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Bite Mark 01

Bite Mark is the inaugural quarterly e-publication for the Claw Worlds, aiming to bridge the gap between Ironclaw and Jadeclaw supplements. It invites contributions from designers and readers while clarifying that the rules presented are optional and not officially endorsed. The document also includes detailed information on the Zhongguo calendar, its astronomical basis, and the historical context of its development.

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0% found this document useful (0 votes)
29 views24 pages

Bite Mark 01

Bite Mark is the inaugural quarterly e-publication for the Claw Worlds, aiming to bridge the gap between Ironclaw and Jadeclaw supplements. It invites contributions from designers and readers while clarifying that the rules presented are optional and not officially endorsed. The document also includes detailed information on the Zhongguo calendar, its astronomical basis, and the historical context of its development.

Uploaded by

presswolf3
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 24

Quarterly e-publication dedicated to Claw Worlds

Volume I Issue 01 May 2002

Introduction the traditional Sanguine style of general We welcome designers and readers alike
Welcome to the premier issue of Bite background, player information, and then to submit their adventures, rules, and
Mark, the quarterly e-publication for the host information. Please bear in mind, background information. Please check
Claw Worlds. however, that rules discussed in this and the Submission Guideline on the last
future publications are optional and are page. Hopefully, through your support,
Bite Mark intends to fill in the gap not officially endorsed by Sanguine Bite Mark will grow to become a full
between releases of Ironclaw and Productions Ltd. fledge publication.
Jadeclaw Supplements. Its format follows

Zhongguo Calendar - and are used to determine the


Table of Content
number of each month:
Yin-yang li Editor’s Note......................................................1
• Principal Term 1 occurs when the
By Chuan Lin sun's longitude is 330 degrees.
Jadeclaw Background Information
Edited by Kris Schnee • Principal Term 2 occurs when the Zhongguo Calendar -Yin-yang li..........1
sun's longitude is 0 degrees.
The Zhongguo calendar, yin-yang li, is • Principal Term 3 occurs when the Variant Rules
based on exact astronomical observa- sun's longitude is 30 degrees. Variant Races....................................................5
tions of the longitude of the sun and the
phases of the moon. It is a combined • etc.
solar/lunar calendar in that it strives to • Principal Term 11 occurs when Rules from the Cutting Room Floor
have its years coincide with the tropical the sun's longitude is 270 degrees. Character Background...............................7
year and its months coincide with the • Principal Term 12 occurs when Submission Guideline.............................18
synodic[1] months. the sun's longitude is 300 degrees.
• An ordinary year has 12 months, • Each month carries the number Jadeclaw Adventure:
and a leap year has 13 months. of the Principal Term that occurs Gift of the Ancestors................................19
• An ordinary year has 353, 354, or in that month.
355 days, and a leap year has 383, • In rare cases, a month may con-
384, or 385 days. tain two Principal Terms; in this Editors : Chuan Lin, Kris Schnee
When determining what a Zhongguoese case the months numbers may
have to be shifted. Principal Term Contributors : Jason Holmgren, Chuan
year looks like, one must make a num-
11 (Winter Solstice) must always Lin
ber of astronomical calculations:
fall in the 11th month.
1 To determine the dates for the new such month is the leap month. It carries
moons; a new moon is the com- What Years Are Leap Years? the same number as the previous
pletely black moon (that is, when Leap years have 13 months. To deter- month, with the additional note that it
the moon is in conjunction with mine if a year is a leap year, calculate the is the leap month.
the sun). The date of a new moon number of new moons between the
is the first day of a new month. 11th month in one year (i.e., the month How Does One Count Years?
2 To determine the dates when the containing the Winter Solstice) and the Unlike most other calendars, the Zhong-
sun's longitude is a multiple of 30 11th month in the following year. If guo calendar does not count years in an
degrees. (The sun's longitude is 0 at there are 13 new moons from the start
infinite sequence. Instead years are
Vernal Equinox, 90 at Summer of the 11th month in the first year to grouped in a cycle of 60 years. They are
Solstice, 180 at Autumnal Equinox, the start of the 11th month in the sec- also used to measure time since the ac-
and 270 at Winter Solstice.) These ond year, a leap month must be inserted. cession of a king. Within each 60-year
dates are called the Principal Terms cycle, a year is assigned to a name con-
In leap years, at least one month does
not contain a Principal Term. The first sisting of two components.
Page 1
The first component is a Celestial Stem
Table 1 - Celestial Stems
(Table 1). These words have no Cala-
brese equivalent. 1) Jia (yang wood/ strong wood) 6) Ji (yin earth/ weak earth)
The second component is a Terrestrial 2) Yi (yin wood/ weak wood) 7) Geng (yang metal/ strong metal)
Branch (Table 2). These are named after
the Twelve Major Houses who first 3) Bing (yang fire/ strong fire) 8) Xin (yin metal/ weak metal)
gathered to form what would become
4) Ding (yin fire/ weak fire) 9) Ren (yang water/ strong water)
known as Zhongguo. Applying the
names of the first twelve houses allows 5) Wu (yang earth/ strong earth) 10) Gui (yin water/ weak water)
clear distinction of the Major Houses
from those of latecomers and barbarians.
since years are dedicated to the Twelve then devised a unified all-purpose calen-
Each of the two components is used Major Houses, months can be relegated dar that contained information on the
sequentially. Thus, the 1st year of the to minor houses, the more common seasons of the year and the phases of the
60-year cycle becomes Yang Wood Rat names for months. During leap years, Moon. The calendar also contained the
(jia-zi), the 2nd year is Yin Wood Ox leap months are named for barbarians to Yellow Path or Huang-dao that labeled
(yi-chou), the 3rd year is Yang Fire Tiger represent periodical savage incursions each day as being auspicious or unfortu-
(bing-yin), etc. When we reach the end (See Table 3). [3] nate for the Twelve Major Houses and
of a component, we start from the be- for certain actions.
ginning: The 10th year is Yin Water
In Zhongguo, the calendar was a sacred
Rooster (gui-you), the 11th year is Yang
document, sponsored and promulgated
Wood Dog (jia-xu), the 12th year is Yin
by the reigning monarch. For more than
Wood Boar (yi-hai), and the 13th year is
two millennia, the Ministry of Celestial
Yang Fire Rat (bing-zi). Finally, the 60th
Affairs made astronomical observations,
year becomes Yin Water Boar (gui-hai).
calculated astronomical events such as
The idea of grouping and naming the eclipses, prepared astrological predic-
60-year cycles began in the year 159 tions, and maintained the calendar. After
when the Spiritual Hall was completed all, a successful calendar not only served
in Majing. The Hall was the academy practical needs, but also confirmed the
dedicated to the study of astronomy consonance between Heaven and the
and, eventually, the home of celestial Imperial Court, i.e. the Mandate of
globes and armillary spheres. [2] There, Heaven. The ability to cipher the Yellow
scholars from the Twelve Major Houses Path and to use the calendar to its full
and the Ministry of Celestial Affairs Image 1 - Celestial Globe potential is the sign of an erudite.
came together and discussed the concept Years were counted from a succession of
of time measurement. Then they began eras established by reigning kings. Al-
to backtrack and declare year 1 when though the accession of a king marked a
the Twelve Tribes answered Qiling's call History of the Calendar new era, he could also declare a new era
to form the nation. When the Book of the Vanishing Heav- at various times within his reign. The
Traditionally, archaic words are used to enly Stem had been compiled and schol- introduction of a new era was an at-
indicate the date and the month. But ars from the Twelve Major Houses tempt to reestablish a broken connec-
when the Zhou Dynasty was formed, gathered and analyzed each other's astro- tion between Heaven and Earth, as
the first Zhou king celebrated the event nomic works, they were able to calculate personified by the king. The splinter
by commissioning a Minister of Celestial that there are 365 1/4 days in the solar might be revealed by the death of a king,
Affairs to plot out and reassign the year and that each lunation is 29 1/2 the occurrence of a natural disaster, or
months according to the States as the days. These scholars, who later formed the failure of the Ministry of Celestial
official names for months. Alternatively, the first Ministry of Celestial Affairs, Affairs to predict a celestial event such
as an eclipse.
Table 2 - Terrestrial Branch Sexagenary cycles were used to count
years, months, days, and fractions of a
1) Zi (rat) 5) chen (dragon) 9) shen (monkey) day using the set of Celestial Stems and
Terrestrial Branches. Use of the sixty-day
2) Chou (ox) 6) si (snake) 10) you (rooster)
cycle is seen in the earliest astronomical
3) yin (tiger) 7) wu (horse) 11) xu (dog) records. Although the day count has
fallen into disuse in everyday life, it is
4) mao (rabbit) 8) wei (sheep) 12) hai (boar)

Page 2
Quarterly e-publication dedicated to Claw Worlds
Volume I Issue 01 May 2002

still tabulated in the royal calendars and


Table 3 - Name of Months
used in the Yellow Path.
For example, the first day of the new Leap Months based on
Month based on State / Minor House
year is commonly referred to as Yang Barbarian State / Races
Wood Rat (jia-zi) Day . And the last day,
1) Sung / Bear 7) Jin / Phoenix 1) Nine Tribes / Camel
the 354th, is called Yang Earth Yin Fire
Snake (wu-ding-si) Day. It is easy to see 2) Wei / Cat 8) Qin / Porcupine 2) Yindu / Elephant
why this kind of announcement is used
by the most scholarly and in ceremonies. 3) Lu / Crane 9) Yen / Qiling 3) Han-guo / Leopard

During the Xiong Dynasty, a new fea- 4) Zhou / Deer 10) Chu / Swallow 4) Siam / Lynx
ture was incorporated into the calendar
5) Cheng / Fox 11) Wu / Tortoise 5) Ala Shan / Wolf
that was easier for commoners to under-
stand. Starting from the new moon 6) Shen / Panda 12) Chi / Weasel 6) Xizang / Yak
phase to the start of the next new
moon, a meteorological cycle of 24 peri-
ods is calculated. This meteorological months or with two Qin/Porcupine In fact, the exact length of a month in
cycle (ershisi-jieqi), helps farmers and months in the Zhongguo calendar. This the Zhongguo calendar is either 30 days
travelers to plan their crops or trips ac- is the time of the most inauspicious pe- or 29 days--a phenomenon which re-
cordingly. Since this was designed for riod as it represents chaos and usurpa- flects its lunar origin. Also, the meteoro-
the commoners, the description of each tion of order. Spies and security are put logical cycle means essentially a solar
period is succinct and easy to under- on extra alert during this time to watch year. The people of Zhongguo thus con-
stand (See Table 4). for any rebellion. Some said that it was sider their calendar as yin-yang li, or a
during a doubled Qin/Porcupine month lunar-solar calendar.
The 24 points within the meteorological
when the Zhou Dynasty overthrew the
cycle are exactly 15 o apart on the eclip- Quan Dynasty.
What Is the Current Year in the
tic, verified often by using celestial Zhongguo Calendar?
globes and armillary spheres in the Spiri- The current year is 2682 or the 1st Year
tual Hall. They calculated that it took of the Great Leap Forward under Zhou
about 15.2 days for the Sun to travel King Ping, in the 42nd year of the 44th
from one of these points to another cycle. This is the year of Yin Wood
(because the ecliptic is a complete circle Snake (yi-si).
of 360 o), and the Sun needs 365 1/4
days to finish its journey in this cycle. Bibliography
Ordinary, each of the 12 months of the http://webexhibits.org/calendars/calendar-
year contains two points but, because a chinese.html
lunar month has only 29 1/2 days and
the two points share about 30.4 days, http://www.chinesefortunecalendar.com/
there is always the chance that a lunar LunarCalendar.htm
month will fail to contain both points,
though the distance between any two Notes
given points is only 15 o. If such an occa- [1] Relating to the conjunction of celestial
sion occurs, the intercalation of an extra bodies, especially the interval between two
month takes place. For instance, one Image 2 - Armillary successive conjunctions of a planet or the
may find a year with two Jin/Phoenix moon with the sun.
[2] Armillary spheres are metal rings over-
Table 4 - 24 Cycles lapping at angles to form an open sphere,
and are used to show astronomical coordi-
1) Start of Spring 7) Start of Summer 13) Start of Autumn 19) Start of Winter nates.
[3] Astute readers may recall that not all
2) Rain Water 8) Grain Fills 14) Still Hot 20) Light Snow
states were formed at the same time when
3) Excited Insects 9) Grain in Ear 15) White Drew 21) Heavy Snow the Zhou Dynasty began; nor were all mi-
nor houses formalized at the same time.
4) Vernal Equinox 10) Summer Solstice 16) Autumnal Equinox 22) Winter Solstice The reason to use this rewritten history is
simply to pay homage and to glorify how
5) Clear and Bright 11) Slight Heat 17) Cold Drew 23) Little Cold enlightened the Zhou Dynasty is. Of
course, anyone who publicly denounces
6) Grain Rains 12) Great Heat 18) Frost Descent 24) Severe Cold the revision will be accused of treason.

Page 3
Variant Races books by TSR. The unifying characteris- size (and Body Trait) and greater ability
tics are bare, hairy feet and a predilection to withstand hardship. To that end, the
By Jason Holmgren to either staying at home or engaging in Great Men and Women have the most
Sanguine Productions Limited a life of thievery. general representation of hardiness, the
Extra Hit Point. They are usually more
• Racial Gifts: Robustness +1 (2 points)
Here are the unofficial Variant Races Spartan in demeanor and behavior, more
• Racial Flaws: Corpulent –1 (-1 point)
suitable for adopting Claw System to human than human as it were – used to
• Racial Skills: Camouflage, Craft: Cook-
generic genre. getting their way and always interested
ing, Observation, and Stealth
• Racial Weapons: None in the bottom line.
Dwarves (2 points) • Racial Habitat: Plains • Racial Gifts: Extra Hit Point (4 points)
Characteristically short and stubborn, • Racial Sense Tests: Smell • Racial Flaws: None
Dwarves toil away in mountain fastness- • Racial Skills: Craft (of choice); Hiking;
es, hoarding gold and rarely venturing to Humans (varies) Resolve, and Tactics
the surface. In combat, they fight as one, Easily the most common fantasy race, • Racial Weapons: None
preferring close-quarters combat, as they Humans are often the generalist race, • Racial Habitat: Choose one (Forest,
are poor with long-distance weapons. not enjoying any inborn advantages but Mountains, or Plains)
The typical dwarf has a thick Viking- likewise free from any inherited biases. • Racial Sense Tests: none
esque beard and gnarled hands from a When they put their minds to it, they
life of physical labor. High Men / Women (zero points)
can out-do any of the other races in their
fantasy milieu. These people have magic in their blood.
• Racial Gifts: Robustness +2 (5 points) Perhaps they are descended from Elves,
• Racial Flaws: Poor Vision (-3 points) The theory presented here is that there’s or maybe another great race such as the
• Racial Skills: Choose one (Axe or more than one human race. Vinya from Middle Earth Role-Playing.
Mace), Craft: Mining, Resolve, and Tac-
tics Unlike other Humans, they tend to be
Common Men / Women (zero points) reclusive, often acting alone rather than
• Racial Weapons: None
The most base and numerous of the in concert or in society. Their wits are
• Racial Habitat: Mountains
Humans, the Common Men and often keen (Mind Trait of d8 or more),
• Racial Sense Tests: Listen
Women are the closest to historical hu- and it’s no surprise that, combined with
Elves (1 point) mans, with Body Traits in the range of their inborn inclinations and hermit na-
d6 to d10. Most folk never trespass ture, they often become accomplished
Fair-skinned and fair-haired, Elves are
more than seven leagues outside their wizards.
often portrayed as a mysterious race, home town; others are nomads who
rarely mixing with others. They are usu- • Racial Gifts: None
wander great distances on a regular basis
ally one with nature , able to disappear in • Racial Flaws: None
on foot, since other transportation is
thick forests. Also by tradition, they are • Racial Skills: Augury; Craft (of choice);
expensive or even unavailable. Game
unparalleled experts with the bow, and Lore: Magic; Sixth Sense
Hosts should make more specialized
notoriously difficult to surprise. De- • Racial Weapons: None
versions of this type of Human for dif-
pending on who you ask, they are either • Racial Habitat: Choose one (Forest,
ferent locales in their fantasy world. In Mountains, or Plains)
taller or shorter than humans, but their particular, the Conan series by Robert E.
ears are always pointed. They are always • Racial Sense Tests: none
Howard has colorful descriptions of
of thin or slight build. how geography and culture affect people. Lizard People (4 points)
• Racial Gifts: Keen Ears (1 point); Keen • Racial Gifts: None Nasty, hissing brutes, with lanky, steely
Eyes (1 point); Night Vision (1 point)
• Racial Flaws: None limbs and darting snakey tails, the Lizard
• Racial Flaws: Frail (-2 points)
• Racial Skills: Craft (of choice); Choose People are a fantasy staple from the pulp
• Racial Skills: Bow, Camouflage, Sixth one (Area Knowledge [home town] or era of fantasy writers such as Clark Ash-
Sense, and Stealth Hiking); Choose one (Observation, Re- ton Smith and Robert E. Howard. The
• Racial Weapons: None solve, Sixth Sense, or Stealth); Tactics
• Racial Habitat: Forest Lizard People presented here are more
• Racial Weapons: None like the snake people of Hyberborea or
• Racial Sense Tests: Spot; Listen • Racial Habitat: Choose one (Forest, Lovecraft’s Cthulu Mythos. Different
Mountains, or Plains)
Halflings / Hobbits (1 point) ones might have Prehensile Feet or Poi-
• Racial Sense Tests: none son. Noxious ones like the troglodytes
A race of barefoot, short, chubby people
Great Men / Women (4 points) of Dungeons & Dragons fame could
who enjoy creature comforts, the race of
have a Spray attack.
hobbit was first introduced in J. R. R. Some fantasy settings have a breed of
Tolkien’s Lord of the Rings series, and Humans who are a cut above the rank • Racial Gifts: Claws (1 point); Prehensile
(to avoid copyright laws) they were later and file, such as Chronopia’s Firstborn Tail (1 point); Robustness +1 (1 point);
renamed Halflings in most fantasy or Middle-Earth Role-Playing’s Dune- Teeth (1 point)
RPGs, or Kender for the Dragonlance dain. These folk are noted for their larger • Racial Flaws: None
Page 4
Quarterly e-publication dedicated to Claw Worlds
Volume I Issue 01 May 2002

• Racial Skills: Choose one (Climbing or are poor suited to long-distance combat. • Racial Skills: Brawling, Intimidation,
Swimming); Camouflage; Contortionist They prefer to ambush folks using man- Resolve, and Wrestling
and Resolve to-man tactics, often overwhelming by • Racial Weapons: Choose one (Forest,
• Racial Weapons: Claws; Teeth sheer strength of numbers. Since Orcs Mountains, or Plains)
• Racial Habitat: Choose one (Forest or come from the harshest, most unforgiv- • Racial Habitat: none
Plains) ing conditions, the climates of other • Racial Sense Tests: Smell
• Racial Sense Tests: Smell races look like idyllic paradises to them,
Trolls (10 points)
so it’s no wonder they’re often willing to
Minotaurs (7 points) The classic monstrous race, Trolls have
fight to the death to obtain them.
In Greek mythology, the Minotaur was rubbery skin, dirty claws, rheumy eyes,
a half-man, half-bull monster that was • Racial Gifts: Robustness +1 (2 points); and nasty temperaments. Some legends
cursed with an appetite for human flesh. Tusks (1 point) give them amazing abilities of regenera-
This creature has proven very popular • Racial Flaws: Poor Vision (-3 points) tion – the Troll presented here just ig-
with fantasy audiences through the ages, • Racial Skills: Camouflage, Herbalism,
nores major cuts and gashes by virtue of
Intimidation, and Resolve
and some authors make these brutes its Armor. Other legends say that sun-
• Racial Weapons: Choose one (Forest,
their own Race. By tradition, the Mino- light harms them, by burning their skin
Mountains, or Plains)
taur carries a giant axe and skulks about or by turning them to stone – these
• Racial Habitat: Tusks
in mazes and dark corridors. Trolls just can’t stand the light of the
• Racial Sense Tests: Smell
sun, giving them penalties on everything
• Racial Gifts: Horns (1 point); Robust-
ness +2 (5 points); Strength +2 (5 Ogres (7 points) they do. Reports of Trolls’ mental capac-
points) ity vary; sometimes they are little more
When you can’t get a giant … get an
• Racial Flaws: Gluttony (-1 point); Poor than animals in intelligence, other times
Ogre. Basically large, malformed humans
Sight (-3 points) they are sophisticated villains master-
who feel no pain, the traditional Ogre
• Racial Skills: Axe, Intimidation, Resolve minding the capture of princesses or
should have a low Mind trait (d4 to d6)
and Stealth children.
and a high Body Trait (d10 or better).
• Racial Weapons: Horns
Sometimes they wear arms and armor • Racial Gifts: Armor d6 (7 points);
• Racial Habitat: Plains
like other folks… Other times, they sim- Strength +2 (5 points); Claws (1 point);
• Racial Sense Tests: Smell ply use their bare hands to tear and Teeth (1 point)
shred all who oppose them. An Ogre • Racial Flaws: Dread of Sunlight (Very
Orcs (zero points) Common; -4 points)
makes an excellent right hand man for a
Where would the Dwarves and Elves be major villain. • Racial Skills: Resolve, Stealth, and
without their hereditary enemies, the Wrestling
Orcs? Are they debased humans or a • Racial Gifts: Armor d4 (3 points); • Racial Weapons: Claws, Teeth
separate race entirely? The Orcs pre- Strength +3 (7 points) • Racial Habitat: Mountains
sented here have pronounced snouts and • Racial Flaws: Poor Vision (-3 points)
• Racial Sense Tests: Listen; Smell
war-worthy tusks. Like Dwarves, they

Relatives are given; ers on setting up each characters per- ders of the clan/house judges the
Friends are selected. sonal goals. younger generation to see who among
them are worthy. The chosen one would
This optional rule has been modified
Rules from the after an email conversation with Mat-
receive additional training, gifts, or even
heirloom. Career trait and skills are nice,
Cutting Room Floor: thew Huntington. His argument, the
but the true measurement of a characters
lack of prominence for the career and
Character Background the race traits, has made sense to me.
devotion to his family is his Race trait.
Therefore, emphasis in this article will
Lineage
By Chuan Lin be on the Race trait. Too often, it has
been relegated to be the least important If a player creates a minor house or ma-
This was cut out early in the develop- of 6 primary traits (Body, Speed, Mind, jor house race at time of creation, he has
ment of Jadeclaw for being too random Will, Career, Race). Race trait is com- the option to roll on the Ancestor Table
and too many charts. Personally, I like it monly viewed as the connection one has to represent how far can a character
for it helps generate ideas for players to his beastly self. Thus, a d4 bear is less trace back his root. During play, this
who are hard pressed to come up with bearish than a d12 bear. In Jadeclaw, I character may receive another chance to
character background and to give them a want it to be used to determine how roll as a gift or reward from major
sense of belonging in the Jadeclaw. This closely a character has ties with his fam- NPCs. This indicates that this character
also allows the Host to work with play- ily or clan. A d4 bear is not as close to attempts to find more information on
his clan and ancestral as a d12 bear. El- his genealogy. However, each successive

Page 5
roll must be greater than previous num- uses their race dice to roll in the table not mean that player will have it imme-
ber in order to be valid. Sometime, one’s below. During play, when a character diately. Most require additional d6 to
research may result in a dead-end (any advances his Race Trait to a new quality determine where it about. It can gener-
dice roll resulted less or equal to previ- level, he has the option to roll on this ate possible adventure hook for player to
ous number) or he may find something table. This represents the waking of An- get back their birthright.
worthwhile (any dice roll resulted cestral bloodline and the fact that ances-
Most Gifts/Flaws in this chart are points
greater than previous number). A suc- tors are watching over their scions.
free; player does not lose or gain points
cess entitles a roll in the Notable Ances- Alternatively, character can choose addi-
for taking them.
try and the Family Heritage tables. tional benefit from previously rolled An-
Generally, it is harder to trace one’s an- cestral bloodline. And depend how filial Seet Table 3A (page #13)
cestry beyond Xiong Dynasty as it con- the character has behave toward his See Table 3B (page #17)
sidered as legendary period. family, the Host may grant or take away Awaken Ancestral Weapon & Armors
this option.
Use Player Race Trait Dice to roll and Character may spend their experience
take the highest number. See Table 2A (page #9) point into heirloom weapon in an effort
See Table 1A (page #6) Family Heritage to reawaken the spirit within. This is
See Table 1B (page #7) also view as a test to see characters wor-
A player has the option to roll on Family
See Table 1C (page #8) thiness. The Host has the final say
Heritage table at time of character cre-
whether or not the newly awaken weap-
Notable Ancestors ation for free using that character Race ons or armors make sense to the cam-
A player has the option to roll on Nota- trait. Every time, a character advance his
paign, to the storyline, or to the purpose
ble Ancestors table at time of character Race Trait to a new quality level, he can of this item.
creation for free. He receives one roll per return to his homeland to find more or
name level Race Trait (i.e. an Expert additional facts about his family heritag- See Table 4A (page#17)
Race Trait allows 2 rolls, a Legendary es. Certain heritages may seem powerful
Race Trait allows 4 rolls, etc.). Player to starting character. However, it does

Table 1A - Lineage

Die Rolled Description

Spring & Autumn Period: Your House has been recently formed. This may due to severance of kinship. Your family offi-
cially received a surname within current timeframe. Other possibilities included: your family have lost majority of family
ancestral tablets and unable to provide you with information beyond certain generation; you were kidnap as a child; your
parents are not exactly your real parents.

1-4 Option: roll your race dice:


1 4: you can trace back 1 generations
5-7: you can trace back 2 generations
8-9: you can trace back 3 generations
10-11: you can trace back 4 generations
12: you can trace back 5 generations

East Zhou Dynasty: The Zhou court was sacked! Invading barbarians allied with rebel lords and killed the visiting royal
entourage. A prince from earlier marriage has been found and rallied around. The young price had retaken the capital, Ma-
jing. Barbarians were chased off or killed. The royal line and power have been severely weakened.
Option: roll your race dice:
5-7 1-4: you can trace back 6 generations
5-7: you can trace back 7 generations
8-9: you can trace back 8 generations
10-11: you can trace back 9 generations
12: you can trace back 10 generations

Page 6
Quarterly e-publication dedicated to Claw Worlds
Volume I Issue 01 May 2002

Table 1A - Lineage
(continued)

Die Rolled Description

West Zhou Dynasty: The last major conflicts that shook heaven and earth as both spirits and mortals were fighting. The
Duke of Zhou received the Mandate of Heaven to overthrow despot King Zhou of Quan Dynasty. Many wise men and
gods aided the Duke whereas sorcerers and demons assisted the Tyrant. A major artifact, the Scroll of Celestials Beings,
recorded true names of immortals both good and evil who were involved during that time. It had been hidden away in
one of five mountain range of Zhongguo until the Mandate of Heaven is in another House’s possession.
8-9 Option: roll your race dice:
1-4: you can trace back 11 generations
5-7: you can trace back 12 generations
8-9: you can trace back 13 generations
10-11: you can trace back 14 generations
12: you can trace back 15 generations

Late Quan Dynasty: For thirty years, Quan Dynasty was in a state of political chaos and decline with brothers struggling
against each other for the crown, kings obsessed with building sumptuous palaces, and corrupt nobles living in luxury.
Pan Geng, the ninth generation descendant of Tang, succeeded to the throne after the death of his elder brother Yangjia.
He was famous for his rebuilding of Ma-jing and to force all other major houses to sending close family members to repre-
sent their interest in Quan Court.
10-11 Option: roll your race dice:
1-4: you can trace back 17 generations
5-7: you can trace back 19 generations
8-9: you can trace back 20 generations
10-11: you can trace back 22 generations
12: you can trace back 23 generations

Roll Again at next Lineage Table 1B


12

Table 1B - Lineage

Die Rolled Description

Early Quan Dynasty: King Guo Lu or Tianyi was a major noble in the House of Guo. Rumors had it that he had
sought the Dragon Pool and was able to access to the one within the Forbidden City. He has passed the Dragon Pool
test and gain insight on how to strengthen copper into bronze. The first massive use of bronze weapons and armors
occurred in the battle at Guo Bushei near the border of Guo State. A force of 300 Kaigan bodyguards routed 3000
imperial troops. After that battle, other nobles began to rally behind Guo Lu and eventually put him on the Qiling
Throne.
1-4 Option: roll your race dice:
1-4: you can trace back 25 generations
5-7: you can trace back 27 generations
8-9: you can trace back 29 generations
10-11: you can trace back 31 generations
12: you can trace back 33 generations

Late Xiong Dynasty: First Brothers War occurred among 4 sons of Emperor Tianlu. The emperor had died without
naming a successor. Though tradition indicated the elder son, Hu Shi, ought to be the next emperor. Prince Guo
Dong, with supported from other siblings, claimed that Hu Shi was too cruel to be a just emperor. Various noble
houses supported their choice of Prince. In the end, Prince Guo Dong managed to defeat all of his brothers and be-
came the next emperor
5-7 Option: roll your race dice:
1-4: you can trace back 34 generations
5-7: you can trace back 35 generations
8-9: you can trace back 36 generations
10-11: you can trace back 37 generations
12: you can trace up back 38 generations

Page 7
Table 1B - Lineage
(continued)

Die Rolled Description

Early Xiong Dynasty: Sage King Dai Yu wanted to pass the mantle of rulership to his able prime minister, Niu TaoJun.
Instead, the prime minister refused and asked King Yu to pass it to his son, Xiong Murong. This set up the precedence of
tradition of passing down from father to son. It also established Xiong Dynasty which was also known as Xia, the sum-
mer. Though there were nobles who objected the overturn of traditions, they were put down.

8-9 Option: roll your race dice:


1-4: you can trace back 40 generations
5-7: you can trace back 42 generations
8-9: you can trace back 44 generations
10-11: you can trace back 46 generations
12: you can trace back 48 generations

The Great Flood: The Great Flood was caused by accidentally miscasted of Kan by Daoists of Tai-pin School of Ever
Peace. Numerous oracles indicated that celestial court had been angry at mortals’ rapid attempts at magecraft and refused
10-11 to help. Sage King Tu Xiehe issued reward of great wealth and status for those who can control the ever-rising water.
You can trace back 49 generations.

12 Roll Again at next Ancestral Table 1C

Table 1C - Lineage

Die Rolled Description


Third Sage King: A period of consolidation as Shenzhou began to digest her newly acquired lands. It was also better
known as the Second Enlightenment as many books and scrolls recorded knowledge of Shenzhou.
Option: roll your race dice:
1-4 1-4: you can trace back 52 generations
5-7: you can trace back 55 generations
8-9: you can trace back 58 generations
10-11: you can trace back 61 generations
12: you can trace back 64 generations

Second Sage King: A period of expansion as Shenzhou began to expand onto four corners. Emperor Yao had battle
against the Four Evils that opposed to Shenzhou expansion.
Option: roll your race dice:
5-7 1-4: you can trace back 67 generations
5-7: you can trace back 70 generations
8-9: you can trace back 73 generations
10-11: you can trace back 76 generations
12: you can trace back 79 generations

First Sage King: A period of cultivation as people of Shenzhou was getting used to living together. Ideas of town
and city structure began to develop. A bare minimum structure of political system was developed.
Option: roll your race dice:
8-9 1-4: you can trace back 82 generations
5-7: you can trace back 85 generations
8-9: you can trace back 88 generations
10-11: you can trace back 91 generations
12: you can trace back 94 generations

Page 8
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Volume I Issue 01 May 2002

Table 1C - Lineage
(continued)

Die Rolled Description

Yellow Emperor: A Celestial Qiling appeared and talked to leaders of various tribes. The idea of living together with di-
verse clans under one nation was unheard of. Yet, eleven tribes were willing to give it a try. Along with Celestial Qiling,
they formed a nation which known as Shenzhou.
Option: roll your race dice:
10-11 1-4: you can trace back 98 generations
5-7: you can trace back 102 generations
8-9: you can trace back 106 generations
10-11: you can trace back 110 generations
12: you can trace back 114 generations

Land Before Time: The world was still relatively new. There were numerous tribes spread across the land. There were
12 few trades and many conflicts among them. Spirits were commonly seen. A totem spirit protected every tribe.
You can trace beyond 114 generations

Table 2A - Ancestry

Die Rolled Description

Miscreant: One of your ancestors had made himself above reproach by the law. His legacy is to bestow follow benefits
Your ancestor was known for (roll 1d6) …
1. his bandit kingdom that extracted heavy tolls.
2. indiscriminate rogue that robbed even the dead
3. his crime against society that became a cautionary tales
4. as a Gentleman Robber, he robbed the rich to give to the poor.
5. his dealing with the foolish noble that became a popular folktale
6. formed a band of righteous brotherhood to fight against local corrupt government / nobility.
1
At your Race Level, choose one of benefits:
@ Expert/Heroic
• Gains a new miscreant skill at level 1
• Increases an existing miscreant skill by 1.
@ Legendary/Mythical (same as above but also includes the following selections):
• Gains a new favorite use to an existing miscreant skill above 10
• Ties an existing miscreant skill to your Race Trait

Merchant: One of your ancestors had made a name for himself as a well-known merchant

Your ancestor was known for (roll 1d6)…


1. His/her greed had nearly destroyed the economy system of his time.
2. His/her covetousness had bankrupted local economy system of his time.
3. Your ancestor was horribly murdered by some deranged debtor who had sold everything he/she had and still
unable to pay off the debt.
4. Local economy was indebted to his/her merchant skills.
5. There is a trade route named after your ancestor.
2 6. He/she was the guild-master of entire Zhongguo merchants of his/her time.

At your Race Level, choose one of benefits:


@ Expert/Heroic
• Gains a new trade skill at level 1
• Receives 1 point Wealth
@ Legendary/Mythical (same as Basic/Expert but also includes the following selections):
• Gains a new favorite use to an existing trade skill
• Receives 2 point Wealth

Page 9
Table 2A - Ancestry

Die Rolled Description


Warrior : One of your ancestors had made a name for himself as a well-known warrior.
Your ancestor was known for (roll 1d6)…
1. Whatever his/her personal name was, people had forgotten. Instead, he/she was better known as <insert your
family name> Maniacal.
2. Parents were using his/her name to scare little boy/girl into obedience.
3. When he died, people were dancing in the street.
4. He/she had become a <insert your choice of weapon>-saint.
5. A perfect warrior who had mastered all 18 types of weapons.
3 6. There is a fighting technique named after him/her.
At your Race Level, choose one of benefits:
@ Expert/Heroic
• Increases an existing combat skill by 1
• Gain a qualified Basic Martial Art for free
@ Legendary/Mythical (same as Basic/Expert but also includes the following selections):
• Select a martial art school that your character automatically gains free membership due to your ancestor’s fame.
• Ties your highest existing combat skill to your Race Trait

Barbarian : One of your ancestors had married a barbarian; had traveled aboard extensively; or had made exhaustive
study of a barbarian culture.
Your ancestor was known for (roll 1d6)…
1. Your ancestor had been cast out of society for his barbaric behavior
2. Your ancestor had taken a branch of your clan and moved to barbaric land.
3. Your clan was deeply humiliated by your ancestor’s barbaric antics.
4. Barbaric knowledge have been cherished in your clan.
5. Your clan benefits from your ancestor’s barbaric practicality.
6. Your ancestor had introduced a barbaric culture that was popularly accepted by locals. It had assimilated into
4 local custom.
At your Race Level, choose one of benefits (when mention barbarian skill, use Ironclaw sourcebooks, or future Jadeclaw
barbarian sourcebooks):
@ Expert/Heroic
• Gains a new barbarian skill at level 1
• Able to purchase Barbaric Gift (Atvatism)
@ Legendary/Mythical (same as Basic/Expert but also includes the following selections):
• Increase an existing barbarian skill by 1
• Ties an existing barbarian skill to your Race Trait

Artisan/Craftsman: One of your ancestors had made a name for himself as a well-known artisan/craftsman.
Your ancestor was known for (roll 1d6)…
1. His skill was so great, yet, so eerie. Yet, he was able to charge ridiculously high price for service rendered. Still,
certain individuals brought his products for some unknown reasons…
2. He was killed for making this thing. And the death had cursed this item to be a thing of evil. No one knows its
whereabouts.
3. He was exposed as a fake or so according to his/her profession rivals.
4. Many craftsman/artisans claimed to be his pupils.
5. He sacrificed him for making this item. However, the death had completed this item to be a thing of perfection.
No one knows its whereabouts.
5 6. His skill was so great that his creations were viewed as national treasures to be displayed in imperial court,
prominent temples, or noble houses.
At your Race Level, choose one of benefits:
@ Expert/Heroic
• Gains a new trade/craft skill at level 1
• Receive the vision of whereabouts of your ancestor’s artifact.
@ Legendary/Mythical (same as Basic/Expert but also includes the following selections):
• Gains a new favorite use to an existing trade/craft skill
Page 10 • Ties an existing trade/craft skill to your Race Trait
Quarterly e-publication dedicated to Claw Worlds
Volume I Issue 01 May 2002

Table 2A - Ancestry
(continue)

Die Rolled Description


Erudite: One of your ancestors had made a name for himself as a well-known scholar.

Your ancestor was known for…


1. His works have been used as examples to warn future scholars to be careful and factual with their writings.
2. Boy was the ‘ignorant’ king pissed at your ancestor’s poem jeered at his esteemed wife. Now, his/her skull is
used as a hole-puncher in an royal jail.
3. He/she was a second fiddle to the great scholar of that time. The only reason people remembered him/her was
due to association.
4. He/she opened up school and the place was always crowded.
5. No one can find a fault with your ancestor literary works.
6 6. Your ancestor was sighted discussing literature with a true dragon. As a result, your family had received a drag-
on-pearl.
At your Race Level, choose one of benefits:
@ Expert/Heroic
• Gains a new five classics/lore skill at level 1
• Gain a Philosophy Trait (see supplement #1) at level 1
@ Legendary/Mythical (same as Basic/Expert but also includes the following selections):
• Gains a new favorite use to an existing five classics/lore skill
• Ties an existing five classics/lore skill to your Race Trait

Physician/Professional: One of your ancestors has made a name for himself as a well-known physician/professional.
Your ancestor was known for…
1. Together a pestilence and your ancestor medication have nearly wiped out local population.
2. Your ancestor had attempted to heal an affliction of a noble’s daughter but failed. They buried their daughter
and your living ancestor along to serve her afterlife.
3. Your family was disgraced after revealed that your ancestor was a fraud.
4. Your ancestor had established a school and attracted hundreds of pupils.
5. Your ancestor had become an imperial physician personally responsible for welfare of imperial household.
6. Your ancestor had discovered how to prolong life and lived almost like an immortal. He traveled around the
7 world.

At your Race Level, choose one of benefits:


@ Expert/Heroic
• Gains a new physician/professional skill at level 1
• Increases an existing physician/professional skill by 1
@ Legendary/Mythical (same as Basic/Expert but also includes the following selections):
• Gains a new favorite use to an existing physician/professional skill above 10
• Ties an existing physician/professional skill to your Race Trait

Officer: One of your ancestors had made a name for himself as a well-known official
(your choice of general or minister title).
Your ancestor was known for…
1: Your ancestor had blundered so badly that your family line could have ended there and then. Fortunately, it was
the quick thinking of some distinct relative that hidden the bloodline from king’s wrath.
2: Your ancestor is so corrupted (as a minister) or incompetence (as a general) that his/her skull was used to hold
8 night soil.
3: Your ancestor was public known as “Imperial Pucker”
4: No one dared to commit serious crime at where your ancestor governed.
5: Through your ancestor’s effort, Zhongguo enjoyed a period of peace and tranquility.
6: Your ancestor was offered the royal crown, yet, he refused and contended to serve the next ruler.

Page 11
Table 2A - Ancestry
(continue)

Dice Rolled Description


At your Race Level, choose one of benefits:
@ Expert/Heroic
• Gains a new influence skill at level 1
• Increases an existing influence skill by 1 to no more than 5 (10).
8
@ Legendary/Mythical (same as Basic/Expert but also includes the following selections):
• Gains a new favorite use to an existing influence skill above 10
• Ties your highest existing influence skill to your Race Trait

Noble: One of your ancestors had made a name for himself as well-known nobility.
Your ancestor was known for…
1: Though your ancestor claimed to receive the mandate of heaven, the history recorded another failed rebellion.
Only the act of faithful servant had preserved family line by substitute his child for your ancestor.
2: Your ancestor gave new meaning to inbreed.
3: Your ancestor name was often mentioned during annual Sixty-Six Sacrilegious Contest.
4: People came from miles to pay their final respect when your ancestor passed away.
5: Your family was below imperial line but above everyone else through your ancestor’s effort.
9 6: Your ancestor married into imperial lineage.
At your Race Level, choose one of benefits:
@ Expert/Heroic
• Gains any 1 skill at level 1
• Gain 1 point of Nobility Gift
@ Legendary/Mythical (same as Basic/Expert but also includes the following selections):
• Gains a new favorite use to an existing skill above 10
• Ties your highest existing skill to your Race Trait

Hermit: One of your ancestors had made a name for himself as a well-known hermit.
Your ancestor was known for…
1: Whoever read your ancestor insights became corrupted.
2: No, your ancestor was not mad! He was deranged.
3: Peasants threw stones at your ancestor whenever he wandered too close to a village.
4: Peasants welcomed your ancestor whenever he wandered too close to a village.
5: Books were written to record and interpreted your ancestor insights.
6: He was known as a Wise Man of the Mountain.
10
At your Race Level, choose one of benefits:
@ Expert/Heroic
• Gains a mystic skill at level 1
• Increases an existing mystic skill by 1
@ Legendary/Mythical (same as Basic/Expert but also includes the following selections):
• Increase an existing mystic skill by 1
• Ties an existing mystic skill to the Race Trait

Legendary: One of your ancestors had made a name for himself as a well-known hero/villain.
Your ancestor was known for…
1: Your ancestor was the villain of numerous folk tales who got vanquished by popular heroes.
2: People still shuddered when they walked past former estate of your ancestor.
11 3: Your ancestor almost had achieved his goal if he/she was not hampered by heroes of that period.
4: People around you still remembered what your ancestor had done to save them from local terrors.
5: Story-tellers told your ancestors deeds at popular social festivals.
6: Through your ancestor’s effort, Zhongguo was saved from brink of disaster.

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Table 2A - Ancestry
(continue)

Die Rolled Description


At your Race Level, choose one of benefits:
@ Expert/Heroic
• Increases 2 existing career related skills by 1
11 • Gain 1 point of Good Reputation Gift (Scion of Legendary Hero)
@ Legendary/Mythical (same as Basic/Expert but also includes the following selections):
• Gains new favorite use to 2 existing career skills
• Receives 2 point Gift of Belongings, legacy of your ancestor

Deified : One of your ancestors had found the secret of immortality.


Your ancestor was known for…
1: There are cults existed nowadays who still sacrifices children in your ancestor name.
2: If certain individuals knew your ancestor’s true name, they can summon him back into mortal world.
3: Your ancestor had found the false immortality. He/she is still alive somewhere in Zhongguo.
4: Your ancestor had found the secret of immortality and lived in isle of paradise.
5: Your ancestor was indoctrinated into pantheon of 660 Zhongguo deities.
6: There are temples dedicated to your ancestor.
12
At your Race Level, choose one of benefits:
@ Expert/Heroic
• Choose 1 additional skill to be tie into your Race Trait.
• You may purchase a spell that ties into your Race Trait and used your Race Trait as Magic Pool.
@ Legendary/Mythical (same as Basic/Expert but also includes the following selections):
• Ties an existing skill to your Race Trait
• Receive Bonus to your roll on tests related to seek out immortality

Table 3A - Family Heritage

Die Rolled Description


Name: Your ancestor has made a name for your family. Roll a d6. Now whenever people heard your family name…
1. They remembered your ancestor who had persecuted them. Gain Bad Reputation (Uncommon/Strong)
2. They remembered your ancestor who had wronged them. Gain Bad Reputation (Uncommon/Moderated)
1-2 3.
4.
They remembered your ancestor fondly. Gain Good Reputation (Rare)
They treated you favorably. Gain Good Reputation (Uncommon/Moderated)
5. They still praised your ancestor. Gain Good Reputation (Common/Moderate)
6. They are in tears about good things your ancestor had done for their ancestor. Gain Good Reputation
(Uncommon/Strong)

Obligation: Your ancestor had made a pact with someone. Roll a d6. Someday, you may
1. have to commit to do a favor to someone who will show up with your family emblem, not once, but three
times. Gain Duty x 3
2. have to commit to do a favor to someone who will show up with your family emblem, not once, but two
3 times. Gain Duty x 2
3. have to commit to do a favor to someone who will show up with your family emblem. Gain Duty
4. call up a favor when you show him his family emblem. Gain Favor
5. call up a favor twice when you show him his family emblem. Gain Favor x 2
6. call up a favor three times when you show him his family emblem. Gain Favor x 3

Page 13
Table 3A - Family Heritage
(continue)

Die Rolled Description


Belonging: Your ancestor had gain/lost great family fortunes. Roll a d6. Your starting equipment may
1. have nothing and still have to help pay up monetary debts of back 10,000 jewel jades. You have to help support
an extended family living expanse. Gain Proverty & Duty (to extended family) Flaws. Your personal goal is
to buy off these flaws (cost 15 xp with minimal of 1 point per session). The side effect is the flaw, Bad Repu-
tation: His word is Worthless.
2. have nothing and still have to help pay up monetary debts of back 1,000 jewel jades. You have to help support
your family living expanse. Gain Proverty & Duty (to family) Flaws. Your personal goal is to buy off these
4 disadvantages (cost 10 xp with minimal of 1 point per session). The side effect is the flaw, Bad Reputation:
His word is Worthless.
3. have nothing. Gain Proverty Flaw. Your personal goal is to buy off this flaw (cost 5 xp with minimal of 1 point
per session). The side effect is the Bad Reputation: His word is Worthless.
4. receive 2 pt worth of Belongings. (letter of credit, can be used during play to get certain expensive stuff)
5. receive 4 pt worth of Belongings. (letter of credit, can be used during play to get certain expensive stuff)
6. receive 6 pt worth of Belongings. (letter of credit, can be used during play to get certain expensive stuff)

Weapon (player choose a weapon): Roll d6 to see what kind of weapon it is.

1 - 3: Weapon is known for its ease of use. Weapon gives addition d8 to hit.
5-6 4 - 5: Weapon is exceptionally sharp. Weapon gains addition d8 of damage.
6: Weapon is asleep. Player has to infuse xp to awaken it.
Go to the Birthright Whereabouts Table below to see who has it.

Armors (player choose a suit of armor): Roll d6 to see what kind of armor it is.

1 - 3: Armor is known for its lightness. Armor is half of it normal weight.


7 4 - 5: Armor is exceptionally sturdy. Armor gains additional d8 of protection.
6: Armor is asleep. Player has to infuse xp to awaken it.
Go to the Birthright Whereabouts Table below to see who has it.

Land: Your ancestor had possessed the title of land. Roll d6 to see what happened to it.

1. Now, your family is forced to pay rent just to live on your former land. Great shame.
2. Now, your family has lost it to your family enemy and forced to live far away from it. Secret shame.
3. It had been traded away during hard time.
4. It has been rented away to generate sufficient cash for the extended family to live comfortably.
8 5.
6.
Your grandfather owns it. Your family lived under your grandfather’s grace.
Your father owns it.
optional: Roll dice corresponding to your highest race die to determine the size of this land.
1. 5 acres 4. 21 acres 7. 89 acres 10. 377 acres
2. 8 acres 5. 34 acres 8. 144 acres 11. 600 acres
3. 13 acres 6. 55 acres 9. 233 acres 12. 977 acres

Title: Your ancestor had achieved the rank of nobility. Roll dice corresponding to your point to determine the title.
1. Baron (Nanjue) - 3 points of nobility
2-3. Viscount (Zijue) - 4 points of nobility
4-6. Count (Bojue) - 5 points of nobility
9-10 7-9. Marquise (Houjue) - 6 points of nobility
10-11. Duke (Gongjue) - 7 points of nobility
12. King (Wang ) - 8 points of nobility

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Table 3A - Family Heritage


(continue)

Die Rolled Description


Roll d6 to determine whatever happened to the title.
1. Officially, your family line had been extinct due to (rebellion, in-fighting, political maneuvering, etc.). You have
to proof that you are the heir to that title.
2. Your disgraced ancestor had sold it for large sum of money. Whoever assumed the title would have to pay
princely sum to reclaim it.
3. Family enemy had stolen the title from your family and they assumed all privileges and prestige.
9-10 4. Your grandfather has the title. (1 point of belonging, 2 point of Good Reputation: Family Name, 1 point of
local investiture, 5 point less to minimum of 0 than your grandfather’s title)
5. Your uncle has the title. (2 point of belonging, 3 point of Good Reputation: Family Name, 2 point of local in-
vestiture, 3 point less to minimum of 0 than your uncle’s title)
6. Your father has the title. (3 point of belonging, 4 point of Good Reputation: Family Name, 3 point of local
investiture, 1 point less than your father’s title)
You may forgo next Birthright random roll and get the land Birthright instead.

Book: Your ancestor had written a book of great value. Roll dice corresponding to your highest race die to determine the
type of book this is
1. It is diary of your ancestor detailed about how he descended into dark side. It will bring great shame to family
if revealed. Yet, it is too valuable to be destroyed.
2. It is your ancestor secret records detailed about how he discovered secrets about current prominent nobility. If
revealed, it will bring destruction to that nobility. However, that nobility had been watching your family for a
long time. They will strike if they know what they are looking for.
3. The book is a collector item and will fetch high price if sold in public.
4. It has hidden meaning that would lead to great wealth if decipher.
5. It has hidden meaning that would lead to an item of great renown if decipher.
6. It has hidden meaning that would lead to the secret of immortality if decipher.
7. It teaches how to improve one skill if pass the following literacy test:
for advancing within Basic skill range: difficulty of 2d8
for advancing within Expert skill range: difficulty of 2d10
for advancing within Heroic skill range: difficulty of 2d12
for advancing within Legendary skill range: difficulty of 2d12 & 2d4
for advancing within Mythical skill range: difficulty of 2d12 & 2d6
8. It teaches how to improve two skills if pass the following literacy test:
11 for advancing within Basic skill range: difficulty of 2d10
for advancing within Expert skill range: difficulty of 2d12
for advancing within Heroic skill range: difficulty of 2d12 & 2d4
for advancing within Legendary skill range: difficulty of 2d12 & 2d6
for advancing within Mythical skill range: difficulty of 2d12 & 2d8
9. It teaches how to improve one secondary trait as defined by none Race, Career and 4 Attributes by pass the
following literacy test:
for advancing within Basic skill range: difficulty of 2d10
for advancing within Expert skill range: difficulty of 2d12
for advancing within Heroic skill range: difficulty of 2d12 & 2d4
for advancing within Legendary skill range: difficulty of 2d12 & 2d6
for advancing within Mythical skill range: difficulty of 2d12 & 2d8
10. It teaches how to improve two secondary traits trait as defined by none Race, Career and 4 Attributes by pass
the following literacy test:
for advancing within Basic skill range: difficulty of 2d12
for advancing within Expert skill range: difficulty of 2d12 & 2d4
for advancing within Heroic skill range: difficulty of 2d12 & 2d6
for advancing within Legendary skill range: difficulty of 2d12 & 2d8
for advancing within Mythical skill range: difficulty of 2d12 & 2d10

Page 15
Table 3A - Family Heritage
(continue)

Die Rolled Description


11. It teaches how to improve one primary trait as defined by Race, Career and 4 Attributes by pass the following
literacy test:
for advancing within Basic skill range: difficulty of 2d12
for advancing within Expert skill range: difficulty of 2d12 & 2d4
for advancing within Heroic skill range: difficulty of 2d12 & 2d6
for advancing within Legendary skill range: difficulty of 2d12 & 2d8
for advancing within Mythical skill range: difficulty of 2d12 & 2d10

12. It teaches how to improve two primary traits as defined by Race, Career and 4 Attributes by pass the follow-
ing literacy test:
for advancing within Basic skill range: difficulty of 3d12
for advancing within Expert skill range: difficulty of 3d12 & 3d4
for advancing within Heroic skill range: difficulty of 3d12 & 3d6
for advancing within Legendary skill range: difficulty of 3d12 & 3d8
11 for advancing within Mythical skill range: difficulty of 3d12 & 3d10

Note: once, the skill and the trait for the book have been selected. It cannot be changed. These books are different from
those that brought with Belonging or Wealth Gift. These are family heirloom that passed down from one generation to
another. They are compilation of knowledge within the family and, therefore, not for outsiders. Any breach of this un-
spoken law will attract thieves and embarrassment. Not to mention the fact that family, clan or house as a whole would
be less likely to let this character has another family heirloom. However, those with Blooded Brother or Sister Gift (see
supplement #1) may share this gift as if they are part of a family.
To use these skill or trait books: at the end of session when the Host gives out experience point, a player may declare
his attempt to understand the book. He uses his literacy skill to roll against the corresponding difficulty dice. Use the
Summary of Die Roll: Damage Rolls table in page 100 of Jadeclaw RPG. Every hit equals one bonus experience point
applicable only to that particular skill or trait. OPTIONAL RULE: prior the start of the session when the game time
has passed more than a week since last game, players may declare that they have spent time to study the book. And for
every 10 game days, they may roll to see if they learned anything from the book.

Gift of Ancestor: Your virtue ancestors have left their essences to the family line as they passed away. The
Gift of Ancestor allows user to automatically pass the test related to a trait or a skill as listed under each
race. The usage will reduce the size of the Gift by one until eventually dissolved. Character can fuse his es-
sence into the Gift of Ancestor by sacrifice 5 xp to raise it by 1 point. Roll dice corresponding to the highest
Race dice to determine the value of this Ancestral Gift.
1. A 4 pt Gift of your race.
2-3. A 6 pt Gift of your race.
4-6. A 8 pt Gift of your race.
7-9. A 10 pt Gift of your race.
10-11. A 12 pt Gift of your race.
12. A 12 pt Gift of your race plus a 4 pt Gift of a random race.
Random Race Table
12 1. Emerald Snake (WILL Roll; Mystic Roll)
2. Bloodstone Horse (BODY Roll; Athletic Skill Roll)
3. Onyx Goat (MIND Roll; Five Classics Skill Roll)
4. Opal Monkey (MIND Roll; Subterfuge Skill Roll)
5. Sapphire Rooster (WILL Roll; Lore Skill Roll)
6. Moonstone Dog (SPEED Roll; Ken Skill Roll)
7. Ruby Pig (BODY Roll; Influence Skill Roll
8. Diamond Rat (SPEED Roll; Trade Skill Roll)
9. Agate Ox (WILL Roll; Unencumbered Skill Roll)
10. Amethyst Tiger (BODY Roll; Combat Skill Roll)
11. Jasper Rabbit (SPEED Roll; Entertainment Skill Roll)
12. Pear Dragon (Any 1 trait, any 1 skill)
Go to the Birthright Whereabouts Table below to see who has it.

Page 16
Quarterly e-publication dedicated to Claw Worlds
Volume I Issue 01 May 2002

Table 3B - Birthright Whereabouts


Roll a d6 to see who has it

1. Your ancestor had lost this family heirloom and nobody knows its whereabouts.
Your family has suffered great shame until it is recovered.
2. Your ancestor had lost this family heirloom to his enemy. It is prominently display at his location.
Your family has been shamed until it is recovered.
3. Your ancestor was forced to sell this family heirloom during hard time.
You can redeem it if you are able to pay 100 jewel jades for it.
4. It is in your grandfather possession. He may give it to you if you able to bring great glory to your family.
5. It is in your father possession. He may give it to you if you are able to prove yourself.
6. It is in your hand. Do not disgrace it or your family.

Table 4 - Awaken Ancestral Spirits


Character may spend their experience point into the weapon in an effort to reawaken the spirit within. The Host has the final say
whether or not the newly awaken weapons or armors make sense to the campaign, to the storyline, or to the purpose of this item.

Awaken bonus To Hit (Weapons only)


Cost: 5 xp for d4 and every 5 xp to increase dice size. Note: It can be taken multiple times

Awaken bonus To Damage (Weapons only) / To Resist Damage (Armors only)


Cost: 5 xp for d4 and every 5 xp to increase dice size. Note: It can be taken multiple times

Awaken a Magical Aura (Weapons & Armors)


Cost: d4 aura = 10 xp, 5 xp to increase the aura strength beyond d4, etc. Note: It can be taken multiple times

Awaken a Magical Spell (Weapons & Armors)


Cost: # of xp = 5 * Spell Cost. Note: Can be taken multiple times.

Awaken a Bagua Personality Trait (Weapons)


Cost: 10 xp for a d4 and every 10 xp to increase its trait.

Awaken an Empty Hand Trait (Armors)


Cost: 10 xp for a d4 and every 10 xp to increase its trait. Note: Wearer can use Empty Hand fighting style.

Awaken its Venerableness (Weapons)


Cost: 10 xp for level 1 and every 5 xp to increase its seniority level by 1, +10 xp per additional class of weapon.
Note: No weapon of the same kind may parry against a weapon that has higher seniority level. It can be taken multiple times

Awaken a Skills (Weapons & Armors)


Cost: 5 xp per skill per level. Note: Give bonus die to particular skills. Can be taken multiple times

Awaken a Martial Art Maneuver (Weapon & Armors)


Cost: 5 xp per maneuver per level. Note: Can be taken multiple times

Awaken its Humility (Weapons & Armors)


Cost: 5 xp per discard the highest opposing Observing dice.
Note: Cause onlooker to dismiss this item as something of important or threatening. It can be taken multiple times

Awaken its Gift (Weapons & Armors)


Cost: 5 xp per Gift point cost. Note: Item gains an appropriate Gift (approved by the Host). It can be taken multiple times

Awaken its Initiative (Weapons & Armors)


Cost: 10 xp. Note: Item gains an initiative bonus that allows wielder to go before someone else, once per combat round

Awaken its Resolve (Armor & Weapon)


Cost: 20 xp. Note: To include its Armor dice/Weapon dice in unconscious and death roll

Awaken its Magical Resistance (Armor)


Cost: 5 xp to increase its magical resistance die by 1 level. Note: Only apply to the Four Mirror Armor. It can be taken multiple times

Page 17
Table 4 - Awaken Ancestral Spirits
(continue)

Awaken Thrown & Return (Weapons)


Cost: 5 xp per pace beyond user’s strength level in pace, +5 xp to have it return in 2 rounds, +10 to have it return in 1 round, + 15 to
have it return at the end of the same round, +20 to have it return immediately

Awaken Lightness (Armors & Weapon)


Cost: 5 xp to reduce its weight by half (round up). Note: It can be taken multiple times.

Awaken Exquisite (Weapons & Armors)


Cost: 5 xp per level. Note: This weapon is more attractive when compares to others. It can be taken multiple times.

Awaken Never Rust (Weapons & Armors)


Cost: 10 xp

Awaken its Focus (Weapon)


Cost: 5 xp, +5 xp to increase its frequency.
Note: Once per scene, weapon can strike as if it has Strike Focus. It can be taken multiple times.

Awaken its Steadiness (Armor)


Cost: 10 xp. Note: Include its Armor dice to resist against change of position (e.g. knock back, knock down)

Awaken its Loyalty (Weapons & Armors)


Cost: 10 xp
Note: Weapon will not strike against member of the same clan unless the target has breached filial duty then the weapon will cause dou-
ble damage. Armor will not protect outsider who is not member of the same clan unless the target has been blooded oath.

Awaken its Handiness (Weapons)


Cost: 5 xp to decrease/increase its size by 1/2
Note: Give a command word to make the weapon shrink/increase its size. This is a free action. It can be taken multiple times.

Bite Mark 3 You must be the legal owner of the 2 NPCs with background and/or ad-
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continued on page 24

Page 18
Quarterly e-publication dedicated to Claw Worlds
Volume I Issue 01 May 2002

Adventure: Notes If the party agrees to assist, Mao Xian-


Conversations to Player Characters are zhao explains his situation as follows:
Gift of the Ancestors in a different color font.
"Grand Gentlemen, it was only a few eve-
By Chuan Lin Hook nings ago when this strange situation oc-
Edited by Kris Schnee The story begins as a group of adventur- curred. For the past few nights, we heard a
ers travels toward a new town. The time Calling to one of us. But whenever a Called
Summary is about a week after the closing of the spirit answered, he did not return. Their
This is a brief encounter with ancestral New Year celebration (15 days after graves have been empty ever since. It
spirits pleading for help from travelers. New Year's Day). For several nights, comes to the point that we fear the Calling
Their numbers are shrinking and they do they hear the howling wind and see little and as soon as the sun rests, we flee from
not know why. It all began in the last whirlwinds dancing around the outskirt our homes and do not return till the sun
few days of the New Year celebration of their campsite. As they approach the awakens. Still, this may not be enough..."
when they attended their descendants' town they begin to hear sounds of cry- Mao Xianzhao will attempt to answer
offerings. Each day since then, their ing. If characters actively investigate, they any questions put forth by players.
number has shrunk by one. The cause is find nothing. Spirits cannot initiate di-
a Daoist who came to town six months rect communication without being in- * Who has been Called away?
ago to take up the residency. At the end vited to do so (See Table 1). "Master Deng of Boar, Master Hao of Dog,
of New Year Festival, he announced that Master Pan of Rat, Mistress Zhang of Boar,
If invited, a group of spirits appears. The
he sensed the willingness of ancestral and Master Shi of Horse were all Called
campfire grows very cold even though it
spirits to leave a piece of themselves to burns brightly. Every living being feels a away and never returned."
their descendents. People flocked to him
mist and inhales freezing air. The spirits * Why can't their living family members
asking about how to acquire this Gift of
look exhausted and famished. An elderly do something about it?
Ancestors, and the Daoist promised to
Rooster spirit, Mao Xianzhao, speaks for
help. The town's Tomb Defenders stood "We are limited to nighttime activity. During
the entire group.
guard against outside threats, unaware the day, we are bounded within our burial
that the Daoist was planning to rob the "Oh sagacious gentlemen, thank you for mounds. We fear to explore the cemetery
town of its spiritual heritage. inviting a group of humble unworthy ghosts for extended periods because of the Calling.
into your presence. We would not dare We tried to contact our family members but
First, using his knowledge of Feng Shui
show ourselves in your glorious presence; they did not hear or see us."
(see under New Skill section), the Dao- but alas, our numbers are diminishing and
ist perverted the graveyard's positive chi we are in fear for our existence. We are * Who does this to them?
or aura to Unholy. Each night, he cast a humbly begging for your assistance."
trio of spells: Cries of Descendants (see "We do not know who is behind all these
If the party declines to assist, the elderly Callings. Whoever it is, knows about the
under New Spells section), Command-
Rooster spirit simply bows his head and spirit's living family to be able to do the
ing the Greatness, and Sacrifice of the
leads the remaining ghost party away Calling."
Ancestor (see under New Spell section).
This process effectively summoned a from the group. The ghosts stay around * What is the Calling?
spirit, held it, and transformed it into for a while before looking for help else-
Gifts of the Ancestor, in the form of a where. This adventure is over.
smaller gem and a large one. To prove
that he had delivered what he promised, Table 1 - To determine Character Lore -
he gave the smaller gem to the spirit's Religion against Difficulty of 2d6
living family. The larger one he kept for
himself. The PC interprets the noises as dread ghost cries that
Botch try to persuade travelers to their doom.
The Daoist planned to suck this town
dry before moving on to the next town. Winds and lighting bugs, nothing out of ordinary.
The Gifts he collected are part of the Failure
ingredients necessary to become immor- The PC knows that these spirits of the dead want to
tal. The effects of the ancestral void he Success contact mortal beings but cannot do so unless ver-
would create are that spirits would re- bally invited or through celestial calligraphy.
spond to requests less often, and that
spells would be harder to cast. Anyone The PC also knows that a bamboo fan is used to fan
attuned to the supernatural would feel a off aggressive spirits; a peach wood sword is useful to
sense of void. Overwhelm defeat malicious spirits. But then, malicious spirits
would not be so obvious.

Those without Lore - Religion may attempt the roll with their Mind against 2d10

Page 19
Table 2 - Determine Aura of the Burial Ground (regular Difficulty) Visit the Burial Ground At Night
In the graveyard a Perverted Feng Shui
Botch Inauspicious Unholy Aura! This place is oozed with evil. Arrangement has taken effect, making it
hard to conduct combat (-1 penalty to
Failure No noticeable aura. To Hit rolls) and easy to cast spells (+1
bonus to cast spell). Everyone within the
Proper Unholy Aura (d8 strength) at night; Fragile Unholy Aura graveyard has Proper Unholy Aura on
Success (d4 strength) during day. them. This makes it dangerous to cast
Sane as above; in addition, the aura comes from disruption of certain types of spells.
Overwhelm nature flow of chi as opposed to regular spell casting. If players succeed in following the boar
spirit, they will see Zhang Jiao, Master
"The Calling is an ancestral pact between With that, he also disappears with the of Supernatural Laws, casting a spell to
the living descendants and their spirit an- rest. transmute the spirit into a Gift of the
cestors. Spirits are expected to watch over Ancestor. With him are the Tomb De-
their lineage and attempt to help if neces- fenders; there are as many Tomb De-
To Detect the Aura of the Burial
sary. In turn, our children promised to honor fenders as there are party members. See
Ground
us periodically through worship. The Calling NPC listings to see how they react ac-
acts as a reminder to the spirit folks." Those with Barbels, Second Sight, or
cording to players' behavior.
Scry spells may attempt to detect the
If players decide to visit the Burial validity of Mao Xianzhao's claim. If suc-
If players decide to proceed to the
Ground then and there: cessful they will see the place is glowing
town during daytime:
with an Unholy Aura. Depending on
After half an hour or so of trekking, the It is a busy and lively normal-sized town.
the success of detecting it, the party may
party reaches a small hill. They hear the Activities are mainly from the towns-
realize it is Proper Unholy Aura (d8
Calling, which sounds like a mumbling folk; travelers are few but slowly in-
of noise. Then they will see an elderly strength) with a Success roll or Proper
Unholy Aura (d8 strength) at night and crease as days pass. There is a tavern at
matron boar ghost begin to move to- each end of the town. At the center are
ward the source. Other ghosts see it, Fragile Unholy Aura (d4 strength) at
daytime with an Overwhelming Success. the Town Magistrate's Hall and the
become frightened, and begin to back Daoist Temple.
away and vanish. Mao Xianzhao gives a Also a Perverted Feng Shui Arrangement
warning: has taken effect, making it hard to con- A successful roll of Streetwise (vs. 2d6)
duct combat (costs 1 Fatigue per action) will indicate this town is abuzz over the
"It may be best to investigate this place and easy to cast spells (-1 penalty to To Gift of Ancestors. Apparently, Zhang
during the day. We feel a strong Unholy Hit rolls). Jiao, the local Master of Supernatural
Aura emitted from this burial ground at Laws, declared that the spirits were
night!" pleased with this year's offerings and
with last year's show of filial piety. Spir-
its are willing to give part of their es-
sence as the Gift of Ancestors to their
Table 3 - To Follow the Ghost at Night descendants. Those who are interested
the PCs decide to follow, roll their Tracking Skill against a difficulty of 2d10 in in acquiring the Gift have petitioned the
an attempt to follow the ghost in the dark and unfamiliar land. Master of Supernatural Laws to help
them get theirs.
You are hopelessly lost. You spent the entire night If party members enquire about:
Botch wandering around. By day break, you found yourself
several miles away from where you started. Master Mao Xianzhao of Rooster - An
ancestral spirit of House Mao whose
Failure You are lost. You circle back to your campsite. descendant is the Town Mayor.

The ghost has led you to the Master Teacher of Su- • Magistrate Mao is reserved. He does
pernatural Laws (Fah Lao Shih), Zhang Jiao. He is in not give out lots of useful informa-
Success midst of spell casting. There are some guards (tomb tion and is hesitant about receiving
defenders) keep at a respectable distance away from the Gift of Ancestors. Yet he does
him. not oppose townsfolk who ask. If
asked about Zhang Jiao, Magistrate
You have followed the ghost successfully to the Mao will say that the priest arrived
Overwhelm Calling. You saw Daoist and some guards in the six months ago and claimed that the
heart of cemetery. They do not notice you. spirits had guided him there. Since

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Quarterly e-publication dedicated to Claw Worlds
Volume I Issue 01 May 2002

then, he has performed necessary Master Shi Zhaobin of Horse - An Those who have the ability to detect
priestly functions for the townsfolk. ancestral spirit of House Shi whose de- magic can roll their appropriate skill to
Mao has given written permission to scendant is a town Farmer. see what kind of magic has been cast in
Zhang Jiao to approach the burial this area. See above, "To Detect the
ground at night to perform his ser- • Farmer Shi is working in the field. Aura of the Burial Ground" (page#2), for
vice. And Tomb Defenders are em- He is also very happy about receiving additional information. It will be difficult
ployed by this town to safeguard the Gift. He feels as if his ancestors to redirect the Feng Shui flow without
their ancestral burial mounds. are now living within his household the necessary skill, Lore: Feng Shui
as opposed to far away. He is thank- (page#5).
Master Deng Hong of Boar - An an- ful for Master Zhang Jiao's selfless
cestral spirit of House Deng whose de- effort. Those with nature-related Careers will
scendant is a town Merchant. notice that the place is deadly quiet in
It will be a Difficult Persuasion Test the sense that no birds and no insects
• Merchant Deng is in a joyous mood. (2d10) to ask these people to let players are around.
He considers his house receiving the to see their Gift. After all, the players are
Gift of Ancestors as a sign of good outsiders and not even part of this town, The tombs of
fortune yet to come. He has ordered let alone part of their family. A Botch
• Master Deng of Boar
an exquisite lacquer box to store the may cause them to suspect players as
Gift. He thinks highly of Zhang Jiao. thieves or bandits who plan to steal • Master Hao of Dog
He knows the same amount of infor- their Gifts. • Master Pan of Rat
mation as Elder Mao. • Mistress Zhang of Boar
Those successfully persuade NPC to • Master Shi of Horse
Master Hao Yaning of Dog - An an- show them his Gift of Ancestor will see are unmolested, but characters with the
cestral spirit of House Hao whose de- a small 4 pt. Gem of appropriate race. Shen Qing Career (Being of Supreme
scendant is a town Craftsman. Color is brighter, rich and vivid when Purity) will be able to sense emptiness
compare to ordinary gem of same kind. from these graves.
• Craftsman Hao is happily whistling There is an inclusion in its clarity; the
to himself in the process of making Gift has an archaic character of the fam-
cedar lacquer boxes for people who Coming In From Off the Beaten Path
ily name. There is no cut on the Gift; it
want to use them to store the Gift. is smooth all around. Carat weight of If players are coming from off the trail,
Business has been getting better ever the Gift is equal to its point in zhu or there is a good chance that they will
since the Gift of Ancestors arrived, 0.467 g (i.e. a 4 pt. Gift is weight 4 zhu step into three increasingly dangerous
thanks to Master Zhang Jiao. or 1.668 g). traps:
Master Pan Shiyi of Rat - An ancestral A Difficult Persuasion Test (2d10) is 1. A large net that pulls the target off
spirit of House Pan whose descendant is necessary for players to ask what Zhang the ground. Find Trap Test (Routine
a town Farmer. Jiao did to help them get the Gift. If suc- - 2d8), Trap Activation Test
cessful, they will say that all Zhang Jiao (Routine - 2d8 against Target Obser-
• Farmer Pan is out in the field work-
required from them was their personal vation Skill).
ing. He feels a bit sad. Though he is 2. Sets of snapping jaws (bear traps)
happy and honored to receive it, he name and the personal name of their
ancestral spirit. It will be a "For Experts" have been cleverly camouflaged. Find
does not feel particularly close to the Trap Test (Difficult - 2d10), Trap
Gift. Maybe he is not filial enough, Persuasion Test (2d12) to get Mer-
chant Deng to tell players his personal Activation Test (Difficult - 2d10
and his ancestor is disappointed in against Target Observation Skill). If
him. However, he is thankful that name and the personal name of his an-
cestor (Hong). the trap is activated, the player has
Master Zhang Jiao has helped him to
to make a Body Test (Difficult -
receive the Gift. 2d10) to free their leg from the
Visit the Burial Ground by Day
Mistress Zhang Xin of Boar - An an- snapping jaw trap.
cestral spirit of House Zhang whose There is a trail branching off from the 3. A large pit that drops players 15 feet
main road that leads to the Burial into the ground. Find Trap Test (For
descendant is a town Farmer.
Ground. Twenty-four (24) Tomb De- Experts Only - 2d12), Trap Activa-
• Farmer Zhang is working in the field. fenders, divided equally into day and tion Test (For Experts Only - 2d12
He is joyous about receiving the Gift. night shifts, patrol the place. As long as against Target Observation Skill).
It was not easy, as he had to get up players stay on the trail to the Burial
early one morning to petition Master Ground, they will not be molested. Once the trap has sprung, a string tied
Zhang Jiao. All his efforts were well Tomb Defenders will keep a respectable to it rings bells that alert the Tomb De-
worth the Gift of Ancestors he re- distance to maintain their diligence. fenders. These people will arrive in
ceived. Now the family is reunited They will react negatively and actively about 15 to 20 minutes. They will at-
under one roof again. against any attempt to desecrate the tempt to persuade players to turn
Burial Ground. around as they are trespassing.

Page 21
Conflict One way to restore the spirits' essence is to the Unholy Aura. Zhang Jiao always
Who should the townsfolk believe, a to have the Gifts of the Ancestors rebur- justified himself by saying that if he re-
group of strangers they do not know or ied in the proper graves. Over time, the ally set his heart, he could stop using
a priest who has been with them for six Gifts will dissolve and the spirits regain Unholy Auras any day.
months and who has delivered what he their essence.
Zhang Jiao came upon this nameless
promised? The Host may award a random 4 pt. town six months ago while in pursuit of
Zhang Jiao will depend on public opin- Gift of Ancestors per player character in false immortality. He noticed the opti-
ion and greed to cast out the players. He addition to the traditional 1-2-3-4 xp if mal Feng Shui in the surrounding area
can even play on public sympathy by they have performed remarkably well. and wanted to gather some qi energy as
acting as a self-sacrificing man who part of the requirements for immortality.
would rather leave than cause a violent End Notes So he settled down and offered his ser-
confrontation. vices to the townsfolk. He slowly gained
NPCs their trust and perverted the flow of en-
However, if confronted, he will defend Zhang Jiao, (Fah Lao Shih) ergy around the Burial Ground.
himself with spells (with Break the
Master of Supernatural Laws By the time the New Year arrived,
Golden Chain to Release the Dragon as
his escape spell) before attempting a Zhang Jiao has found the Book of Im- Zhang Jiao gained sufficient experience
physical brawl. mortality, or so he thinks. In pursuing it, to learn more Unholy Aura spells. In the
he became mad and gradually turned to midst of the celebration, he announced
If the players are able to publicly demon- that he had received a message from the
the dark side. He believed that it is nec-
strate the evil within Zhang Jiao, the
essary to experience both the Unreal and spirit world: the townsfolk's ancestors,
townsfolk are shocked and beg for help being pleased with the living, are willing
Unholy in order to gain a better under-
to restore the spirits. to give the Gift of Ancestors to their
standing of it. However, he could not
maintain his standards and succumbed descendants. This news excited the ma-
jority of the townsfolk to almost break
down the temple door, to petition the
Master of Supernatural Laws to do their
Zhang Jiao, (Fah Lao Shih) families first.
Master of Supernatural Laws
Using both personal names of the living
Body d8 Speed d10 Mind d10 Will d10 and the dead, Zhang Jiao was able to
call the ancestral spirits, and transformed
Dog d8 Career Fah Shih d12&d8
their essences into 2 sets of Ancestral
Skills: Hiking (d8&d8&d8); Tactics (d8&d8&d10); Tracking (d8&d8&d10); Gifts. He kept the larger one and gave
Literacy (d12&d4&d12&d8&d10); Lore: Magic (d12&d8&d12&d8); Meditation the smaller one to the family. The proof
(d12&d6&d12&d8); Sixth Sense (d10&d12&d10); Lore: Feng Shui of his effort enflamed more townsfolk
(d12&d4&d10); Brawling (d12&d4&d10); Resolve (d12&d4&d10); into petitioning for their turn. If the play-
Gifts: Claws, Howl, Teeth, Luck, Local Investiture ers do not interrupt him, it will take a
year and a half to deplete the spirits
Flaws: Proud, Taciturn, Secret (perverting the Feng Shui around the burial around this town.
ground), Secret (perverting the spirits' essence into Gift of Ancestors)
If confronted by the players, Zhang Jiao
Extra Trait : Fu Method Empty Hand Fighting (JC p185, d12) will do his best to be humble and appear
Magic Points: 20 to consider their claims seriously. He
does not admit wrongdoing nor does he
Spells: Break the Golden Chain to Release the Dragon (JC p212), Gentle Per- accuse the players of being false. Instead
meation (JC p229), Fah Shih's Fragile Aura of Lies (JC p226), Inner Truth (JC he will say that he may have misinter-
p232), Preponderance of the Small (JC p238), Silence (JC p242), Turmoil (JC preted the message of the spirits and
p246), Perverting Our Knowledge (p7), Abandonment (JC p210), Admonish- needs more time to divine the proper
ment (JC p210), Blindness of Inexperience (JC p212), Deference to Modesty course of action. By being inactive, he
(JC p222), Fah Shih's Proper Aura of Lies (JC p228), Twice-Fold Bounty of hopes to arouse the townsfolk's senti-
Unreal (JC p247), Cries of Descendants (p7), Sacrifice of the Ancestor (p7), ment against the players through their
False Nature (p7) anxious greed for the Gift of Ancestors.
Equipment: Heavy Leather, written permission to be at the Burial Ground at Otherwise he will simply bide his time
night for the players to leave before resuming
his task. He plans to become an immor-
Combat: Initiative (d10&d10), Brawling (d12&d4&d10), Damage (d12&d8), tal, so he is in no hurry and would rather
Soak (d8&d8), Resolve (d12&d4&d10) wait out Player Characters for days,
weeks or even months of inactivity than
Page 22
Quarterly e-publication dedicated to Claw Worlds
Volume I Issue 01 May 2002

confront them. There are other things he viewed with suspicion and hostility. The Art of Wind and Water, this skill
could do. They have set traps to deter interlopers allows practitioners to redirect a flow of
and to alert them to the whereabouts of chi through arrangement of position
If accused of setting up an Unholy Aura
hostile forces. within a location. Some examples of the
and perverting Feng Shui, he will claim
use of Lore: Feng Shui are:
ignorance since there is no such thing asThe Tomb Defenders allow visitation at
Unholy nor is Feng Shui an accessible daytime and will keep a healthy distance Temporary Luck to One
skill to everyman. away from the people. But no one can Race, Temporary Bad
stay when the sun is about to go down. Luck to another Race
His Gifts of Ancestors and Book of False
Only those with a specific writ from the Bonus to one kind of skill,
Immortality are in hidden in the temple
Town Magistrate, Mao, may stay be- penalty to opposing kind
and under spells of protection.
yond the norm. of skill
• Reduce the cost of spells by
Tomb Defenders When asked about Zhang Jiao's activity:
increasing the difficulty of combat
These are townsfolk who take up the The priest has only recently begun to or vice versa -- ie. +1 bonus to
responsibility of safeguarding the town's appear at night after the New Year holi- spell casting, but To-Hit rolls are at
Burial Ground. They believe the spirits days. His paperwork is valid to let him a -1 penalty.
protect their land and they are supposed stay at night. They saw nothing wrong • Reduce the cost of spells by in-
to protect spirits against men. Anybody or evil being done in their presence. creasing the fatigue cost of com-
who came to the Burial Ground, except They only saw one Gift being picked up bat or vice versa -- ie. spells cost
by the main path from town, would be by the priest. (Spirits summoned by 1 less Magic Point, but combat
Zhang Jiao are invisible to outsiders; actions cost 1 Fatigue.
Table - Gift of Ancestor they only see the whirlwinds. The Gift • -1 penalty to To Hit rolls
of Ancestors is divided when Zhang Jiao
• Create an Aura at this location
Gem Bonus is in the comfort of his room and away
Race (if the practitioner has Aura
Type Trait/Skill from prying eyes).
spells)
When asked about the Unholy Aura or
Will the quietness of the Burial Ground: New Spells
Emerald Snake
Mystic
They do not know how the bad Feng Perverting Our Knowledge
Body Shui was placed upon this place. They [Unholy]
Bloodstone Horse
Athletic also realized the quietness of the place Immortality, False
but do not know the source of it. If play- Cost: 1
Mind
Onyx Goat ers accuse the priest of this act, they will Difficulty: 1d12
Five Classic
defend his reputation. They would rather Type: Regular
Mind stick together against outsiders (players) Effect: Insert Unholy effects into the
Opal Monkey than go after one of their own (the next spell, as one of its Natures (at Ap-
Subterfuge
priest). prentice level), as a Nature or an Aura
Will (at Journeyman level), or both (at Mas-
Sapphire Rooster The Tomb Defenders' stats are up to the
Lore ter level).
Host, who should judge the fighting
Speed strength of the PCs.
Moonstone Dog Cries of Descendants
Ken New Gift [Heaven, Unreal]
Body Gift of the Ancestor (various pts.) Purity Magic
Ruby Boar Influence Cost: 2
Your virtuous ancestors have left their
essences to the family line as they passed Difficulty: 2d10
Speed Type: Regular
Diamond Rat away. The Ancestral Gift allows the user
Trade Effect: Summon an ancestral spirit. Must
to automatically pass tests related to a
trait or a skill as listed under each race. know the personal name of a living de-
Will
Agate Ox Each use will reduce the size of the Gift scendant and the personal name of the
Unencumbered
by one until eventually it dissolves. A ancestral spirit. The spirits of the House
Body character can fuse his essence into the always looked after their scions. In re-
Amethyst Tiger turn, the living pay homage and respect
Combat Gift of Ancestors by sacrificing 5 xp to
raise it by 1 point. to the dead. This is the strength of the
Speed family. The summoned spirit can pro-
Jasper Rabbit
Entertainment New Skill vide knowledge and advice.

Pearl Dragon any Lore: Feng Shui False Aura


Page 23
[Unholy, Lies] Effect: Force a spirit to give up its es- target(s) become vulnerable to Unholy
Immortality, False sence into the Gift of Ancestors (see for the duration of this Scene.
Cost: 2 above). The process will consume the
FAQ
Difficulty: 2d8 spirit.
Type: Regular Q: What if the PCs try to summon the
Effect: Swap an Aura from the next spell Lies Truth spirits during the day?
with Unholy Aura. A: A spirit cannot directly respond or
[Unholy]
act during the daylight unless it is an
Immortality, False immortal or something even more pow-
Sacrifice of the Ancestor Cost: 3 erful.
[Unholy] Difficulty: 2d10
Q: Where’s the map?
Immortality, False Type: Regular A: Use the generic village map in the
Cost: 4 Effect: Pick a single target (caster = Ap-
Jadeclaw book.
Difficulty: 2d10 prentice), a cluster (caster = Journey-
Type: Regular man), or a group (caster = Master). The

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