English edition v1.3.3

#Character Variation Guide — PC Replacement · NPC Gender Variation · Romance Alternatives

Contents

A campaign is not a fixed mold. When a PC dies or drops out, a replacement is needed; depending on player preference, the gender or age of major NPCs can be changed; and sometimes players want to avoid a romance partner's tragic fate. This document is the variation guide for those moments.

Main Rulebook References

- Required: Class Index 04-00 · Fiend Guide 04-19 · Outsider 3 Types

- Within this supplement: Tier 1 PC Templates 6 Types · Human Partners 5 · Yoma Partners 4 · Romance Endings · Commoner Class


#Scent — The Story's Second Drawer

The first drawer holds the originals. The 6 templates from 99-03, the lord from 02-01, the onmyoji from 02-02, the partners from 24-02. When you first open it, that is enough.

But as the game goes on — a PC drops out. They cannot return to the next session. Someone must take their place. Or a player says "I wish the lord were a woman." Or another player asks "This romance ending is too sad. Is there another way?"

That is when you open the second drawer. The same skeleton, a different skin. Without touching the original, a variation fitted to today's table.

This document is the inventory of that second drawer. Detailed backgrounds are not laid out — only hints and directions. The rest is made during play.


#§1. PC Replacement — Deploying Classes Outside the 6 Templates

#Premise — Why Only 6 Templates?

99-03 Tier 1 PC Templates provides only 6 types (samurai · ronin/archer · shugenja · gaijin · artisan · performer). The remaining 27 types (main-book basic 12 + fiend 12 + Outsider 3) have special entry circumstances that make them difficult to use as PCs immediately.

This §1 provides narrative connection hooks for when those 27 types are to be used as PC replacements.

PC Replacement Principles:

  • Activates when an existing PC dies, retires, or is absent long-term
  • New PC's tier = existing PC's current tier (matched to the campaign's turning point)
  • A narrative that allows natural integration into the domain is required — no jarring strangers out of nowhere
  • The GM picks and executes whichever of the 3 narrative candidates below fits the table situation. Details are filled in during play.

#§1.1 Main-Book Basic 12 Classes — 3 Narratives Each

samurai, ronin, shugenja, gaijin, artisan, and performer are already in 99-03, so they are excluded. The remaining 12 types.

#shinobi (忍び)

  1. Hidden Domain Retainer — A young shinobi secretly registered with the Kamijo clan. From the same school as Komachi. Komachi introduces them to the PC: "Please trust this person."
  2. Outside Dispatch Intelligence — Was scouting Kagamiyama from another domain but got swept into the drift. Initially treated with suspicion; gradually joins the domain.
  3. Spirit Realm Hermit — A person who had been living alone in hiding in the Spirit Realm (a descendant of previous Drifters or someone who has been transformed). The PC party discovers them → they join.

#onmyoji (陰陽師)

  1. Hoshino's Disciple — The head disciple whom Gensho taught 30 years ago but who left for Kyoto hears word and joins. Capable of Barrier Assistance.
  2. Drifted Outsiders — Drifted while staying in the domain during pilgrimage or exchange study. In the same category as Minako and Lorenzo.
  3. Discovery of a Buried onmyoji — In chapters 2 or 3, the ghost of an ancient onmyoji in the Spirit Realm or a survivor released from a seal. Inheritor of a school.

#esoteric monk (密教僧)

  1. Trainee Monk at a Nearby Temple — Was staying at a small hermitage in Kagamiyama at the time of the drift. An old colleague or junior of Ryozan.
  2. Itinerant Monk Drifter — Visited the domain on pilgrimage → drifted. Carries a horagai, sutra, and talisman.
  3. Descendant of Previous Drifters — A survivor of the esoteric Buddhist sect that remained in Scorching Heat Hell, discovered in chapter 4.

#Pure Land Monk (淨土僧)

  1. Domain Nembutsu Hall Manager — Manager of a small Pure Land Buddhist chapel in the domain. Distinguished from Ryozan in terms of Faith (sectarian conflict within Buddhism is possible).
  2. Drifting Deathbed Temple — Drifted during prayers at the side of someone about to die. depth of Faith close to death.
  3. Spirit Realm Dharma Master — A leader who has chanted nembutsu while witnessing repeated deaths in the Spirit Realm. Encountered as a neutral sentient being.

#feng shui master (風水師)

  1. Private Academy Alumnus — A disciple of the feng shui master who was a classmate of Gensho's father at a private academy. Specialist in ley lines and terrain.
  2. Ley Line Circuit Traveler — Was circuiting Sengoku ley lines when they stayed in the domain. Possibility of tracing the cause of the drift.
  3. Spirit Realm Ley Line Guide — Someone who "can read" the warped ley lines of the Spirit Realm. Joins from chapter 3 onward.

#scholar (學者)

  1. Domain Scholar Nursery — A junior of village chief Heisaku. A young man who had been a candidate to take charge of domain administration.
  2. Studying Outsider — Visited the domain while studying in Kyoto or Edo → drifted. Recent knowledge of the main-book world.
  3. Spirit Realm Document Discoverer — In chapters 2 or 3, meets the ghost of a library in the Spirit Realm and inherits its scholarship. A knowledge channel.

#merchant (商人)

  1. Kyube's Disciple — The young heir of the domain's shop. Takes over when Kyube falls ill.
  2. Tobe's Companion — A companion who was traveling the trade routes with Tobe. Both drifted at the same time, but Tobe already appears in 02-05.
  3. Spirit Realm Black Market Merchant — Operates a ghost market in the Spirit Realm from chapter 3 onward. A legal channel as an alternative to the Zakukasho organization.

#wildlander (野人)

  1. Border Mountain Village Hunter — A semi-wild person who lived in a mountain village on the domain's border. After drifting, decides to join the domain.
  2. Pilgrimage wildlander — Visited the domain during ascetic training → drifted. Can be a sibling or friend of Komachi (99-03).
  3. Spirit Realm Native Drifter — A person of nature who has survived for years in the Spirit Realm. Possesses Spirit Realm survival skills.

#hanyo (半妖)

  1. Hidden Lineage of the Kamijo Clan — The yoma bloodline mixed into the ancient family awakens under the pressure of the drift. A distant relative of Akihisa.
  2. Drifted Outsiders — A wandering hanyo. A borderline being between Outsider and fiend.
  3. Spirit Realm Transformed Drifter — Was originally an ordinary person but became hanyo through long-term residence in the Spirit Realm. From chapter 3 onward.

#arahitogami (現人神)

  1. Divine Being in Hiding at a Domain Shrine — A young god who descended unintentionally to a small shrine in the domain. Even they realize it only later.
  2. Drifted Outsiders — An arahitogami on pilgrimage visits the domain → drifts. Conflict between the divine nature and Humanity.
  3. Spirit Realm Awakening — Someone among the PCs awakens during their time in the Spirit Realm. Rarely, can be used as a variation route for an existing PC.

#autonomous automaton (自律機人)

  1. Kunitomo Guild Secret Trade — An autonomous automaton sent by the Kunitomo Guild to the Kamijo clan in strictest secrecy for research purposes. Was in a stopped state at the time of the drift but was reactivated by the Spirit Realm's energy.
  2. Drifted Outsiders — An autonomous automaton that was in transit in the main-book world. Staying in the domain in an injured or damaged state.
  3. Spirit Realm Scrap Recovery — A broken autonomous automaton discovered in the Spirit Realm is repaired by Yukichi → consciousness awakens.

#puppeteer (傀儡師)

  1. Reclusive performer Near the Domain — A puppet show artist who lived quietly on the Flank Zone of the domain. Actually a puppeteer. Reveals their true identity after drifting.
  2. Drifted Outsiders — A wandering puppet show artist. Or a refugee from a forbidden school.
  3. Spirit Realm Ancient Puppet Recovery — Becomes the operator of an ancient puppet found in the Spirit Realm. A device left behind by another Drifter.

#§1.2 Fiend 12 Types — PC Replacement Only, Narratives of "Salvation and Escape"

Principle: fiend class PCs are a very exceptional case. Prohibited for general use. Permitted only as replacements when an existing PC dies or drops out. Not domain residents but positioned as "villains who fell into the Spirit Realm" or "victims of a previous incident."

Shared Narrative Axis (applicable to all 12 fiend types):

  1. Penitent: Someone who committed wrongdoing in the main-book world and fell into the Spirit Realm. Trying to atone for their sins in order to escape the domain.
  2. Hell Native: A being that belonged to a specific hell takes refuge inside the Barrier. If they become a domain resident, they will hide their fiend nature.
  3. Transformed Former Domain Resident: Someone who was in the domain during a previous drift but became a fiend through extended Spirit Realm residence. Remembers Kagamiyama as their own hometown.

Short hints by fiend (see main-book 04-19 Fiend Guide):

FiendEntry Hook
ShuradoCandidate for the oni king of Reviving Hell. Realizes combat addiction → learns peace
DokuchushiToxic insect handler of Black Rope Hell. Might be the true culprit of the domain's food-contamination incident
itakoMiko of dead souls from Screaming Hell. Can provide a map of the Spirit Realm
jikininkiCorpse-eater of Scorching Heat Hell. Joins to suppress hunger
KaibutsuExperiment subject of chapter 4's previous Drifters. Trying to reclaim their own body
KekkaFell into the Spirit Realm while seeking revenge after losing a past lover or mentor
shikomeGod of childbirth in Avici Hell. A tragic mother
TatarigamiGod of grudges. Awakens when the domain accumulates enough wrongful deaths
TengushiCandidate for the tengu king who fell from the sky. Punishment for arrogance
TesshinMachine god of the Spirit Realm. Bloodline crossover with autonomous automaton
YorijinLeader of great sin. The lord's mirror in political drama
ZakukashoBlack market boss. The shadow side of Tobe and Kyube

GM Constraints:

  • fiend PCs have ongoing influence on domain morale. If the fiend nature is exposed, domain morale -1 to -2.
  • Maximum 1 at PC replacement time. Designed so the entire party does not become fiends.
  • fiend PCs follow a special route in campaign ending branches — the Return Ending is "sealed after returning to the main-book world," the Settlement Ending is "shadow power of the domain."

#§1.3 Heroic Spirits — Background NPCs for PC Replacement

Heroic spirit sentient beings have already appeared in the main-book Drift of the Spirit Realm heroic spirit NPC 02-06. Those among them who can become PCs are designated as PC replacement candidates.

Narrative Pattern:

  • A PC dies or drops out → a heroic spirit joins at that PC's final moment. The remaining party secures "someone to fight in their place" through a contract with the heroic spirit.
  • The heroic spirit's sacred object and anchor should naturally be present at that location. Connect to the relics held by the 02-06 sentient beings.
  • heroic spirit PCs generate stats per the main-book 04-33 Heroic Spirit Outsider class specification.

Example: The Reviving Hell sentient being "Senmangu" contracts to help the PCs at the chapter 1 climax → after the PC dies, Senmangu formally becomes a PC. The sacred object is "Blade of Ash" (99-02).


#§1.4 Celestials — The Most Difficult Handling

A celestial is by nature a higher being who should not normally exist in the Spirit Realm. To introduce them as a PC, the narrative device must be solid.

Permitted celestial PC Narratives (choose 1):

  1. Sin-Sealed celestial — A celestial who committed a sin in the celestial realm and was sealed in the Spirit Realm. The Kagamiyama Barrier happens to overlap with their seal. Attempts atonement while helping preserve the Barrier. PC replacement only.
  2. Celestial Living in Human Seclusion — A being who long ago decided to live as a human and was quietly staying in the domain. Uses the drift as an opportunity to decide whether to reveal their true identity. Treated as a Commoner in normal times, a celestial PC when awakened. PC replacement or Session 0 agreement.
  3. Fall During Descent — Caught in the drift while on a mission to descend from the celestial realm to the Spirit Realm. The mission falls apart and they end up "living alongside these humans." A young celestial (relatively).

GM Constraints:

  • celestial PCs: 1 only. 2 or more in the party prohibited.
  • The celestial's "Divine Authority" (main-book 04-34) is restricted in the Spirit Realm. The GM imposes penalties such as "Spirit Realm Exposure +2" when Divine Authority is used.
  • All players' consent at Session 0 is mandatory.

#§2. NPC Gender and Age Variation Guide

"Variation," not default support. Do not touch the originals (02-01 · 02-02); apply this §2 as an overlay. Different choices are possible for each table.

#§2.1 Kamijo Akihisa — Male-Disguise Beauty Variation

#Original

02-01 Young Lord — A 16-year-old male kokujin local lord.

#Variation: Kamijo Akihisa — A Female Lord Disguised as Male

Setting Changes (Minimal):

  • The Kamijo clan has no male heir, so the eldest daughter Akihisa was raised as a male and given heir training
  • She is actually female. She is officially acting as a "male lord," however
  • Those who know this: Toma · Gensho · Akihisa herself. The other retainers and residents do not know (generating curiosity)

#Mechanical Changes

Almost none. Stats, special skills, skills, and Three Ways and Six Hearts are all identical. However:

  • Rewrite the physical description (small stature is reinterpreted as "because she is female")
  • Delete the description "voice is low" or change it to "a voice deliberately made low"
  • Add room for the true identity to be revealed in an extremely intimate situation

#Romance Impact

  • Both male and female PCs can romance (the original is basically for a male PC; a female PC is possible but slightly special)
  • At stage 3 "Night of the Scroll," a first reveal of the true identity is possible (e.g., when the PC takes Akihisa's hand and notices how small and delicate it is)
  • Stage 4 "Night of the Marriage Vow" becomes the scene of the true name confession — revealing the female name for "Akihisa" (e.g., "Akiko")
  • At Ending A (Return Marriage), the official wedding = rehabilitation as a female lord. Restoration of the clan's authority

#GM Tips

  • The identity reveal should happen so that the player discovers it naturally. No forced disclosure
  • Add the axis of "suppression of femininity" to Akihisa's psychological weight. Her diary when she is alone at night becomes more complex
  • The narrative that Toma has kept this secret for 40 years — maintain Toma's dialogue "Young master (坊, bocchan)" but occasionally slipping and saying "Young mistress (嬢様, ojosama)" creates tension

#Caution

  • All-player agreement at Session 0 is mandatory (sensitivity of gender-related themes)
  • It is recommended to maintain the original age of 16 — romance is applied as-is per the main-book safety guidelines (up to the marriage vow; only in the epilogue; no adult depictions)

#§2.2 Hoshino Gensho — Youth and Gender Variation

#Original

02-02 Reclusive onmyoji — A 73-year-old male, a 10th-dan Tatsujin. Gradually consumed by the weakening system.

#Variation A: Eternally Young Handsome Man

Setting Changes:

  • As a result of his training, the aging of time has been halted. Appears as a handsome man in their 20s or 30s
  • Actual age is still 73. Only he knows this
  • The weakening system manifests not as appearance but as spiritual energy — a single faint white hair appearing on the handsome man's skin, the depth of his eyes deepening

#Variation B: Female Shrine Maiden Who Transcends Time

Setting Changes:

  • Gensho → changed to the female name Hoshino Genmyo (星野 玄妙)
  • Or maintain the name but reinterpret as female (Japanese names can be used by both genders)
  • A female lineage (shrine maiden lineage) exists in the onmyoji tradition — Genmyo is the last inheritor of that lineage
  • Appearance: long black hair + white long robe + shrine maiden formal dress. A beauty of stillness in their 30s to 40s. weakening is visualized by increasing white hair

#Mechanical Changes (Common to Both Options)

  • Stats, special skills, skills identical
  • Maintain the weakening system, but change only the visualization method:
  • Handsome man: white streaks mixing into hair, hands becoming pale, subtle trembling in the voice
  • Shrine maiden: hair turning white, tired look in the eyes, formal dress color fading

#Romance Impact

  • The original elderly Gensho is not a romance target
  • When varied, can be added as a romance target (partners 5 → 6 or 7)
  • Romance with Gensho (handsome man or shrine maiden):
  • Affinity system 0–10, stages 1–5
  • Preferred heart: (truth — the weight of one who has drawn close to eternity)
  • Rejected heart: (their nature resisting transformation)
  • Stage 4 "Promise of the Barrier": proposes marriage or union with the PC — however, as long as they are bound to the Barrier, they cannot leave
  • Tragic route: weakening reaches 10 = the lover's natural exhaustion
  • Alternative route: "Barrier inheritance" or "spiritual union" in §3 can avoid the tragedy

#Caution

  • Maintain the original ticking-bomb weakening narrative. Regardless of whether they are a handsome man or a shrine maiden, the principle that they will eventually die is preserved
  • Looking young = a paradox of being bound to the Barrier even more. Can strengthen the narrative
  • Session 0 agreement is mandatory

#§2.3 Other NPC Gender Variation Possibilities

Brief mentions only:

  • TomaDomo as a female veteran soldier is possible. Inherits the 3-generation retainer role as a widow. Maintained as a non-romance target.
  • KagemitsuKageko (景子) as a female samurai is possible. Romance opens for male PCs.
  • Yukichi → The blacksmith's wife "Yukiko (雪子)" is possible. A widowed craftsperson who carries on the dead husband's hammer.
  • Gaichi · Heisaku · Sayo · Ume · Kyube · Genbe and other residents are generally free to change gender. The impact on the setting is minor.

General Guide: Gender change is a narrative, not a stat, modification. Adjust only a line or two of background so that players can accept it naturally.


#§3. Romance Tragedy Avoidance Guide

The original partner routes (24-02 Human Partners · 24-03 Yoma Partners) presuppose predetermined tragedies for some partners. When a player wants to avoid that tragedy, or when they want the NPC to be able to stand on their own even without being a romance partner, use the simple alternatives in this §3.

Principle: Avoiding tragedy must not be easy. Alternative routes are conditionally unlocked — they open only when the PC takes a specific narrative action. A happy ending does not come without any cost.

#§3.1 Human Partner Tragedies and Alternatives

#Kagemitsu — Young samurai (Tragedy: Dies Trying to Protect the Lord)

Predetermined Tragedy: Dies in battle trying to protect Lord Akihisa at the chapter 5 climax.

Avoidance Conditions (choose 1):

  1. Discovery of an Alternative Goal: Maintain Affinity 6+ + find "meaning beyond protecting the lord" together with the PC (e.g., protecting the whole party · a future as the PC's partner). His 忠 matures into 覇 and he realizes "there are many people to protect."
  2. Completion of Warrior's Growth: Advance his tier to 3 or higher during the campaign + achieve Swordsmanship Licensed. Room to become an old soldier rather than dying in battle.

Independent Route (when romance is not established):

  • Maintain a friendship with the PC (Affinity 3–4) + strengthen his bond with his master Toma
  • At the ending, promoted to "Young Elder." Grows as the lord's aide without tragedy.

#Komachi — Female shinobi (Tragedy: Double Contract Exposed → Conflict with the Party)

Predetermined Tragedy: When the original employer is revealed, must endure betraying the party or being hostile to both sides.

Avoidance Conditions:

  1. Honest Confession: Maintain Affinity 5+ + voluntarily confesses the fact of the double contract to the PC. If the PC accepts, Komachi gives up the original employer. Relationship maintained.
  2. Disappearance of the Original Employer: Confirmed during the session that the connection with the original employer has already been severed due to the drift. Komachi's duality itself becomes meaningless.

Independent Route:

  • Maintain only Affinity 3+. Komachi stays at the level of "close retainer." Settles as the domain's dedicated intelligence chief at the campaign's ending.

#Minako — Female Doctor (Tragedy: Reunion with Lorenzo → Crisis of Christianity Ban → Martyrdom)

Predetermined Tragedy: If Akihisa strengthens the Christianity ban or external forces apply pressure, Minako and Lorenzo face martyrdom.

Avoidance Conditions:

  1. Declaration of Religious Freedom within the Domain: The PC makes a recommendation to Akihisa + Akihisa's Affinity 5+. Akihisa officially declares "Our domain is outside the ban."
  2. Reconciliation with Lorenzo: Minako achieves a reconciliation of Faith with Lorenzo. The two quietly maintain their Faith together in the domain.

Independent Route:

  • The reunion with Lorenzo is itself Minako's healing. Even without a romance with the PC, Minako finds "a reason to live again." Self-realization as a doctor.

#Akihisa — Young Lord (Tragedy: Heart Corrupted by the Lord's Burden or Death at the Ending)

Predetermined Tragedy: Attempts retirement or suicide under the pressure of morale decline and Barrier collapse, or chooses to sacrifice in place of Gensho at the chapter 5 ending.

Avoidance Conditions:

  1. Maturation Through Companionship: Akihisa shares multiple crises with the PC during the campaign + grows to tier 3 or higher. The feeling that "I am not alone."
  2. Retainer and PC Support Network: PC with Affinity 5+ + Toma · Gensho · 4 or more resident representatives explicitly support him. Declaration at a meeting: "Lord, please do not decide alone."

Independent Route:

  • Even without romance, Akihisa grows into the lord the campaign has taught. At Ending A return, officially inherits at age 19, leaving a mark in history as an outstanding kokujin.

#Uta — Drifted Mixed-Blood (Chapter 4 NPC, Tragedy: Half-Ash Transformation → Disappearance into Scorching Heat Hell)

Predetermined Tragedy: In chapter 4, she becomes a Half-Ash figure and is forever imprisoned in Scorching Heat Hell.

Avoidance Conditions:

  1. Interruption of the Half-Ash Ritual: The PC finds her in chapter 4, act 3, and rescues her before the ritual. Resolves the chapter 4 climax quickly.
  2. Mother's Domain Connection: The narrative can be added that Uta's birth mother was in the domain (a drifted mixed-blood who had previously immigrated). The reunion with the mother neutralizes the ritual.

Independent Route:

  • Returns to the domain as "pure mixed-blood" without undergoing the Half-Ash ritual. As the only half-Spirit Realm survivor, serves as the domain's Spirit Realm contact network thereafter.

#§3.2 Yoma Partner Tragedies and Alternatives

#Common Yoma Partner Tragedy — Eternal Separation Due to Return to Each Hell

Predetermined Tragedy: yoma partners (24-03) have their essence bound to their own hell, and at the campaign's ending must return to hell. Separation is possible in both the Return Ending and the Settlement Ending.

Avoidance Conditions (common):

  1. Reinterpretation of the Contract: Apply the Black Rope chapter 2 "thread of contract" rule to this partner as well. A union contract with the PC temporarily disables the hell's binding.
  2. Creating a Favorable Space within the Domain: Install a miniature reproduction space of the relevant hell in a corner of the domain (a shrine or a sealed garden). The partner resides as a "surrogate for their own hell."
  3. Choosing the Settlement Ending: When Ending B (Settlement) is chosen, yoma partners can reside permanently in the domain.

#Individual Yoma Partners

  • Kagura (Reviving Hell resurrection girl): Permanent residence in the domain utilizing the revival mechanic. Requires 1 return to hell per week but can maintain daily life.
  • Ryukage (Black Rope naga): Transfers the hell binding to the domain via the thread of contract. Acts as a Barrier Assistance supporter.
  • Namibe (Screaming Hell fisherman soul): Transfers the lake connection to the domain's well. Becomes folk Faith.
  • Homura (Shonetsu flame): Dwells in the furnace of the domain's smithy. Coexistence with Yukichi.

Independent Route:

  • Even without romance, yoma partners become neutral ambassadors of their own hells. Negotiation channels between the domain and hell.

#§3.3 GM Operating Principles

  1. Avoidance must not be easy: Each avoidance condition requires explicit narrative action. No automatic exemptions.
  2. Leave the echo of tragedy: Even when avoided, there is a wound or cost. Kagemitsu survives with one scar, Minako survives but Lorenzo's parting by old age remains, and so on.
  3. Respect player choice: Some players want tragedy. Do not force avoidance.
  4. Independent route is the default: Even in a PC setup without romance, all major NPCs have individual endings. Do not isolate them.
  5. Session 0 agreement: The scope of tragedy permitted (possibility of death · intensity of separation) is negotiated per table.

#Campaign Variation Application Order

  1. Session 0 (before the campaign begins): Agree on all variation options (NPC gender · romance permission · tragedy intensity)
  2. Chapters 1–2: Run the original. When a PC dies, trigger the §1 replacement narrative.
  3. Chapter 3 onward: If romance reaches stage 3+, track §3 avoidance conditions.
  4. Chapter 5: Reflect avoidance conditions in the ending branches.
  5. Epilogue: Narrate the results of variations and avoidances.

#Linked Documents


"A story is not written only once. What is written in a book is written once, but what is written again at the table is written every time."