English edition v1.3.3

#Villain Play Guide (惡役指南, Villain's Guide)

Contents

"Heroes are not the only protagonists. Play the darkness of this warring age."

Related Entries: Fiend Class List · Three Ways and Six Hearts · Cult Rules · Domain Management


#Who This Document Is For

This guide is an expansion rule set for GMs and experienced players. It reverses the base assumption of Konsei Reiyotan, that "PCs are human, or human-side, heroes," and provides structures and guidance for playing villains.

Villain play is not suitable for every table. Use it only with the agreement of the entire table.


#1. The 3 Forms of Villain Campaign

#Form A: Villain PCs + Hero NPCs

All PCs are villains. The GM controls hero NPCs who try to stop the PCs. "Can hero NPCs prevent the PCs from destroying the world?" This is the traditional structure reversed.

Example Campaign: "Shurado warriors of Shuten Mountain descend from the mountain and raid villages. Kagura Domain sends a punitive force. How do you survive?"

#Form B: Mixed Party (Villains + Heroes)

Villain PCs and hero PCs coexist in the same party. They cooperate temporarily against a common enemy, such as the Throne of the Spirit Realm or a great demon, but internal tension is always present.

Example Campaign: "To close the Gate of the Spirit Realm, a samurai (Loyalty) and a Shurado (Fiend) join the same team. After the gate is closed, what comes next?"

#Form C: Adversarial Play (PvP)

One team is heroic, the other is villainous. Strategic PvP. Each team operates a faction and confronts the other.

Example Campaign: "Kagura Domain (hero team) vs Shuten Mountain (villain team). Build military strength through domain management, then clash in combat sessions."


#2. Dark-Side Three Ways and Six Hearts Play

Villain PCs explore the dark side of the Three Ways and Six Hearts.

#Hegemony (覇) — "My order is right"

  • RP Core: Force your own justice onto others. "If I unite the realm, war will end." How much will you burn as the price?
  • Fitting Fiend Classes: Shurado (demon of war), Kekka (art of blood)
  • Conflict Scene: "Your lord orders you to burn a village, and there is a child in that village."

#Void (虛) — "Nothing has meaning"

  • RP Core: One who has given up on salvation. Tired of the world's suffering, they do nothing, or try to end everything.
  • Fitting Fiend Classes: Tatarigami (god who gives punishment), Kaibutsu (living mummy)
  • Conflict Scene: "If I end everything, suffering ends too. Is that not compassion?"

#Fiend (魔) — "As instinct leads"

  • RP Core: Freedom beyond morality. Do what you want. Eat if you want to eat; kill if you want to kill.
  • Fitting Fiend Classes: Jikiniki (predator), Shikome-no-Tsukai (emissary of Yomi), Dokuchushi (extreme poison)
  • Conflict Scene: "I thought this was freedom, but am I just being ruled by instinct?"

#No-Heart (無心) — "I believe in nothing"

  • RP Core: Move by profit rather than morality. There is no good or evil, only survival and gain.
  • Fitting Fiend Classes: Zakkasho (sells everything), Tesshin (emotionless machine)
  • Conflict Scene: "I said I would do anything for money, but this is truly something that must not be done."

#3. Cult Leader Play

An expansion rule in which the PC becomes the leader of a cult and operates a faction.

#Founding a Cult

ItemRule
Timing5th dan or higher + dark-side Three Ways and Six Hearts (Hegemony/Void/Fiend/No-Heart)
DoctrineDeclared by the PC. Discuss with the GM. Examples: "I will open the Gate of the Spirit Realm," "I will worship yoma as gods."
FollowersOn gold 5 + Negotiation>=13 success, gain 1 Minion-grade fanatic squad. Fanaticism rules apply.
ExpansionAt the end of each session, make a Negotiation check → on success, follower squads +1. Maximum 5.
RitualDesign the cult's ritual (GM discussion). On ritual success, gain a special effect such as yoma summoning, mutation, or seal release.

#Maintaining a Cult

ItemRule
CohesionFanatic Cohesion fixed at 5. If the leader is incapacitated, all followers self-harm.
DefectionFor a follower to defect, make an opposed Presence check against the leader (2d10+Presence vs follower 2d10+Courage). If the leader wins, defection is impossible.
DiscoveryIf Hiei League/Kagura Domain discovers the cult, a punitive force arrives. Discovery chance: each session d100, 01 to (number of followers x5).

#4. Villain Domain Management

A villain version of Domain Management. Instead of ordinary kokudaka/popular sentiment, the faction is maintained through raiding/fear/yoma alliances.

Ordinary DomainVillain DomainNotes
kokudaka (food)Raid Yield (掠奪)Secure food by raiding villages. Raid each season → food+, surrounding popular sentiment-.
popular sentimentFear (恐怖)The higher it is, the easier control becomes. At 0, rebellion.
castleFortress (要塞)Same. However, yoma construction is possible, such as Ibuki Garden spiderweb fortresses.
troopsMinions (手下)Fanatics, yoma subordinates, forced conscripts.
goldSpoils (戰利品)Raiding + smuggling + hostage ransom.

#Villain Seasonal Actions (Additional Options)

ActionCostEffect
Raid Village0food +d10, gold +d10 (use only the ones digit, 1-10). That region's fame -5. Kagura Domain/Hiei League hostility.
Rule by Feargold 3Fear +2. Rebellion chance -10%.
Yoma Alliancegold 10 + Negotiation>=15Hire 1 yoma squad (GM designates faction). Cannot coexist with human squads (Cohesion -2).
Human Sacrifice1 hostageStrengthen a cult ritual. Next ritual check +5. Move 1 step toward Fiend in the Three Ways and Six Hearts.
Spirit Realm Erosionspend all EnergySpirit Realm erosion within the domain +1. At erosion 3, a Spirit Realm fissure automatically appears.

#5. Conflict with Heroes

How to construct scenarios where villain PCs confront hero NPCs, or hero PCs.

#Confrontation Structure

PhaseVillain ViewHero View
PreparationExpand faction, recruit followers, prepare ritualGather information, organize punitive force
SkirmishVillain subordinates vs hero vanguardHero side identifies the villain
Main BattleVillain main body + minions vs hero partyCombat scenario
Final ChoiceSurrender? Flee? Last resort?Execution? Sealing? Mercy?

#GM Tips: Making Villains Compelling

  1. Give villains reasons. "Because they are just evil" is not interesting. "Because they lost family," "because the world betrayed them," "because they lacked power." With a reason, even a villain can be understandable.
  2. Create moments of choice. Give villain PCs a moment when "you can still stop now." Refusing to stop is drama.
  3. Use Humanity systems. Shurado's Humanity, Shikome-no-Tsukai's present-world Wound reduction: these are time bombs. They create the tension that "the end is approaching."
  4. Create contrast with heroes. Two people answer the same question differently. "What must be done to change the world?" Heroes protect; villains break.

#Fiend Class List

Fiend ClassBaseCoreFile
Shikome-no-TsukaiOnmyoji x Esoteric MonkYomi sorcerer. Revives the dead.Complete
Shuradosamurai x Esoteric MonkDemon of war. Oni core.Complete
JikinikiHanyo x WildlanderPredator. Absorbs corpses.Complete
TatarigamiPure Land Monk x ArahitogamiGod who gives punishment. Blessing→curse.Complete
Tesshinautonomous automaton x artisanMechanized human. Built-in weapons.Complete
Dokuchushishinobi x onmyojiExtreme poison. Poison insects inside the body.Complete
Kekkaentertainer x roninBlood dancer. Blood Dance stacks.Complete
KaibutsuEsoteric Monk x ArahitogamiLiving buddha. Cannot move.Complete
Yorijinscholar x gaijinYoma dissector. Scientific dismantling.Complete
Zakkashomerchant x artisanBattlefield shop. Gold is power.Complete
ItakoArahitogami x OnmyojiSpirit medium. Borrows souls.Complete
TengushiWildlander x Feng Shui MasterTengu's disciple. Rules the wind.Complete

Villains are the mirror of heroes. What appears in that mirror is something you discover through play.


#Example Character

Integrated Sample for 12 Fiend Classes (1/5/10 Dan + Corruption Path Story)