English edition v1.3.3

#Comprehensive Random Table Index — Five Reference Books

Contents

What this section is. If the 20-openworld section is "event-centered," this section is reference-centered. Five tables of d100 rolls for when the GM needs to pick up a specific (yoma, weather, loot, passerby) after an event has occurred.

Core Reference

- Required: Yoma Bestiary · Loot Table · Encounter Design

- Reference: Encounter Table Core · Enemy Catalog · NPC Personality Table

- In this supplement: Core Economy · Spirit Realm Environment · Weather Hazards · Open World Index


#Scent — The Division of Labor Between Events and Specifics

The GM always has two pockets in hand.

One is the event pocket. That is the open world (20-xx). What happened in the domain this week, who appeared at the Barrier edge, what was seen in a dream. Situations, scenes, and incidents come from here.

The other is the specifics pocket. That is this 30-xx section. When an event ends with "encountered a yoma," the yoma's specific hell, rank, and identity — roll d100 and pick it up. When it ends with "obtained loot," whether it is a fragment of chain, a gold coin darkened with grime, or a bone shard from something — pick it up here.

Do not dig through both pockets at once.

Roll one open-world event and confirm what happens, then roll 30-xx only at the points within that flow where a specific is needed. Throwing too many dice breaks the session into checks. The GM's instinct comes first; dice are for when things stall.

This index is a map organizing where and how those five tables are used.


#Law — Division of Roles Between 20 and 30

#Relationship with 20-openworld

Axis20-openworld30-tables
FocusEvents (what happened)Specifics (what it is)
Roll frequency1~2 times per week0~3 times per event
Diced100 mainly, 2d10 supplementaryd100 · d10
How to readScene hookScene prop
Representative example"A yoma appeared at the north gate""That yoma is a Veteran-grade chain-masked from Black Rope"

#Principles of Use

  1. Events first, specifics later. 20-xx rolls first; 30-xx rolls when needed.
  2. Do not roll specifics more than 3 times per event. Yoma + loot + weather is about the limit.
  3. Prefer open rolls, but loot may be rolled privately. Within the range of not ruining player expectations.
  4. If the result does not fit the scene, reroll. Story comes before the dice.
  5. Record all results on both numeric and narrative sides. So they can return next week.

#Reference vs. Event Distinction Examples

SituationWhich table to use
"What happened in the domain this week?"20-01 Domain Weekly Events
"What did the patrol see?"20-02 Patrol Encounters
"Did something strange appear at the Barrier edge?"20-03 Barrier Edge Events
"A yoma appeared — what is it?"30-01 Regional Yoma Encounters
"Got a core — is it special?"30-02 Special Core Variants
"What is the hell weather today?"30-03 Hell Weather by Region
"Combat over. What dropped?"30-04 Spirit Realm Loot (supersedes core 11-06)
"Met someone on the road. Who?"30-05 Chance NPCs

#Table — In-Depth Summary of Five Documents

#30-01 Regional Yoma Encounters — 5 Hells × d100 × 5 Chapters

5 d100 tables for picking up the specific hell, rank, and identity of a yoma that appears in the Spirit Realm. Distribution differs by hell.

HellPrimary RankKeynoteLord-grade
RevivingMinion~Veteran (revival type)Revival · corpse · recoveryTyrant of Revival (Chapter 1)
Black RopeVeteran~Elite (binding type)Chain · restraint · bindingNaga of Black Rope / Daimo (Chapter 2)
Screaming HellMany Elite (laceration type)Boiling water · screams · underwaterKyoukan Daiou (Chapter 3)
ShonetsuElite~Lord (hellfire type)Flames · ash · pillarGreat Dharma King of Shonetsu (Chapter 4)
AviciLord · Elite (forced choice)Infinity · choice · nameMumyo (Chapter 5)

Roll Timing: The moment an encounter is confirmed. When a specific yoma is needed from open world 20-02 results such as "one Minion yoma."

Grade Distribution Summary:

  • Mob (01~30): Servant rank. Low combat value. Narrative-centered.
  • Minion (31~60): Standard combat. One squad can handle.
  • Veteran (61~85): Tough solo enemy. One squad + tension.
  • Elite (86~98): Center of the scene. Protagonist-level threat.
  • Lord (99~00): Lord-grade. Core chapter yoma. Random appearance is almost never.

#30-02 Special Core Variants — d100 Special Cores

Sometimes a dropped core is not a standard core. In the Spirit Realm, cores can be contaminated or crystallize in special ways. 40 variant types + 60 subdivided standard grade types.

Key variants (examples):

  • Twin Core (01~05): core synthesis of 2 yoma bodies. Barrier HP +11~16. Corruption delayed +1 week
  • Consuming Core (06~15): Shonetsu influence. Barrier HP +10. User Spirit Realm Exposure +2
  • Pure Core (16~20): Reviving innocent. Barrier HP +10~16. Rare
  • Temporal Core (21~25): Avici influence. Barrier HP +15. d10 time-distortion event

Roll Timing: At GM discretion when a core drops. Normally do not roll; treat as a standard core. Roll only immediately after combat with an Elite yoma or higher.

Core Link: Core Economy core-processing rules are the basic premise.


#30-03 Hell Weather by Region — 5 Hells × d10 × 5 Chapters

A table to roll today's weather when a day begins in the Spirit Realm. Each hell has 10 types of weather.

Hell3 Representative Weathers
RevivingAshen rain · wailing wind · dawn of revival
Black RopeChain clouds · iron wind · night of binding
Screaming HellBoiling fog · screaming rain · acid hail
ShonetsuAsh snow · pillar shadow · breath of hellfire
AviciFrozen sky · soundless wind · gust of names

Roll Timing: At the dawn of entering the Spirit Realm, or once every two days.

Core Link: The general weather rules in Weather Hazards supersede the specific entries in this table.


#30-04 Spirit Realm Loot — d100 Spirit Realm Specialized

The Spirit Realm-exclusive version of the core 11-06 Loot Table. Format compliant. 100 types that appear only in the Spirit Realm.

Differences from core 11-06:

  • Cores · crystals · talismans instead of gold
  • Yoma material · Spirit Realm fragments instead of equipment
  • Otherworldly goodwill · spiritual clues instead of faction rewards
  • Spirit Realm Wandering Treasures at 99·00 (Divine Treasure clue → Spirit Realm Wandering Treasure clue)

Roll Timing: After Spirit Realm combat concludes. For ordinary combat, roll core 11-06.


#30-05 NPCs on the Road — d100 Chance Encounters

People, ghosts, merchants, and wandering yoma encountered on the road while moving through the Spirit Realm outside the domain. 100 types. Distributed as friendly · neutral · hostile · enigmatic.

Main types:

  • Drifter (15 types): humans washed in from another domain
  • Ghost (25 types): souls trapped in the Spirit Realm
  • Merchant (15 types): traders of the Spirit Realm (some yoma)
  • Wandering yoma (20 types): isolated yoma without a domain
  • Monks · Pilgrims (10 types): those journeying through the Spirit Realm
  • Unknown (15 types): beings who do not reveal their identity

Roll Timing: When 3 rounds pass during Spirit Realm travel. Or when the open world result is "meet someone on the road."


#Application — Usage Examples

#Example 1: The Patrol Encounters a Minion Yoma

  1. 20-02 Patrol Encounters d100 = 26 → "one Minion yoma (tall grass)"
  2. 30-01 Reviving d100 (patrol direction is east) = 45 → "ash-covered child (Minion-grade, revival type)"
  3. After combat, 30-04 Spirit Realm Loot d100 = 30 → "3 handfuls of otherworldly ash"
  4. Record: ash-covered child 1, ash 3, no Exposure change

#Example 2: Dawn of Day 3 of the Spirit Realm Expedition

  1. 30-03 Shonetsu Weather d10 = 4 → "ash snow (Exposure +1/round)"
  2. 20-02 Patrol Encounters d100 = 73 → "Veteran yoma encounter"
  3. 30-01 Shonetsu d100 = 77 → "hellfire wraith (Veteran-grade, flames)"
  4. After combat, 30-02 Special Core Variants d100 = 12 → "Consuming Core (Barrier HP +10, Exposure +2)"

#Example 3: Crossroads During Travel Outside the Domain

  1. Situation: crossing the Spirit Realm. GM rolls for a passerby.
  2. 30-05 Chance NPCs d100 = 58 → "merchant carrying chains on their back (yoma)"
  3. Trading options unfold. Player's Judgment.

#Circle — Limits of the Roll Economy

These five books are the GM's pocket, not the PCs' right. The GM takes them out when needed. This is not a place where players demand "please roll today's weather."

Total 30-xx rolls in one session:

  • Standard: 2~4 times
  • Long expedition: 6~8 times
  • Short session: 0~1 times

Rolling more than that means the GM reads tables instead of writing the story. Tables are a tool to fill gaps, not a substitute for story.


#Harmony — Core and Supplement Connection Map

#Relationship with Core Tables

CoreThis SectionRelationship
11-05 Encounter Table30-01Spirit Realm specialized expansion
11-06 Loot Table30-04Spirit Realm exclusive version
11-08 NPC Personality Table30-05Specialized for those met on the road
11-14 Enemy Catalog30-01 · 30-02Yoma and core details
08-01 Encounter Design30-01Encounter balance principles
08-02 Yoma Bestiary30-01 · 30-02Template standard

#Relationship with Tables in This Supplement

This SupplementThis SectionRelationship
01-03 Core Economy30-02Variant core economy processing rules
03-04 Weather Hazards30-03General weather rules
03-00 Spirit Realm Index30-01 · 30-03 · 30-05Terrain · distance · boundary
20-02 Patrol Encounters30-01 · 30-05Event → specific connection
20-04 Rumor Mill30-05Rumors from NPCs' mouths

#Synthesis — Five Books in Hand

Five books the GM keeps closest at hand when rolling dice.

  • When a yoma name won't come to mind → 30-01
  • When a core seems like something special → 30-02
  • When you don't know what kind of weather this morning is → 30-03
  • When loot is needed → 30-04
  • When someone speaks to you on the road but has no name → 30-05

When these five books are in the GM's hands, the Spirit Realm speaks as if it is alive.


Specifics are smaller than story, but without specifics there is no story. Five books of tables fill the flesh between the bones of the story.