Crane Heritage Tables

== RPG Information ==
Heritage Tables
After choosing a family for the character the player may choose to roll on the Heritage Tables to see what sort of lineage the character has. The player may roll up to three times on the tables, but each has a cost of 1 Character Point.
=== Heritage Table 1 ===
1-2	Dishonorable Past. Roll on Heritage Table 2.
3-5	Undistinguished Past. No Benefits or Penalties.
6-9	Distinguished Past. Roll on Heritage Table 3.
10 	Mixed Blessings. Roll on Heritage Table 4.
=== Heritage Table 2 - Dishonorable Past ===
1-2 	Traitor! A distant ancestor betrayed a daimyo of your clan. Gain the Black Sheep disadvantage (but no points for it).
3-4 	Coward! An ancestor failed to prove their worth in battle and ran. Begin game with 0 glory, and you must earn 20 glory points to reach rank 1.
5-6 	Shameful Birth. Your mother was a diplomat to another clan, and she became pregnant with you while there. You are considered a deep shame to your clan, and your mother committed seppuku shortly after your birth. Begin the game with 0 glory, and you were cast out of the clan becoming a Crane Clan Ronin.
7-8 	Vow! Your family has an ancient vow to complete. The character may not reach rank 3 until this vow has been completed.
9-10	Ruined! Yuor family lost everything. You begin the game with nothing, no family (ronin), no money. Only the clothes on your back and beginning items (all of Poor quality).
=== Heritage Table 3 - Distinguished Past ===
1-2 	Fought at a famous battle. Roll on Table 3A.
3-4 	Had a famous romance. Roll on Table 3B.
5-6 	Performed a heroic deed. Roll on Table 3C.
7-8 	Held a prestigious duty. Roll on Table 3D.
9-10	Died a glorious death. Roll on Table 3E.
==== Table 3A - Famous Battles ====
1-2	Battle of Tidal Landbridge	The battle that created a bond between the Crab and the Daidoji family. Gain 1 glory rank and a Minor Ally withing the Crab Clan.
==== Table 3B - Famous Romance ====
Step One: roll 2d10 to determine the clan of the person involved with your ancestor.
1 - 20 	Dragon Clan
21 - 40 	Phoenix Clan
41 - 70 	Crane Clan
71 - 75 	Crab Clan
76 - 85 	Scorpion Clan
86 - 90 	Unicorn Clan
91 - 100	Lion Clan, minor clan or GM/players choice.
Step Two: roll 2d10 for the outcome of the affair.
01-70	Romantic Affair 	
 	01-15 	Summer Affair. Gain Minor Ally within the lover's clan.
16-30	Winter Affair. Gain Minor Ally within the lover's clan and 5 points of glory.	
31-55	Marriage! Gain 1 glory rank and a Major Ally within the lover's clan. 	
56-70	Affair kept secret. Gain Minor Ally and Minor Enemy within the lover's clan. 	
==== Table 3C - Heroic Deed ====
1-2 	Ancestor saved Daimyo from assassination. Gain Lore:Ninja rank 1 and 5 points of Glory. 	
3-4 	depending on what the character is: 	
 	Shugenja: 	Ancestor researched a spell. Gain a Air Spell as an innate ability.
Bushi: 	Ancestor famous for sword technique. Gain 1 free raise for iaijutsu once per day. 	
Artisan:	Ancestor was a master of two arts. Gain a skill and a maya with that skill that can be used once per day. If the charater later gains the second maya for that skill they gain full access to the first maya also.	
==== Table 3D - Prestigious Duty ====
1-3	Family Magistrate. Gain 1 glory.
4-5	Clan Magistrate. Gain 2 glory.
6 	Emerald Magistrate. Gain 3 glory.
7 	Minor Diplomat to the Clan Courts. Gain 1 honor.
8 	Minor Diplomat to the Emperor's Courts. Gain 2 honor.
9 	Gunso. Gain 1 rank in Battle and 1 Glory.
10 	Chui. Gain 2 ranks in Battle and 1 Glory.
==== Heritage Table 3E - Glorious Death ====
Any result on this table also requires another roll on the Heritage Table 5 - Gifts, found below.
1-4	Killed in a Duel 	
5-9	Killed in Battle. Roll on table 3A - Famous Battle and once more on the following table. 	
 	1-2 	Killed protecting general. Gain 1 glory rank and a Major Ally from an appropriate clan.
3 	Killed charging and breaking enemy lines. Gain 1 glory rank and a Minor Ally from your family. 	
4-5	Rode out and shouted insults at opposing army, then died later. Gain 1 glory rank. 	
6 	Died defending an ambassador. Gain 1 glory rank and Gain a favor from the Doji Courtier favor table. 	
7 	Challenged the enemy general, but was killed. Gain 1.5 glory ranks. 	
8 	Carried the Clan banner into battle. Gain 1.7 glory ranks.. 	
9 	Stole the enemy banner. Gain 2 glory ranks. 	
10 	Saved a comrade by dragging them from behind enemy lines. Gain 1 glory rank and a Major Ally from an appropriate Clan.	
=== Heritage Table 4 - Mixed Blessing ===
1-2	Family is renowned for cleverness. Gain 1 honor rank and a minor enemy in a clan of the GM's choice.
3-4	An ancestor killed a powerful enemy of the Clan. Gain 1 glory rank and a major enemy of a clan of the GM's choice. Also gain Lore:Clan skill of the chosen clan and be cursed to alway drop the highest dice when fighting members of that clan.
5-7	Inherited a Nemuranai. Ability unknown, but must always carry it with you.
8-9	Last of a once-noble family. Gain 3 glory points.
10 	Family secret. Family refuse to talk about it. Unusal things happen around you, and you don't understand. The circumstances around your birth are unknown to you, and you never even knew your mother.
=== Heritage Table 5 - Gifts ===
01-15 	1-10 koku (1d10)
16-35 	2-20 koku (2d10)
36-50 	Gain a minor fetish (tsangusuri), Roll on Heritage Table 6 below.
51-75 	4-40 koku (4d10)
76-80 	Been made governor of a small bit of land. Gain 1 glory rank and earn a revenue of 1-10 koku a year (1d10). 3 months of the year must be spent tending the estate.
81-100	Been made hatamoto to a daimyo of the clan. Gain 1 honor rank and an obligation to attend your lord once every three months.
=== Heritage Table 6 - Asahina Fetishes and Minor Magics ===
01-10 	Incense of Concentration. Use when meditating for 15 minutes to recieve 2 spent void points back. (only works for shugenja)
11-25 	Brooch of Plenty. Nourishes the user fully for one day. Useable once every other day.
26-50 	Jade Amulet. Adds 2k2 to resist the Shadowlands Taint.
51-65 	Makeup Kit. Adds an extra rolled dice to any disguise/impersonation rols.
66-69 	Bone Key. Can open any door even if locked or magically sealed. Physical traps are ignored but magical ones are triggered.
70-76 	Feather of the Crane. When used, the character's weight it reduced by 10 %, but he also takes 3 times the normal damage he would suffer. These effects last 1 hour.
77-79 	Acorn of Visions. Renders user comatose for an hour when eaten, in which time the user will gain visions of any subject meditated upon prior to eating the nut.
80-89 	Tortoise Shell. Grants protection from ranged attacks for ten combat rounds.
90-97 	White Sheaf of Grain. Heals 2d10 damage from a single person. The person healed must be touched with the Sheaf.
98-100	Black Fan. Invokes awe and fear of the user. When using the fan the character adds 2d10 temporary glory points to their glory for the next hour.
=== Major References ===
* Way of the Crane pages 70-73
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