#Chapter 4 Yoma Bestiary — 5 Shonetsu Yoma + Boss 1
Contents
5 types + boss 1. Shonetsu gimmicks apply — hellfire, Exorcism reflection, ash encroachment. Expansion of the oni and onryo lines in the main Yoma Bestiary. Uses the main rank standard(Mob/Minion/Veteran/Elite/Lord) as written.
Main Text References
- Required: Yoma Bestiary (stat blocks · 4-technique structure · Domination conversion formula · unified incorporeal rules) · zone gimmick · Holy Fire/fire environment · 10th-dan Renown Title (Chapter 4 PCs at 6th~8th dan)
- Reference: Chapter 4 Overview · Enmadoji Seal
- In this supplement: 00-05 Design Notes — Renown Title Boundary · 22-04 Shonetsu-ryu School · NPC Roster · Shonetsu Mirror Guide
Unified check notation:
2d10 + attribute(number) + proficiency >= Defense. Time unit is the round. Dice are only 2d10/d100/d10. The 6 attributes are Courage/Finesse/Physique/Wisdom/Presence/Fate.
#§ Shonetsu Common Gimmicks — Entire Chapter
Three common gimmicks apply to all yoma in this chapter. Individual stat blocks only reference them.
#Hellfire (業火)
When hit by a fire-attribute technique, the target gains a "hellfire" mark. At each lull, add 1 Wound. Disable: Physique check >= 13 (1 automatic attempt each lull). Immediately disabled when entering water, holy water, or a Holy Fire-blocking environment.
#Exorcism Reflection
Explicitly listed as a special ability for some yoma(Hellfire Soldier, Ash Renshu, Great Dharma King). Separate from the main incorporeal system. Effect: when an Exorcism technique(talisman, mantra, evil rite) hits, reverse-roll the check result against the attacker's Defense. On success, the attacker takes the same damage. A PC carrying the Ash of Atobe Reika is exempt.
#Ash Encroachment
Long-stay gimmick. While staying in a Shonetsu city zone, each round, each PC gains Spirit Realm Exposure +1 (1 time per PC). Includes both combat rounds and movement rounds. Accumulation stops in Barrier zones(shrine ruins, holy-water well, etc.).
#Ash of Reversion (Possessions)
Each round, the edge of a PC's paper possessions ashifies by 1mm. Ash attaches to fiber surfaces. Combat length is reversion accumulation. When close to a reversion-accelerating yoma, this is 2 times as fast.
#Bestiary Overview
| Type | Grade | Appearing Act | Main gimmick | Defeat difficulty |
|---|---|---|---|---|
| Burning Soul (灰火) | Minion | Acts 1·2 | Becomes hostile if the question is evaded. Conversation possible. | low |
| Ash Soldier (灰兵) | Veteran | Acts 2·3 | faction reenactment. Infinite civil-war respawn. | medium |
| Half-Ash figure (半灰者) | Minion | Act 3 | Does not resist. Exposure on destruction. | negotiation type | | Hellfire Soldier (業火兵) | Elite | Act 4 | Exorcism reflection. Name weakness. | medium~high |
| Ash Renshu (灰の演首) | Elite (upper) | Act 4 | seven eyes, multi-attack. Reversion acceleration. | high | | Great Dharma King of Shonetsu | lord-grade | Act 4 Session 4 | 3 phases. Release-declaration ending. | highest |
#1. Burning Soul (灰火) — Minion
#§ Scent
"You — for whom have you come?"
The voice wavers like a flickering lamp. The face is almost erased. Inside its chest, a flame beats like a heart. Each time it opens its mouth, ash spills out. There is no heat — rather, it is cold. That makes it more frightening.
4 bodies stand side by side on the street before the gate. They do not ask your name. They ask for your answer.
#§ Law
Burning Soul (灰火) — Minion
Wounds 1, Defense 10
Squad 4 bodies. Domination squad +2.
No Energy of its own (activates when commanded or wandering Energy 10).
Techniques (activate when commanded):
- Burning Hand (灼手) [Command·Attack] — 2d10 >= Defense | 1 Wound + hellfire mark.
- Ashen Lament (灰嘆) [Command·Attack] — automatic | Everyone in the same zone makes Courage >= 11; on failure, Fear for 1 round.
Special:
- First encounter — question: At first encounter, it does not attack. It asks the PCs a question (Act 1 1.2). On an honest answer, it scatters (no combat). On refusal or lie, it becomes hostile.
- Calling the truth: During combat, if a PC shouts their own truth in one sentence(narrator discretion), 1 body in that squad permanently disappears.
- Conversation possible: Negotiation is possible during combat. On check >= 13 success, that squad withdraws.
#2. Ash Soldier (灰兵) — Veteran
#§ Scent
"I — whose side was I on?"
Ash spills out through gaps in the armor. It holds a sword — but has forgotten whom it meant to cut. On the same street, a comrade in different armor charges toward it. They cut each other. Rise again — and cut again. For the 200th year.
A squad of 3 bodies stands facing another across the street. When the PCs pass — only then do they stop. Only then do they see the PCs.
#§ Law
Ash Soldier (灰兵) — Veteran
Wounds 3, Defense 13
Squad 3 bodies. Domination squad +3.
No Energy of its own (activates when commanded or wandering Energy 10).
Techniques (activate when commanded):
- Ash-Grey Sword (灰刀) [Command·Attack] — 2d10 + Courage(+1) >= Defense | 1 Wound.
- Faction Charge (陣突) [Command·Attack] — 2d10 + Physique(+1) >= Defense | 1 Wound + forced movement(1 zone).
- Civil War Reenactment (內戰再現) [Command·Stance] — automatic | While a hostile-faction squad exists in the zone, all Ash Soldiers maintain Defense +1. Disabled when the hostile faction is wiped out.
Special:
- Faction reenactment: Infinitely reenacts the civil war from 200 years ago. Cannot perceive PCs until they intervene. On intervention, judges friend/enemy from the PCs' accumulated answer tendencies(up to Act 3).
- Civil-war revival: After the squad is wiped out, the same faction's Ash Soldiers reappear on another street after 1d10 rounds (until the city is released).
- Negotiation possible: On conversation check >= 15 success with a commander figure(1 squad leader by Veteran standard), the squad accepts a truce.
#3. Half-Ash Figure (半灰者) — Minion (Special)
#§ Scent
... ... ...
Its mouth moves. There is no sound. Half person, half lump of ash. Its eyes are open. It looks straight at the PCs. It tries to say something. But ash blocks its throat.
30 people kneel in the central hall of the underground waterway. Having forgotten one another's names.
#§ Law
Half-Ash Figure (半灰者) — Minion (fixed·noncombat)
Wounds 1, Defense 0 (no resistance)
No squad. Individual unit. Domination individual +0.5.
No Energy of its own. No attack techniques.
Techniques: none. Does not attack. Does not resist.
Special:
- Does not resist: Automatically disappears when destroyed (no check). Exposure +1 per 1 body destroyed. If destroyed collectively as a group(30 or more), +3.
- Murmuring — emotion transmission: On Perception check 2d10 + Wisdom >= 15 success, receive it as emotion. If receiving all 30 people at once, make a Sorcery Save with 2d10 + Wisdom >= 13; on failure, cannot act for 1 round. On success, gain 1 piece of Settlement Ending knowledge.
- Release (disappearance): If a PC succeeds at a release spell(Shonetsu-ryu or Exorcism line) check 2d10 + Presence >= 18, it conveys gratitude and voluntarily disappears. No Exposure effect.
Design Intent: Half-Ash figures are not combat opponents, but moral devices. Reflects the "redefining victory" principle in 00-05 Design Notes.
#4. Hellfire Soldier (業火兵) — Elite
#§ Scent
"By the king's command. Burn."
Living flame has become armor. The inside of the helmet is empty — but light is set where the eyes should be. Its sword bears a fire that never goes out. When it takes one step, the floor beneath that step becomes ash.
One body descends from the top of the keep stairs. This body was, 200 years ago, a guard of this domain.
#§ Law
Hellfire Soldier (業火兵) — Elite
Wounds 4, Defense 15, Energy 10
Courage+3, Physique+2, Finesse+1
Domination +4
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Hellfire Blade (業火刀) | Attack A (Courage) | 2 | 2d10 + Courage(3) >= Defense | 1 Wound + hellfire mark. | — |
| Flame Slash (火焰斬) | Attack B (Physique) | 3 | 2d10 + Physique(2) >= Defense | Everyone in the same zone. 1 Wound each. Hit targets gain hellfire mark. | 1 time/round |
| Hellfire Shield (業火盾) | Defense | reservation 2/improvised 3 | 2d10 + Physique(2) >= enemy attack | Negate hit. Approaching attacker gains hellfire mark. | — |
| [Licensed] King's Fire (王炎) | Attack (Courage) | 4 | 2d10 + Courage(3) >= Defense | 2 Wounds + hellfire mark. On hit, target Defense -1 (1 round). | 1 time/round |
Special:
- Exorcism reflection [special ability]: When an Exorcism technique hits, reverse-roll against the attacker's Defense. On success, the attacker takes the same damage. A PC carrying the Ash of Atobe Reika is exempt. Unrelated to main-text incorporeal rules — Hellfire Soldiers are corporeal.
- Name weakness: Each Hellfire Soldier had a true name 200 years ago. On Wisdom check 2d10 + Wisdom >= 15 success, a PC can shout a guessed name 1 time. If correct, Defense -3 for 1 round. If wrong, no effect (no penalty). A PC with Izanagi's "Sword of Weeping" technique gains +3 on the check.
- Hellfire mark transfer: Hellfire Soldiers negate their own hellfire marks. Hellfire marks accumulate only on PCs.
#5. Ash Renshu (灰の演首) — Elite (Upper) / Lower Lord-Grade
#§ Scent
"I — tried to protect him. That alone — I remember."
Seven flame eyes move at once. There is no face. Only eyes. Where the head should be — seven small suns float in a circle. The armor is too large — not a size a person could fit inside. What is inside it is — light.
It waits on the 2nd-floor stairs of the keep. For the PCs to climb.
#§ Law
Ash Renshu (灰の演首) — Elite (upper) / lower lord-grade
Wounds 5, Defense 14, Energy 12
Wisdom+3, Finesse+2, Courage+2, Presence+2
Domination +4 (reversion acceleration aura in close range)
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Seven-Eye Gaze (七眼射) | Attack A (Wisdom) | 3 | 2d10 + Wisdom(3) >= Defense | Check against up to 3 different PCs in the same zone. Each takes 1 Wound + hellfire mark. | — |
| Serial Slashes (連斬) | Attack B (Finesse) | 3 | 2d10 + Finesse(2) >= Defense | Same target, 2 consecutive attacks. Each 1 Wound. If both hit, treat as Critical Hit(3 Wounds). | 1 time/round |
| Seven-Eye Shield (七眼盾) | Defense | reservation 2/improvised 3 | 2d10 + Wisdom(3) >= enemy attack | Negate hit. One of the seven eyes reads the attacker → attacker's next check -2. | — |
| [Licensed] Seven Flames Open (七炎開眼) | Attack (Wisdom) | 5 | 2d10 + Wisdom(3) + 1 >= Defense | Everyone in the same zone. Each 2 Wounds + hellfire mark. | 1 time/combat |
Special:
- Exorcism reflection [special ability]: same as Hellfire Soldier. Ash of Atobe Reika grants exemption.
- Reversion acceleration aura: When close to a Renshu(same zone), Ash Encroachment Exposure accumulation is 2 times normal. PC possession reversion is also 2 times as fast.
- Emergency summon: When Wounds reach half(2 or below), 1 squad order — cannot summon a Hellfire Soldier (Elite-grade); instead immediately summons 1 Burning Soul squad(4 bodies). Treat as a free action during the round.
- Seven eyes: Descriptive expression for multi-attacks. Use the numbers under "Attack A."
Design Boundary: Renshu sits on the boundary between upper Elite and lower lord-grade. Attribute total +9(within lord-grade allowance +10 or less), Energy 12(around lord-grade minimum), Wounds 5 is lord-grade standard, but it is an Elite-grade unit supplemented by the Exorcism reflection special ability. Under 00-05 Design Notes — Renown Title Boundary, this is the upper limit a Chapter 4 party at 6th~8th dan can handle as a group.
#6. Boss — Great Dharma King of Shonetsu (焦熱の大法王) — Lord-Grade
#§ Scent
"Do you — know where I came from?"
The throne is made of ash. The ash of residents. The crown is made of seven tongues of flame. He himself is living flame — but not hot. His fire is spiritual fire. Phase 1 is conversation. Phase 2 is true heat. Phase 3 is — rest.
True name: Kitami Masanobu (北見正信), lord of Kitamiyama 200 years ago. Final form of the transformation faction.
#§ Law — 3-Phase Structure
A lord-grade boss resets Wounds, Defense, and Energy by phase. Energy resets on phase transition. Positioned above the main-text Great Oni · Shuten-doji.
#Phase 1 (The King's Test / 試)
Great Dharma King of Shonetsu [Phase 1 — Test] — lord-grade
Wounds 6, Defense 16, Energy 13
Presence+3, Wisdom+2, Courage+2, Finesse+2, Physique+1 (attribute total +10, lord-grade allowance)
Domination +1.5 + Presence aura (zone enemies: each breath, on Presence >= 13 failure, check -1)
Techniques (Phase 1):
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| King's Question (王問) | Attack A (Presence) | 2 | opposed Presence (2d10 + Presence(3) vs enemy 2d10 + Wisdom) | No damage. On failure, target cannot act for 1 round. "Until you answer, you cannot move." | — |
| Ashen Stare (灰視) | Attack B (Wisdom) | 2 | 2d10 + Wisdom(2) [Incorporeal] | 1 Wound. Normal Defense applies to those with Exorcism. | — |
| Throne Barrier (玉座結界) | Defense | reservation 2/improvised 3 | automatic | Damage -1 Wound (minimum 1). The ash throne absorbs it. | — |
| [Licensed] Declaration of Trial (試宣) | Kata | 3 | — (automatic) | Declares the condition for moving to Phase 2. Branches to Phase 2 or 3 according to PC answer tendencies. | 1 time/combat |
Special:
- Conversation first: Phase 1 centers conversation over combat. Depending on PC answers, it can immediately move to Phase 2(anger) or Phase 3(release).
- Mirror imprint weakness: A PC who saw all three streets(return faction · settlement faction · transformation faction) in Act 3 gains +1 Wound on attacks against the Great Dharma King.
#Phase 2 (The King's Anger / 怒)
Great Dharma King of Shonetsu [Phase 2 — Anger] — lord-grade
Wounds 7, Defense 17, Energy 14
Courage+3 increase (Phase 1 Courage+2 → +3; executed value stacks to +5, notation calculates as +3)
Presence+3, Wisdom+2, Courage+5, Finesse+2, Physique+1 (anger modifier Courage+2 applied)
Domination +1.5 + Presence aura
Techniques (Phase 2 — anger techniques active):
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Hellfire Flood (業火洪) | Attack A (Courage) | 4 | 2d10 + Courage(5) >= Defense | Everyone in the zone. Each 2 Wounds + hellfire mark. At this moment, Shonetsu becomes hot for the first time — real burns. | 1 time/round |
| King's Gaze (王視) | Attack B (Presence) | 3 | opposed Presence (2d10 + Presence(3) vs enemy 2d10 + Wisdom) | On failure, Fear for 1 round + 2 Wounds. | — |
| Throne of Anger (怒座) | Defense | reservation 2/improvised 3 | automatic | Damage -2 Wounds (minimum 1). On being hit, transfers hellfire mark to attacker. | — |
| [Licensed] King's One Strike (王一擊) | Attack (Courage) | 5 | 2d10 + Courage(5) + 1 >= Defense | 3 Wounds. On Critical Hit, 4 Wounds. Target Defense -3 (1 round). | 1 time/combat |
Special:
- Exorcism reflection [enhanced special ability]: Regardless of check result, when an Exorcism technique hits the Great Dharma King, the attacker takes the same damage + hellfire mark. A PC carrying the Ash of Atobe Reika is exempt.
- Throne summons: Every 3 rounds, 1 squad order — summon 1 Hellfire Soldier (Elite-grade) or Burning Soul squad(4 bodies). Maximum 2 times.
- Name weakness: Shouting "Kitami Masanobu" gives Defense -3 for 1 round. Limited to 1 time/combat.
- Mirror imprint weakness: same as Phase 1.
- Anger transition condition: in Phase 1 test, an answer of "provocation, contempt, or false sympathy," or accumulated Wound damage 2 or more.
#Phase 3 (The King's Release / 解)
Great Dharma King of Shonetsu [Phase 3 — Release] — lord-grade
Wounds 5, Defense 15, Energy 12
Presence+3, Wisdom+2, Courage+2, Finesse+2, Physique+1 (anger modifier removed)
Domination +1.5 (Presence aura removed)
Techniques (Phase 3 — conversation possible, minimal resistance):
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Last Question (終問) | Attack A (Presence) | 2 | opposed Presence (2d10 + Presence(3) vs enemy 2d10 + Wisdom) | No damage. On failure, cannot act for 1 round. "How — will you live?" | — |
| Ashen Tears (灰涙) | Attack B (Wisdom) | 2 | 2d10 + Wisdom(2) [Incorporeal] | 1 Wound. If a PC declares empathy or pity, automatic failure(no damage). | — |
| Throne of Release (解座) | Defense | automatic | — | Damage -1 Wound (minimum 1). No reflection against attacker. | — |
Special:
- Conversation possible: If a PC makes a release declaration ("you may rest now" / "you have done enough" / similar line), combat ends. Narrative ending.
- Accept release: After the release declaration, the Great Dharma King accepts disappearance without resistance. Leads to release of the entire city.
- Exorcism reflection disabled: In Phase 3, the Exorcism reflection special ability is automatically disabled.
- Release transition condition: In Phase 2, Wounds reach 2 or below + a PC has the mirror imprint + release line declared.
#§ Boss Ending Results
| Ending | Gains |
|---|---|
| Release (Phase 3 release declaration) | 1 high-purity core + residual energy of the entire city(Barrier HP +60) + complete Enmadoji information + Great Dharma King's crown ash |
| Kill (Wounds 0 in Phase 2) | 1 high-purity core (powerful) + partial Enmadoji information(only 2 of 3 axes) + Great Dharma King's crown ash + Exposure +2 |
Design Note: By lord-grade standard, attribute total cap +10 and Energy within 12~15. Phase Wounds 6/7/5 are within the lord-grade cap(8). Implements the "Transformation Ending — mirror" principle from 00-05 Design Notes as a boss-fight structure. The 3-phase structure runs in parallel with the main Enmadoji Seal release stages.
#§ This Chapter's Dedicated Rule Reference
#Hellfire Mark — Disable Routes
| Route | Check / Condition | Cost |
|---|---|---|
| Automatic lull | Physique >= 13 (1 automatic attempt each lull) | — |
| Enter holy water/Holy Fire zone | automatic | zone movement 1 round |
| Shonetsu-ryu Exorcism "Ash Reversion" | 2d10 + Presence >= 13 | Energy 2 |
| Burning Soul "Calling the Truth" | can replace (simultaneously disabled when zone is released) | narrative check |
#Exorcism Reflection — Immunity Routes
| Target | Immunity condition |
|---|---|
| PC carrying Ash of Atobe Reika | immune throughout |
| Shonetsu-ryu novice PC | reflection rate reduced by 50% only for own Exorcism techniques |
| Main Exorcism schools (Shugendo·Mantra) PC | no effect (Shonetsu property) |
#Ash Encroachment — Accumulation by Zone
| Zone | Accumulation rate |
|---|---|
| city streets (common) | each round +1 |
| keep Flank Zone | each round +1 |
| inside keep | each round +2 (additional +2 when close to Ash Renshu) |
| Great Dharma King's throne room | each round +3 |
| shrine ruins · holy-water well | accumulation stops |
#§ Encounter Table — Random Encounters in This Chapter
For GM-discretion random combat, roll 2d10.
#Acts 1~2 Encounter Table
| Roll | Encounter | Domination |
|---|---|---|
| 2~5 | 1 Burning Soul squad (question scene) | +2 |
| 6~9 | 1 Burning Soul squad (street wandering) | +2 |
| 10~13 | 1 Ash Soldier squad (street civil war) | +3 |
| 14~17 | 2 Ash Soldier squads (two-faction clash) | +6 |
| 18~19 | 1 Hellfire Soldier (keep scout) | +4 |
| 20 | distant observation by Ash Renshu (not an encounter, tension direction) | — |
#Acts 3~4 Encounter Table
| Roll | Encounter | Domination |
|---|---|---|
| 2~4 | 1 Burning Soul squad + 1 Ash Soldier squad | +5 |
| 5~8 | 2 Ash Soldier squads (faction conflict) | +6 |
| 9~12 | 1 Hellfire Soldier + 1 Burning Soul squad | +6 |
| 13~16 | 2 Hellfire Soldiers (lower keep) | +8 |
| 17~19 | 1 Ash Renshu | +4 |
| 20 | 1 Ash Renshu + 1 Hellfire Soldier (sortie by king's command) | +8 |
#§ Yoma Reward Table — Cores and Loot
| Yoma | High-purity core drop | Auxiliary drop |
|---|---|---|
| Burning Soul (Minion) | 1 Minion core (50% / per squad) | 1 bag of ash powder |
| Ash Soldier (Veteran) | 1 Veteran core (70% / per squad) | old armor fragments · sword fragments · family-crest fragment |
| Half-Ash figure (Minion·special) | no drop — Exposure +1 when destroyed | — |
| Hellfire Soldier (Elite) | 1 Elite core (90%) | hellfire sword fragment · flame fiber |
| Ash Renshu (upper Elite) | 1~2 Elite cores (100%) | seven-eye residue (special talisman material) |
| Great Dharma King of Shonetsu (release) | 1 high-purity core + Great Dharma King's crown ash + study map | city residual energy (Barrier +60) |
| Great Dharma King of Shonetsu (kill) | 1 high-purity core (very powerful) + crown ash | map only partial + Exposure +2 |
#§ Special Loot Details
- Ash powder (灰粉): Shonetsu-specific reversion material. Used for domain alchemy and talisman crafting. See 13-07 reward connection.
- Family-crest fragment: Kitami house mark. Same as the pattern at Kagamiyama Mirror Pond — Enmadoji clue.
- Hellfire sword fragment: novice material for the Shonetsu-ryu school.
- Seven-eye residue: can craft a talisman that grants fanatical perception (advanced).
- Great Dharma King's crown ash: unique item across the entire campaign. Chapter 5 seal-release material(option A, return).
- Study map: map of the Enmadoji Seal's 3 axes. Required item for Chapter 5.
#§ Combat Design Tips (GM)
#Limit Combat Count
| Act | Recommended combat |
|---|---|
| Act 1 | 0~1 time (only if Haibi is refused) |
| Act 2 | 0~1 time (accidental yoma during mansion intrusion) |
| Act 3 | 1~2 times (if Izanagi joins) |
| Act 4 | 3~4 times (Hellfire Soldiers, Renshu, Great Dharma King) |
Across all 4 acts in this chapter, 6~8 combats are recommended. This is a narrative-centered chapter.
#Narrative Density During Combat
In every combat, the GM places lines during combat. Ash Soldiers ask themselves, "whose side am I on?" while fighting. Renshu murmurs, "I tried to protect him." The Great Dharma King repeats, "this is not what I meant to do." Combat is not a numerical duel but an extension of witnessing.
#Reversion Check Timing
After every combat, the GM orders the PCs to "check your possessions." Check what has become ash. Repeating this check engraves the Shonetsu gimmick.
#§ Appendix — Great Dharma King's Support Yoma (Optional Use)
Optional yoma the GM can use when further tuning the tension of the Great Dharma King battle. Can be omitted in the default scenario.
#King's Shadow (王の影) — Elite
King's Shadow — Elite (Great Dharma King duplicate)
Wounds 3, Defense 14, Energy 8
Courage+2, Presence+1
Domination +3 (incorporeal -1)
Techniques:
| Technique | Type | Energy | Check | Effect | Limit |
|---|---|---|---|---|---|
| Shadow Slash (影斬) | Attack A (Courage) | 2 | 2d10 + Courage(2) [Incorporeal] | 1 Wound. Normal Defense against Exorcism holders. | — |
| Shadow Substitute (影代) | Defense | automatic | — | When the Great Dharma King takes physical Wound damage, if d10 >= 6, the shadow takes it instead (50%). | — |
Special:
- Incorporeal: When hit by a physical attack, d10 1~5 negates it. Exorcism holders are exempt. (main unified incorporeal rules)
- Linked to the Great Dharma King: When the Great Dharma King's Wounds decrease, the shadow's Wounds decrease by the same ratio.
- No invalidating release declaration: Even while a shadow remains, the release declaration is valid.
#§ Connections
- This chapter: Chapter 4 Overview · NPC Roster · Reward Connection
- Related acts: Act 1 · Act 2 · Act 3 · Act 4
- Main references: Yoma Bestiary · zone gimmick · fire · 10th-dan Renown Title
- In supplement: 00-05 Design Notes · Shonetsu Mirror Guide · 22-04 Shonetsu-ryu School
"Yoma are not enemies. Yoma are people who made choices. You must understand them — only then can you win." — Ash of Atobe Reika, during Act 2
#§ Narrative Summary of This Chapter's Yoma
Every yoma in this chapter is the result of a choice.
- Burning Souls are those who hesitated before choosing.
- Ash Soldiers are those who chose, but could not stop fighting.
- Half-Ash figures are those who chose the middle (settlement faction).
- Hellfire Soldiers are those who chose to serve the king (return faction souls absorbed by the king).
- Ash Renshu are those who staked everything on that choice.
- The Great Dharma King is the one who made the choice itself — final form of the transformation faction.
As PCs fight them, they will ask themselves: Where will I stand?



