#Yoma Technique Conversion
Contents
Brought over as-is, a yoma technique is a monster's authority; brought over lowered, it becomes a character's wound and talent.
#Opening Vignette — How to Fold the Claws
The master looked at the disciple's hands. The nails were long and black, able to tear bamboo like paper.
"Can I protect people with this strength?"
asked the disciple.
The master stood up a dry stalk of bamboo and said,
"Cut it."
The disciple cut the bamboo. It was far too easy.
This time the master set down a bowl of water.
"Now, do not cut the moon on the water; scoop only the water."
The disciple failed all night. The nails were strong but not careful. By dawn, he had learned how to fold the claws a little.
Only then did the master nod.
"This is your first technique."
#Scent — Weakening Is Not Punishment but Focus
An NPC yoma is made to shake the whole scene. A PC is a character who moves alongside other allies. So even the same technique, when it comes to a PC, must be lowered in range, duration, automaticity, and immunity.
This weakening is not meant to erase the yoma nature. Rather, it makes clear when, and at what cost, the PC uses that power.
#Law — Conversion Prohibition Lines
| NPC technique | PC conversion |
|---|---|
| Minion/Veteran attack | 1-2 Energy, 1 Wound, 1 conditional rider. |
| Elite-grade attack | 2-3 Energy, 1 Wound or a limited state. 1/round recommended. |
| Area attack | Reduce to 2 targets or 1 squad. 1/combat or 1/round. |
| Forced relocation | 1 unit, adjacent zone. Requires a resistance check or 1/round. |
| Incorporeal | No full immunity. Convert to a reservation/improvised defense technique or limited evasion. |
| Regeneration | Recover 1 Wound during a Lull Phase. Requires a feeding/taboo condition. |
| Domination aura | Convert to a stance- or scene-limited Domination +1. |
| Lord-grade authority | No direct borrowing. Express only as the short shadow of a 9 dan advanced trait. |
#Conversion Ceilings
A converted technique must not cover a broader situation than a base-class trait of the same dan. When in doubt, lower one of damage, range, duration, or automaticity and attach a taboo condition.
| Item | Allowed ceiling | Sign of excess |
|---|---|---|
| Damage | Usually 1 Wound. 1 conditional rider | Giving 1 Wound + Defenseless + forced relocation at once |
| Range | 1 target, or 1 squad | Repeated application to everyone in the same zone |
| Defense | Negate 1 hit, or Defense +1-2 | Full immunity, constant 50% negation |
| Relocation | 1 unit, adjacent zone | Repeated abduction with no resistance |
| State | One of Defenseless, cannot move, check -1 | Imposing 2 or more states at once |
| Recovery | 1 Wound during a Lull Phase, condition mandatory | Repeated Wounds recovery during combat |
| Information | 1 scene clue or a Perception modifier | Automatically revealing the case's core truth |
#Conversion Examples
#Oni Smash
NPC archetype: 1 Wound and Domination pressure with high Courage.
PC conversion:
Oni Wrist [Attack]
Acquired: 3 dan Little Technique
2 Energy
Check: 2d10 + higher of Physique or Courage >= Defense
Effect: 1 Wound. At a castle gate, on a battlefield, or in a drinking-hall melee, the target's next movement costs +1 Energy.
Limit: 1 time/breath.
#Tengu Whirlwind
NPC archetype: forced relocation of everyone in a zone.
PC conversion:
Little Whirlwind [Kata]
Acquired: 5 dan or higher
3 Energy
Check: 2d10+Presence vs target 2d10+Physique
Effect: Move 1 failed target into an adjacent zone.
Limit: 1 time/round.
#Onryo Incorporeality
NPC archetype: 50% negation of physical attacks.
PC conversion:
Blurred Body [Technique]
Acquired: 7 dan Shard of an Elite-Grade Technique
Energy: reservation 2 / improvised 3
Check: 2d10+Fate >= enemy attack
Effect: Negate the hit. After success, one's next attack check -1.
Limit: 1 time/breath. Cannot be used against [Incorporeal] attacks.
#Yoko Disguise
NPC archetype: cannot be detected on a failed Perception.
PC conversion:
Fox Mask [aptitude]
Acquired: 3 dan
Effect: Identity-concealment check +2. This bonus does not apply against a target who knows one's true name.
Limit: Cannot be used for instant disguise during combat.
#Tsukumo Tool Interference
NPC archetype: manipulating tool and place gimmicks.
PC conversion:
Familiar Object [Kata]
Acquired: 5 dan
2 Energy
Check: 2d10+Wisdom vs target 2d10+Finesse
Effect: A failed target gets -1 on the next use check of one piece of equipment they hold.
Limit: 1 time/breath. A masterwork or Divine Treasure requires a separate Disable or Negotiation scene before this applies.
#Kappa Ankle Grab
NPC archetype: underwater advantage and binding.
PC conversion:
Wet Hands [Kata]
Acquired: 5 dan
2 Energy
Check: 2d10+Physique vs target 2d10+Physique
Effect: 1 failed target's next movement costs +1 Energy. At the waterside or in a wet zone, also -1 on the next Physique check.
Limit: 1 time/round. Cannot be used on dry ground.
#Yumekui Dream Eating
NPC archetype: rest and mental erosion.
PC conversion:
Swallowing a Bitter Dream [upkeep]
Acquired: 7 dan Shard of an Elite-Grade Technique
0 Energy
Check: 2d10+Presence >= 13
Effect: During a Lull Phase, erase one Fear, nightmare, or rumor penalty from 1 ally. On success, one takes -1 on the first check of the next scene.
Limit: 1/session. Requires the target's consent.
#Abuse Risks and Handling
| Risk | Handling |
|---|---|
| Repeating only the same converted technique every combat | Demand taboo, feeding, and place conditions in the actual scene. Without the condition, it cannot be used. |
| Incorporeal defense replacing tanking | Keep the reservation/improvised cost, and always apply the own-attack penalty after success. |
| Neutralizing an Elite-grade boss with forced relocation | Make resistance opposition the default for Elite-grade and above, and apply it only 1/round to the same target. |
| An information technique replacing deduction | Give only the clue's location or direction, and have the conclusion confirmed through scene action. |
| A recovery technique raising endurance excessively | Do not stack it with another Wounds recovery in the same Lull Phase. |
#Operation — Conversion Procedure
- Confirm the grade of the original yoma.
- Classify whether the original technique is attack, defense, relocation, state, area, regeneration, or aura.
- Set the PC acquisition dan.
- Reduce range and automaticity.
- Attach one of a taboo, feeding, or place condition.
- Confirm it does not give a broader effect than an existing class trait of the same role.
#Spirit Realm Gates and Factions
A yoma technique is not separate from the gate. If it is power gained through a gate, it shakes when the gate is sealed or contaminated. Factions exploit that shaking.
| Faction | Attitude toward technique conversion |
|---|---|
| Kagura Domain | Allows it if militarily useful, but tries to attach a sealing device. |
| Hiei League | Sees the technique not as sin but as karma, and demands a control rite. |
| Enryokan | Studies technique conversion. May assert the yoma PC's rights. |
| Biu Mountain | Tempts with the offer to teach a stronger archetype. |
| Kunitomo Guild | Tries to weaponize the technique. On failure, the PC's gate may be damaged. |
#Closing Words
To learn a yoma's power is not to swing it more greatly. It is to learn when to fold it.