English edition v1.5

#Majin Samples (魔人見本) — 12-Class Integrated Set

Contents

GM permission required. Majin are mainly used as NPC villains, but some campaigns may allow them as PCs. Each majin presents 3 stages: 1st Dan (lesser retainer), 5th Dan (officer), and 10th Dan (High Seat).

Narrative Structure: A majin's backstory focuses on the path of corruption. How did a human become a majin (1st Dan), how did they gather power (5th Dan), and how did they become a symbol of fear (10th Dan)?


#1. Shurado — Oni Warrior Shuten (酒呑)

Onimusha Shuten, a demon-corrupted warrior, stands in black armor with one horn, a heavy kanabo, and a sake cup lowered in one hand.

"Drink, cut, drink. That is all."

Mirror Class: samurai x Esoteric Monk. Core Definition: co-04-07-20-villain-shurado.md

#Background

Shuten was once a young military commander serving a lord. Because his mother had been a Shugendo mountain ascetic, he chanted Fudo Myoo's mantra (眞言) from childhood. After one battlefield followed another, he stopped feeling anything except getting drunk and cutting people down. Then he swallowed the oni core that the Hannyakai offered him: a fragment of a corrupted Fudo Myoo principal image. Since then, no amount of alcohol can make him drunk, and he feels satisfaction only in battle. The mantra he chants is no longer a sound of mercy. It is the breath of frenzy.

1st Dan: Wounds 7(3+Physique 2+Oni Core +2), Defense 14(oni armor), Energy 11. Courage +3, Physique +2. Heart: Demon. Weapon: zanbato (kanabo after 3rd Dan). Starting automatic skills: Swordsmanship Trained, Unarmed Combat Novice, Fighting Spirit Novice, Intimidation Novice.

  • Automatic Trait — Oni Core [aptitude]: attack +2, Wounds +2, fear immunity. Humanity starts at 10, -1 at the end of each combat, and when it reaches 0 the character converts into an NPC oni.

5th Dan: Courage +3, Physique +3, Fate +1. Humanity has fallen to 7 (appearance 50% oni). One of the leaders of a Shurado group.

  • 3rd Dan Kanabo Technique [aptitude] — can use kanabo. Kanabo Smash: 3 Energy, 2d10+Courage+Unarmed Combat >= Defense, 2 Wounds; on Critical Hit, 3 Wounds + forced movement.
  • 5th Dan Frenzied Blade [Kata, 3 Energy] — Make weapon attack A checks against everyone in the same zone, friend and foe alike. On hit, each target takes 1 Wound. Even on failure, hit with 50% chance (frenzy). Humanity -1 when used.

10th Dan (High Seat): Courage +3, Finesse +1, Physique +3, Presence +1, Fate +1. Humanity 2.

  • Renown Title Great Oni Shuten (core 9th-dan Asura King [aptitude]) — While Humanity is 3 or lower, attack +5, Defense +3, Wounds +3, Energy +3. Humanity -1 each round. "Blood is wine."

#2. Dokuchushi — Sakura (櫻)

Sakura the Dokuchushi, sleeve pulled back slightly to reveal her curse insects, holding a poison needle.

"One drop is enough."

Mirror Class: shinobi x onmyoji. Core Definition: co-04-07-21-villain-dokuchushi.md

#Background

Sakura was the daughter of an apothecary, adopted into an Iga-ryu shinobi house. On the surface it was a medicine shop; behind it were infiltration and poisoning. After her lover's poisoning brought the entire house down, she combined shinobi infiltration with onmyoji shikigami servitude and entered the path of raising curse insects (蠱蟲). Human poison, yoma poison, and living insects: all three coexist inside her body. She is now a poison agent of the Hannyakai.

1st Dan: Wounds 3, Defense 11, Energy 11. Wisdom +2, Finesse +1. Heart: Demon. Weapon: poison needles x 10. Starting automatic skills: Poisoncraft Trained, Infiltration Novice, Disable Novice, Sorcery Novice.

  • Automatic Trait — Curse Insect Servitude [aptitude]: Constantly command 1 curse insect born from kodoku (蠱毒) (Minion-grade, Wounds 1, Defense 8). The insect moves while hidden (automatic Infiltration), moves freely through all zones, and shares the target's zone while parasitizing. It parasitizes 1 enemy: each round, the target takes Defense -1 (minimum 2). (Parasitism itself deals no Wound damage — Wound damage comes only from an internal detonation or the backlash when the insect dies.) Discovery difficulty Medicine 15 / Sorcery 15. Detoxification difficulty +5.

5th Dan: Wisdom +3, Finesse +2. School: Iga-ryu (ninjutsu secret transmission, master of poison). She has killed dozens with poison.

  • 5th Dan Poison Insect Proliferation [aptitude] — Expand the number of commanded curse insects to 3. Each insect can parasitize independently (parasitism = target Defense -1/round, minimum 2). However, while commanding 3 insects at once, the practitioner also loses Wounds -1 each lull (the insects' nourishment).

10th Dan (High Seat): Finesse +3, Wisdom +3, Fate +1. She has wiped out an entire daimyo house with poison.

  • Renown Title Poison Princess (core 9th-dan King of a Hundred Poisons [aptitude]) — Unlimited number of commanded curse insects, parasite effect +1 for every insect (Defense -1 strengthened), and when an enemy becomes incapacitated, the insect automatically leaves and reparasitizes an adjacent enemy (takes 1 round; if there is no adjacent unit, it waits/perishes). Commanding 3+ insects costs the practitioner Wounds -1 per insect each lull. The whole battlefield becomes the insects' domain. "Revenge never ends."

#3. Itako — Okuma (大熊)

Okuma the corrupted Itako, eyes veiled in prayer, with four faint masks of her dead family's spirits hovering behind her.

"Listen to the words of the dead."

Mirror Class: arahitogami x onmyoji. Core Definition: co-04-07-22-villain-itako.md

#Background

Okuma is the last heir of an itako family in the northeast. Orthodox itako used arahitogami techniques of temporary divine descent only to borrow the words of the dead for a short time. After her house was massacred in war, she combined onmyoji shikigami binding with her family's descent rites and permanently bound the souls of her dead family into her own soul list. She is not an orthodox itako, but a distorted one.

1st Dan: Wounds 3, Defense 10, Energy 10. Presence +2, Wisdom +2. Heart: Demon. Weapon: talismans + spirit blade. Starting automatic skills: Sorcery Trained, Exorcism Novice, Negotiation Novice, Prophecy Novice.

  • Automatic Trait — Kuchiyose [Kata, 2 Energy]: Choose and equip 1 soul from the soul list (cap 2 × max(1, Wisdom modifier) = currently 4). You can use 1 1st-dan class trait from the equipped soul's original class (the borrowed trait applies the original's Energy and limits as-is, separate from the equip cost of 2 Energy). While equipped, she cannot use Itako traits except Kuchiyose; release is 0 Energy ([Kata]). Maximum simultaneous equipped souls: 2. She can ask an equipped soul 1 question and receive 1 answer as a free action.
  • Soul list (4): samurai father (Swordsmanship 1st Dan), onmyoji mother (Shikigami 1st Dan), Esoteric Monk uncle (Exorcism 1st Dan), younger brother (no combat trait, for Soul Conversation).

5th Dan: Presence +3, Wisdom +3. Soul-list cap 6 (gathered more while peddling). Commands a host of vengeful spirits.

  • 5th Dan Warrior's Soul [Kata, 3 Energy] — Special effect while a samurai/wildlander/Esoteric Monk soul is equipped: attack checks +2, Defense +1 (the soul's combat instinct reinforces the body). Lasts 1 round.

10th Dan (High Seat): Physique +1, Wisdom +3, Presence +3, Fate +1. Soul-list cap 8 (vengeful spirits gathered from across the realm).

  • Renown Title Master of Souls (core 9th-dan Miko of Ten Thousand Spirits [aptitude]) — the base cap of 6 gains +2 (currently 8), simultaneous equipped-soul cap becomes 3, and Deep Descent possession checks gain +3. With 3 souls equipped, Dual Descent still uses 2 at once and Soul Rampage chooses any 2. She gathers vengeful spirits from across the realm to avenge her house. "I am not alone. Never."

#4. Jikiniki — Ryumon of the Mountain (龍門)

Ryumon the Jikiniki, hunched in a hunter's crouch, with clawed hands and a necklace of animal teeth.

"No one can fill this hunger."

Mirror Class: hanyo x wildlander. Core Definition: co-04-07-23-villain-jikiniki.md

#Background

Ryumon was originally a hunter from a mountain village. His mother had lived in human form, but when he came of age, it was revealed that she was actually a yoma from the mountains. After learning that he was hanyo (半妖), Ryumon tried to leave the mountain. But during one winter of famine, he saw a unit eating corpses and took a bite himself. The Hannyakai discovered him. He was a successful body in a "mutation experiment": proof for the theory that human flesh makes humans stronger. After that, Ryumon returned to the mountain, became a wildlander, and lost almost every trace of humanity. He is now a battle servant of the Hannyakai.

1st Dan: Wounds 5(3+Physique 2), Defense 11, Energy 11. Courage +2, Physique +2. Heart: Demon. Weapon: claws + beast fangs (yoma-transformed body). Starting automatic skills: Unarmed Combat Trained, Survival Novice, Hardiness Novice, Intimidation Novice.

  • Automatic Trait — Corpse Absorption [Kata, 2 Energy]: Devour 1 incapacitated unit in the same zone, gaining Wounds +1 (up to maximum Wounds only, cannot exceed). The devoured unit disappears completely and cannot be a target for revival/dead-spirit revival. Limit 1/round. Devouring consumes 2 Energy, and you cannot attack until the next round. At 3 accumulated devourings, trigger permanent mutation: attack +2, Defense +2, appearance no longer human.

5th Dan: Courage +3, Physique +3. Devouring accumulated 3 times -> permanent mutation manifests (appearance almost beastlike).

  • 5th Dan Gaki Transformation [Kata, 5 Energy 1/combat] — For 3 rounds, become fully yoma-transformed. Body size increases by 2 steps, attack +4, Defense +4, movement +2. During the transformation, cannot use language and cannot identify allies.

10th Dan (High Seat): Courage +3, Finesse +1, Physique +3, Fate +1. Devouring accumulated 10 times or more -> treated as an Elite-grade yoma.

  • Renown Title Gaki King (core 9th-dan Infinite Gaki [aptitude]) — Devouring can accumulate current Wounds up to base maximum +10. Excess Wounds vanish at combat end, when current Wounds become min(current, base maximum). At 10 total accumulated devours, it permanently counts as an Elite-grade yoma, gains Defense +6 and attack +6, and cannot be incapacitated except by Exorcism or Demon-Breaking. After battle, it devours every remaining corpse. "Give me more corpses."

#5. Kaibutsu — Sokushinbutsu Takeru (猛)

Sokushinbutsu Takeru, seated motionless in stiff monk's robes, hands locked around prayer beads, a living mummy.

"..." (Kaibutsu cannot speak. His lips do not move, but the sutra never stops.)

Mirror Class: Esoteric Monk x arahitogami. Core Definition: co-04-07-24-villain-kaibutsu.md

#Background

Takeru was originally an Esoteric Monk deep in the mountains of Kumano (熊野). He trained in devotion to Fudo Myoo for his entire life, but one day, after seeing the limits of his own practice, he chose sokushinbutsu (卽身成佛): the path of becoming a Buddha while still alive. After decades of fasting and seated meditation, his limbs locked and his muscles shriveled. He could no longer stand, walk, or speak. But he did not die. Seated in that place, he became a living mummy and the Buddha of the mountain.

1st Dan: Wounds 20 (automatic trait), Defense 10 (robes + natural defense), Energy 10. Wisdom +2, Presence +1. Heart: Demon. Weapon: none. Starting automatic skills: Hardiness Trained, Exorcism Novice, Barrier Novice, Fighting Spirit Novice.

  • Automatic Trait — Sokushinbutsu [aptitude]: Normal attacks/techniques cannot reduce Wounds. Only exorcism techniques reduce Wounds (1 exorcism hit = Wounds -1). Base Wounds 20; at 0, he enters nirvana, the soul is liberated, and he disappears. Cannot move, cannot speak, cannot enter the Core Zone. Cannot move by himself, and normal forced movement has no effect. If removed from his seat by an exorcism rite or scenario condition, Wounds immediately drop to 5 and Sokushinbutsu is removed.

5th Dan: Wisdom +3, Presence +3.

  • 3rd-dan choice Holy Fire Domain [aptitude] — The Kaibutsu's zone has a constant Holy Fire effect. Yoma in that zone suffer Defense -2, and at each lull, yoma still in that zone lose 1 Wound.
  • 5th Dan Silent Sutra [stance, 0 Energy maintain] — At lull, 1 ally in Kaibutsu's zone recovers 1 Wound. While the stance is maintained, 2 Energy lets 1 ally in the same zone recover 1 Wound. "Even if the mouth does not move, the sutra resounds." The effect disappears if they leave the zone.

10th Dan (High Seat): Physique +1, Wisdom +3, Presence +3, Fate +1. One of the Hannyakai High Seats.

  • Renown Title Perfected Sokushinbutsu [aptitude] — The 3rd-dan Holy Fire Domain expands to the entire battlefield. All attacks other than exorcism (physical, spellcraft, curses, [Incorporeal]) are completely nullified, and each exorcism hit causes 2 Wounds lost. This loss is not reduced by other effects (including Deepened Absorption's 1 Wound per 2 hits) and always takes priority. "Even unmoving, the sutra resounds. Even with the mouth closed, the Buddha speaks."

#6. Kekka — Blood-Dance Princess Kurenai (紅)

Kurenai the blood dancer holds a short blade like a dance prop, her sweeping sleeve and posture carrying the threat.

"When the dance ends, the stage is always red."

Mirror Class: entertainer x ronin. Core Definition: co-04-07-25-villain-kekka.md

#Background

Kurenai was a young dancer on a nogaku (能樂) stage. After her house was destroyed in a lordly dispute, she left the stage for the streets: a wandering dancer with a short blade. At first, swordsmanship was only for self-defense. But once the bloodstains of those she cut began to look as beautiful as the stage's painted colors, sword and dance no longer separated. The more she cuts, the deeper the dance becomes. The Hannyakai uses her dance as stage bait to draw audiences in.

1st Dan: Wounds 4(3+Physique 1), Defense 11, Energy 11. Presence +2, Courage +1. Heart: Demon. Weapon: tanto (短刀) (blood-dance only). Starting automatic skills: Bearing Trained, Intimidation Novice, Negotiation Novice, Disguise Novice.

  • Automatic Trait — Blood Dance [aptitude]: When an enemy unit becomes incapacitated, Blood Dance stack +1 (maximum 5). Per 1 stack: all allies in the same zone + adjacent zones gain attack +1 and Cohesion +1, and tanto upkeep costs Energy -1. Each lull, stacks -1 (the blood dries). During combat at 0 stacks, all checks -2 (withdrawal from blood addiction).

5th Dan: Presence +3, Courage +2. School: Hanaryuto (花流刀, pleasure-quarter swordsmanship — secret transmission). Usually maintains an average of 3 Blood Dance stacks.

  • 3rd-dan choice Dance of Enchantment [Kata, 3 Energy 2/combat] — All enemies in her zone make opposed checks (2d10+Presence vs enemy 2d10+Wisdom). On failure, that enemy cannot attack Kekka for 1 round. If Blood Dance stacks are 2 or higher, the check gains +2.
  • 5th Dan Flower of the Battlefield [aptitude] — Blood Dance stack effect range expands to all zones. No matter where allies are on the battlefield, they receive Blood Dance effects. Stack reduction is unchanged (-1 per lull).

10th Dan (High Seat): Courage +3, Presence +3, Fate +1. No one who saw her stage has survived: it is the last scene the dead ever saw.

  • Renown Title Crimson Dancer (core 9th-dan Blood Flowers in Full Bloom [aptitude]) — Blood Dance stack cap expands to 7. At 6 or more stacks, all allies gain Defense +2 and all enemies gain attack -2. When stack 7 is reached, all enemies in her zone suffer automatic fear (no check required). "One cut, one blossom. When a hundred blossoms fill the stage, the play is over."

#7. Shikome-no-Tsukai — Kurayami, Apostle of Yomi (闇)

Kurayami, apostle of Yomi, carries a reversed vajra and blank talismans while a shikome claw and hair mass emerge behind one shoulder.

"There is one who calls from Yomi, and the one who must answer is already decided."

Mirror Class: onmyoji x Esoteric Monk. Core Definition: co-04-07-26-villain-shikome.md

#Background

Kurayami was the second daughter of an onmyoji family. While learning orthodox onmyodo, she attempted the family's secret Esoteric descent rite and, by chance, formed a pact with a shikome (醜女, an ugly female death spirit of Yomi) dwelling in the depths of Izanami's Yomi. Since then, she has raised the dead and called shikome into the living world to serve her. She twists onmyoji shikigami arts and Esoteric exorcism knowledge into spellcraft of "release," not "sealing." Her family exiled her, and she joined the Spirit Gate Cult (靈門敎). She is one of that cult's central figures.

1st Dan: Wounds 3, Defense 10, Energy 11. Wisdom +2, Presence +1. Heart: Demon. Weapon: vajra (inverted use) + talismans. Starting automatic skills: Sorcery Trained, Exorcism Novice, Barrier Novice, Negotiation Novice.

  • Automatic Trait — Shikome Servitude [aptitude]: Constantly command 1 shikome (Veteran-grade, Wounds 3, Defense 14, Energy 0, spiritual claws). Kurayami grants it an action with 0 Energy ([Kata]) control and pays the Energy cost of the executed technique. It nullifies infiltration (tracking ability) and can attack [Incorporeal] targets. If incapacitated, it can be resummoned at a lull for 3 Energy. No zone restriction; it also moves freely through Outside/Spirit-Realm interfaces.
  • Control Limit: each shikome control is once per individual round and shares Kurayami's aggregate cap of two 0 Energy ([Kata]) maneuvers per round. A shikome cannot receive Energy transfers, squad orders, Overall Command, or squad tactics.

5th Dan: Wisdom +3, Presence +2.

  • 3rd-dan choice Dead-Spirit Revival [Kata, 3 Energy 1/round] — Revive 1 incapacitated unit in the same zone, friend or foe, as a Minion-grade dead spirit. Wounds 1, can use 1 original weapon technique, and disappears after 1 round.
  • 5th Dan Double Shikome Summoning [Kata, 4 Energy 1/combat] — Command 2 shikome at once. Technique costs are combined, and both control actions share the executor's aggregate cap of two per round.

10th Dan (High Seat): Wisdom +3, Presence +3, Fate +1. One of the Spirit Gate Cult High Seats.

  • Renown Title Apostle of Yomi (core 9th-dan Queen of Yomi [aptitude]) — When commanding shikome, the shikome are upgraded to Elite-grade (Wounds 5, Defense 16, additional technique: drag into the Spirit Realm). Creating a Spirit Realm fissure is 0 Energy ([Kata]), once per round, and counts toward the executor's aggregate cap of two. "It is a hand sent by Lady Izanami. Refusal means dying one more time."

#8. Tatarigami — Ara, the Wrathful God (荒)

Ara the tatarigami, a shadow of a broken shrine rope and one mask-like divine face hovering above cracked ground.

"This land is no longer yours."

Mirror Class: Pure Land Monk x arahitogami. Core Definition: co-04-07-27-villain-tatarigami.md

#Background

Ara was originally the divine seat of an Inari shrine on a mountain, and the principal image enshrined inside the barriers of the Pure Land protector monks who guarded that shrine. After a neighboring clan destroyed the shrine and slaughtered the monks and believers, the divine seat itself transformed into wrath. The monks' barrier had originally existed to protect the god, but as the wrathful god condensed inside it, even the Pure Land Monk techniques warped with it, turning a protective barrier into a curse barrier. Ara is a tatarigami (祟り神) fallen from orthodox arahitogami practice: a god of curses.

1st Dan: Wounds 4, Defense 11, Energy 11. Presence +2, Wisdom +2. Heart: Demon. Weapon: talismans + cursecraft. Starting automatic skills: Sorcery Trained, Barrier (inverted use) Novice, Intimidation Novice, Negotiation Novice.

  • Automatic Trait — Faith Absorption [Kata, 2 Energy]: Absorb 1 enemy/neutral barrier/Sacred Domain in the same or adjacent zone. On absorption, it immediately disappears; recover 1 Wound, gain 2 Energy next round, and gain 1 Faith Remnant. Remnants have a maximum of 3 and vanish when combat ends. Limit 1/round. Cannot activate if there is no barrier/Sacred Domain.
  • Automatic Trait — Faith Detection [aptitude]: Automatically detect faith zones (shrines, temples, barriers).

5th Dan: Presence +3, Wisdom +3.

  • 3rd-dan choice Grudge Barrier [Kata, 2 Energy 2/combat] — Create a grudge barrier in your zone. Enemies inside the barrier pay 2 times the Energy when using faith-lineage techniques. Lasts 3 rounds.
  • 5th Dan Sacred Domain Contamination [Kata, 5 Energy 1/combat]Permanently contaminate 1 target sacred domain. The contaminated sacred domain converts into a cursed zone that harms its owner. Removing it requires an Exorcism check (2d10+Wisdom+Exorcism) ≥ 17 to succeed (1 attempt per combat).

10th Dan (High Seat): Physique +1, Wisdom +3, Presence +3, Fate +1. One of the Hannyakai High Seats.

  • Renown Title Great Tatarigami (core 9th-dan God of Void [aptitude]) — Halve numeric bonuses, penalties, Wound recovery, and Wound loss from every barrier/Sacred Domain within 3 zones, then apply core rounding. Do not reduce range, duration, permission, or immunity. Exorcism causes this character 0 Wound loss. Cannot be removed unless the tatarigami is incapacitated. "A curse lasts longer than memory."

#9. Tengushi — Hayate, Disciple of the Tengu (疾風)

Hayate the Tengushi, holding a feather fan and tanto, hair and cloak streaming in the mountain wind, a tengu mask's silhouette behind him.

"Those who have seen from the sky know everything."

Mirror Class: wildlander x Feng Shui Master. Core Definition: co-04-07-28-villain-tengushi.md

#Background

Hayate was a wildlander from a slash-and-burn village in the mountains of Kiso (木曾). He roamed the mountains and lived like a beast. One day, he met a great tengu (大天狗) living on the summit. Where other humans fled in fear, he stayed, and the tengu taught him feng shui (風水) techniques and the Authority to command wind. A wildlander's beastlike instincts fused with a Feng Shui Master's ordered reading of ki channels, and Hayate became the mountain wind itself. Even his own villagers no longer recognized him. He now handles mountain reconnaissance for the Hannyakai.

1st Dan: Wounds 3, Defense 12, Energy 13. Finesse +3, Fate +1. Heart: Demon. Weapon: tanto + feather fan. Starting automatic skills: Lightness Skill Trained, Unarmed Combat Novice, Perception Novice, Geography Novice.

  • Automatic Trait — Tengu Wings [aptitude]: Flight ability learned from a tengu. Flight — move from Outside Zone to anywhere, or anywhere to Outside Zone, for 1 Energy; freely enter/leave the Core Zone. Wind's Protection — when hit by a ranged attack, automatically evade on d100 01~50. Additional attack +2 in high-place zones. Pride Infection penalty: Negotiation/Exchange checks -2. At 3 accumulated acts of pride, Sojobo's judgment triggers (Wounds -3 + flight stops for 1 round).

5th Dan: Finesse +3, Wisdom +1, Fate +2. School: Self-Taught Style (mountain wind and ki-channel arts).

  • 3rd-dan choice Gale [aptitude] — All ground movement costs 1 Energy (movement Energy -1, minimum 1). Maintains mobility even when flight is sealed or ground is forced. The next attack right after ground movement gains +1.
  • 5th Dan Gale Strike [Kata, 3 Energy 1/round] — Range 2 zones. 2d10+Finesse+Feng Shui vs Defense. On hit, 2 Wounds + force movement for everyone in the zone.

10th Dan (High Seat): Courage +1, Finesse +3, Wisdom +1, Fate +3. He absorbed an entire mountain village into the domain of a wind god.

  • Renown Title Great Tengu (core 9th-dan Sky Ruler [aptitude]) — While flying, attack +3, Defense +3. Melee Immunity: a ground enemy's melee attack aimed at the flying tengushi automatically fails (a tengu is not bound to the earth). "When the mountain calls, what is a village?"

#10. Tesshin — Tesshi, the Steel Fanatic (鐵之)

Tesshi the steel fanatic, clad in heavy riveted armor, holding an unmarked iron ring-like device, standing in a rigid, pale-faced fanatic's posture.

"Only steel is eternal."

Mirror Class: Autonomous Automaton x Artisan. Core Definition: co-04-07-29-villain-tesshin.md

#Background

Tesshi was originally a weapon maker raised in an artisan family in Sakai (堺). After obtaining some parts from the autonomous automaton Ichi (壹) and beginning to implant them into his own body, he concluded that human flesh is weaker than steel. He applied the artisan's precision processing and the autonomous automaton's self-awareness to himself, becoming a self-mechanized human. He forcibly modifies other artisans to grow a machine army and preaches a fanatic rejection of humanity. He stands as Ichi's opposite.

1st Dan: Wounds 5(4+Physique 1), Defense 12 (15 while Shield Deployment is active), Energy 10. Physique +1, Wisdom +2. Heart: No Heart (steel fanaticism). Fate permanently fixed at 0. Starting automatic skills: Military Science Trained, Unarmed Combat Novice, Disable Novice, Stratagem Novice.

  • Automatic Trait — Triple Armament [aptitude]: One built-in weapon operates through three techniques. Blade Attack A — 2 Energy, 2d10+Physique+Unarmed Combat+2, one target in the same zone takes 1 Wound and [Pierce 1]. Teppo Attack B — 2 Energy, 2d10+Archery, one target within 2 zones takes 1 Wound and [Pierce all], no reload, 1/round. Shield Deployment — reserve 2/improvised 3, automatic, Defense +3. It ends at the next breath, attack, or movement, whichever comes first; its added Defense does not apply against [Pierce]. Complete immunity to poison/fear/bleeding. Fate-related checks automatically fail.

5th Dan: Physique +3, Wisdom +3. Leads a machine army.

  • 3rd-dan choice Electromagnetic Barrier [Kata, 2 Energy 2/combat] — Create an electromagnetic barrier in your zone. All allies in the zone gain Defense +2 for 2 rounds. Deflects shooting attacks on d100 01-50.
  • 5th Dan Squad Mechanization [Kata, 5 Energy 1/session] — Permanently modify 1 allied Minion squad in the same zone into a machine squad. Machine squad: attack +2, Defense +2, immune to poison/fear/bleeding, and automatically fails Fate checks. Modified squads can accumulate, but before Iron Monarch only one can be actively deployed in a combat.

10th Dan (High Seat): Courage +1, Physique +3, Wisdom +3, Presence +1. Ichi's opposite.

  • Renown Title King of Steel (core 9th-dan Iron Monarch [aptitude]) — Remove the special active cap of one machine squad, but retain ordinary squad deployment slots and order limits. Machine squads in Tesshi's zone gain additional attack +2 / Defense +2. If Tesshi becomes incapacitated, every deployed machine squad stops functioning. "Humanity is obsolete."

#11. Yorijin — Kenpaku, Yoma Anatomist (鎌伯)

Kenpaku the Yorijin, sleeves tied back, dissecting blade and lacquer tray in hand, working with a scholar's focus.

"This is scholarship, including your scream."

Mirror Class: scholar x Gaijin. Core Definition: co-04-07-30-villain-yorijin.md

#Background

Kenpaku was originally a scholar who studied foreign medicine (Western anatomy) at Dejima (出島) in Nagasaki. After taking the next step from human anatomy into vivisecting living yoma, he was expelled from scholarly circles. He claims that curiosity was simply stronger than scholarly conscience. The Hannyakai accepted him, and the data from the yoma he dissected alive now strengthens the Society's weapons and servant creatures. His gaijin (外人) classification and hybrid scholarship separate him from other scholars.

1st Dan: Wounds 3, Defense 10, Energy 11. Wisdom +3, Finesse +1. Heart: Demon. Weapon: dissecting blade (special short weapon) + scalpel. Starting automatic skills: Stratagem Trained, Perception Novice, Disable Novice, Herbalism Novice.

  • Automatic Trait — Yoma Analysis [aptitude] + [Kata]: Automatically identify the weaknesses of every yoma that appears on the battlefield (the GM immediately reveals weakness information) and check each yoma's Wounds, Defense, and special techniques at combat start. Share weakness information with all allies for 1 Energy as a [Kata]. Cannot use exorcism techniques ("I do not use unscientific means").

5th Dan: Finesse +2, Presence +1, Wisdom +3. About 5 dismantled parts accumulated.

  • 3rd-dan choice Dissection [Kata, 2 Energy 1/round] — Against 1 adjacent yoma, roll 2d10+Wisdom+Stratagem >= Defense. On success, Wounds -2 + gain 1 dissection part; even on failure, gain 1 additional weakness clue.
  • 5th Dan Weak-Point Snipe [Kata, 3 Energy 1/round] — Against a yoma whose weakness has been identified, roll 2d10+Wisdom+Stratagem >= Defense. Gain [Pierce N], where N is Stratagem proficiency, maximum 3. This 5th-dan sample has Stratagem Trained (2), so it gains [Pierce 2]. Base 2 Wounds, 3 Wounds on a Critical Hit. "The gap in the joint, the spiritual defect, the exposed core. Aim exactly there."

10th Dan (High Seat): Finesse +3, Presence +1, Fate +1, Wisdom +3. In charge of Hannyakai weapon development.

  • Renown Title Curator of the Yoma Museum (core 9th-dan Yoma Grand System [aptitude]) — Attack +2 against all yoma, dismantling success rate +3. Always gain 2 parts when acquiring dismantled parts. Allies' weak-point attack bonus rises to +2. "You are data. The next data after you is simply more interesting."

#12. Zakkasho — Ippei, Merchant of Darkness (一兵)

Ippei, a dark merchant, carries a pack hung with small blank-labeled boxes and charms, smiling with his face half-obscured by a sleeve.

"Anything money cannot buy simply has not been priced yet."

Mirror Class: merchant x artisan. Core Definition: co-04-07-31-villain-zakkasho.md

#Background

Ippei was a former apprentice to a Sakai merchant house and, at the same time, a maternal grandson of an artisan (工人) family. One bloodline gave him the art of trade; the other gave him the art of weapon-making. By combining those two arts, he created a market that processes yoma retainers into weapons and trades them. After betraying his teacher's merchant house and crossing over to the Hannyakai, he both buys and sells yoma retainers and weaponizes them with his own hands. He controls the Hannyakai's weapon supply and funding source at once.

1st Dan: Wounds 3, Defense 12, Energy 11. Presence +2, Wisdom +1, Fate +1. Heart: Demon. Gold coin resource: start combat 8, +2 each lull, cap 30 per combat. Starting automatic skills: Bribery Trained, Negotiation Novice, Deceit Novice, Disable Novice.

  • Automatic Trait — General Dealer [aptitude]: Make spot trades with gold coins during combat. 2 gold coins -> immediately purchase 1 consumable of your choice. 3 gold coins -> request 1 hint from the GM (enemy placement, weakness, ambush, etc.). 5 gold coins -> immediately hire 1 Minion squad (3 bodies) (lasts 1 combat). If gold coins reach 0, all Zakkasho traits become unusable.

5th Dan: Presence +3, Wisdom +2. A Hannyakai funding source.

  • 3rd-dan choice Black Market Network [aptitude] — Outside combat, gather information in any city for 1 gold coin. During combat, gain additional gold coins +1 at each lull.
  • 5th Dan Mercenary Company Contract [Kata, 3 Energy 1/combat] — Spend 8 gold coins and hire 1 Veteran-grade individual mercenary (Wounds 3, Defense 14, Energy 0) until combat ends. On Ippei's breath, a 2-Energy [Kata] Mercenary Order (once per round) makes it move or make a basic attack (2d10>=Defense, 1 Wound). It is not a squad-order target and immediately flees at Wounds 1 or lower.

10th Dan (High Seat): Wisdom +3, Presence +3, Fate +3. The Hannyakai's de facto financial ruler.

  • Renown Title Zaibatsu of the Realm — Raise the gold-coin cap to 50, start combat with 15 gold coins, and gain gold coins +5 each lull. Core 7th-dan Ebisuya's Hand [Kata, 3 Energy 1/session] active: spend 10 gold coins to call up the finest goods of the Sakai black market (choose 1 from Nanban cannon / genuine vajra / secret elixir / poison). "I create wars."

Twelve majin. Twelve kinds of darkness. Yet all of them were once human.