|
d6/1
|
5
|
6-8
|
|
20%
|
d10/1
|
d8/2
|
8
|
9-10
|
|
25%
|
d20/2
|
d20/2
|
10
|
11-12
|
|
30%
|
d100/2
|
d20/4
|
15
|
13-14
|
|
35%
|
d100/4
|
d100/3
|
17
|
15-16
|
|
40%
|
d100/5
|
d100/4
|
20
|
17-18
|
|
45%
|
d100/6
|
d100/5
|
22
|
19-20
|
|
50%
|
d100/7
|
d100/6
|
24
|
21-22
|
|
55%
|
d100/7
|
d100/7
|
25
|
23-24
|
|
60%
|
d100/7
|
d100/8
|
26
|
25-26
|
|
65%
|
d100/8
|
d100/9
|
27
|
27
|
|
70%
|
d100/8
|
d100/9
|
28
|
28
|
|
75%
|
d100/9
|
d100/10
|
29
|
29
|
|
80%
|
d100/9
|
d100/10
|
30
|
30
|
|
90%
|
d100/10
|
d100/10
|
35
|
Die Roll
|
Order of Birth |
01-05
|
Only Child ("O") |
06-10
|
1 |
11-20
|
2 |
21-35
|
3 |
36-50
|
4 |
51-65
|
5 |
66-80
|
6 |
81-85
|
7 |
86-90
|
8 |
91-94
|
9 |
95-97
|
10 |
98-99
|
11 |
100
|
12 |
Roll
|
Honor
|
Ancestry Result |
4
|
-15
|
Criminal |
5
|
Land, small mountain | |
6
|
Roll again with next higher die or +10 | |
7-8
|
+2
|
Land, small farm |
9
|
+2
|
Traditional business |
10
|
Roll again with next higher die or +10 | |
11
|
-10
|
Common bloodline |
12-15
|
+3
|
Land, small farm |
16-19
|
+6
|
Land, modest farm |
20
|
Roll again with next higher die or +10 | |
25-26
|
+6
|
Advantageous marriage |
27-31
|
+3
|
Ancestral Alliance |
32-35
|
+2
|
Ancestral Feud |
39
|
+6
|
Brilliant Artisan |
40-42
|
+8
|
Castle, small |
43-44
|
+10
|
Castle, large |
45
|
+7
|
Classic artist |
46
|
-10
|
Curse |
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 |
70
|
+10
|
Folk hero |
71
|
-20
|
Great Betrayal |
72
|
+15
|
Great hero |
78
|
+12
|
Imperial bloodline |
79
|
-5
|
Infamous general |
80
|
-7
|
Infamous minister |
86-87
|
+4
|
Land, large town |
88-91
|
+2
|
Merchant fleet |
92-93
|
-5
|
Notorious moneylender |
94-96
|
+7
|
Hereditary title |
97
|
Roll again, +10 on the roll | |
98
|
Secret Society | |
99
|
+3
|
Tragic event |
Roll
|
Honor
|
Birthright Result |
4
|
Roll again, using next higher die or +10 | |
6
|
+1
|
Property share |
7
|
Roll again, using next higher die or +10 | |
8
|
+1
|
Property share |
17-18
|
+1
|
Property share |
19
|
Horse | |
20
|
d6 Cash strings | |
31-33
|
+2
|
Armor of quality |
41-45
|
+1
|
Property share |
51-55
|
d8 Cash strings | |
56-60
|
+1
|
Property share |
61-63
|
+2
|
Weapon of quality |
71-75
|
+2
|
Armor of quality |
76-80
|
+1
|
d4 Horses |
91-95
|
2d6 Cash strings | |
96-98
|
+2
|
Weapon of quality |
99
|
+4
|
Magic Weapon |
00
|
Roll again, +10 on roll |
These results affect character creation:
A property share indicates that the character receives d3x10% of the income generated by an income property (e.g., land, fleet) held by his family. He cannot receive more than 30% of any one property, which will come to him annually. If there is no income property in the family, the character receives neither the income nor the honor adjustment. The referee may wish to calculate this value, and give all or part of it to the character before he purchases equipment, to reflect the character's wealthier status. He will need to determine the game date on which the money is normally received.
Horses are of any type selected by the player. Although book rules state that tack is not included, MyWorld rules permit the character to have reasonable tack and harness for the type of beast selected (since often characters who roll horses do not have the money for saddles).
Cash strings contain 100 coins, and are generally worn under the clothes, usually on the arm or possibly the neck, out of sight. The coin type is rolled on d10, 1-4 fen, 5-7 yuan, 8-9 tael, 10 ch'ien. Each string is rolled separately. Characters guard this money as a birthright, and only break a string at great need; however, the referee will permit a character to break a string in equipping for the great adventure which is the game.
Armor of quality is of a type selected by the referee. It is a family heirloom with which the character will not part, but will wear proudly. It is not magical, and affords no added protection, but is light and flexible, half the weight of the same piece of ordinary armor and one encumbrance category better. It is also highly decorated. The table for random determination of armor type is here, but the referee may ignore any result not suitable to the character; he may prefer not to do so, especially if the character is of a class which will use little or no armor (such characters may honor their followers by permitting them to wear the armor, when they have achieved a respectable stature):
01-04 Banded, AC4, fairly bulky, 18#, mv full
05 Buckler, Adj. -1x1, non-bulky, 1.5#
06-12 Chain, AC5, non-bulky, 15#, mv full
13-16 Do-maru, Torso armor, Adj.-2, non-bulky, 10#, mv full
17 Haidate, Apron armor, Adj.-1, non-bulky, 5#, mv full
18-22 Hara-ate, Breast & Thigh frontal armor, Adj.-2, non-bulky, 5#, mv full
23-26 Hara-ate-gawa, Torso armor, Adj.-1, non-bulky, 5#, mv full
27-30 Haramaki, Torso armor, Adj.-1, non-bulky, 7.5#, mv full
31-35 Haramaki-do, Torso armor, Adj.-2, non-bulky, 10#, mv full
36-44 Hide, AC6, non-bulky, 12.5#, mv full
45-46 Kote, Armored sleeves, Adj.-1, non-bulky, no weight, mv full
47-55 Leather, AC8, non-bulky, 7.5#, mv full
56-62 O-Yoroi, Full armor, AC3, fairly bulky, 20#, mv 3/4
63-66 Padded, AC8, non-bulky, 5#, mv full
67-70 Ring Mail, AC7, non-bulky, 12.5#, mv full
71-74 Scale, leather, AC7, non-bulky, 10#, mv full
75-78 Scale, metal, AC6, non-bulky, 20#, mv 3/4
79-82 Shield, large, Adj-1x3, fairly bulky, 5#, mv full
83-86 Shield, medium, Adj-1x2, non-bulky, 2.5#, mv full
87 Sode, pair, Shoulder covers, Adj-1, non-bulky, 1.5#, mv full
88-92 Splint, AC4, fairly bulky, 20#, mv full
93-99 Studded, AC7, non-bulky, 10#, mv full
00 Gajin armor type determined by the referee, normal AC, improve bulk by one category, move by one quarter, and weight by half.
Weapon of quality is of a type selected by the player/character, preferably of a type which the character can use. The effects of quality on a weapon are many and varied. Melee weapons generally are +1 to hit. Bow and other missile-firing types extend range by treating long as medium, medium as short, and short as point blank (if the character has a point-blank range category). Other missile weapons are +1 to hit. Martial arts weapons are +1 to hit. Ninja weapons are +1 to damage, compact, and easily concealed. See the Oriental Adventures™ for more information on this.
A magic weapon is of a type selected by the player/character, limited to swords or miscellaneous weapons. They are +1 or (on a roll of 7+ on d10) +2. They have no other properties, and are among the family's prize possessions. If the character loses it and does not recover it or die in the attempt, it is a great loss of honor.
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