English edition v1.3.3

#Yoma Encounter Table (妖魔遭遇表, Yokai Encounter Table)

Contents

During the Lull Phase, the GM rolls d100 to determine which yoma intrudes onto the battlefield.


#When To Use

During each Lull Phase, the GM may roll d100 (this is not mandatory). This is recommended when combat has continued for 3 or more rounds, or when mass casualties have occurred in the Core Zone.


#Encounter Table (d100)

#01~30: Nothing Happens

The smell of blood has not yet spread far enough across the battlefield. Roll again during the next lull.

#31~40: Lesser Yoma Mob (雜鬼の群れ)

Drawn by the smell of blood, 1~10 lesser yoma (GM decides, or use the d100 result) rush from the Outside Zone into the Core Zone. Mob grade. They contribute to enemy Domination.

#41~50: Gaki Appears (餓鬼出現)

A starving gaki squad (3 entities, Minion, Defense 11) appears in the zone with the most casualties. It attacks regardless of side (targeting the nearest unit).

#51~58: Yoko Mischief (妖狐の悪戯)

1 yoko (Minion, Defense 12) disguises itself as an ally and infiltrates the allied Rear Zone. On a failed Perception check (>=13), 1 allied squad takes Cohesion -2 in the next round.

#59~65: Battlefield Mist (戰場の霧)

A spiritual mist covers the battlefield. For 2 rounds, all ranged attacks take a -3 penalty. Infiltration checks gain +3. Visibility in the Core Zone is completely blocked (friendly-fire chance rises to 01~50).

#66~72: Onryo Haunting (怨靈出沒)

The grudges of the dead condense. 1 onryo (Elite, Wounds 3, Defense 15, incorporeal) appears in the zone of the Lord with the lowest Wounds. It prioritizes attacking that Lord.

#73~78: Earth Tremor (大地の震え)

The earth veins shake. Movement Energy across the entire battlefield is +1 (2 rounds). 1 barricade collapses automatically. Yari set bonuses are negated (2 rounds).

#79~84: Blood Rain (血の雨)

Blood-red rain falls. All units make a Mental Save (2d10 + Courage >= 11). On failure, their next round's attacks are -2. Squads take Cohesion -1.

#85~89: Tengu Watch (天狗の監視)

1 tengu (Elite, Wounds 3, Defense 13, flying) observes the battlefield from the Outside Zone. It does not intervene during this lull, but if the next encounter table result is 51 or higher, it intervenes directly.

#90~94: Kumo Nest (蜘蛛の巣)

A giant spider (Veteran, Wounds 3) has built a nest in a Flank Zone. Movement in that zone costs +2 Energy (spider web). Removing the spider ends the effect.

#95~98: Wandering Oni (鬼の放浪者)

1 wandering oni (Elite, Wounds 4, Defense 14, oni iron club) intrudes onto the battlefield. It appears directly in the Core Zone. Regardless of side — it attacks the nearest unit.

#99: Nue Appears (鵺出現)

The legendary composite yoma nue (Elite, Wounds 4, Defense 14, poison tail+roar) enters from the Outside Zone into the Front Zone. It threatens both sides.

#00(100): Gate of the Spirit Realm (靈界の門)

A gate to the Spirit Realm (靈界) opens. The Outside Zone connects directly to the Core Zone (movement 0 Energy). Afterward, 1~10 lesser yoma appear automatically each lull. To close the gate, a character must succeed at a Barrier (>=15) or Exorcism (>=17) check in the Core Zone.


#Variant Rules

  • Night Battle: Encounter chance increases. Treat 01~20 as "Nothing Happens" and shift the remaining results by 10.
  • Inside a Sacred Site/Barrier: Encounter chance decreases. 01~50 is "Nothing Happens".
  • Inside a Yoma Domain: Only 01~10 is "Nothing Happens". Yoma appearance is the default.


#Regional Encounter Variant Tables

Instead of the base encounter table, modify d100 results by region.

#City/Castle Town

RangeEncounter
01~40Nothing Happens (cities are relatively safe)
41~55Lesser Yoma Mob (1~6 entities, from sewers/alleys)
56~65Tsukumogami disturbance — objects in the zone fly around (ranged -1, movement +1 Energy, 1 round)
66~75Bakeneko sighting — 1 allied/enemy entity is actually a bakeneko. Cannot be detected unless Perception>=13. If exposed, combat
76~85Nurikabe appears — movement between zones becomes impossible (1 round). Remove it with a low attack (Defense 11)
86~95Rokurokubi — a neck stretches in from an adjacent zone. Mental Save. The main entity (in another zone) must be found to remove it
96~00Tanuki grand illusion — battlefield-wide hallucination. All checks -2 (2 rounds). Perception>=13 negates

#Underground/Cemetery

RangeEncounter
01~20Nothing Happens
21~35Jikininki appear (Minion 1~3 entities) — appear first in zones with incapacitated units
36~50Dorotabo (Minion 1~3 entities) — only in marsh/rice field zones. Sealing required
51~65Spiritual Taint spreads — add Spiritual Taint to 1 zone. Can be purified with Exorcism>=13
66~80Onryo appears (Elite) — in the zone with the most war dead. The grudge can be resolved
81~90Gashadokuro omen — if not purified by the next lull, a gashadokuro (Elite) appears
91~00Spirit Realm Rift (underground) — 1~3 Konryu Fragments appear each lull. Sealing required

#At Sea

RangeEncounter
01~30Nothing Happens
31~45Ayakashi gathering (Mob 1~10 entities) — tsunami gimmick when 100 entities are reached
46~60Funayurei (Minion 1~3 entities, incorporeal) — threatens ship durability. If there is no Exorcism, difficulty rises sharply
61~75Kappa appears (Veteran 1~2 entities) — negotiation possible. Offering cucumbers gives Negotiation +5
76~90Umibozu appears (Elite) — Wounds +2 underwater. Wave strike attacks everyone in the zone
91~00Ryugu emissary (Elite) — negotiation possible. It may not be hostile

#Spirit Realm Alteration

RangeEncounter
01~10Nothing Happens (Spirit Realm alteration is always dangerous)
11~30Konryu Fragments (Minion 1~6 entities) — incorporeal. They regenerate even if destroyed. Only a Barrier can block them
31~50Shikome (Veteran 2 entities) — not incorporeal, but Spirit Realm trackers who nullify Infiltration
51~70Spiritual Taint intensifies — Spiritual Taint in all zones. Exorcism -2
71~85Yumekui (Veteran) — negotiation possible. Attacks only 覇/魔
86~95Seed of Izanami (Elite) — Hand of Yomi (Bound + forced Spirit Realm movement). Breath of death (everyone in the zone)
96~00Spirit Realm Rift expands — the Outside Zone converts into a Spirit Realm interface. Automatic encounters each lull afterward

The smell of blood calls yoma. The longer combat drags on, the more dangerous it becomes.