#Yoma Bestiary (妖魔圖鑑, Monster Templates)
Contents
Yoma have techniques too. An oni's kanabo has "Power Strike" and "Sweep"; a tengu's fan has "Charm" and "Whirlwind."
Related Entries: Maneuver System · OSR Conversion · Faction Map
#Stat Block Format (Maneuver-Based)
Name (Hanzi) — rank
Wounds X, Defense Y, Energy Z
Courage+a, Finesse+b, Physique+c
Techniques: [technique name](Energy, effect) / [technique name](Energy, effect) / [defense technique](reservation/improvised)
Special: [name] — [effect]
Domination +N
Energy Note: A yoma's Energy does not follow the PC formula(10+Finesse). The GM sets it to match difficulty and narrative role.
#Yoma Techniques and Energy — Handling by Rank
| Rank | Energy | Technique Activation |
|---|---|---|
| Mob | none | No techniques. Its existence itself contributes Domination. |
| Minion/Veteran (squad) | none | Activated through a superior commander's(Elite/Lord) squad order. The commander pays the technique's Energy cost. |
| Elite | yes (8~11) | Independent action with own Energy. Participates in the count. |
| Lord | yes (12~15) | Same as Elite + can command squads. |
Wandering Yoma (Minion/Veteran without a commander):
Minion/Veteran yoma wandering alone or in small groups without a commander are treated as having Energy 10.
- They participate independently in the count.
- They spend their own Energy to use their techniques.
- The one-breath base limit is 5, and Overload rules apply normally.
- The GM may adjust Energy by difficulty (weak wandering yoma: Energy 8; strong ones: Energy 12).
Design Intent: Minions/Veterans under Elite/Lord command are "soldiers in an army" and move together through squad orders. Wandering yoma without a commander act alone by instinct, like wild animals, and therefore have their own Energy.
If the Commander Dies: If a commander(Elite/Lord) becomes incapacitated during combat, its subordinate Minion/Veteran squads follow the leaderless squad table in 06-06. They do not gain wandering Energy; they immediately switch to leaderless behavior patterns.
#Domination Conversion Formula for New Yoma
When designing a new yoma, use the following base table for Domination. Only special yoma receive exceptions.
| Rank | Base Domination | When Formed as a Squad |
|---|---|---|
| Mob | +0.5 (individual) | squad(3~5 bodies) +1 (decoration) |
| Individual Minion | +1 | squad(4~5 bodies) +2 |
| Individual Veteran | +1 (solo) | squad(3~4 bodies) +3 |
| Elite | +4 (independent unit) | — |
| Lord | +1.5 + Presence aura | — |
Correction Factors (not cumulative; use only the highest):
- Sacred/barrier domain (example: arahitogami sacred ground): additional +1
- Fear aura (example: great oni, Tatarigami): enemy zone Domination -1 (offset)
- Core Zone: all contributions are offset to 0 (co-05-04 §Core Zone Domination)
Design Principle: Domination is a unit's "presence on the battlefield." Unlike Wounds and Defense, it is not simple body size; it represents the pressure that makes enemies shrink back. Even with the same Wounds 3, "a tengu that calls lightning" has higher Domination than "a nue that leapt from the forest" (reflecting mythical stature + Presence aura).
#Unified Incorporeal Rule
All yoma with the Incorporeal tag use the following rule. It is omitted from individual stat blocks when repeated.
Incorporeal
- When a physical attack hits: make 1 d10 roll. 1~5 negates it (50%).
- Attacks by a character with Exorcism Novice(1 point) or higher: skip the Incorporeal check (100% effective).
- [Incorporeal] attacks(spells and barriers included): no Incorporeal check required (100% effective).
- Check each attack separately(independent from Combo Fatigue).
Handling by Exorcism Stage for the target of an
[Incorporeal]attack: See §Exorcism Immunity Table — no Exorcism bypasses Defense itself(automatic-hit grade, fixed Target Number 10), Novice(1 point) normal Defense -2, Trained(2 points) normal Defense -1, Licensed(3 points)+ fully normal Defense.
#Lesser Yoma
#Zakki (雜鬼) — Mob
#Scent
Petty rabble-spirits, just as their name says. Faint, weightless shapes that flicker about knee-height, they crowd together to fill out the fringes of a horde. They leak a thin, whistling sound, but a single brush of a blade scatters them into nothing; one by one, there is nothing in them worth cutting.
Wounds 0. Dies instantly when attacked. Domination 0.5. Techniques: none(no action of its own). Its existence itself contributes Domination.
#Gaki (餓鬼) — Minion
#Scent
A gray swarm whose bellies swell like drums while their limbs stay thin as dry twigs. Their throats are narrow as needles, so no amount of eating ever fills them; their eyes glisten with constant hunger and their mouths gape toward anything at all. Each time they approach, the rasp of dry hide rubbing against dry hide and the sound of swallowing reaches you first. Hunger has erased all discernment, so they lunge at the nearest flesh without distinguishing friend from foe. One or two are laughable, but when five converge on a single mouthful they tear a person apart alive.
Wounds 1, Defense 10. Domination +2 (squad of 5). Techniques:
- Claw Rip [technique] — (when commanded) | 2d10 + Courage(+0) >= Defense | 1 Wound. Attacks without regard for friend or foe.
- Frenzied Bite [technique] — (when commanded) | 2d10 + Physique(+0) >= Defense | No damage. Target's next attack -1 (fear).
#Yoko (妖狐) — Minion
#Scent
A field fox that slips through the underbrush in the low crouch of a wild dog. Yet the next moment, when you turn to look, it is already standing beside you wearing the face of your traveling companion. The bristling fur along its back, the narrow slits of its eyes, the sneer-like expression at the corners of its mouth all betray what it is, but by the time that disguise peels away, its claws have already split your flesh. Before you grow suspicious it looks like a comrade; after you grow suspicious it has vanished, no telling where.
Wounds 1, Defense 11. Domination +2 (squad of 3). Techniques:
Defense: Illusion Dodge [technique] reservation 1/improvised 2 | Replace with an illusion. On success, negate the hit + enter infiltration.
- Claw [technique] — (when commanded) | 2d10 + Finesse(+1) >= Defense | 1 Wound.
- Disguise (變裝) [stance] — (when commanded) | maintain | Disguised as an ally. Cannot be exposed unless Perception >= 13 succeeds.
#Mid-Tier Yoma
#Oni (鬼) — Elite
#Scent
A hulking giant, red or dark blue-black, towering far above a human's height. A horn juts from its brow, boar-like tusks protrude from its mouth, and the thick hide itself is armor that turns aside most blades. The iron club gripped in one hand would burden two grown men, yet the oni swings it one-armed to crush a person in a single blow. With each step the ground shudders, and a low, snorting growl reaches you before it does.
It takes joy in battle yet knows nothing of cowardice, carrying the pride of a warrior, so it rather welcomes an enemy who faces it head-on. A single roar can shake the resolve of the minions arrayed at its side, so overwhelming is its presence. The moment a person sees this great body, the hand on the hilt stiffens first; before the oni even swings, half the fight is already lost to its sheer momentum.
Oni Warrior (鬼武者) — Elite
Wounds 4, Defense 14, Energy 10
Courage+3, Finesse+0, Physique+2
Domination +4
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Power Strike (强打) | Attack A (Courage) | 3 | 2d10 + Courage(3) >= Defense | 1 Wound + enemy Domination -1 | — |
| Sweep (橫掃) | Attack B (Physique) | 3 | 2d10 + Physique(2) >= Defense | Check against 2 enemies in the same zone. 1 Wound each. | 1/breath |
| Kanabo Block (金棒受け) | defense | reservation 2/improvised 3 | 2d10 + Physique(2) >= enemy attack | Negate hit. On success, enemy weapon durability -1. | — |
| [Licensed] Great Spin (大回轉) | attack | 4 | 2d10 + Courage(3) >= Defense | Check against all enemies in the same zone. 1 Wound each. | 1/round |
Special:
- Roar (咆哮) [upkeep]: At lull, adjacent-zone squad Cohesion -1.
- Oni Hide: Of Defense 14, 4 points are natural armor(the skin itself).
[Pierce]applies only to attacks that explicitly target natural armor.[Break]is an equipment-damage auxiliary effect and does not apply to oni hide.[Incorporeal]attacks work normally.
#Tengu (天狗) — Elite
#Scent
A master of the mountain with a red face, a long nose rising tall, and great wings folded at its back. Clad in the garb of a mountain ascetic, wearing high-clogged geta and holding a single feather fan, it stands as if reigning atop a pine at the cliff's edge. One sweep of that fan raises a gale in the ravine that sends a person tumbling like a fallen leaf, and at will it treads the clouds to leap from peak to peak. Like a heavenly punishment visited upon those who carelessly defile the mountain, its arrival always comes with some calamity of the wind.
Its pride in martial and mystic arts pierces the sky, and it looks down on humans as mere lowly things. Yet to those who know courtesy and the way of arms it can, surprisingly, be reasoned with — a difficult being in whom arrogance and dignity dwell in one body. With a single verse of its charming song it shakes an enemy's heart, and before the speed of its soaring rise and plummeting dive a person has not even the chance to swing a blade.
Daitengu (大天狗) — Elite
Wounds 4, Defense 15, Energy 11
Courage+1, Finesse+3, Presence+2
Domination +4
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Tengu Fan Strike (天狗采打) | Attack A (Finesse) | 2 | 2d10 + Finesse(3) >= Defense | 1 Wound. | — |
| Whirlwind (旋風) | Attack B (Presence) | 3 | — (automatic) | Forced movement for everyone in target zone(adjacent zone, GM decides). No damage. | 1/round |
| Hauchiwa Block (羽團扇受け) | defense | reservation 1/improvised 2 | 2d10 + Finesse(3) >= enemy attack | Negate hit + force enemy movement(1 zone). | — |
| [Licensed] Song of Charm (魅惑の歌) | Kata | 2 | Presence contest(2d10 + Presence(2) vs enemy 2d10+Courage) | On failure, cannot act for 1 round. | 1/round |
Special:
- Flight: Outside Zone ↔ anywhere for 1 Energy.
- Judgment (審判) [Kata] 3 Energy, 1/round: opposed check. Loser takes 2 Wounds.
Stance:
- Rule of Wind (風の支配) [stance] 2 Energy: while maintained, enemy ranged techniques in the same zone -3.
#Onryo (怨靈) — Elite
#Scent
The armor of a warrior who fell on the battlefield bearing a grudge, risen alone though the body that once wore it has vanished. Inside the helmet there is nothing but darkness, and only a faint blue light seeps through the gaps in the armor. Even leveling a spear at it, there is no sensation of the blade cutting into flesh; the hand slices through empty air, and instead it is your own spear that passes straight through its form. When it approaches there are no footsteps, only the self-stirring rustle of armor scales and a chill that goes ahead of it.
Its thought is but one — the grudge left unresolved at the place where it died. Whoever is once touched by that spear has a cold grudge cling to them, and whenever they try to rest an unseen hand gnaws at their vigor. What the one who realizes blades do not work feels in that chill is not so much fear as the deep sorrow of someone wandering, still unable to find release.
Armored Onryo (甲冑怨靈) — Elite
Wounds 3, Defense 15, Energy 8
Courage+2, Finesse+1
Domination +3 (reduced from Elite base +4 because it is incorporeal)
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Spear of Grudge (怨の槍) | Attack A (Courage) | 2 | 2d10 + Courage(2) >= Defense | [Incorporeal]. 1 Wound. §Exorcism Immunity Table applies. | — |
| Cold Air (冷氣) | Attack B (Wisdom) | 2 | — (automatic) | Everyone in target zone makes Mental Save(Courage >= 11). No damage. | 1/round |
| Incorporeal Evasion | defense | automatic | — | When hit by a physical attack, d100 01~50 negates. Exorcism Novice(1 point)+ ignores this. | — |
Special:
- Incorporeal: physical 50% negation(see defense above). Exorcism Novice(1 point)+ ignores it.
- Grudge Infection: a hit target gains "grudge" — additional 1 Wound each lull (remove with Exorcism>=13).
#Kumo (蜘蛛) — Veteran
#Scent
A body the size of a cartwheel hangs upside down beneath the eaves or from a cave ceiling. What a person notices is always the web first — sticky threads clinging to the face; follow those threads upward with your gaze and eight eyes gleam at once out of the darkness. Its movement is sluggish, but a single leap clears a person's height in one bound, and where its venom-fangs sink in the spot soon swells black. The more you struggle, the tighter the threads wind, so the captured are wrapped alive in silk to become that day's meal.
Ogumo (大蜘蛛) — Veteran
Wounds 3, Defense 13
Domination +3
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Poison Fang (毒牙) | Attack A | — (when commanded) | 2d10 >= Defense | 1 Wound + poison(1 Wound each lull, Physique>=13 removes). | — |
| Spider Silk (蜘蛛糸) | Attack B | — (when commanded) | 2d10 + Finesse(+1) vs enemy 2d10+Physique | No damage. Bind(cannot move for 1 round). | 1/breath |
#Nue (鵺) — Elite
#Scent
A jumbled body that cannot be bound into the shape of any single beast. It has the face of a monkey, the round torso of a tanuki, the legs of a tiger, and a tail that is a living, moving snake. Whichever part you guard against, another part finds the opening; knock the claws aside and the snake-tail bares its fangs at you from behind. Drifting as a black shadow among the clouds of the night sky before alighting, it is ill omen itself, a thing that cannot be named by any one creature.
Above all, its cry chills a person's blood before anything else. When that sound — like the thin whistle of a bird yet somehow resembling a human moan — spreads on the night air, the heart of the listener withers with a nameless dread, and even the minions at its side grow restless. The nue comes first by that sound, before it ever shows its form.
Nue (鵺) — Elite
Wounds 4, Defense 14, Energy 10
Courage+2, Finesse+1, Physique+3
Domination +4
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Poison Tail (毒尾) | Attack A (Courage) | 1 | 2d10 + Courage(2) >= Defense | 1 Wound + poison. Low-Energy repeated attacks possible. | — |
| Composite Claws (複合爪) | Attack B (Physique) | 3 | 2d10 + Physique(3) >= Defense | 2 Wounds. On Critical Hit, 3 Wounds. | 1/breath |
| Chimera Defense (合成獸防) | defense | reservation 2/improvised 3 | 2d10 + Physique(3) >= enemy attack | Negate hit. Snake tail counterattacks(automatic poison check). | — |
Special:
- Roar: At lull, all-zone squad Cohesion -1.
- Composite Body: 3 animal traits. Poison tail(snake) + claws(monkey) + sturdy Physique(tanuki).
#Greater Yoma (Lord Rank)
#Great Oni (大鬼) — Lord Rank
#Scent
If an ordinary oni looms over a person, the great oni looms over a small pavilion. As befits the chieftain who leads a band of oni, its body resembles a boulder at a mountain's foot; the two horns rising from its head are as tall as a grown man, and the great club gripped in its two hands, brought down once, splits the earth and sends people sprawling far away. Its hide is tougher than steel, so most blades bounce off before they can even bite, and the scars running across it testify to countless ages of slaughter.
Most fearsome is that it rarely goes down. Even after it sinks to its knees as if its breath has ceased, a moment later it rises again on two feet, so the relief of thinking "it's over" becomes the most dangerous moment. When its fury reaches its peak it forgets even its own defense and rushes in only to destroy, and that single blow wrapped in madness crushes a person armor and all.
Merely by setting foot in a place, that great body lays a realm of fear over the whole area. Those standing on the same ground find their legs stiffened, unable even to think of raising a blade, and the minions that meet it lose their will to fight before the battle begins. It is a calamity that crushes an entire battlefield by itself, against which only a throng of people offers any hope of victory.
Great Oni (大鬼) — Lord rank
Wounds 6, Defense 16, Energy 12
Courage+4, Finesse+1, Physique+3, Presence-3
Domination +6
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Great Kanabo Strike (大金棒强打) | Attack A (Courage) | 3 | 2d10 + Courage(4) >= Defense | 2 Wounds. On Critical Hit, 3 Wounds + applies to everyone in the zone. | — |
| Earth Smash (大地叩き) | Attack B (Physique) | 4 | — (automatic) | Everyone in same zone(friend and foe) forced movement(adjacent). Reset Domination. | 1/round |
| Kanabo Guard (金棒受け) | defense | reservation 2/improvised 3 | 2d10 + Physique(3) >= enemy attack | Negate hit. Enemy weapon breaks(durability -2). | — |
| [Licensed] Oni's Blow (鬼の一撃) | attack | 5 | 2d10 + Courage(4)+1 >= Defense | 3 Wounds. [Pierce 3] + [Break] (target armor damaged). | 1/combat |
Special:
- Undying Body: At Wounds 0, succeed at Physique(>=13) → revive at Wounds 2 (1 time).
- Realm of Fear [stance]: when entering that zone, fail Courage >= 13 and become Defenseless.
- Roar: At lull, adjacent 2-zone squad Cohesion -2.
Stance:
- Rage (怒り) [stance] 2 Energy: while maintained, all attack techniques +2. Own Defense -2 (debuff). "A state obsessed with attack."
#Nine-Tailed Fox (九尾狐) — Lord Rank
#Scent
The first thing you meet is not a beast but a person of surpassing beauty. With the bearing of a refined noble wrapped in silk, its voice melts the listener's guard and its gaze captures the heart at a single touch. By the time you notice the nine forking tails shimmering like silken shadows behind its back, you have already fallen deep into that enchantment.
Even with your blade drawn you can rarely reach its true body. The moment you think you have cut it, that was an illusion, while it stands mockingly in another spot. At its side, doubles split off from its own shadow shimmer together, making it hard to tell which is real. Blue foxfire rises from its fingertips, and a single word of sorcery breaks a person's mind from the inside.
Yet the true threat is not its claws but its power to turn a heart around. With one verse of the great charming song, a comrade who stood beside you leveling a blade suddenly turns the point toward you. The thousand-year power dwelling in its last two tails cannot even be scratched by an ordinary weapon, so without the strength of Exorcism and Barrier, to drive the Nine-Tailed Fox to its end is a task beyond human hands.
Nine-Tailed Fox (九尾狐, Tamamo-no-Mae) — Lord rank
Wounds 7, Defense 17, Energy 13
Courage+1, Finesse+2, Presence+5, Wisdom+3, Fate+2
Domination +5
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Foxfire (狐火) | Attack A (Wisdom) | 2 | 2d10 + Wisdom(3) >= Defense | 1 Wound. Ranged(adjacent zone). | — |
| Yojutsu (妖術) | Attack B (Presence) | 2 | 2d10 + Presence(5) >= Defense | [Incorporeal]. 1 Wound. Mental attack. Target's next check -3. | 1/breath |
| Illusion Evasion (幻影回避) | defense | reservation 1/improvised 2 | 2d10 + Finesse(2) >= enemy attack | Negate hit. Replace with illusion. Enemy confused(next attack -2). | — |
| [Licensed] Great Charm (大魅惑) | Kata | 3 | Presence contest(2d10+5 vs enemy 2d10+Courage) | Everyone in zone. Failed targets switch to your side for 2 rounds. | 1/combat |
Special:
- 9 Tails: Of Wounds 7, the last 2 are "tail seals" — reduced only by Exorcism/barriers.
- Doubles (分身): 3 times per combat. Create 1 Minion-rank double.
- Disguise: Perfectly disguises as human. Cannot be seen through unless Perception>=17.
Stance:
- Realm of Charm (魅惑の領域) [stance] 3 Energy: while maintained, all enemies in the same zone make a Presence contest each breath. On failure, cannot act.
#Shuten-doji (酒呑童子) — Lord Rank (Faction Leader)
#Scent
A giant who stands at the very summit of all things called oni. Its red face is flushed all the deeper with the heat of drink, and its mouth always wears an expression that could be a smile or a sneer. With a sake cup in one hand and, in the other, a club taller than a man, it lounges aslant on its throne and gazes down over the land. Merely by raising its great body, the whole cavern stirs, and with each step the rock resounds.
A strange being that grows stronger the more it drinks, when the sake rises in it a thick drunken vapor spreads from its body like mist and clouds the minds of those standing on the same ground. A single swing of the club, heedless of its own safety, sends a person flying armor and all, and though it seems to have breathed its last, by the power of sake it rises again. Every oni of the land binds together beneath its dignity, so as long as it stands, the host of Shuten Mountain will never break.
Yet there is something to this king beyond mere ferocity. While it deeply despises human weakness, it truly loves the sake humans brew, and before a human strong enough to face it, it withdraws its sneer and offers respect. To one who presents sake and boldly sits across from it, there is room for it to offer a cup instead of a blade — an arrogant but large-hearted foe.
Shuten-doji — Lord rank (leader of Shuten Mountain)
Wounds 8, Defense 17, Energy 14
Courage+5, Physique+4, Presence+2, Fate-2
Domination +7
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Great Kanabo Strike (大金棒强打) | Attack A (Courage) | 3 | 2d10 + Courage(5) >= Defense | 2 Wounds. On Critical Hit, 3 Wounds + forced movement. | — |
| Sake Miasma (酒氣) | Attack B (Physique) | 3 | — (automatic) | Everyone in same zone(friend and foe). Unless Physique>=13, check -3 + fear. The aura of sake. | 1/round |
| Oni King Defense (鬼王防) | defense | reservation 2/improvised 3 | automatic | Damage -2 Wounds(minimum 1). Natural Defense. | — |
| [Licensed] Swallow the Mountain (山呑み) | Kata | 5 | 2d10 + Courage(5)+2 >= Defense | 4 Wounds. Destroy 1 zone terrain gimmick. | 1/combat |
Special:
- Undying Body: At Wounds 0, succeed at Physique(>=13) → revive at Wounds 3 (1 time).
- Power of Sake: At battle start, "sake bonus" — all attacks +2, own Defense -2 (debuff). No bonus without sake.
- King of Oni: All oni squads belonging to Shuten Mountain gain Cohesion +2. If Shuten-doji becomes incapacitated, all squads suffer Cohesion -3.
- Negotiable: If offered sake, negotiation(>=17) is possible. He despises human weakness, but respects the strong.
Stance:
- Realm of Sake Poison (酒毒の領域) [stance] 3 Energy: while maintained, all enemies in the same zone check Physique>=13 each breath. On failure, check -2.
King of Mount Ibuki. Oni among oni. He loves human sake and despises human weakness. But to a strong human — he shows respect.
#Enma-doji (閻魔童子) — Lord Rank (Sealed Great Evil Oni)
#Scent
An ancient great evil oni slumbering within a seal of ten thousand years. What you first meet is not the being itself but the seal — from within a great boulder or shrine wrapped layer upon layer in sacred ropes and talismans, only a heavy presence leaks out, pressing down on a person. As the seal unravels one layer at a time and its form begins to show, a vast shape in which dignity and terror mingle rises up, just as the old tales of a judge of hell describe. At a single touch of its gaze a person is gripped by a chill, as though being judged for their own sins.
The terror of this being lies not in cutting flesh but in judging the heart. Where the hand of judgment points, a person's heart is dragged one step toward the darker side, and the flames of hell sear an entire zone whole. Even death is but a brief moment to this evil oni; unless it is sealed again, its scattered power returns fully within a few days. It cannot be ended by a blade and can be put to sleep only by an appointed rite and the key of the seal, so the task given to those who face it is not victory but sealing.
The moment the seal comes fully undone is what the people of old feared most. For it is a day when the dead return from their graves and the living are set upon the seat of judgment, a day when the order of the world is overturned. What must be laid upon the table when handling Enma-doji is not a battle against a single monster, but the terminal tension of barely holding back something that must never be allowed to wake.
Enma-doji — Lord rank (ancient evil oni, sealed state)
Wounds 10, Defense 19, Energy 15
Courage+5, Physique+5, Wisdom+3, Presence+4
Domination +8
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Hand of Judgment (審判の手) | Attack A (Presence) | 3 | Presence contest(2d10 + Presence(4) vs enemy 2d10+Courage) | 2 Wounds + forced Three Ways and Six Hearts check: on failure, the Heart shifts one step darker. | — |
| Hellfire (地獄火) | Attack B (Wisdom) | 4 | — (automatic) | Everyone in same zone 3 Wounds. Units inside a barrier are exempt. | 1/combat |
| Iron Wall (鐵壁) | defense | automatic | — | Of Defense 19, 4 is seal residue. When hit by an Exorcism technique, seal-residue Defense -1(permanent). | — |
| [Licensed] Reincarnation (輪廻) | Kata | 6 | 2d10 + Presence(4)+3 >= Defense | 1 target instant death(regardless of Wounds). Cannot defend unless Physique>=18. Lord-rank targets are exempt. | 1/combat |
Special:
- Sealed State: Initially sealed. Releasing the seal = 4 stages(scenario-dependent). Each stage released grants Wounds +2 and unlocks 1 technique.
- Judge of Hell: Directly interferes with Three Ways and Six Hearts. Hand of Judgment changes a character's Heart.
- Immortal: Even at Wounds 0, unless resealed, recovers full Wounds after d10 days.
- Weakness — Key of the Seal: Can be resealed only with a specific item/ritual presented in the scenario. Cannot be killed physically.
An evil oni sealed ten thousand years ago. Said to have been a judge of hell. If the seal breaks — the dead return, and the living are judged.
#Tamamo-no-Mae (玉藻前) — Lord Rank (Leader of Biu Mountain)
#Scent
If the Nine-Tailed Fox bewitches people by mere animal instinct, Tamamo-no-Mae is a true-named being who has lived a thousand years and learned how to read the world of men. Her outward form is a most elegant noblewoman — a flawless silk robe, a composed smile, and a calm gaze that sees through whatever you hide come to you first. Not the faintest trace of the beast shows in that bearing, so the one who sits across from her is drawn into conversation without ever realizing they are facing a fox.
This being rarely takes up a blade herself. Her battlefield is the human heart and the seat of power, and she breaks an enemy from within through secret pacts, betrayal, and division. Even when forced into a quarrel, one word of thousand-year sorcery turns the blade of a comrade at her side, and before the absolute charm she unfolds at the last, the entire battlefield crosses over to her side. The power dwelling in her nine tails turns aside every ordinary weapon, so by frontal strength one can never reach her true self.
Most fearsome of all is that one can never finally know how far her hand reaches. Behind a single chamber's secret dealing, behind a single faction's discord, one of her tails may be drawn. Even when she seems to answer a negotiation, whether she will keep her promise is unknown, so what the one who faces Tamamo-no-Mae must carry away is not a single defeat but a suspicion that never fully fades.
Tamamo-no-Mae — Lord rank (true name of the Nine-Tailed Fox, leader of Biu Mountain)
Wounds 7, Defense 17, Energy 13
Courage+1, Finesse+2, Presence+5, Wisdom+3, Fate+3
Domination +6
A named Lord-rank yoma based on the Nine-Tailed Fox(九尾狐) template. Stronger in negotiation and politics than a normal Nine-Tailed Fox.
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Foxfire (狐火) | Attack A (Wisdom) | 2 | 2d10 + Wisdom(3) >= Defense | 1 Wound. Ranged(adjacent zone). | — |
| Thousand-Year Yojutsu (千年妖術) | Attack B (Presence) | 3 | Presence contest(2d10 + Presence(5) vs enemy 2d10+Courage) | On failure, switch to her side for 2 rounds + shift 1 step toward Demon in Three Ways and Six Hearts. | 1/round |
| Ninth Tail (第九尾) | defense | automatic | — | Defend with a tail. When hit, d100: 01~30 negates. | Additional 3% per 1 tail |
| [Licensed] Absolute Charm (絶對魅惑) | Kata | 5 | Presence contest(2d10+5+3 vs all enemies 2d10+Courage) | Entire battlefield. On failure, switch to her side until combat ends. Only Hegemony/Demon in Three Ways and Six Hearts gain resistance +3. | 1/combat |
Special:
- 9 Tails: Same as the Nine-Tailed Fox. Last 2 Wounds are reduced only by Exorcism/barriers.
- Perfect Disguise: Perfectly disguises as human. Perception>=18(practically impossible). A special item is required to see her true form.
- Political Being: Her real work is negotiation/politics, not battle. She avoids battle and achieves her goals through secret pacts, betrayal, and division.
- Negotiable: Negotiation(>=17). Even on success, whether she keeps the promise is unknown.
The true master of Biu Mountain. She has lived for a thousand years. She claims to have manipulated human history — but no one knows the truth. Behind the secret deals of the Sakai Guild, behind the heresy purges of the Hiei League — one of her tails may be there.
#Konryu (混流) — Elite Rank (Spirit Realm Being)
#Scent
Neither the shape of a person nor of a beast, but the very energy of the Spirit Realm given will and flowing into form. From a fissure in a spirit vein cracked open in the earth, a black light twisted like a wave rises up, endlessly rippling and shifting its shape without any fixed outline. Draw near and your hair stands on end and a tingling like static spreads across your skin; before you see its form, that energy touches your skin first. A blade cannot cut that current, and even the hand that touches it is swept up in the spirit flow and comes to nothing.
This being is neither enemy nor ally. It desires only the balance of the Spirit Realm, and its form and bearing shift moment by moment according to the state of the spirit vein in which it dwells. Where the vein lives, its power swells; where it dries up or is polluted, it boils black with rage. Upon one who defiles a spirit vein it turns the flow backward to slowly eat away at them, and to one who restores it, it answers with unfeigned gratitude.
For this reason Konryu is a being to be reckoned with rather than an enemy to be cut down. Purify a polluted spirit vein and it becomes a peerless ally, a key to opening and closing the gates of the Spirit Realm; but to one who defies that balance, it becomes a flow that nothing in the present world can stop. What the one at the table faces is not an enraged monster, but the will of nature, which does not weigh human circumstances at all.
Konryu — Elite rank (incarnation of the Spirit Realm)
Wounds 5, Defense 15, Energy 12
Wisdom+4, Presence+3
Domination +5
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Spirit Current Release (靈流放出) | Attack A (Wisdom) | 3 | 2d10 + Wisdom(4) >= Defense | [Incorporeal]. 2 Wounds. Ranged(2 zones). §Exorcism Immunity Table applies. | — |
| Spirit Vein Manipulation (靈脈操作) | Attack B (Wisdom) | 3 | — (automatic) | Activate or pollute 1 zone's spirit vein. Activated: everyone recovers 1 Wound at lull. Polluted: everyone loses 1 Wound at lull. | 1/round |
| Spirit Body Barrier (靈體障壁) | defense | reservation 1/improvised 2 | automatic | Incorporeal defense. Physical attack d100 01~50 negates. Exorcism Novice(1 point)+ ignores this. | — |
Special:
- Spirit Realm Being: In the present world, Wounds -1 every 5 rounds. No decrease in a spirit-vein zone.
- Spirit Vein Dependence: In a spirit-vein zone, Wounds +2 and Energy +3. Weakened in zones without spirit veins.
- Negotiable: A being that guards the balance of the Spirit Realm. If spirit-vein pollution is resolved, it becomes an ally. Negotiation(>=15).
- Sealing Medium: Konryu can open or close gates to the Spirit Realm. A core campaign NPC.
The Energy of the Spirit Realm given will. Neither enemy nor ally — it wants only the balance of the Spirit Realm. When spirit veins are polluted, it is angered; when they are purified, it is grateful.
#Warbands (兵團) — Tactic-Based Rebuild
Squads of all factions are unified under tactics. → Unit Operations §Squad Tactics
#Minion Squad Tactics by Faction
Minion squads activate tactics through the commander's squad order. Each Minion squad has 1 [Tactic:Kata] + 1 faction-based [Tactic:Aptitude].
Volley Handling: All squad volleys use the table in Unit Operations §Volley Hit Strength Scaling. There is no separate auxiliary roll. 1 hit roll(2d10) decides everything.
| Faction | Squad Name | Faction-Based [Tactic:Aptitude] | Attack Tactic [Tactic:Kata] | Additional Cost | Check | Special Effect |
|---|---|---|---|---|---|---|
| Kagura Domain | Kagura elite spearmen | Regular Discipline (Cohesion loss -1) | Yari Mass Thrust | base | 2d10>=Defense | standard volley applies |
| Hiei League | Hiei warrior monks | Dharma Protection (mental resistance vs yoma +2) | Naginata Mass Sweep | base | 2d10>=Defense | hit strength rises 1 step against yoma |
| Sakai Guild | Sakai mercenaries | Gold Lubrication (gold → Cohesion +1) | Katana Mass Cut | base | 2d10>=Defense | standard |
| Fuma Band | Fuma hanin | Afterimage (Flank Zone movement -1 Energy) | Shuriken Barrage | base | 2d10>=Defense | can shoot into adjacent zone |
| Ikko-ikki | Ikki spearmen | Unretreating Faith (Cohesion 0 → returns at lull) | Bamboo-Spear Charge | base | 2d10-2>=Defense | -2 to check (low efficiency) |
| Kunitomo Guild | Kunitomo artisans | Technological Innovation (construction -1 Energy) | Hammer Blow | base | 2d10>=Defense | on hit, enemy weapon/defense durability -1 |
| Shuten Mountain | Ko-oni squad | Berserker Blood (Wounds down → attack up) | Club Flurry | base | 2d10>=Defense | standard |
| Biu Mountain | Yoko agents | Mist of Illusion (disguised deployment) | Claw Rip | base | 2d10>=Defense | standard |
| Hannya Altar | floating onryo | Lingering Grudge (grudge on death) | Cold Air | base | automatic ([Incorporeal]) | no body removal. Cohesion -1 + fear |
| Muhyeon Band | karasutengu | Wind Protection (50% ranged evasion) | Claw Dive | base | 2d10>=Defense | standard |
| Ibuki Garden | kogumo squad | Realm of Poison (poison on zone entry) | Poison Fang | base | 2d10>=Defense | on hit, also inflicts poison |
| Throne of the Spirit Realm | konryu fragment | World Erosion (Spirit Realm erosion level) | Erosion | base | 2d10>=Defense | on hit, also adds spiritual pollution |
#Veteran Squad Tactics by Faction
Veteran squads have 1 more tactic than Minions: 1 [Tactic:Kata] + 1 [Tactic:Stance] or additional [Tactic:Kata] + faction-based [Tactic:Aptitude].
| Faction | Squad Name | Attack Tactic | Additional Tactic | Faction Basis |
|---|---|---|---|---|
| Kagura Domain | mounted samurai | [Tactic:Kata] Katana Charge — move+attack simultaneously, 2d10+1>=Defense, 1 Wound+Domination-1 | [Tactic:Kata] Mounted Rush — movement 1 Energy (normally 2) | Regular Discipline |
| Hiei League | elite warrior monks | [Tactic:Kata] Naginata Flurry — check against 2 bodies in zone, 1 Wound each | [Tactic:Stance] Exorcism Formation — while maintained, yoma suffer Defense -2 (debuff) | Dharma Protection |
| Shuten Mountain | oni warriors | [Tactic:Kata] Kanabo Strike — 2d10+1>=Defense, 2 Wounds, Critical Hit 3 Wounds | [Tactic:Aptitude] Rage — attack +1 when Wounds are half or less | Berserker Blood |
| Hannya Altar | armored onryo | [Tactic:Kata] Spear of Grudge — [Incorporeal], 1 Wound | [Tactic:Aptitude] Grudge Infection — hit target loses 1 Wound each lull | Lingering Grudge |
| Ibuki Garden | ogumo | [Tactic:Kata] Poison Fang — 1 Wound+poison | [Tactic:Kata] Spider Silk — bind(cannot move 1 round) | Realm of Poison |
| Biu Mountain | white fox | [Tactic:Kata] Foxfire — ranged, 1 Wound | [Tactic:Kata] Charm — Presence contest, on failure switch sides 1 round | Mist of Illusion |
| Muhyeon Band | kotengu | [Tactic:Kata] Tengu Fan Strike — 1 Wound | [Tactic:Kata] Wind — negate ranged attacks in zone for 1 round | Wind Protection |
#Sea Yoma (海上妖魔)
#Umibozu (海坊主) — Elite
#Scent
The calm night sea swells for no reason, and a huge, black, glossy head rises splitting the surface. A jet-black bald head, with neither eyes nor nose clearly defined, towers higher than the mast and covers a small boat whole in its shadow. The swells it raises hammer the gunwale, and when a giant hand rises above the water to grope at the deck, the boat tips like a toy. It is so vast that a small blade's cut does not even reach its body.
The water itself is this being's domain, so once it draws a person in there is no way back out. It gathers seawater to make a wall, so torches and arrows alike are swallowed by the water and come to nothing. Sailors say that when the sea swells without a storm, you should still your oars and hold your breath, for the umibozu takes commotion for its prey.
Umibozu — Elite
Wounds 4, Defense 14, Energy 10
Courage+2, Physique+3
Domination +4 (in water +6)
Techniques:
| Technique | Type | Energy | Effect | Limit |
|---|---|---|---|---|
| Wave Strike (波打ち) | Attack A (Physique) | 3 | Check against everyone in the same zone. 1 Wound + forced movement(in water). | 1/breath |
| Drag Underwater (水中引き) | Attack B (Courage) | 2 | 2d10+Courage vs enemy 2d10+Physique. On success, bind+drag underwater. | — |
| Seawater Wall (海水壁) | defense | reservation 2/improvised 3 | Defend with seawater. Firearm attacks automatically negated. | — |
Special:
- Underwater Rule: In water zones, Wounds +2 and Energy +3. On land, Energy -2.
- Huge: Minion or lower techniques automatically ineffective(size difference).
#Funayurei (舟幽靈) — Minion
#Scent
Those who died at sea and never reached the shore. When the fog thickens, an empty boat draws near from somewhere without a sound, and pale, water-soaked hands grope at the gunwale and beg you to "lend us a ladle." Hand them a ladle at that plea and they use it to bail water in endlessly and sink the boat — wraiths who would share their own death with the sea-road of the living. Their forms melt into the fog so a blade spins through empty air, and only a moaning sound of water surrounds you on all sides.
Wounds 1, Defense 12, incorporeal. Domination +2 (squad of 5). Techniques:
- Ladle (柄杓): Energy 2 | automatic | Flood target vessel. Vessel durability -1 each round.
- Call Mist (霧呼び): Energy 1 | automatic | Fog in zone(ranged -3). 1 round.
#Kappa (河童) — Veteran
#Scent
Child-sized, with a turtle shell on its back, webbing between its fingers, and slick blue-green skin. On the crown of its head sits a shallow dish that always holds water, and as long as that water sloshes there, it has the strength to drag two grown men into the river. It enjoys swimming and wrestling and lures people to the water's edge, but the moment the dish begins to dry in the sun, it loses its strength as if by a lie and bows its head as though making a deep bow. It is cunning enough to bargain if you toss it a cucumber, yet from anyone it once drags underwater it pulls out something precious — what the people of old called the soul — a hunter at the waterside before whom one must never let down one's guard.
Kappa — Veteran
Wounds 2, Defense 12
Domination +3 (in water +4)
Techniques:
| Technique | Type | Energy | Effect | Limit |
|---|---|---|---|---|
| Stretch Arms (腕伸ばし) | attack | — (command) | Adjacent range. Bind(grab). | — |
| Shirikodama (尻子玉) | attack | — (command) | Only against a bound enemy. 2 Wounds. "Pull out the soul." | 1/round |
Special:
- Head Dish: If the water on its head dries, Wounds 0. In fire/dry environments, Wounds -1 each lull.
- Negotiable: Likes cucumbers. If given cucumbers, negotiation +3.
#Ryugu Emissary (龍宮使者) — Elite
#Scent
An envoy risen from the undersea Ryugu palace. Wrapped in long trailing robes whose scales shimmer like mother-of-pearl, it appears commanding the waves, bearing in its hands a jeweled orb that holds a blue water-light. Its bearing carries not the ferocity of a beast but the dignity of a court, and it looks down coldly on any who carelessly draws a blade. That scaled armor lets most blows slide away, and the light reaching out from the jeweled orb binds an opponent fast where they stand.
By nature a neutral being that bears no hostility toward people, it is a faithful messenger that guards the undersea order. Address it with proper courtesy and it may grant passage or even offer a treasure of Ryugu, but commit a discourtesy and it makes a weapon of the sea itself to punish you. The one who stands before it feels, before any fear of facing a monster, the shrinking sense of standing before a being of another order entirely.
Ryugu Emissary — Elite
Wounds 3, Defense 16, Energy 11
Wisdom+3, Presence+3
Domination +3
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Jeweled Orb (寶玉) | Attack A (Wisdom) | 3 | 2d10 + Wisdom(3) >= Defense | 2 Wounds + target bound(1 round). +2 underwater. | 1/breath |
| Current Control (海流操作) | Attack B (Wisdom) | 2 | automatic | Target zone movement +3 Energy(1 round). Underwater only. | 1/round |
| Dragon-Scale Defense (龍鱗防) | defense | reservation 1/improvised 2 | automatic | Defense +3. | — |
Special:
- Negotiable: An envoy of Ryugu. Highly intelligent. On successful negotiation(>=15), grants passage or offers treasure.
- Yoma but Neutral: Three Ways and Six Hearts Loyalty(guards the undersea order).
#Ayakashi (妖) — Mob (Sea Mob)
#Scent
Bluish corpse-lights reflected on the crests of the waves. One or two are no more than will-o'-the-wisps brushing past the gunwale, but when the calm surface boils up for no reason and that light spreads into dozens of points, sailors draw in their oars and fall silent. The formless malice of the sea takes shape by sheer numbers alone.
Wounds 0. Domination 0.5. Sea rabble. It tries to overturn boats, but alone it is powerless. If dozens gather, it becomes dangerous. Techniques: none. If 100 or more gather underwater, the zone's "tidal wave" environmental gimmick automatically triggers (everyone takes 1 Wound each round).
#Ancient Yoma (古代妖魔) — Ou Region Only
#Arahabaki (荒脛巾) — Lord Rank
#Scent
It is less a yoma than a god. The earth-kamuy that the Emishi have revered for generations raises an ancient, mask-like face from among the toppled stone pillars and the cracked ground. A size and an age beyond any human measure dwell in that body, so the one who stands before it is gripped by an awe of having been summoned before a god rather than having met an enemy. Around it even the faith of the arahitogami pales, so the gods that people serve bow their heads before this older god.
Once it rages, the battlefield itself collapses. When its fist comes down the earth splits and flings people in every direction; when it shakes its body an earthquake rises and topples every raised wall. Falling stones and rising soil wrap themselves about its body of their own accord, so most blows scatter before they can reach. Even death is but a moment; unless it is sealed, it rises again from the cracked earth, so there is no way for human force to end this god.
Yet Arahabaki is not a being that harms people without cause. Upon the wildfolk who honor the earth it sends a trial, and it takes as an ally the one who endures it. If this god becomes an enemy the ground underfoot collapses, but if it becomes an ally other yoma flee, cowed by its presence. What the one at the table must reckon with is not how to bring it down, but how to offer respect before its trial without kneeling.
Arahabaki — Lord rank (ancient kami)
Wounds 8, Defense 18, Energy 14
Courage+4, Physique+4, Wisdom+2, Presence+3
Domination +7
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Fist of the Earth (大地の拳) | Attack A (Physique) | 4 | automatic | Everyone in zone(friend and foe) 2 Wounds + forced movement. Ground destroyed. | 1/breath |
| Divine Punishment (神罰) | Attack B (Presence) | 3 | 2d10 + Presence(3) >= Defense | [Incorporeal]. 2 Wounds. Mental attack. Target fear. | — |
| Earth Barrier (大地障壁) | defense | automatic | triggers automatically whenever hit | Damage -1 Wound (minimum 1). Constant. | — |
| [Licensed] Earthquake (地震) | Kata | 5 | automatic | Whole battlefield movement +2 Energy(2 rounds). All barricades collapse. All squad Cohesion -1. | 1/combat |
Special:
- Ancient Divinity: arahitogami faith decreases by -1 each round in this being's presence.
- Negotiable: Only wildlanders(Emishi) can negotiate(>=17). On success, it gives a "trial" — pass and it becomes an ally.
- Sealing Required: Even at Wounds 0, unless sealed, revives after 3 rounds at Wounds 4.
Kamuy among kamuy. An earth kami revered by the Emishi. If it becomes an enemy, the battlefield collapses; if it becomes an ally, yoma flee.
#Forest Yoma (山林妖魔) — Kii/Ou Region
#Yamauba (山姥) — Veteran
#Scent
A bent old woman met at the end of a mountain path at dusk. At first she looks like a kindly old soul urging you to stay the night, but yellow fangs show between her smiling lips, and at the fingertips of the hand on her staff a beast's claws have grown long. She fills out with as much flesh as she has devoured, so with each mouthful her bent back straightens a little and the blood returns to her clouded eyes. She is the hunger of the mountain, baiting its trap with the relief of the lost — the kinder the old woman, the deeper within the forest you have gone.
Wounds 3, Defense 13. A mountain crone yoma. It eats lost travelers. Techniques:
- Devour (捕食): 2d10 + Courage(+1) >= Defense. On hit, 1 Wound + yamauba recovers 1 Wound(absorption).
- Forest Concealment (森隱し): Always in infiltration in forest/thicket zones. Perception>=15.
#Kodama (木靈) — Mob
#Scent
An echo heard from among the knots of an old tree. If the mountain returns a person's voice when no one has called, a kodama is there in that place. Ordinarily it does no harm, but the moment flame licks the trunk the echo turns into a scream and the roots split the ground.
Wounds 0. A tree spirit. Not hostile — but if fire is used, it becomes enraged and transforms into Veteran rank(Wounds 3). Techniques: none(normal state). After transformation:
- Root Torrent (根激流): Everyone in zone(friend and foe) is bound(1 round).
#Kamaitachi (鎌鼬) — Minion
#Scent
A weasel-shaped cutting wind borne on a whirlwind. The eye sees nothing; only after a single cold streak slices the skin does blood well up from the cut. The flesh is already split before it even hurts, giving no chance to guard, so a person falls without ever knowing what cut them. When the gust at a mountain bend whirls in with unusual savagery, take it that claws are hidden within.
Wounds 1, Defense 13(high!). Wind weasel. Invisible cutting wind. Techniques:
- Invisible Cut (見えぬ斬り): 2d10 + Finesse(+3) >= Defense. 1 Wound + bleeding. Evasion techniques impossible(because it is invisible).
Squad of 5. Domination +2. High Defense, but Wounds 1 = dies if hit.
#Tanuki (狸) — Minion (Negotiable)
#Scent
A tanuki yoma with a round belly and mischievous eyes. Lay a single leaf on its head and it transforms into a respectable warrior or a roadside teahouse, but unable to hide its giddy spirits, somewhere a sound of it drumming its round belly always leaks out. A being in whom mischief outruns malice, it finds its joy in muddling people's sense of the road and showing them phantoms to make fools of them. A single bottle of sake undoes its disguise and sets it babbling and letting slip what it knows, so it is an opponent better suited to a bargain than to a blade.
Wounds 1, Defense 10. A tanuki yoma. Loves shapeshifting and pranks. Techniques:
- Transform (化け): Disguise as any object/person. Perception>=13.
- Leaf Illusion (木の葉幻術): Illusion in 1 zone(enemy movement +1 Energy, Perception>=11 removes).
Negotiable: Likes sake. If sake is offered, negotiation +5. Provides information/noncombat support.
#Tengu-Tsukai (天狗使い) — Elite (Muhyeon Band Defector)
#Scent
A tengu exiled for turning its back on the way of the mountain. It once had the bearing of an ascetic, but now its feathers are roughly disheveled and only a mercy-less arrogance glints in its eyes. Though it falls short of a great tengu's dignity, its skill at commanding the wind remains, so with a single gesture it raises a gale to shove people back and slices flesh from afar with blades of wind.
Whether in spite over its banishment, it finds a twisted pleasure in picking out and tormenting the weak. Riding the wind it soars high and, from beyond reach, flings only cutting wind as if to taunt, so it is hard to catch and easy to suffer. If you are plagued by an unusually spiteful wind on a mountain path, then somewhere above, someone is looking down and sneering at you.
Tengu-Tsukai — Elite (fallen tengu)
Wounds 3, Defense 14, Energy 10
Finesse+3, Presence+1
Domination +3
Techniques:
- Wind Blade (風の刃): Energy 2. 2d10 + Finesse(3) >= Defense. 1 Wound. Adjacent zone possible.
- Gust (突風): Energy 3. Automatic. Forced movement for everyone in target zone(adjacent). Barricade durability -1.
- Flight Evasion: reservation 1/improvised 2. 2d10 + Finesse(3) >= enemy attack. On success, negate hit+move to Outside Zone.
Special: A tengu exiled from the Muhyeon Band. Three Ways and Six Hearts Demon. Its arrogance has reached the point of abusing humans.
#Urban Yoma (都市妖魔) — Homes/Castle Towns
Yoma that appear in cities and castle towns. They live mixed among humans, or are born from human obsession.
#Rokurokubi (轆轤首) — Veteran
#Scent
By day, a person no different from any other woman, sitting neatly and pouring tea. But when the lamps go out and the night deepens, when you think she has fallen asleep, her neck stretches soundlessly like a snake to push its head past the paper door into the next room. Whoever first sees that pale face drifting among the ceiling beams cannot even cry out. The stretched neck is a phantom that cannot be grasped by hand, so what must be cut is the original torso left behind in the darkness.
Rokurokubi — Veteran
Wounds 2, Defense 12
Domination +2
Techniques:
| Technique | Type | Energy | Effect | Limit |
|---|---|---|---|---|
| Neck Stretch (首伸ばし) | Attack A | — (command) | Adjacent-zone range. 2d10 + Finesse(+1) >= Defense. 1 Wound + fear. "The neck stretches into an adjacent zone." | — |
| Scream (悲鳴) | Attack B | — (command) | Everyone in same zone makes Mental Save(Courage >= 13). No damage. | 1/round |
Special:
- Human Disguise: Ordinary human by day. Cannot be exposed unless Perception>=13. Becomes yoma only at night.
- Incorporeal(Neck): The stretched neck is incorporeal. Only attacks on the main body are effective.
#Bakeneko (化猫) — Minion~Veteran
#Scent
What a long-kept cat becomes once it has come to understand human speech and even to read the shadowed corners of a person's heart. It prowls beneath the eaves as an ordinary house cat, but when those pupils flare like embers in the dark, it is revealed as an aged monster whose tail has split in two. From the tips of its forked tail it spews blue ghostfire, and with that flame it raises the freshly buried dead to work them like its own hands and feet. The beast that curled purring at your pillow rising one night wearing its master's face — that is the terror of the bakeneko.
Bakeneko — Minion (ordinary) / Veteran (Nekomata)
Ordinary: Wounds 1, Defense 12. Squad of 3. Domination +2.
Nekomata: Wounds 3, Defense 14. Domination +3.
Techniques (Minion):
- Claw (爪): 2d10 + Finesse(+2) >= Defense. 1 Wound. Accurate through Finesse.
Techniques (Veteran — Nekomata):
| Technique | Type | Energy | Effect | Limit |
|---|---|---|---|---|
| Ghostfire (怪火) | Attack A (Wisdom) | — (command) | 2d10 + Wisdom(+2) >= Defense. 1 Wound. Ranged(adjacent). Ghostly fire from the tail. | — |
| Corpse Manipulation (屍操り) | Kata | — (command) | Manipulate 1 corpse in an adjacent zone as a Minion-rank undead. Wounds 1, lasts 1 round. | 1/round |
Special:
- Nekomata(猫又): An old cat whose tail has split in two. Veteran rank.
- Human Disguise: Perception>=13.
#Tsukumogami (付喪神) — Minion
#Scent
Household goods past a hundred years old that have one day opened their eyes. Inside a shut shed a broken umbrella hops about on one leg, a discarded lantern cackles with its tongue lolling out, and a worn-out straw sandal clip-clops across the floorboards. More sulky than savage, they pour the grief of long use and heartless abandonment into a noisy commotion. Yet because they are tools at heart, smash that body once and the lingering attachment scatters with it, so hearing out the grumble of "use me again" sends them off more gently.
Spirits dwelling in old tools. Kasa-obake(umbrella), karakasa(straw sandal), chochin-obake(lantern), and the like.
Wounds 1, Defense 10. Squad of 5. Domination +2. Techniques:
- Object Attack: 2d10 + Physique(+0) >= Defense. 1 Wound. Strikes with itself(the tool).
- Poltergeist (騒霊): Automatic. Loose objects in the zone fly around. Zone movement +1 Energy, ranged -1.
Special:
- Weakness — Tool Destruction: Destroy the original tool and it dies instantly. Possible with 1 weapon attack(ignores Wounds).
- Negotiable: Attachment to an object long used. "Use me once more." Presence >= 11 negotiation makes it leave.
#Nurikabe (塗壁) — Veteran
#Scent
Walking a night road, the way ahead that was plainly open is at some moment blocked by an endless earthen wall. Try to go around to the left or right and the wall lengthens by just as much; look up and there is no end to it. Its form is the earthen wall itself, so it will not budge though you shove it and gives no answer though you cry out, and the traveler, worn out of their own accord, sinks down before it. Only, as the old saying goes, sweep along the base with a stick and there is a gap; strike low and the wall at last clears the way.
Nurikabe — Veteran
Wounds 4, Defense 16(very high)
Domination +2
Techniques:
| Technique | Type | Energy | Effect | Limit |
|---|---|---|---|---|
| Wall (壁) | stance | — (automatic) | Blocks passage. Movement between this unit's zone and adjacent zones is impossible (must detour). | constant |
| Crush (圧殺) | Attack A | — (command) | 2d10 + Physique(+2) >= Defense. 1 Wound. The wall falls and crushes the target. | 1/round |
Special:
- Immovable: Immune to forced movement. A wall that makes Breakthrough checks automatically fail.
- Weakness — Low Strike: Defense 16, but attack the lower part(feet) and Defense is 11. "Strike below."
- Physical Wall: Not incorporeal. Physical attacks work. However, Defense is very high and hard to pierce.
#Underground Yoma (地下妖魔) — Graveyards/Caves/Underground
Appear in graveyards and ancient ruins. Linked to the tomb of the great evil oni scenario.
#Gashadokuro (餓者髑髏) — Elite
#Scent
A skeleton the size of a house, risen from the gathering of countless bones of those who starved or died fighting and were never buried. In its empty eye sockets a livid corpse-light wavers, and with each step the dry bones knock against one another with a thunderous rattle. A giant hand grips a person whole and crushes them with a crunch, so the blade-strokes of a small minion cannot even reach that great body.
Cutting it and knocking a few joints of bone loose is of no use. The scattered bones roll back of their own accord to fasten themselves into place again and fill out the broken body, so there is no ending it by the blade. Only before the power of sutras and requiem that soothes those countless deaths does the corpse-light begin to dwindle — the way to halt this giant lies not in cutting it down but in laying to rest the vengeful souls dwelling within.
Gashadokuro — Elite (giant skeleton)
Wounds 5, Defense 13(gaps between bones), Energy 10
Courage+3, Physique+4
Domination +5
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Skull Grab (髑髏掴み) | Attack A (Courage) | 3 | 2d10 + Courage(3) >= Defense | Bind + 1 Wound. While bind is maintained, 1 Wound each breath(crushing). | — |
| Bite Down (歯噛み) | Attack B (Physique) | 2 | 2d10 + Physique(4) >= Defense | Only against a bound target. 2 Wounds. | 1/breath |
| Bone Barrier (骨障壁) | defense | reservation 2/improvised 3 | automatic | Damage -1 Wound(minimum 1). Bones fall away. | — |
| [Licensed] Death-Thought Explosion (死念爆發) | Kata | 5 | — (automatic) | Everyone in same zone(friend and foe) 2 Wounds + fear. Own Wounds -1. Bones scatter explosively. | 1/combat |
Special:
- Huge: Minion or lower techniques automatically ineffective.
- Regeneration: Recovers 1 Wound each lull(gathers and reconnects bones). Exorcism/sealing techniques can prevent this.
- Weakness — Sutra: When hit by an Exorcism technique, additional 1 Wound. Weakened by Buddhist pacification.
#Jikininki (食人鬼) — Minion
#Scent
A ghost that lives mixed among the village as an ordinary person by day, then by night is drawn by the smell of corpses to crawl out toward the graves. It prefers digging up and tearing into the freshly dead over falling upon the living, so it gathers first among the corpses of a battlefield. Each time it swallows a body its bent back straightens and flesh returns to its wasted arms, so the more corpses a place holds, the more savage it grows. A gluttony standing on the boundary between human and beast, its corpse-stench, sharp to the nose, gives it away before it draws near.
Wounds 1, Defense 10. Corpse-eating ghost. Squad of 5. Domination +2. Techniques:
- Devour (捕食): 2d10 + Courage(+1) >= Defense. 1 Wound + Jikininki recovers 1 Wound(incapacitated target only).
- Corpse Stench (屍臭): Automatic. All enemies in the same zone, at the start of each breath, suffer check -1 in the zone if they fail Physique>=11.
Special:
- Corpse Absorption: Recover +1 Wound per 1 incapacitated unit in the zone. Can rise to maximum Wounds 3(Minion→Veteranization).
#Dorotabo (泥田坊) — Minion
#Scent
The vengeful soul of an old farmer who died after the rice field he tilled with his own hands was taken from him, risen again out of the mud. A black lump of mud with one eye and only three fingers rises from the middle of a flooded paddy showing only its upper half, wailing at the top of its voice to "give me back my field." Once that sticky hand seizes an ankle, the foot sinks into the mire and will not come free, so the more one tries to flee the deeper one is dragged down. Cut it and scatter it, and so long as a water-logged paddy remains, by the next day it rises from the same spot with the same wail.
Wounds 1, Defense 9. Onryo of the rice fields. Squad of 3. Domination +1. Techniques:
- Mud Grab (泥掴み): 2d10 + Physique(+0) >= Defense. No damage. Target movement +2 Energy(1 round). Feet stuck in mud.
- Grudge Howl: Automatic. Mental attack in the same zone. Fail Courage >= 11 and suffer fear.
Special:
- Rice Field/Wetland Only: Appears only in rice-field/wetland zones. Wounds 0 on dry ground.
- Endless Grudge: Even if defeated, reappears in the same zone at the next lull (up to 3 times). Only sealing/Exorcism can permanently remove it.
#Onryo (怨靈 — Specific Person) — Elite
#Scent
An onryo that bears a name. Unlike a wandering armored onryo, it keeps the very face and voice it had in life, so a bloodless face shows clearly through the loosed black hair. That expression carries a deep sorrow in which even anger has run dry, and the sword in its hand breathes a blue chill like a living weapon. A physical blade passes straight through its body, but that sword alone unfailingly cuts the flesh of the living.
Its grudge is this being's whole self, so unless it is resolved, cut it and scatter it and within days it returns to the same spot. But reckon with the circumstances bound up in its life and untie that knot, and the face twisted with sorrow softens for a moment as it draws in its own light and vanishes. What the one who faces an onryo at last comes to realize is that this fight is not a matter of killing something, but of hearing something out.
Onryo (specific vengeful spirit) — Elite
Wounds 4, Defense 15(incorporeal), Energy 9
Courage+3, Presence+2
Domination +4
Stronger than a common onryo(armored onryo). It has a name and unique techniques based on its memories and grudge from life.
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Sword of Grudge (怨の劍) | Attack A (Courage) | 2 | 2d10 + Courage(3) >= Defense | [Incorporeal]. 1 Wound. §Exorcism Immunity Table applies. | — |
| Curse (呪い) | Attack B (Presence) | 3 | Presence contest(2d10 + Presence(2) vs enemy 2d10+Courage) | No damage. On failure, "Grudge Mark" — 1 Wound each lull, remove: Exorcism>=15 or resolve the grudge. | 1/round |
| Incorporeal Evasion | defense | automatic | — | Physical attack d100 01~50 negates. Exorcism Novice(1 point)+ ignores this. | — |
Special:
- Resolve the Grudge: If the grudge from life is resolved(scenario-dependent), it voluntarily disappears. Combat unnecessary.
- Grudge Revival: Even at Wounds 0, if the grudge is unresolved, it revives after d10 days. Pacification(Exorcism>=15) or resolving the grudge is the only permanent answer.
- Grudge Aura: All allies in the same zone, each breath, suffer fear if they fail Presence >= 13.
#Spirit Realm Yoma (靈界妖魔) — Spirit Realm Border/Fractures
Appear on the boundary between the Spirit Realm and the present world. Linked to the Borderkeep of the Spirit Realm scenario.
#Konryu Fragment (混流の破片) — Minion
#Scent
Black, will-less droplets broken off from the flow of the Spirit Realm. Unable to hold any fixed shape, they drift through the air and spiritually eat away at whatever they touch, like spreading ink. A blade passes straight through their hazy bodies, and scatter one and another point condenses and rises from the same spot, so they do not dwindle by sheer numbers. Unless the source is severed by the power of a Barrier or Exorcism, the erosion spreads slowly but without stopping, the way water seeps in.
Wounds 1, Defense 9, incorporeal. Squad of 5. Domination +2. Techniques:
- Erosion (侵蝕): 2d10 >= Defense. 1 Wound + spiritual pollution(additional 1 Wound each lull, remove with Exorcism>=13).
- Proliferation (增殖): When defeated, 1 body regenerates in the same place. Only zone sealing/barriers can prevent it.
Special:
- Spirit Realm Fragment: A formless being made of condensed Spirit Realm Energy. Exorcism/barriers can permanently erase it.
#Shikome (醜女) — Veteran
#Scent
Pursuers who have chased a soul fled from Yomi down into the land of the living. In the form of huge old crones with disheveled hair hanging loose, their mouths split to the ears, they cross the fields in a single rush like starving beasts. Once they fix on a target, hiding or erasing your tracks is useless, for they trace the scent of the soul straight to you and aim for your back with the claws of a spirit (靈) that the weapons of the living can scarcely catch. They always come in groups of two or more, and bring one down and the rest do not halt, so the longer they linger in the land of the living the more their own bodies blur, yet the pursuit alone never ceases.
Shikome — Veteran (Spirit Realm pursuer)
Wounds 3, Defense 14
Domination +3
Techniques:
| Technique | Type | Energy | Effect | Limit |
|---|---|---|---|---|
| Spirit Realm Claw (靈爪) | Attack A | — (command) | 2d10 + Courage(+2) >= Defense. [Incorporeal]. 1 Wound. | — |
| Pursuit (追跡) | aptitude | — | This unit automatically detects the location of enemies in infiltration. Infiltration is negated. | constant |
Special:
- Spirit Realm Pursuer: A being that came to the present world to catch souls that fled from the Spirit Realm. In the present world, Wounds -0.5 each round (1 Wound loss every 2 rounds). No loss in Spirit Realm zones.
- Multiple Pursuit: Shikome always appear in groups of 2 or more. Even if one is defeated, the rest continue the pursuit.
#Seed of Izanami (黃泉の種子) — Elite
#Scent
A servant of the dead, reaching a hand from the land of death, Yomi, into the world of the living. A form with festering flesh rotted to an earthen hue staggers across an unseen threshold, and wherever it passes a rotten smell of soil, as if from inside a grave, settles down. Seized by that cold hand, a person is gripped by a chill as though being dragged, the very ground and all, toward Yomi, and the breath of death it exhales rots a living body from the inside out.
The land of the living is not its dwelling place by nature, so while it stays there its body slowly crumbles. Even so, as long as the fracture of Yomi is open the seed does not stop, raising its fallen kin to drive them on as pursuers and endlessly swelling its numbers. The way to send this being back forever lies not in cutting it down, but in sealing again that split crack joining the living and the dead.
Seed of Izanami — Elite
Wounds 4, Defense 16, Energy 11
Courage+2, Physique+3, Wisdom+2
Domination +5
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Hand of Yomi (黃泉の手) | Attack A (Physique) | 3 | 2d10 + Physique(3) >= Defense | 1 Wound + bind. The bound target is dragged into the Spirit Realm (forced movement to Outside Zone). | — |
| Breath of Death (死の息吹) | Attack B (Wisdom) | 3 | — (automatic) | Everyone in the same zone. If Physique>=13 fails, 1 Wound + poison(spiritual decay). | 1/round |
| Shell of Yomi (黃泉殻) | defense | reservation 2/improvised 3 | automatic | Damage -1 Wound(minimum 1). Inflicts "spiritual pollution" on the attacker. | — |
Special:
- Spirit Realm Resident: In the present world, Wounds -1 every 3 rounds(minimum 1). In Spirit Realm zones, recover Wounds +1/round.
- Summon the Dead: 1/combat. Summon 2 Shikome.
- Removal Condition: At Wounds 0, or if the Spirit Realm fracture is sealed, automatically returns.
#Yumekui (夢喰い) — Veteran
#Scent
A strange beast with the trunk of an elephant, the body of a bear, and the feet of a tiger. It crouches soundlessly at the pillow of a sleeper and draws in the dream they are dreaming in a long inhalation, but by nature it does not mean to harm people — it picks out and eats only fierce nightmares. It does not touch the sweet dreams of one whose heart is clear, but a dream seething with greed and grudge is a supreme delicacy that it drinks to the last drop. Whoever is dragged into that dream cannot wake from sleep and breathes their last within their own nightmare, so beware the night when the darkness beside your pillow feels unusually heavy.
Yumekui (baku) — Veteran
Wounds 2, Defense 13
Domination +2
Techniques:
| Technique | Type | Energy | Effect | Limit |
|---|---|---|---|---|
| Dream-Eating (夢喰い) | Attack A (Wisdom) | — (command) | Presence contest(2d10 + Wisdom(2) vs enemy 2d10+Courage). On failure, sleep(cannot act, removed when hit). | — |
| Nightmare Projection (惡夢投射) | Attack B (Presence) | — (command) | Only against sleeping targets. 2 Wounds. "If you die in the dream, you die in reality." | 1/breath |
Special:
- Negotiable: Not originally an evil being. It eats only nightmares. Negotiation(>=13) — "I will not eat good dreams."
- Protected Targets: Does not attack those with clear hearts(Three Ways and Six Hearts Compassion/Truth). Prioritizes Hegemony/Demon.
#Veteran Yoma Expansion (練級擴充)
#Kotengu Scout (小天狗斥候) — Veteran
#Scent
A young tengu with a small, beaked crow-face and black wings folded at its back. It has none of a great tengu's dignity yet, but its eyes alone are sharp as a hawk's, taking in ridgeline and ravine at a glance and unfailingly reading an enemy's numbers and formation. Perched on a high branch or the edge of a rock to survey what lies below, the moment it spots something it cries out once with a caw to alert the whole mountain. Arrogant and contemptuous of people, it will still talk, so anyone who fails to shake off its scouting eye has their whereabouts found out before they even set foot on the mountain.
Kotengu Scout — Veteran
Wounds 2, Defense 13
Domination +3
Techniques:
| Technique | Type | Energy | Effect | Limit |
|---|---|---|---|---|
| Tengu Fan Strike | Attack A | — (command) | 2d10 + Finesse(+2) >= Defense. 1 Wound. | — |
| Wind Block | Attack B | — (command) | Automatic. Ranged attacks in target zone -2 (1 round). | 1/round |
Special: Flight. Scouting(automatically reveal deployment-zone information). Negotiable(arrogant, but talks).
#Ko-oni Warrior (小鬼戰士) — Veteran
#Scent
A minion oni of red skin, no taller than a man but broad across the shoulders. A short single horn juts from its brow, and in its hand it half-drags a club too large for its build. Its face is flushed red from the strong drink it has swilled from Shuten Mountain's sake vats, and having forgotten the meaning of fear, it staggers and charges only straight ahead. Drunkenness throws off its footwork so blow after blow misses easily, but a hit breaks bone, and even knocked down it rises again on the strength of the sake — a vanguard that pushes in by sheer numbers.
Ko-oni Warrior — Veteran
Wounds 3, Defense 13
Domination +3
Techniques:
| Technique | Type | Energy | Effect | Limit |
|---|---|---|---|---|
| Club Smash | Attack A | — (command) | 2d10 + Courage(+1) >= Defense. 1 Wound. On Critical Hit, 2 Wounds. | — |
| Charge | Attack B | — (command) | Move+attack simultaneously. 2d10 + Physique(+1) >= Defense. 1 Wound + forced movement. | 1/round |
Special: Shuten Mountain faction basis(berserker blood). Drunk and immune to fear, but hit -1.
#Yoko Spy (妖狐密偵) — Veteran
#Scent
A spy of Biu Mountain that adds human cunning to a field fox's instinct. Unlike an ordinary field fox, it is seasoned enough to hold a human form for long stretches, passing flawlessly for a serving maid or a peddler to slip into the deepest inner chambers. From its fingertips it kindles blue foxfire to dazzle an opponent's eyes in the dark, and with a low voice it bewitches the heart to draw the strength from the hand that holds a blade. At the first sign of being unmasked it scatters a thread of mist-like illusion and vanishes without a trace, so it is not an enemy to be cut down but a shadow to be sifted out first.
Yoko Spy — Veteran
Wounds 2, Defense 13
Domination +2
Techniques:
| Technique | Type | Energy | Effect | Limit |
|---|---|---|---|---|
| Foxfire (狐火) | Attack A | — (command) | 2d10 + Wisdom(+2) >= Defense. 1 Wound. Ranged(adjacent). | — |
| Charm | Attack B | — (command) | Presence contest(2d10 + Presence(2) vs enemy 2d10+Courage). On failure, cannot act for 1 round. | 1/round |
Special: Disguise(human disguise, Perception>=13). Biu Mountain faction basis(mist of illusion).
#Poison-Spider Hunter (毒蜘蛛獵手) — Veteran
#Scent
A man-sized hunting spider bred in the poison caves of Ibuki Garden. A hard carapace-like outer shell turns blades aside, and spined legs at every joint set themselves to the floor without a sound. In the dark it first shoots out silk to bind its prey's feet, then approaches slowly toward the quarry stamping in panic and sinks in its venom-fangs. The bitten spot soon swells black-blue and numbness spreads through the whole body, so once caught in that web one can scarcely find even the moment to swing a blade.
Poison-Spider Hunter — Veteran
Wounds 3, Defense 14
Domination +3
Techniques:
| Technique | Type | Energy | Effect | Limit |
|---|---|---|---|---|
| Poison Fang (毒牙) | Attack A | — (command) | 2d10 + Finesse(+2) >= Defense. 1 Wound + poison(1 Wound each lull, Physique>=13 removes). | — |
| Spiderweb Shot | Attack B | — (command) | 2d10 + Finesse(+2) vs enemy 2d10+Physique. On success, bind(cannot move 1 round). | 1/breath |
Special: Ibuki Garden faction basis(realm of poison). Carapace defense: physical damage -1 Wound(minimum 1).
#Armored Gaki (甲冑餓鬼) — Veteran
#Scent
The form of a warrior who starved to death on the battlefield and fell into being a gaki. The armor it wore in life hangs loosely on its withered body, fused to it along with the rust, and that wreckage has become instead a hard shell that turns most blades aside. It is mad with hunger like any gaki, yet the movements of a warrior alone remain, and each time it bites and swallows a piece of flesh the old strength returns for a moment to its wasted arms. A piteous and dangerous wreck that approaches with a clatter of iron, its honor and its discernment alike gnawed away by hunger.
Armored Gaki — Veteran
Wounds 2, Defense 14
Domination +2
Techniques:
| Technique | Type | Energy | Effect | Limit |
|---|---|---|---|---|
| Armor Bite | Attack A | — (command) | 2d10 + Courage(+1) >= Defense. 1 Wound + Armored Gaki recovers 1 Wound(absorption). | — |
| Chain Bind | Attack B | — (command) | 2d10 + Physique(+1) vs enemy 2d10+Finesse. On success, bind. | 1/round |
Special: A gaki who was a warrior in life. Its Defense is high because of armor remnants. When hit by Exorcism, additional 1 Wound(onryo weakness).
#Bandit Chief (山賊頭目) — Veteran (Human)
#Scent
A man with a deep sword-scar on his face who knows the rough mountain paths like the palm of his hand. He wears scavenged scraps of armor pieced together and a good sword at his waist, and behind him a band of starving underlings watches only for their chief's signal. His speech is coarse and his reckoning quick, and surrounding a traveler he leisurely strikes a bargain, telling them to choose between their life and their pack. He has no monstrous strength like a yoma, but no hesitation in killing a person and a sense of when to fall back, and for a few gold coins he will even open the road — a threat with a sharp head for numbers.
Bandit Chief — Veteran (human)
Wounds 3, Defense 13
Domination +3
Techniques:
| Technique | Type | Energy | Effect | Limit |
|---|---|---|---|---|
| Katana Cut | Attack A | — (command) | 2d10 + Courage(+1) >= Defense. 1 Wound. | — |
| Threaten | Attack B | — (command) | 2d10 + Presence(+1) vs enemy 2d10+Courage. On success, enemy squad Cohesion -1. | 1/round |
Special: No faction basis(unaffiliated). Commands subordinate bandits(4~5 Minions). Negotiable(with gold or life).
Yoma have techniques too. Knowing the enemy's techniques is the first step to victory.




























