English edition v1.3.3

#Chapter 3 Yoma Bestiary - The Sea of Screaming Hell

Contents

"The yoma of this sea are not enemies. Most of them are people who have forgotten their own names. If you can return those names, there is no need to fight." - onmyoji Hoshino Gensho

Core references

- Required: Yoma Bestiary Templates · Underwater Zone Gimmicks · Noncombat Checks

- Reference: Combat Flow · Maneuver System

Within this supplement

- Operating acts: 12-02 Act 2 · 12-03 Act 3 · 12-04 Act 4 Climax

- Environmental gimmicks: 12-00 Physics of Screaming Hell · 03-03 Spirit Realm Tides

- School link: 22-03 Kyoukan-ryu School


#Common Kyoukan Gimmicks

Use the core underwater zone rules, and add the 3 major gimmicks specific to Screaming Hell.

#1. Spiritual Burn (靈的熱傷)

[Incorporeal] attack. On hit, immediately 1 Wound + 1 additional Wound each lull. Disable: succeed at an Exorcism >= 13 check or stay in the main hall sanctuary.

  • Even if the attack is from an incorporeal yoma, the yoma itself may be physical (only the [Incorporeal] attack has the spiritual attribute).
  • While a PC is in the burn state, all checks -1 (does not stack).

#2. Boiling Water Environment

In an underwater zone, every round, everyone(regardless of side) makes an Overload resistance: 2d10 + Physique >= 11. On failure, -1 Energy. +2 if wearing heatproof light armor.

#3. Underwater Combat (Borrowed from Core 05-05)

Core ruleAppliedChapter 3 variant
Movement +1 EnergyO+2 Energy (stacks with boiling water resistance)
Mounted combat unavailableOsame
Fire attack unavailableOtalisman-imbued fire is an exception (main hall only)
Deep swamp variantOevery round, on Physique>=11 failure, 1 Wound (drowning)

Underwater, Unarmed Combat checks +2, long weapon Energy +1. Firearms are unavailable.

#4. Scream Echo (Narrative Gimmick)

When a yoma is hit, it lets out a scream. The GM asks the PCs, "What kind of scream was it?" During the next round, all PCs get checks -1 (1 time, can be offset with a silence talisman).


#Chapter Yoma at a Glance

SpeciesGradeAppearing actDominationIncorporealNegotiation
sinking soulMinion (squad of 4 bodies)Acts 3·4+2partialX
funayurei swarmVeteran (squad of 3 bodies)Act 2+3partial
umibozu handEliteActs 2·4+4X (physical)X
Melted FishermanEliteAct 3+4X△ (release after Perception)
Kyoukan DaiouLord-grade (3 forms)Act 4+1.5 + Presence auraby formO (required)

#1. Sinking Soul (沈み霊) - Minion

#Scent - Sensory Description

Sea smell: wet wood and rotting seaweed. Steam: hot, fishy vapor reaches the shoulders. Scream: distant murmuring heard underwater. As they come closer, it becomes a faint plea: "Say my name."

Appearance: translucent human shape. Webbed hands. The eyes are only black pupils. When the mouth opens, it is filled with water. In the domain's fishing village ruins, these are souls of fishers sunk to the bottom of the boiling lake.

#Rules - Stat Block

sinking soul - Minion
Wounds 1, Defense 11
Domination +2 (squad of 4 bodies)

No Energy of its own. Squad commands activate under the command of Kyoukan Daiou(or alone when wandering).

#Technique Table (Squad Command)

TechniqueTypeEnergyCheckEffectLimit
Wet Hand (濡れ手)Attack A- (Command)2d10 + Physique(+0) >= Defense1 Wound.-
Pull Down (引き下し)Attack B- (Command)2d10 + Courage(+0) vs enemy 2d10+PhysiqueNo damage. On success, move the target 1 underwater depth step deeper (depth +1).1 time per round

#Special

  • Grant Spiritual Burn: when Attack A succeeds with a Critical Hit, grant Spiritual Burn to the target.
  • Underwater only: if pulled out above the surface, use Energy 0 substitute check - vanishes within 2 rounds.
  • Swarm modifier: when 3 or more bodies are in the same zone, Wet Hand check +1.

#Weakness

  • Sealing talisman: 1 sheet immediately neutralizes the entire squad(4 bodies) (1-use consumable).
  • Surface exposure: if brought out of the water, automatically vanishes within 2 rounds.

#Operation

Run as waves in Act 3. 1 wave = 1 squad (4 bodies). Also appears as 1~2 waves during the Act 4 resealing rite.


#2. Funayurei Swarm (船幽霊群) - Veteran

#Scent - Sensory Description

Sea smell: pine resin and rust from an old boat. Steam: only the area around the boat is strangely cold (paradoxical chill). Scream: each mutters a different name. If a PC listens closely, their own name may be mixed in.

Appearance: 3 translucent sailors walking on the waves. Old pole, rusted blade, net. Their faces are faint, and 1 leader, unlike the core funayurei, remembers their own name.

#Rules - Stat Block

funayurei swarm - Veteran (squad of 3 bodies, Kyoukan variant)
Wounds 2, Defense 13
Domination +3 (squad of 3 bodies)

No Energy of its own (when wandering, Energy 10 - core 08-02 wandering yoma rules).

#Technique Table (Squad Command)

TechniqueTypeEnergyCheckEffectLimit
Rust Pole (錆棹)Attack A- (Command)2d10 + Courage(+1) >= Defense1 Wound.-
Name Calling (名呼び)Attack B- (Command)2d10 + Presence(+1) [Incorporeal]No damage. If they call one target PC's name, that PC's next check is -2 (Fear). [Incorporeal].1 time per round

#Special

  • Incorporeal - partial: torso is incorporeal (physical attacks d10 1~5 invalid). However, the weapons they hold are physical. Weapon attacks hit normally.
  • Steam immunity: immune to Kyoukan steam toxicity (they are part of this sea by nature).
  • Coordinated attack: when all 3 bodies attack the same target in the same engagement interval, add Domination +1 and each attack check +1.

#Weakness

  • Sealing talisman: 1 sheet vanishes 1 squad member.
  • Counter-calling the name: if a PC succeeds in opposition with "What is your name?"(2d10+Presence >= 13), 1 leader cannot act for 1 round.

#Negotiation

The Kyoukan variant is hostile. Unlike the core funayurei, it has forgotten sorrow and only "pulling others in" remains. However, if the PCs learn the leader's living name (clue: 12-02 Act 2 sea encounter), it can depart on Presence opposition 13.

#Operation

Appears 1~2 times in the Act 2 sea encounter. On the boat or beside it. Whether the PCs prepared talismans heavily affects difficulty.


#3. Umibozu Hand (海坊主の手) - Elite

A single giant hand rising from beneath the water's surface, and a small fishing boat.

#Scent - Sensory Description

Sea smell: pressure of the deep sea. Steam: within 5m of the hand, boiling water evaporates twice as much. Scream: none. Only silence. When the hand moves, only the sound of water splitting.

Appearance: a huge black hand rising above the water. Its palm is the size of one boat. The arm continues endlessly beneath the surface, so the main body is never seen. Seaweed wraps between its finger joints, and its nails are red like rusted iron.

#Rules - Stat Block

umibozu hand - Elite (reduced version: Act 2, full stats: Act 4)
Wounds 4 (Act 2 reduced) / 4 (Act 4 full), Defense 15, Energy 10
Courage+3, Physique+3
Domination +4

#Technique Table

TechniqueTypeEnergyCheckEffectLimit
Palm Slam (掌叩き)Attack A (Courage)32d10 + Courage(3) >= DefenseCheck everyone in the same zone. Each 1 Wound + forced movement(underwater depth +1).1 time per breath
Grasp (掴み)Attack B (Physique)32d10 + Physique(3) vs enemy 2d10+PhysiqueOn success, target is bound + placed onto the ship. While binding lasts, 1 Wound every breath (crushing).-
Seawater Wall (海水壁)Defensereservation 2/instant 3automaticSeawater wraps around the hand. Firearm attacks automatically invalid. Physical attacks -1 Wound(minimum 1).-
[Licensed] Steam Eruption (蒸氣爆發)Attack4- (automatic)Everyone(enemy and ally) within 5m of the hand takes 2 Wounds + Burn. For 3 rounds, checks in that zone -2.1 time per battle

#Special

  • Physical: not incorporeal. Physical attacks 100% effective.
  • Surface protrusion: on its first appearance round, PC evasion -2 (Surprise Attack).
  • Guardian of boiling water: the water surface within 5m of the hand has 2 times the boiling water gimmick (Physique resistance Target Number 13).
  • Huge: Minion-grade or lower techniques automatically invalid.

#Weakness

  • Finger joints: on precise hits to a joint, damage +1 Wound. Ranged attack check -1 (precision required).
  • Great sealing talisman: craft by spending 2 mid-grade cores. On use, neutralizes 1 hand for 10 rounds.

#Operation

  • Act 2: reduced warning appearance. Wounds 4, Steam Eruption technique sealed (Act 2 version). If the PCs turn the boat away within 1~2 rounds, it withdraws.
  • Act 4: appears with full stats(including Licensed) in resealing rite Wave 3.

#4. Melted Fisherman (溶けた漁夫) - Elite

The Melted Fisherman: half-melted flesh with bone showing, seaweed in the ribs, a rusted net, mouth spilling boiling water; no gore

#Scent - Sensory Description

Sea smell: fish guts and boiling oil. Steam: murky vapor pouring directly from the mouth. Scream: unable to speak anymore, it speaks instead through the sound of spreading its own net. A wave-like "shaa" - that is its language.

Appearance: half-melted flesh. Bones are still visible. Seaweed between the ribs. A rusted net in its hand. When it opens its mouth, not innards but boiling water spills out. The last fishers of the old domain's fishing village.

#Rules - Stat Block

Melted Fisherman - Elite
Wounds 4, Defense 14, Energy 9
Courage+2, Finesse+1, Physique+3, Wisdom+1
Domination +4

#Technique Table

TechniqueTypeEnergyCheckEffectLimit
Melting Net (溶け網)Attack A (Finesse)22d10 + Finesse(+1) [Incorporeal]1 Wound + grant Spiritual Burn. [Incorporeal].-
Boiling Vomit (沸き吐き)Attack B (Physique)3- (automatic)3m cone. Everyone takes 2 Wounds + Burn(each lull 1 Wound) unless Physique>=13.1 time per breath
Net Entanglement (網絡み)Defensereservation 2/instant 32d10 + Physique(3) vs enemy attackHit invalid. On success, attacker bound(cannot move for 1 round).-
[Licensed] Underwater Name (水中の名)Kata32d10 + Wisdom(+1) vs target 2d10+CourageDraws out one target PC's "past sin." On failure, 2 Wounds + Three Ways and Six Hearts: 1 step toward Demon. Can be disabled through the Negotiation path.1 time per battle

#Special

  • Physical: not incorporeal. Only the Melting Net technique is [Incorporeal].
  • Underwater modifier: all checks +2 in underwater zones. If pulled above the surface, -2.
  • Releasable: on a successful Perception check, Target Number 13, it speaks one fragment of "who it was." If an appropriate memorial text is read aloud, it voluntarily vanishes (PCs gain Merit Heart +2).

#Weakness

  • Seaweed burning: if the seaweed between the ribs can be burned with talisman-imbued fire, 2 Wounds + 1 round rigidity.
  • Memorial text: if a 22-03 Kyoukan-ryu teacher uses the "Return of the Name" technique, it immediately vanishes voluntarily.

#Negotiation

Partially possible. It responds to "Who were you?" and "What left you here?", but full conversation is impossible - its mouth has already melted. Its answers happen through gestures and the spreading of its net.

#Operation

Place 2 bodies in the Act 3 fishing village ruins (maximum 2 bodies recommended - Spiritual Burn stacking risk). Always check whether the PCs have convergence medicine.


#5. Kyoukan Daiou / Daiou of Screams (叫喚大王) - Lord-Grade (3-Form Boss)

The king's three faces, where snowstorm and screams overlap, rendered as an abstract silhouette.

#Scent - Sensory Description

Sea smell: this being itself is the sea. The smell disappears, and only memory remains - each PC recalls the scent of the sea from childhood. Steam: the vapor rising from his body is cold. Scream: hundreds of screams at once. But if one listens closely, one of them is the voice of their own mother.

Appearance (by form):

  • Form 1 - Snowstorm King (雪嵐王): the original shape of a kneeling old fisher. Hundreds of mouths sprout from his body, and an old paper lantern hangs on his forehead. A spiritual snowstorm swirls around him.
  • Form 2 - Scream King (悲鳴王): the mouths peel away from his body and float in the air as a swarm. Each mouth trembles with a different emotion. Only empty armor remains at the center.
  • Form 3 - Conversation King (對話王): his original self. Furuichi Tarobee. Old fisher. Sad eyes. No weapon. Negotiable form.

#Condensation of Tragedy - Negotiation-First Principle

This boss is not an enemy, but a tragedy. The GM should not end it through combat alone. The three choices in Act 4:

  1. Resealing - complete the rite (12-04)
  2. Reconciliation - read the vow (12-04)
  3. Subjugation - 3-form battle (below)

Noncombat Checks take priority. Combat is the last resort.


#Form 1 - Snowstorm King

Snowstorm King - lord-grade (Form 1)
Wounds 6, Defense 17, Energy 14
Courage+3, Finesse+2, Physique+3, Wisdom+2, Presence+3, Fate+0
Domination +6 (= 1.5 + Presence aura 3 + spiritual snowstorm 1.5)
TechniqueTypeEnergyCheckEffectLimit
Hundreds of Mouths (百口)Attack A (Courage)32d10 + Courage(3) >= DefenseCheck everyone in the same zone. Each 1 Wound. On Critical Hit, grant additional Spiritual Burn.1 time per breath
In Your Name (汝の名にて)Attack B (Presence)3Presence opposition (2d10 + Presence(3) vs target 2d10+Courage) [Incorporeal]Attacks in one PC's name. On failure, 2 Wounds + require Three Ways and Six Hearts check (on failure, 1 step toward Demon).1 time per round
Snowstorm Wall (雪嵐壁)Defensereservation 2/instant 32d10 + Physique(3) >= enemy attackHit invalid. Grants Spiritual Burn to the attacker.-
[Licensed] Main Hall Resonance (本堂響)Kata5- (automatic)Forces Scream Echo to activate on everyone(enemy and ally) on the battlefield. PC checks -2 for the next 2 rounds. Use only inside the main hall.1 time per battle

Special:

  • Sanctuary environment: inside the main hall - boiling water and steam toxicity invalid. Underwater-combat rules remain.
  • Partial incorporeality: only the mouth portions are incorporeal (physical d10 1~5 invalid). The torso is physical.
  • Transition condition: when Wounds reach 0, transitions to Form 2. Invulnerable for 1 round (staging of the mouths scattering).

#Form 2 - Scream King

Scream King - lord-grade (Form 2)
Wounds 6, Defense 16, Energy 13
Courage+2, Finesse+3, Physique+2, Wisdom+3, Presence+2, Fate+0
Domination +5 (= 1.5 + Presence aura 2 + dispersed pressure 1.5)

Wisdom+3 cap observed. Adjusted so the core attribute +3 cap is not exceeded.

TechniqueTypeEnergyCheckEffectLimit
Biting Mouth (噛み口)Attack A (Finesse)22d10 + Finesse(3) >= Defense1 Wound. Low-Energy repeated attacks possible.-
Re-Coalescence (再凝集)Attack B (Wisdom)3- (automatic)Scattered mouths gather at one point. Defense +2 (next 1 round). Domination reset.1 time per round
Mouth Wall (口壁)Defensereservation 1/instant 22d10 + Finesse(3) >= enemy attackHit invalid. Attacker's next check -1 (scream infection).-
[Licensed] Scream Infection (悲鳴感染)Kata4Presence opposition (2d10 + Presence(2) vs enemy 2d10+Wisdom)Everyone in the same zone. On failure, enters scream infection - checks -1 every round, lasts 2 rounds. Disable with a silence talisman.1 time per battle

Special:

  • Incorporeal - whole body: all of Form 2 is incorporeal. Physical attacks d10 1~5 invalid. Exorcism exempt.
  • Domination adjustment: incorporeal yoma use lord-grade +1.5 base from elite-grade base +4, but dispersed pressure adds +1.5. Apply the core incorporeal downward rule.
  • Transition condition: when Wounds reach 0, transitions to Form 3. 1 round of stillness (staging of mouths gathering in one place).

#Form 3 - Conversation King

Conversation King - lord-grade (Form 3, Negotiation form)
Wounds 5, Defense 15, Energy 12
Courage+1, Finesse+1, Physique+1, Wisdom+2, Presence+3, Fate+0
Domination +4.5 (= 1.5 + Presence aura 3)
TechniqueTypeEnergyCheckEffectLimit
Gaze of Sorrow (悲の視線)Attack A (Presence)2Presence opposition (2d10 + Presence(3) vs enemy 2d10+Presence)No damage. On failure, target loses will to attack for 1 round (cannot use attack techniques).-
Final Resistance (最後の抵抗)Attack B (Finesse)22d10 + Finesse(1) >= Defense1 Wound. Used only when attacked (counterattack form).1 time per breath
Evasive Stance (避勢)Defensereservation 1/instant 22d10 + Finesse(1)+3 >= enemy attackHit invalid. Focus only on defense (defense bonus +3).-
[Licensed] Final One Sentence (最後の一言)Kata3Presence opposition (2d10 + Presence(3) vs target 2d10+Courage) - Target Number 15Negotiation technique. On success, begins true conversation with one PC. Transition to 12-04 The 5 Stages of Conversation. On failure, no effect (retry possible).-

Special:

  • Physical: his original self, so physical. Physical attacks are normally effective.
  • Reconciliation transition: if the PC party stops attacking for 3 rounds, he raises his head. Negotiation route begins automatically.
  • Final one sentence: when Wounds reach 0, read 12-04 Final One Sentence. This read-aloud affects the PCs' Kyoukan-ryu transmission eligibility check.

#Negotiation Route - Presence Opposition Target Number 15

Form 3 only. If 1 PC succeeds at 2d10 + Presence + proficiency >= 15, conversation begins. Proceed through the 5 stages of conversation (12-04):

  1. Recognize the name
  2. Listen to the past
  3. Accept the request
  4. Agree on conditions
  5. The PCs' answer

Each stage requires a separate check. See 12-04 for details.

If the final one sentence includes the phrase "thank you for taking this pain away" or "may you remember," the PCs gain eligibility for transmission of 22-03 Kyoukan-ryu. See 12-00 Kyoukan-ryu Teaching Requirements for detailed conditions.


#Kyoukan Environmental State Disable Summary

StateImmediate disableNatural disableCost
Spiritual BurnExorcism >= 13 or stay in the main hall-Exorcism Energy
Boiling water -Energyheatproof light armorleave the zoneheatproof light armor durability
Steam toxicitywear steam veil3 rounds1 steam veil
Scream infectionsilence talisman2 rounds1 silence talisman
Scream Echo check -1silence talisman1 round (automatic disable)1 silence talisman or wait

#Yoma Operation - Core GM Guidelines

#1. Underwater Combat Is a Theme of Powerlessness

Even with Unarmed Combat +2, Energy +2, no firearms, and halved visibility overlap, so the PCs should feel weakened. This is the fear of Kyoukan.

#2. Use Spiritual Burn Carefully

If it stacks up, PC checks collapse. Limit Melted Fisherman appearances to maximum 2 bodies. Always arrange for at least 1 holder of convergence medicine or Exorcism skill to be usable.

#3. Scream Echo Is a Narrative Device

It is not a simple penalty, but the essence of Kyoukan. When a PC screams, ask "What words were in it?" Those words become the theme of Heart wavering.

#4. The Daiou Is Narrative Before Numbers

The 3-form boss numbers are for reference. Actual operation centers on the 5 stages of conversation. Even if PCs win by only reducing Wounds, the GM must read Form 3's "final one sentence."

#5. Limit the Umibozu Hand's Appearances

It is a tool of tension. Act 2 is the reduced version; only Act 4 uses full stats. Use it for threat presence more than combat resolution.


#Appendix A - Encounter Difficulty Adjustment

Based on average PC 4th~6th dan. Adjustments:

#PCs Skew 4th Dan

  • Sinking soul: squad of 3 bodies (Wounds 1 maintained)
  • Funayurei swarm: squad of 2 bodies (Wounds 2 maintained)
  • Umibozu hand: Wounds 3, Energy 8, Licensed sealed
  • Melted Fisherman: Wounds 3, Energy 8
  • Daiou Form 1: Wounds 5, Energy 12

#PCs Skew 6th Dan

  • Sinking soul: squad of 5 bodies
  • Funayurei swarm: squad of 4 bodies, Wounds 3
  • Umibozu hand: Wounds 5, Energy 12
  • Melted Fisherman: Wounds 5, Energy 11
  • Daiou Form 1: Wounds 7, Energy 16

#PC Count Adjustment

  • 3-person party: yoma Wounds -1 (minimum 1)
  • 5-person party: yoma Wounds +1

#Appendix B - Session Appearance Frequency by Yoma

YomaAct 2Act 3Act 4Total encounters
sinking soul02~3 times2~3 waves4~6 times
funayurei swarm1~2 times001~2 times
umibozu hand1 time (reduced)01 time (full)2 times
Melted Fisherman02 bodies placedincluded in waves2~4 times
Kyoukan Daiou001 time (boss)1 time

Total encounter count: 10~15 times. Because underwater burden makes avoidance, withdrawal, and Negotiation more common, actual combat may be fewer than this.


#Appendix C - Drops and Cores by Yoma

YomaNormal dropConditional dropCore grade
sinking soulwaterdrop crystalif entire squad is defeated, "soul cord" (talisman material)Minion-grade (1/4 core)
funayurei leaderrusted poleif vanished without Negotiation, fragment of "captain's will"Veteran-grade (1/2 core)
umibozu hand-on precise joint hit, "monster's claw" (weapon material)Elite-grade (1 core)
Melted Fishermanseaweed crystalon successful release, "fisher's memory" (clue)Elite-grade (1 core)
Kyoukan Daiou- (varies by choice)see 12-07Lord-grade (reward table)

Drops are granted immediately by the GM when Wounds reach 0. Cores are converted after being brought into the domain.


#Appendix D - Yoma Network (Narrative)

[Kyoukan Daiou = Furuichi Tarobee]
  │
  ├─ center of the seal from 100 years ago - vengeful spirit that became hundreds of mouths
  ├─ [sinking soul] - surrounding sacrifices of the sealing rite
  ├─ [Melted Fisherman] - companions from the final fishing village
  ├─ [funayurei swarm] - boat that could not return for 100 years
  └─ [umibozu hand] - giant spirit body serving as the "lid" of the seal

All yoma derive from one tragedy. The GM reveals this connection gradually from the middle of Act 3 through Act 4.


When 22-03 Kyoukan-ryu is transmitted, apply the following modifiers against these yoma:

Target yomaKyoukan-ryu techniqueEffect
sinking soulCall of ScreamsOn 1 use, calm 1 squad member (voluntary vanishing)
Melted FishermanReturn of the NameSkip Perception, immediately open the release route
Kyoukan DaiouResponse of HundredsForm 3 Negotiation Target Number 15 → Target Number 13

#Chapter Yoma End Checklist

  • [ ] Record success/failure of each yoma battle
  • [ ] Number and grade of acquired cores
  • [ ] Number of sinking soul squads defeated (Kyoukan-ryu transmission condition)
  • [ ] Number of successful Melted Fisherman releases (Merit Heart)
  • [ ] Kyoukan Daiou final handling (resealing/reconciliation/subjugation)
  • [ ] Whether the final one sentence was read aloud (Kyoukan-ryu transmission eligibility)

"Hundreds of mouths cried at once. But inside that crying, there was my mother's voice. In that moment, I understood. This is not an enemy." - prompt for a PC's Act 4 monologue

"The yoma of this chapter do not live in the sea. This sea itself is one yoma, and everything inside it is part of that yoma." - onmyoji Hoshino Gensho, monologue after Act 3 ends