English edition v1.3.3

#Chapter 2 Yoma Bestiary — Faces of Black Rope

Contents

"Everything in this forest begins with chains. When chains grow, they become grass; when grass gathers, it becomes beasts; when beasts dream, they become soldiers."

Core Reference

- Required: Yoma Bestiary Template · Combat Flow · Zone Gimmicks

- Reference: Non-Combat Checks and Negotiation · Maneuver System · Dice System

In This Supplement

- Required: Black Rope Hell Guide · Kokujo-ryu School · 11-00 Chapter Overview · 11-05 NPC · 11-04 Act 4

- Reference: General Theory of Spirit Realm Intelligences


#Yoma Summary for This Chapter

#NameRankAppearing ActSpecial Gimmick
1growing chain (生鎖)MobAct 1·2terrain-type binding decoration · no techniques
2bound soul (縛魂)Minion (squad)Act 2·3mental attack · negotiation lure

The Bound Souls in vertical hanging chains, heads bowed or faintly smiling, having chained themselves into a cold peace; faces blank | 3 | Black Rope soldier (黑繩兵) | Veteran (squad) | Act 2·3·4 | push binding · squad charge | | 4 | Black Rope servitor (黑繩使) | Elite | Act 3·4 | chain control · own Energy · license holder | | 5 | Kokujo Daimo (黑繩大母) | Lord-grade | Act 4 | boss · negotiable · threefold choice | | Bonus | mob pool, 4 types | Mob | GM free | decorative · no techniques |


#Black Rope Common Gimmicks

#1. Binding

When a specific Black Rope yoma technique hits, binding may occur instead of damage. A bound PC cannot move for 1 round. They can still act.

Release: On your own lull, succeed at 2d10 + Physique >= 13 to release it. On a failure, it remains for 1 more round.

#2. Chain Tearing (Sustained Accumulating Damage)

If binding is maintained for 2 consecutive rounds, the chains pull tight and tear the target's flesh. At the start of each round, take 1 Wound. If the binding is released, the tearing also stops.

#3. Thread of Contract (When Negotiation Succeeds)

When negotiation with a Black Rope yoma succeeds, an invisible black thread winds around both parties' wrists.

  • Promise kept: no Heart(心) shift on either side. Alliance maintained.
  • PC violates: PC moves 1 step toward on the Three Ways and Six Hearts. See Three Ways and Six Hearts.
  • Yoma violates: yoma side cohesion -2, PC side gains negotiation +3 at the next encounter (branded as traitors).

GM Principle: Do not permit contracts lightly. Once the thread is wound, the players should still feel it on their wrists when the session ends.


#Yoma 1 — Growing Chain (生鎖, Mob)

#Scent

The ground is black. From between the black soil, iron rings as thick as forearms rise like rice stalks. Their tips are newly grown young rings — thin and dark iron-colored. With every step, a clattering sound comes from underfoot. But they do not move. There is only wind.

When one PC bends down to grab a young chain ring, the young ring writhes on its own. It is not alive. It has no sense(感知). It only stretches reflexively toward whatever comes close.

When the party faces this scene, Grip Mother says quietly:

"I did not plant them. This land grows them by itself. What I do is — simply not reap them."

All life in this forest begins from this "grass." Devoured insects melt into iron dust, the iron dust seeps back into the ground, and new chains grow. Do not step on the grass. But there is no way through this forest without stepping on it.

#Law

growing chain (生鎖) — Mob Wounds 0, Defense —, no Energy. Domination +0.5 (individual) / +1 (colony decoration, 3~5 strands).

Techniques: none. No actions of its own. Treat it as terrain decoration in a zone.

Special:

  • Stretching Reaction (Terrain Gimmick): In a zone where growing chains are placed, movement costs +1 Energy. "The grass wraps around your ankles." To avoid it, succeed at 2d10 + Finesse >= 11 on your own lull.
  • Root Purification: To cut and burn every chain in that zone, 1 success at 2d10 + the higher of Courage or Wisdom >= 13 is required on your own lull. On success, remove the zone terrain gimmick. On failure, new young chains regenerate at the start of the next round (1 round to restore).

Negotiable?: No. No intelligence.

Captured Materials:

  • young iron ring (1~3 per colony): Kokujo-ryu instruction-condition medium. See 22-02 Kokujo-ryu.
  • black sap (1 bottle per colony): 1 use as herb substitute. Stored in the domain warehouse.

GM Use: This yoma is not combat. It is for zone atmosphere, Domination decoration, and movement-cost tuning. If a PC asks, "Can we kill this?" answer, "There is nothing to kill." Let the PCs feel the difference between growing and reaping for themselves.


#Yoma 2 — Bound Soul (縛魂, Minion)

#Scent

Deep in the chain forest, hundreds of chain strands hang vertically. On each chain, one human shape is wrapped. Some sit half-lotus, some stand. Some bow their heads, some close their eyes, some smile faintly. Their genders, ages, and clothes all differ.

When the PCs draw near, one of them opens his eyes. He watches the PCs for a long time, then speaks in a hoarse voice.

"It must have been hard to come this far. ...Go back. This side is not so bad either. It is heavy at first, but once you get used to it — it becomes warm."

The chains wrapped around his body are chains he wrapped around himself. When he first arrived in this forest, he tried to escape. On the third day, he gave up. On the seventh day, he realized that the cold of the chains was, instead, rest. Now he does not want to escape.

But if the PCs try to forcibly release the chains or attack him, his expression changes. The chains answer his will — and turn into weapons. This combat carries moral weight. The GM must remember that he did not start the fight first.

#Law

bound soul (縛魂) — Minion (squad) Wounds 1, Defense 11, no Energy (only when squad-commanded). Squad composition: 3~4 bodies. Domination +2 (squad), +1 (alone·wandering).

Techniques (commander or wandering Energy expenditure):

TechniqueTypeEnergyCheckEffectLimit
Chain WhipAttack A(command)2d10 + Courage(+0) >= Defense1 Wound. On hit, may choose binding instead of damage.
WhisperAttack B (Presence)(command)Presence opposed check(2d10 + Presence(+1) vs enemy 2d10 + Courage)No damage. On failure, target's next check -2 (fear·confusion). "This side is not so bad either."1/round

Special:

  • Weight of Chains: While the squad exists in a zone, PCs in the same zone have maneuver reservation slots -1 (minimum 0). "Breath grows heavy."
  • Reversal Condition: If the PCs do not begin forced unbinding or attacks, this squad does not become hostile. It remains only decorative. If reversal occurs, squad cohesion immediately +1 (anger).

Negotiable?: Yes.

  • Conversation Condition Target Number: 2d10 + Presence + Negotiation >= 13 (ordinary conversation).
  • Offer of Freedom (Unbind): 2d10 + Presence + Negotiation >= 15. On success, he voluntarily releases the chains and vanishes (liberation). On failure, negotiation collapses after silence.
  • Information Offered: >= 15. Provides Kokujo Daimo's location, or one fragment of her past.

Captured Materials (when squad vanishes or is liberated):

  • chain fragment (1 per body): Kokujo-ryu 1st-dan instruction medium.
  • his memory (1 immaterial item per body): may be stored in the domain record room. Use as a clue in later chapters.

GM Use: It is a squad, but not an "enemy squad." If the PCs do not touch first, combat does not begin. If combat inevitably opens, warn in advance that this session may move the PCs 1 step toward or on the Three Ways and Six Hearts. You can find deeper conversation hooks in the individual heroic-spirit entries in 11-05 NPC.


#Yoma 3 — Black Rope Soldier (黑繩兵, Veteran)

#Scent

At a path through the maze, between chain walls on both sides, three or four human shapes stand. But they have no flesh. No bones. Their whole bodies are constructs woven from chains. Arms and legs are woven from chain bundles into human outlines, and each head is a mass of tangled chains. They have no eyes, but you can feel that they are watching the PCs.

One of them slowly raises an arm and points back. There are no words. But the meaning is clear — "Go back."

If the PCs withdraw, they do not move. If the PCs advance, they stop that advance. They are not trying to kill. They are trying to drive the intruders away. The order they received was only "guard this path," not "kill intruders." That is why their attacks are made of pushes. An army that does not kill.

If Grip Mother is watching this scene, she whispers with a slightly sad face:

"Those children cannot understand my will. They only remember my words. ...I only told them to 'guard.'"

#Law

Black Rope soldier (黑繩兵) — Veteran (squad) Wounds 2, Defense 13, no Energy (only when squad-commanded). Squad composition: 3~4 bodies. Domination +3 (squad), +1 (alone·wandering).

Techniques (commander or wandering Energy expenditure):

TechniqueTypeEnergyCheckEffectLimit
Chain PushAttack A (Physique)(command)2d10 + Physique(+1) >= Defense1 Wound or force the target to move 1 zone (toward the entrance). Attacker chooses.
Entangling BindAttack B (Finesse)(command)2d10 + Finesse(+1) vs enemy 2d10 + PhysiqueNo damage. On success, binding (cannot move for 1 round). Apply Black Rope common gimmicks.1/round

Special:

  • Squad Charge (Tactic:Kata): When given a squad order, all members push one target at once. Apply the volley table from Unit Operations § Squad Tactics. If hit intensity rises by 1 step, push 2 zones.
  • Gesture Warning (Before Combat): On the first encounter, they do not attack for 1 round and only gesture "go back." If the PCs voluntarily retreat, combat can be avoided.

Negotiable?: Yes, with limits.

  • Secure Retreat Route: 2d10 + Presence + Negotiation >= 13. "We are only passing through." On success, they clear the path. However, the same path cannot be used to return (without Grip Mother's special permission).
  • Information Request: >= 15. 1 extremely short answer ("Mother is at the bottom of the pit," etc.).
  • Ordinary Conversation: almost impossible. A being that has lost words.

Captured Materials (on defeat):

  • woven chain strand (1 per body): Kokujo-ryu 2nd-dan instruction medium.
  • soldier's core (1 per squad): the center of the Black Rope soldier's head. Onmyoji ritual material.

GM Use: The victory condition for this combat is not Wounds, but position. If the PCs are pushed back 3 or more zones, they are expelled from the maze and session progress is affected (that route fails). The GM should manage terrain and push direction visually. The negotiation detour is the most economical route.


#Yoma 4 — Black Rope Servitor (黑繩使, Elite)

An Elite-rank Black Rope servitor dragging chains as it emerges, only part of its body visible.

#Scent

In a clearing deep in the forest, a black beast stands on four legs. Its length is 3~4 m. It blends the traits of a dragon, a snake, and a dog — but has no flesh. Instead, its whole body is a living bundle of moving chains. Its tail moves separately, sweeping through the air, and black smoke comes from its mouth. Its eyes shine with red iron light.

When it finds the PCs, it slowly raises its head. Then — it whispers. The beast speaks words.

"Are you lost? ...Then I will teach you. I will teach you the way to the deepest place in this forest."

The servitor is Kokujo Daimo's direct retainer. One strand of her chains has taken the form of a beast. It has intelligence. It is cunning. But it cannot disobey Daimo's orders. If Daimo welcomes the PCs, the servitor welcomes them too; if Daimo tells it to kill the PCs, the servitor does not hesitate.

#Law

Black Rope servitor (黑繩使) — Elite Wounds 3, Defense 14, Energy 10. Courage+2, Finesse+2, Physique+1. Domination +4.

Techniques:

TechniqueTypeEnergyCheckEffectLimit
Chain FangsAttack A (Courage)22d10 + Courage(+2) >= Defense1 Wound. On critical hit, additionally inflict binding.
Tail CoilAttack B (Finesse)32d10 + Finesse(+2) vs enemy 2d10 + PhysiqueNo damage. On success, binding (cannot move for 1 round). While binding is maintained, apply the Black Rope tearing common gimmick.1/round
Spine DefenseDefensereservation 2 / improvised 32d10 + Physique(+1) >= enemy attackNullify the hit. Block the attack with a bundle of chains.
[License] Spit DarknessAttack (Wisdom)52d10 + Wisdom(+0) >= DefenseCheck everyone in the same zone (including allies and enemies). Each takes 2 Wounds. All hit targets are bound.1/combat

Special:

  • Chain Root: 1 core chain strand forms the servitor's spine. If Core Severing (your own lull, 2d10 + Courage >= 15) succeeds, the servitor cannot act for 1 round. 1/combat.
  • Daimo's Call: In Act 4 combat, when Kokujo Daimo uses the "summon servitor" action, 1 unit appears in Daimo's zone. Daimo spends 4 Energy.
  • Pack Tactics: If 2 or more servitors are in the same zone, attack-technique checks +1.

Negotiable?: Difficult, but possible.

  • Condition: Negotiation with Daimo must already have succeeded or be in progress. Negotiation with the servitor alone is impossible without Daimo's will.
  • Target Number: 2d10 + Presence + Negotiation >= 15 (under Daimo's tacit permission). State clearly, "Mother has allowed it."

Captured Materials (on defeat or voluntary dissolution):

  • red eyes (1 pair per body): Kokujo-ryu 3rd-dan instruction catalyst.
  • chain tail (1 per body): Kokujo-ryu 2nd-dan instruction medium.
  • black smoke condensation (1 bottle per body): poison substitute (domain warehouse).

GM Use: An intermediate unit that Daimo brings out in the Act 4 boss battle. A suitable number is about PC count × 0.8 (4-person party = 2~3 bodies). The core is managing rounds while handling Daimo and servitors at the same time, so servitors work best when run as "Energy-spending attackers" that melt away quickly for the sake of the scene.


#Yoma 5 — Kokujo Daimo (黑繩大母, Lord-grade, Boss)

A mother figure where chains and threads gather, her face blank like a sheet of white paper.

#Scent

At the deepest point of the forest, at the bottom of the pit, she is there. The same face as Grip Mother. But her height is 3 m. Thousands of chains as thick as a waist are wound around her entire body, and those chains extend from her body to become the roots of the whole forest.

She cannot stand. She is fixed as if nailed to the bottom of the pit. But her gaze and voice are free. She looks up at the PCs. With the eyes of someone meeting them for the first time. At the same time, with the eyes of someone who has known them for 100 years.

"...You came. I waited for a long time."

"I will ask one thing. — What have you come to release? Or what have you come to bind?"

She is Grip Mother's separated obsession. 100 years ago, when love became obsession and obsession became binding, this personality fell away from Grip Mother. She wants to be understood. At the same time, she fears it — because if she is understood, her reason for existing may disappear. This contradiction is all of her.

The PCs can choose three paths: combat·negotiation·sacrifice. Whichever path they choose, she gives them a fragment of knowledge about the seal. This knowledge is the key to Chapter 3 Kyoukan.

#Law

Kokujo Daimo (黑繩大母) — Lord-grade Wounds 7, Defense 17, Energy 13. Courage+3, Finesse+1, Physique+2, Wisdom+2, Presence+3, Fate+1 (ability total +12; top edge of Lord-grade allowance). Domination +1.5 + Presence aura.

Techniques:

TechniqueTypeEnergyCheckEffectLimit
Chain StrikeAttack A (Courage)32d10 + Courage(+3) >= Defense2 Wounds. On hit, additionally inflict binding on the target. Ranged (up to adjacent zone).
LullabyAttack B (Presence)4Presence opposed check(2d10 + Presence(+3) vs enemy 2d10 + Courage)Check everyone in the zone. On failure, cannot act for the next 1 round ("sleep"). Even on success, next check -1.1/round
Chain-Regeneration BarrierDefensereservation 2 / improvised 32d10 + Physique(+2) >= enemy attackNullify the hit. In addition, recover 1 Wound each lull (cannot recover while the core 5 strands are neutralized).
[License] 100-Year LullabyKata (Presence)6Presence opposed check(2d10 + Presence(+3)+2 vs all enemies 2d10 + Courage)Check everyone on the battlefield. On failure, cannot act for 2 rounds + move 1 step toward on the Three Ways and Six Hearts. If carrying the bronze mirror, resist with +3 to the check.1/combat

Special:

  • Chain Root: Daimo is nailed into the pit and cannot move. However, all her attacks can be ranged (including adjacent zones). The range advantage is the price of her movement restriction.
  • Core 5 Strands: At 5 points around the pit, Daimo's chain roots are exposed. If the PCs cut all 5 strands in the same round (each 2d10 + Courage >= 15), Daimo's Chain-Regeneration Barrier is permanently neutralized. Attacks then pass through directly.
  • Summon Servitor: On her own lull, by spending 4 Energy, she makes 1 Black Rope servitor appear in her own zone or an adjacent zone. 2/combat.
  • Frenzy Phase: Enters when Wounds are at half(3) or lower, or after more than 10 rounds. Effects: Lullaby range expands to adjacent zones + attack-technique Energy -1 (minimum 1) + indirect Barrier HP damage, -2 each round.
  • Dialogue Pressure (Narrative Tool): Daimo throws one line each round. Depending on the line, a PC may be guided into an optional Three Ways and Six Hearts check. See Three Ways and Six Hearts. Examples:
  • "Is your sword yours? Or was it given to you?" → check, Target Number 13 before attacking.
  • "This chain is heavy, is it not? You carry something heavier." → stimulates or .
  • "I do not hurt. I spent 100 years hurting." → stimulates .

Negotiable?: Yes (main route).

ApproachCheckTarget NumberResult on Success
Ordinary conversation2d10 + Presence + Negotiation13Provide 1 seal-record hint. Ease the condition for combat to begin.
Presence opposed negotiation2d10 + Presence + Negotiation vs Daimo 2d10 + Presence(+3)15+Avoid combat · voluntary agreement to be sealed. Confirm the Truth(眞) or Compassion(慈) route.
Sacrifice proposal (Void)2d10 + Presence + Negotiation171 PC proposes to bear part of the chain — a very rare route. On success, automatically converts to neutralization + the sacrifice PC permanently moves 2 steps toward on the Three Ways and Six Hearts.

Captured Materials:

  • Black Rope tear bead (high-purity core 1): Offered as a gift on the negotiation or sacrifice route. On defeat, obtained from the body.
  • chain root (1): core Kokujo-ryu 3rd-dan instruction medium.
  • Daimo's name (immaterial): the forgotten true name. The key to releasing the seal in Chapter 3 Kyoukan.
  • clue to the seal record (immaterial): always provide 1 clue regardless of route — "The seal has three layers. I am the first layer." Preview of Chapter 3.

GM Use:

Assume this combat takes 1~2 hours. It is not simple combat, but a narrative confrontation. Use the pacing guide below, but do not count rounds mechanically; match the players' emotional rhythm.

RoundMain Event
1~2attacks begin · Daimo's first question · 1~2 servitors appear
3~4first Lullaby · announce exposure of the core 5 strands
5~6Chain Strike becomes serious · whether Grip Mother appears (route-dependent)
7~8Grip Mother intervenes (if the PCs called her, or she came down on her own)
9~10decide whether the Frenzy phase begins
10+climax · threefold choice resolution

Threefold Choice Resolution:

  1. Combat victory: after neutralizing the core 5 strands, reduce Wounds to 0. Daimo vanishes. Tear bead obtained. Truth(眞) route.
  2. Negotiation success: Presence opposed Target Number 15 succeeds. Daimo voluntarily accepts sealing. Compassion(慈) route. Tear bead gifted.
  3. Sacrifice offering: sacrifice proposal by 1 PC succeeds at Target Number 17. Daimo neutralized + part of Black Rope transfers into the PC. Void(虛) route. PC permanently shifts on the Three Ways.

#Bonus — Lower Mob Pool (Mob, 4 Types)

Use this pool as background decorative "Mob" yoma inside Black Rope. Wounds 0, Defense —, no techniques, Domination +0.5 (individual) / +1 (swarm of 5 or more). The GM can place them freely to stage zone atmosphere.

#Bonus-1. Iron-Dust Insect (鐵塵蟲)

A palm-sized iron ball with six legs. It crawls along the ground and leaves iron dust. If stepped on, it slips — when entering the zone, on a failed 2d10 + Finesse >= 10, suffer 1 round action -1. If there are 5 or more in a swarm, promote the zone to the terrain gimmick "iron-dust field" (movement +1 Energy).

#Bonus-2. Chain Bat (鎖蝠)

A bat with wings made of chains. It hangs in high places, then when PCs pass by, it scatters into flight with a clatter. No attack. However, the sound can awaken other Black Rope yoma in adjacent zones — Infiltration checks in this zone have Target Number +2.

#Bonus-3. Binding Spider (縛蜘蛛)

8 legs made of chains, body of black stone. Instead of spiderwebs, it stretches chain webs between zones. When moving between those zones, on a failed 2d10 + Finesse >= 11, the target cannot move for 1 round (snagged). The chain web itself can be cut (Target Number 11).

#Bonus-4. Chain Shadow (鎖影)

A translucent shadow. Only the outline of chains is visible. Physical attacks have no effect. But it does not attack either — it merely follows the PCs. If a PC stays in the same zone for 3 or more rounds, it induces a Three Ways and Six Hearts check ( stimulus). It can be banished with the Exorcism skill (Target Number 11).

GM Principle: These 4 types never reduce PC Wounds. They are all atmosphere and Domination decoration. Use them as tools to reaffirm this chapter's principle that "this is not combat."


#Appendix A — Black Rope Gimmick Integrated Summary

GimmickTriggerEffect
Bindingbinding-triggering technique hitsCannot move for 1 round. Physique >= 13 releases it.
Chain Tearingbinding maintained for 2 consecutive rounds1 Wound at the start of each round (stops if binding is released).
Thread of Contractnegotiation succeedsBlack thread around both wrists. If violated, Heart(心) shifts.
Weight of Chainsbound soul squad zonePCs in the same zone have reservation slots -1.
Core 5 StrandsDaimo combat onlyIf all 5 strands are cut in the same round, Daimo regeneration is neutralized.
Frenzy PhaseDaimo at half Wounds or after more than 10 roundsLullaby range and Energy efficiency amplified.

#Appendix B — Combat Pacing Guide

YomaAppearances per SessionNumber at Once
growing chainalways (terrain)colony 3~5
bound soul1~2 times per sessionsquad 3~4
Black Rope soldier1 time per sessionsquad 3~4
Black Rope servitorActs 3·4 only2~4 (with Daimo)
Kokujo DaimoAct 4, 1 time only1 (boss)
mob poolGM freeatmosphere

#B.2 Combat Difficulty Standard

OpponentPC 2nd danPC 3rd danPC 4th dan
bound soul (4-body squad)mediumlowvery low
Black Rope soldier (4-body squad)very highmediumlow
Black Rope servitor (2 bodies)impossiblehighmedium
Kokujo Daimo (+ 2~3 servitors)impossibleimpossiblevery high

#B.3 Combat Avoidance Methods

Most yoma are avoidable. Recommended approaches:

  • growing chain: terrain avoidance check (Finesse >= 11) or detour (Learning 12).
  • bound soul: conversation or passage. Do not attack first.
  • Black Rope soldier: negotiation (Presence + Negotiation >= 13) or stealth.
  • Black Rope servitor: almost impossible. Boss-battle intermediate unit.
  • Kokujo Daimo: threefold choice (combat·negotiation·sacrifice).

#Appendix C — Instruction Mediums Gained by Yoma

YomaMedium GainedKokujo-ryu Stage
growing chainyoung iron ring 1~3instruction condition
bound soulchain fragment1st-dan medium
Black Rope soldierwoven chain strand, soldier's core2nd-dan medium
Black Rope servitorred eyes, chain tail2~3rd-dan catalyst
Kokujo Daimotear bead, chain root, name3rd-dan core

Expected gain across the chapter: Kokujo-ryu 1st-dan mediums 2~3, 2nd-dan mediums 1~2, 3rd-dan mediums 0~1 (route-dependent).


#Appendix D — Principles for Running Negotiable Yoma

This chapter is the first chapter centered on negotiable yoma. Use the negotiation section of core 03-09 Non-Combat Checks as the base rule, and additionally apply the principles below.

#D.1 Three Conditions for Negotiable Yoma

  1. It has intent — it is not a simple enemy.
  2. Conversation is possible — a 2d10 + Presence + Negotiation check can occur.
  3. Betrayal is possible — both sides can break the promise (see Thread of Contract).

#D.2 Negotiation Target Numbers

ApproachBase Target NumberModifiers
information request13PC fame 4+ gives -1 / hostile state +2
alliance·permission to pass15carrying bronze mirror -2 / PC Three Ways resonance -2
sacrifice·exchange proposal17clear price offered -3

#D.3 After Negotiation Breaks Down

  • The counterpart is on guard (next encounter, negotiation checks -2).
  • The counterpart's hostility level rises.
  • Chance of combat beginning increases.

#Chapter Yoma End Checklist

  • [ ] Record success/failure for each yoma combat.
  • [ ] Number and stage of mediums gained.
  • [ ] Number of bound souls conversed with or liberated.
  • [ ] Kokujo Daimo final handling (defeat·seal·sacrifice).
  • [ ] Whether the seal-record clue was received.
  • [ ] Whether Kokujo-ryu instruction conditions were met.
  • [ ] Thread of Contract activation and violation records.

#Next Steps

Final GM Note: The greatest feature of Black Rope yoma is that "killing" is often not the answer. In each encounter, the GM should first ask, "Is there a way to resolve this without killing the yoma?"

Three Principles of Black Rope Yoma:

1. "Every chain is someone's choice."

2. "Severing a choice, and respecting it, can both be answers."

3. "Look first into the yoma's eyes. Those eyes already know your choice."