English edition v1.3.3 · fc-doc

#Yoma Allies and Accompanying Squads

Contents

Yokai companion squad, small mixed silhouettes of fox, tengu feather, oni club, and spirit lantern following a human traveler, friendly but uncanny, no details.

A yoma ally stays with you not because it obeys orders. It stays because the name, the feeding, the taboo, and the place have not yet been severed.


#Opening Vignette — Little Footsteps

As they climbed the mountain road, little footsteps kept following.

At first they thought it was the sound of fallen leaves underfoot. Then they thought children were hiding and following. As the sun sank, a small eye opened on each stone along the road.

The woman walking ahead stopped and drew dry chestnuts from her pocket. She set down only three. Setting down four, she said, makes one more road appear.

The little eyes ate the chestnuts. After that, the mountain road never once forked.

But the woman counted three at every pass. Two, and the road vanishes; four, and the things that follow multiply.


#Scent — Recording the Reason for Cohesion Differently

In raw combat numbers, a yoma accompanying squad still follows the squad rules in co. But where a human squad's Cohesion comes from discipline, loyalty, and morale, a yoma squad's Cohesion comes from binding.

Binding is not a new attribute. It is the narrative condition that records why the Cohesion holds.


#Law — Yoma Ally Grades

GradeUseLimit
MobDecoration, omen, small aid.Usually not counted as a combat unit.
MinionAccompanying squad.Weak independent judgment, simple feeding conditions.
VeteranAccompanying squad or special scouts.Taboo and place restrictions matter.
EliteMajor NPC ally.GM control recommended. A long-term cost is required.
LordPatron, faction, calamity.Direct accompanying not recommended.

#Sources of Binding

BindingExample
NameFollows the one who called its name correctly.
FeedingNeeds three chestnuts, a drop of blood, or one story each night.
TabooGuides the road as long as you do not look back.
PlaceCannot stay long away from the mountain road, the riverbank, or the storehouse.
ContractStays with you only until a specific enemy is found.

#Operation — Departure and Backlash

A broken binding does not require immediate hostility. Choose one of the following.

d10Reaction
1-2Quietly disappears.
3-4Leads down the wrong road in the next scene.
5-6Demands feeding and refuses to act.
7-8Prioritizes its original desire.
9Summons a yoma of the same kind.
10Does not turn hostile, but demands the promise again.

#Sample Accompanying Squads

A yoma accompanying squad follows the co squad format. The defaults are: no autonomous action, tactics activate only through the commander's squad-order, and volley attacks use the hit-strength table. The "yoma-specific trait" below is a narrative/racial trait that replaces the faction trait; it is not a separate right to act.

A tactic's activation cost is always squad-order cost + tactic additional cost. If the commander's Wisdom is +2 or higher, the squad-order cost is 1 Energy; otherwise it is 2 Energy. An additional cost of base means there is no extra Energy beyond the squad-order cost.

#Name-Tag Foxes — Minion Squad

A lower-tier yoko squad. The yoko Minion-grade data from co, arranged for accompanying-squad use.

ItemValue
Grade3 Minions
Wounds1
Defense12
WeaponClaws (2 Energy)
Cohesion3
Domination+2
Faction traitNone
Accompanying conditionHang a name-tag around their necks, and do not call them by a false name.
Yoma-specific traitName-tag binding

Tactics:

TacticTypeAdditional CostCheckEffectLimit
Claw Rend[Tactic:Kata]base2d10 >= DefenseStandard squad attack. Apply the hit-strength table.
Little Disguise[Tactic:Aptitude]base1 allied unit in the same zone gets +1 on identity-concealment and disguise checks. Applies only while the Name-Tag Foxes are in normal condition and bear their tags.always
  • Binding: They follow the one who hung the name-tags around their necks.
  • Backlash: Losing a tag gives Cohesion -1. At Cohesion 0, they follow the nearest rumor and vanish.

#Mountain-Road Kodama — Mob Support Pack

Kodama are Mob-grade by the co standard. In peacetime they are not a combat squad and have no Domination contribution or attack tactic. When bringing them along, use them only as a mountain-road guidance support pack.

ItemValue
Grade5-10 Mobs
Wounds0
Defense
WeaponNone
Cohesion3 (not combat cohesion but binding stability)
Domination0
Faction traitNone
Accompanying conditionPlace the appointed offering at each pass.
Yoma-specific traitOld-tree binding, fire-attack reaction

Tactics:

TacticTypeAdditional CostCheckEffectLimit
Road Memory[Tactic:Aptitude]baseOn mountain roads, in forests, and at passes, +2 on the next movement's ambush and getting-lost checks.1 time/scene
Warning of the Trees[Tactic:Aptitude]baseIf a fire attack, logging, or Spirit Realm gate opening occurs in the same zone, they warn at once.always
  • Binding: The appointed offering must be placed at each pass.
  • Backlash: If the offering is wrong, they make you walk the same road twice.
  • Combat exception: If a fire attack or harm to a sacred tree occurs, the kodama pack may transform into a hostile Veteran-grade being. In that case they are no longer an accompanying squad and follow the co post-transformation effects for kodama.

#Little Kappa Pack — Veteran Squad

River-combat support. The kappa Veteran-grade data from co, arranged for squad use.

ItemValue
Grade3 Veterans
Wounds2
Defense12
WeaponClaw/grab (1 Energy)
Cohesion4 (max 3 away from water)
Domination+3, +4 underwater
Faction traitNone
Accompanying conditionDo not leave the waterside for long, and supply the promised cucumbers.
Yoma-specific traitHead dish, cucumber binding

Tactics:

TacticTypeAdditional CostCheckEffectLimit
Arm Stretch[Tactic:Kata]base2d10 >= DefenseStandard squad attack. On a hit, instead of damage, 1 target may be placed in the binding state.
Ankle Grab[Tactic:Kata]base2d10 >= target DefenseOn a hit, instead of damage, 1 target cannot move for 1 breath. Elite+ negates with a Physique Target Number 13 success. At the waterside or underwater, the next movement costs +1 Energy.1 time/round
Head Dish[Tactic:Aptitude]baseUnderwater or at the waterside, Domination +1. In a dry zone or a fire-attack scene, Cohesion -1 each lull.always
  • Binding: Away from water, Cohesion caps at 3. If promised cucumbers, the next Negotiation check is +2.
  • Backlash: If promised cucumbers and not given them, Cohesion -1. At Cohesion 0, they steal an object and return to the river.

#Tsukumo Tool-Throng — Veteran Squad

Storehouse/workshop support. A throng of Minion-grade tsukumogami from co, strengthened with a bundle of old objects into a Veteran squad.

ItemValue
Grade5 Veterans
Wounds2
Defense12
WeaponObject attack (1 Energy)
Cohesion4
Domination+3
Faction traitNone
Accompanying conditionKeep the promise to repair rather than discard.
Yoma-specific traitTool-destruction weakness, repair binding

Tactics:

TacticTypeAdditional CostCheckEffectLimit
Object Attack[Tactic:Kata]base2d10 >= DefenseStandard squad attack. Apply the hit-strength table.
Tool Interference[Tactic:Kata]base2d10 >= target DefenseOn a hit, instead of damage, 1 target gets -1 on equipment-use checks. A masterwork or Divine Treasure requires a separate Disable or Negotiation scene before this applies.1 time/breath
Poltergeist[Tactic:Stance]baseWhile maintained, unfixed objects in the same zone fly about. Enemy movement costs +1 Energy and ranged attacks are -1. Released if the squad moves.maintained stance
  • Binding: The promise to repair rather than discard.
  • Weakness: Burning or breaking the original bundle of tools gives Cohesion -2 instead of Wounds. If all the important tools are destroyed, they are wiped out.
  • Backlash: If the promise is broken, they move the baggage elsewhere each night. At Cohesion 0, they scatter into storehouses and workshops.

#Examples of Elite-Grade Allies

An Elite-grade yoma is not a squad but a major NPC. Rather than controlling it every breath in combat, give it one act of help per scene and let it demand its own taboo and domain.

#Border Tengu — Elite-Grade Ally

The "경계 텐구" companion: a single black wing and one feathered hand at a mountain-pass threshold, a torii post edge, ridge mist; a stern guide not a mount; face blank

Wounds 4, Defense 15, Energy 8. An Elite-grade yoma strong on mountain roads, passes, and scouting.

  • Binding: Travels with you until it reclaims the name of its mountain gate.
  • Help: 1/scene, +2 on Perception or tracking checks on mountain roads, high ground, or windy places.
  • Combat intervention: 1/combat, push 1 target into an adjacent zone. The target may resist with 2d10 + higher of Physique or Finesse >= 13.
  • Taboo: Do not idly speak the inner name of the mountain gate.
  • Backlash: If the taboo is broken, in the next mountain-road scene it guides you down the strictest road instead of the shortest.

The Border Tengu is not a convenient flying mount. Treat it as a judge who knows the road. If the heroes demand only the fast road, it becomes an enemy; if they keep the mountain's rules, it becomes a powerful guide.

#Storehouse Bakeneko — Elite-Grade Ally

Wounds 3, Defense 13, Energy 9. An Elite-grade yoma strong at storehouses, merchant quarters, and night watch.

  • Binding: A promise not to idly sell off discarded objects.
  • Help: 1/scene, +2 on Perception of infiltration, concealment, and theft traces inside a building.
  • Combat intervention: 1/combat, -2 on the equipment-use check of 1 enemy in the same zone. A masterwork or Divine Treasure requires a separate condition before this applies.
  • Taboo: Do not kick over its food bowl. Do not burn the master's belongings without permission.
  • Backlash: If the promise is broken, it hides an important object. It will not hand it to the enemy, but recovering it takes a full night of bargaining.

The Storehouse Bakeneko is less a "cute helper" than the house's old rights-holder. Because it knows the memory of objects, its information is plentiful, but it does not accept human ownership as absolute.


#Spirit Realm Gates

A yoma accompanying squad carries a small gate around. That gate is not a real rift but a cord of habit, feeding, name, and place. Take them too far and the cord stretches; if it snaps, the squad tries to return to where it came from.


#Faction Response

FactionResponse to a Yoma Ally
Kagura DomainDemands surveillance and registration. On the battlefield it may acknowledge usefulness.
Hiei LeagueFirst asks whether purification is possible, or whether it is a dangerous contract.
EnryokanThe most friendly. Sees an allied yoma as proof of coexistence.
Biu MountainTries to win the yoma ally over to its own side.
Sakai GuildTries to use the allied yoma's ability for trade or transport.

#Closing Words

A yoma ally does not light the road for you. It merely knows first which taboo, once stepped on, makes the road disappear.