#Chapter 6 (Part Three) — Extended 12 Classes: the Latter 6 and the Boundary
Contents
If the six extended classes covered in the previous section are those who ground the roles of the basic 6 to a sharper edge, the six introduced now are those standing at the very rim of the board that is the Sengoku. An outsider bearing the gunpowder of the Nanban, a wild warrior who serves the kamuy, a half-blood in whom two bloods war within one body, a god who walks alive, a heart that beats on a mainspring, one who exists in two places at the tip of a thread. They are powerful but strong in concept, so when you pick one, take the GM's approval along with it.
Each class is compressed into 1 page. It centers on the specialties up to the 5th dan and moves only the tables for the 7th- and 9th-dan advanced specialties. Numbers, costs, tags, and conditions are exactly as in the CO source. For the full advancement structure, dual builds, and schools, see [Chapter 9 — Growth] and [Chapter 7 — Schools] together.
#13. Gaijin (外人, Foreigner)
The teppo sniper. With foreign gunpowder, ignores armor.
An outsider come over from the Nanban, or a Japanese who has learned foreign technique. Either way, you are a person of the new age. You trust gunpowder, not the blade; you make distance, not loyalty, your weapon. If the samurai decides all under heaven within 100 paces, you nullify that decision from 200 paces out.
- Role: ranged firepower, [Pierce all] sniping, gunpowder handling — key attributes Courage/Finesse — Core Zone entry forced Breakthrough
- Three Ways and Six Hearts: Truth or Hegemony. A tool of the new age.
- Starting auto-skills: Archery learned + Navigation · Survival · Perception at intro.
1st dan [aptitude] Foreign Gunpowder — on a teppo shot, [Pierce all]. 2d10+Archery ≥ Defense (no attribute added, Courage not applied). 1st dan [aptitude] Outsider's Affinity (automatic) — instantly use the devotion techniques of any European-lineage Exotic Relic (only a matching Three Ways and Six Hearts required; no [Foreign Adaptation] specialty needed). Other Exotic Relics adapt to 2 cultures at once with 1 [Foreign Adaptation] slot (other classes: 1 slot = 1 culture). Auto-appraise the origin of Exotic Relics, foreign literature and interpretation checks +2, trades at foreign ports -20%.
| Dan | Pick 1 specialty (summary) |
|---|---|
| 3rd | Rapid Fire reload Energy 2→1 · Sniping fire at 2-zone range, hit +1 · Buckshot 1–3 extra casualties on a Minion/Mob squad (Veteran+ only add 1 Wound on a Critical Hit) |
| 5th | Repeating Gun [Kata] 4 Energy, a 2-round burst with no reload (each [Pierce all] · 1 Wound), 2 times per combat · Powder Mix [Kata] 3 Energy, 1 Wound to everyone in the zone, 1 time per round · Foreign Armor Defense 13, no Energy penalty |
| 7th | Cannon [Kata] 5 Energy, 2 Wounds to everyone in the zone · instant death to Mob/Minion (1 time per combat) · Marksman of the Magic Bullet on a teppo Critical Hit, 3 Wounds + 1 Wound to 2 behind · Fortify [Kata] 3 Energy, Defense +2 · enemy movement +2 Energy (1 time per combat) |
| 9th | Nanban Secret Weapon rapid-fire cannon, 1 Wound per round for 2 Energy each round · no reload (3 rounds per combat) · Age of Fire a teppo hit is always 2 Wounds, Critical Hit 4 Wounds · Tactician counted as Wisdom +2 (squad-order discount), fires at all zones from the rear |
Squad Tactics (chosen with a 3rd/5th-dan class specialty slot): Three-Rank Fire [Tactic:Kata] a bow/gun squad fires 3 volleys in a row · Bombardment Position [Tactic:stance] a gun squad fires from a fixed spot, range +1 zone · attack +1 · cannot move.
Source: co-04-07-13
#14. Wildman (野人, Wildman)
A wild warrior carrying the blood of the Emishi and Ainu. With bare hands and bare body, he fights the war civilized men have forgotten.
Long before the age of chaos that Yamato calls "the Sengoku" came, people lived in this land. You are its last living witness. You do not take up the katana; the makiri and your body are your weapons, and in place of armor you wear toughened skin and the kamuy's protection. If the onmyoji reads the stars and the feng shui master reads the earth, you smell the scent — the oldest and most accurate scouting art.
- Role: Core Zone combat, bare-handed slaughter, wilderness survival, yoma detection — key attributes Courage/Physique — Core Zone entry free
- Three Ways and Six Hearts: Truth or Compassion. The heart of one who lives with nature.
- Starting auto-skills: Unarmed Combat learned + Survival · Perception · Footwork at intro.
1st dan [aptitude] Hand of the Kamuy — a bare-handed attack (Unarmed Combat) costs Energy 1, in or out of the Core Zone. On a hit, choose (1 time per round): Push (force the target to an adjacent zone) or Grab (the target cannot move next round). Free entry/exit to the Core Zone. The wildman's bare hand is treated not as [Light] but as an ordinary (standard) attack — a normal 2 Wounds on a Critical Hit (other classes' bare hands are [Light], gaining nothing on a Critical Hit).
| Dan | Pick 1 specialty (summary) |
|---|---|
| 3rd | Bear-Taker if a bare-handed hit lands on a target with higher Wounds than yourself, 1 extra Wound · Wild Sense auto-success on yoma detection · immune to Surprise Attack · knows a yoma-encounter-table result in advance at the lull · Makiri an Energy 1 short-weapon, bleeding on a hit (1 Wound per lull, cleared at Physique ≥ 13) |
| 5th | Iyomante [Kata] 2 Energy, mental save (Courage ≥ 13) on all enemies in the same zone · Defenseless on a failure (1 time per round) · Kamuy's Protection while wearing no armor, Defense = 10 + Physique + Courage · Take Root immune to Push/forced movement, an enemy trying to pass through pays +2 Energy to move |
| 7th | Shura-Garu every bare-handed attack in the Core Zone is automatically in Critical Hit range (a double + a sum of 14 or more) · Mountain's Wrath [Kata] 3 Energy, a bare-handed check on all enemies in the same zone · on success 1 Wound + Push (1 time per round) · Kamuy Descent [Kata] 2 Energy, descent for 1 round (attack +3 · Defense +3 · movement Energy 1), after use Energy -3 next round (1 time per combat) |
| 9th | Mastery of Bare Hands a bare-handed hit is base 2 Wounds, Critical Hit 3 Wounds + disarm · Avatar of the Earth auto-recover 2 Wounds each lull, complete immunity to poison/disease/fear · Last Hunter while at Wounds 1: on reaching it, instantly recover 4 Energy (cannot exceed maximum) · attacks auto-hit · nullify all incoming hits 1 time for 1 round |
Squad Tactics: Beast Charge [Tactic:Kata] charge with the squad and bare hands/makiri, mental save on all enemies (Courage ≥ 11) + squad attack +1 · Kamuy's Howl [Tactic:Kata] enemy squads up to 2 adjacent zones out get Cohesion -2 + Fear, allied squad attack +2 (1 round).
Source: co-04-07-14
#15. Half-Yokai (半妖, Half-Yokai)
A half-blood of human and yoma. A being wedged between two worlds. The more it uses yoma power, the more its humanity is eroded.
When night falls, the nails grow long, the eyes shine gold, and wounds heal abnormally fast. Human society fears you and yoma society sees you as "the half one." Yoma power grows stronger the more you use it, but the more you use it, the more your humanity fades. Belonging nowhere in either world, each battle you decide anew which side to follow.
- Role: shapeshifting fighter, yoma negotiation, crisis burst, night scouting — key attributes Courage/Fate — Core Zone entry free
- Three Ways and Six Hearts: Truth or Compassion, or Demon. Decided by the ratio of the two bloods.
- Starting auto-skills: Unarmed Combat learned + Perception · Fighting Spirit · Hardiness at intro.
1st dan [aptitude] Yoma Blood — at all times: auto-recover 1 Wound at the lull, auto-success on yoma detection (within 2 zones), yoma negotiation +2, free entry/exit to the Core Zone. Cost: when an allied Minion squad is first placed in the same zone as the half-yokai, Cohesion -1 (fear/loathing). If held together with the [Child of the Spirit Realm] background, the recovery is only the class version, and detection sums both.
| Dan | Pick 1 specialty (summary) |
|---|---|
| 3rd | Claws bare-handed Energy 1, bleeding on a hit (1 Wound per lull, cleared at Physique ≥ 13 or Medicine ≥ 11) · Yoma Eyes auto-see-through of Infiltration/Disguise/Illusion, attack +1 against yoma targets, complete night vision · Fearsome Momentum enemy Minion/Mob attacks against the half-yokai -2, enemy squad Cohesion recovery -1 |
| 5th | Half-Transformation [Kata] 2 Energy, yoma form for 1 round (attack +2 · Defense +2 · movement Energy 1), 2 times per combat, allied squad Cohesion -1 on use · Yoki Absorption recover 1 Wound per yoma slain + Fate Intervention +1 use · Half-Blood's Instinct grasp 1 enemy's next action each round, auto-detect traps/ambushes, first-breath preemptive +2 |
| 7th | Full Awakening (prerequisite: Half-Transformation) Half-Transformation 3 times/combat + 2-round duration + Critical Hit expanded · Yoma Domination [Kata] 3 Energy, opposed check against 1 yoma Elite, on success turn it to your side for 2 rounds (1 time per combat) · Regeneration Frenzy at Wounds 0, auto-revive instantly at Wounds 3 + attack +3 for the next 2 rounds, then forced combat-incapable (1 time per combat) |
| 9th | Ruler of Two Worlds yoma attacks' Wounds reduction is halved + the human-squad Cohesion penalty is nullified · Great Yoma Transformation [Kata]+[stance] 5 Energy, great-yoma form for 3 rounds (Wounds +5 · attack +4 · Defense +4 · a fear aura, Courage ≥ 13 on all enemies), after ending Wounds 1 · Energy 0 (1 time per combat) · Dominion of Karma Fate Intervention count = Fate modifier x2, double adjustment ±2 possible |
Squad Tactics: Yoma's Roar [Tactic:Kata] only while transformed, an adjacent-zone enemy squad gets Fear + Cohesion -2 (allied squads also Cohesion -1) · Yoma's Shield [Tactic:aptitude] while in the same zone as the half-yokai, the squad is immune to a yoma's mental attacks (but the squad's maximum Cohesion -1).
Source: co-04-07-15
#16. Arahitogami (現人神, Arahitogami)
| Number | Meaning |
|---|---|
| 0 | Faith 0 — divinity sealed |
| 3 | starting Faith |
| 10 | maximum Faith |
| ↑ | 5 gain conditions (arrow number = amount gained) |
| ↓ | 5 loss conditions (arrow number = amount lost, =0 is total loss) |
A living god. A being in whom a divine nature dwells within a human body. Faith is power, and power is faith.
You are not the enshrined deity of a shrine but a god who walks alive here and now. Precisely, a shard of a kami held in a human vessel. That power is mighty but needs the fuel called faith. When people believe and revere, the power fills; when no one believes, the god dies. Therefore your greatest enemy is not the enemy army but doubt.
- Role: domain control, area buff/debuff, faith-resource management, divine-domain forming — key attributes Presence/Wisdom — Core Zone entry forced Breakthrough
- Three Ways and Six Hearts: Compassion or Truth. The balance between god and human.
- Starting auto-skills: Bearing learned + Sorcery · Barrier · Agitation at intro.
Core resource — Faith (信仰): at combat start 3, maximum 10. Gain — +1 per lull / +1 when an allied squad survives via Barrier or buff / +1 for maintaining or recovering an allied squad's Cohesion / +3 on a [Heavenly Mandate] (double 10) firing / +2 when an allied Lord is spared incapacitation by an ability. Loss — -1 when you lose 1 Wound / -2 on a [Fumble] (fumble) / total loss (0) when you are incapacitated / -1 on an allied squad's collapse / -3 on a [Karmic Retribution] (double 1). At Faith 0, all divine abilities are unusable (the "just a human" state), recovering gradually via the automatic +1 at the lull.
1st dan [stance] Manifest Divine Authority — form a divine domain in the zone you occupy: all allies in the same zone are immune to Fear, allied squad Cohesion is protected from collapse (holds at 1 even reaching 0), and the arahitogami's Presence aura effect is ×2 (doubled). Cost: maintaining the divine domain consumes Faith 1 at the start of each round (it vanishes at 0).
| Dan | Pick 1 specialty (summary; Energy · Faith cost noted) |
|---|---|
| 3rd | Blessing [Kata] 1 Energy · Faith 1, 1 ally's next check +5 (1 time per round) · Oracle [Kata] 1 Energy · Faith 1, 1 hint via d100 on "an event within the next 3 rounds" · Purification [Kata] 2 Energy · Faith 1, clear all debuffs in the same zone · yoma Domination -2 |
| 5th | Great Barrier [Kata]+[stance] 3 Energy · Faith 2, a Barrier including the adjacent zone (allies inside Defense +2 · yoma entry 2 Wounds), held 3 rounds (2 times per combat) · Healing Light [Kata] 2 Energy · Faith 2, all allies in the same zone recover 2 Wounds + squad Cohesion +2 (2 times per combat) · Divine Punishment [Kata] 3 Energy · Faith 2, on 1 adjacent enemy 2d10+Wisdom ≥ Defense, on a hit 3 Wounds + Defenseless |
| 7th | Divine Wind [Kata] 4 Energy · Faith 3, whole battlefield enemy-squad Cohesion -3 · make 1 d10 roll and distribute that many removals among enemy Minion/Mob individuals or squad members (apply headcount reduction; remove all if insufficient, no reroll; Veteran+ excluded; 1 time per combat) · Divine Domain Expansion the divine domain reaches 2 adjacent zones · maintenance cost the same · Descent Art [Kata] 3 Energy · Faith 3, summon an avatar (Elite-grade: Wounds 3 · Defense 13 · Energy 8), held 2 rounds (1 time per combat) |
| 9th | Amaterasu [Kata] 5 Energy · Faith 5, whole battlefield allies recover 3 Wounds · full Cohesion recovery · attack +3 for the next 2 rounds, all yoma take 2 Wounds · Human-God Union Faith maximum 15 · loss amount halved (round up) · even on a Fumble only -1 · keeps half Faith when incapacitated · divine-domain maintenance cost 0 · Taboo: Living-God Release [Kata] consumes all Faith (minimum 5) · 5 Energy, for 3 rounds all checks auto-succeed · all attacks auto-Critical-Hit (2 Wounds) · Wounds reduction taken 0 · whole battlefield allies Defense +3, after ending Wounds 1 · Energy 0 · Faith 0 (divine abilities sealed until the next combat) |
Squad Tactics: Sacred Domain Deployment [Tactic:stance] only while Manifest Divine Authority is active; extend the Sacred Domain to the squad's zone (consume an additional 0.5 Faith each lull — 0.5-unit tracking is permitted for this trait only) · Divine Punishment by Proxy [Tactic:Kata] Faith 1, all enemies in the target zone 2d10+Presence ≥ Defense · Minion/Mob instant death · Veteran+ 2 Wounds.
Source: co-04-07-16
#17. Automaton (自律機人, Automaton)
A karakuri puppet that moves under its own power, built by an artisan. A being that is not human. The mainspring is its heart, the gears its muscle.
You are some artisan's lifelong masterwork. No blood flows, you know no fear, and poison has no effect. But wounds do not heal — only repair is possible. Without the Three Ways and Six Hearts, you begin in No Heart, and are the only class that can first acquire a Heart at the 9th dan. What everyone else begins with at the 1st dan, you must go all the way to the 9th to reach.
- Role: defense specialist, front-line anchor, environment-immune tank, escort — key attributes Physique/Wisdom — Core Zone entry forced Breakthrough
- Three Ways and Six Hearts: No Heart (start), first acquires a Heart at the 9th dan.
- Starting auto-skills: Hardiness learned + Disable · Perception · Geography at intro.
1st dan [aptitude] Body of the Mechanism — at all times: complete immunity to poison/disease/fear, immunity to bleeding/curse, no natural recovery (no recovery at the lull · herbs/elixir/Medicine ineffective), repair only (an [artisan] spending 2 Energy recovers 1 Wound), no yoma negotiation, base Defense 14 (no additional armor may be worn). Derived values: Wounds = 4 + Physique (+1 over a human's 3+Physique), Energy = 10 + Finesse, Fate (運) always counted as 0 (Fate Intervention unusable). No natural recovery forbids only passive recovery; machine-type active recovery (artisan repair · self-repair · mainspring resupply, and the like) applies normally.
| Dan | Pick 1 specialty (summary) |
|---|---|
| 3rd | Iron Wall Defense [aptitude]+[Kata] while in a covering stance Defense +4, take a hit for an ally in the same zone at 0 Energy ([Kata]) instead (2 times per round, the 0-Energy cap is shared) · Built-in Weapon [technique] Energy 2, standard size, immune to disarm/destruction, no Energy fluctuation even in the Core Zone · Self-Repair [Kata] 3 Energy, recover 1 Wound yourself (no artisan needed, 1 time per round) |
| 5th | Mainspring Overload [Kata] 2 Energy, for the next 2 rounds the round-start Energy maximum +4 (no carryover), Wounds reduced by 2 after ending · Great Shield Mode [Kata]+[stance] 2 Energy, cannot attack while held · all allies in the same zone Defense +3 · Domination +3 · Analysis Engine [Kata]+[aptitude] analyze 1 enemy for 1 Energy, attack +1 at all times · target's Defense/Wounds/special abilities all revealed |
| 7th | Fortification [Kata]+[stance] 3 Energy, becomes the zone itself (cannot move · ally Defense +4 · enemy movement +2 Energy · Domination +5, 2 times per combat) · Built-in Teppo [technique] 2 Energy, [Pierce all] fire at an adjacent zone · no reload · 5 rounds of ammunition · Combat Log on re-engagement attack +2 · Defense +1 |
| 9th | Ultimate Weapon [Kata] 5 Energy, all built-in weapons fire at once (2 Wounds to all enemies in the same zone · 1 Wound to adjacent), after use the built-in weapons cannot be used (the rest of the combat), 1 time per combat · Perpetual Motion [upkeep]+[aptitude] auto-recover 1 Wound each lull (an exception to no natural recovery) · Energy +2 · Pseudo-Emotion [aptitude] the Fate modifier restored to its original value · Fate Intervention possible · yoma negotiation possible · the Presence aura applies to allied Cohesion |
Choosing Pseudo-Emotion reaches the narrative turning point from machine to person, and here for the first time it acquires one Heart among Loyalty/Compassion/Truth. If not chosen, it goes the way of Ultimate Weapon and Perpetual Motion as a pure machine.
Squad Tactics: Machine Linkage [Tactic:aptitude] while in the same zone as the automaton, a squad-order check may use Wisdom in place of Finesse · Auto-Defense Protocol [Tactic:stance] squad Defense +1 · immune to fear/charm.
Source: co-04-07-17
#18. Puppeteer (傀儡師, Puppeteer)
Fights by controlling puppets. The body behind, the puppets ahead. With one body it exists in two places.
With threads wound round the fingers, it controls person-sized battle puppets. The body does not stand in the Front Zone; from the Rear Zone or the Flank Zone it wages war with fingers alone. If the onmyoji's shikigami is a disposable consumable, your puppet is another self — the moment a puppet breaks, a part of you dies. Reaching the 9th dan, it works three puppets in three zones at once.
- Role: remote combat / split existence — key attributes Wisdom/Finesse — Core Zone entry only the puppet enters freely (the body is forced Breakthrough)
- Three Ways and Six Hearts: Truth or Compassion. A person of a divided self.
- Starting auto-skills: Stratagem learned + Perception · Disable · Disguise at intro.
Core mechanic — Puppet (傀儡): at combat start, place 1 puppet in any zone. Base stats: Wounds 2 · Defense 12 · Domination +1, no Energy (it acts on the puppeteer's Energy/checks), movement costs the puppeteer 2 Energy. Thread range 2 zones (it halts if it strays 3 or more zones out). You cannot mix a puppet technique and a body technique in one breath. Backlash on puppet destruction: puppeteer Wounds reduced by 1 + Defenseless (1 breath), regenerated at the lull. The puppet is an individual unit, so it is not a target of squad orders or Overall Command. Control is 0 Energy ([Kata]) with a cap of 2 per round.
Basic puppet-blade techniques: puppet horizontal cut (2 Energy, 2d10+Wisdom+Swordsmanship ≥ Defense, 1 Wound · Wisdom-based) · puppet thrust (2 Energy, 2d10+Finesse+Swordsmanship, [Pierce 1] · 1 Wound) · puppet guard (Reserve 1/improvised 2, 2d10+Finesse ≥ enemy attack, nullify the puppet's hit) · [Licensed] twin puppet (3 Energy, 2 puppets attack at once for 1 Wound each, 1 time per round).
1st dan [aptitude] War of Threads — unlocks the above puppet-placement, base-stat, and thread-range rules.
| Dan | Pick 1 specialty (summary) |
|---|---|
| 3rd | Puppet Reinforcement puppet Wounds 3 · Defense 13 · Domination +2 · Simultaneous Operation in one breath, execute 1 puppet technique + body movement (2 Energy) at once (1 time per round) · Decoy Puppet [Kata] 2 Energy, change the puppet's appearance to an allied Lord/Elite · on a failed enemy Perception (≥ 13), mistaken identity (1 time per combat) |
| 5th | Multiple Puppets operate 2 puppets at once (each in a different zone, only 1 controlled per breath) · Self-Destruct Puppet [Kata] 1 Energy, self-destruct the puppet · 1 Wound to all enemies in the same zone · puppet destroyed (no backlash, 2 times per combat) · Barrier of Threads [stance] 2 Energy, enemy movement +1 Energy · Domination +1 in the zone between puppeteer and puppet |
| 7th | Master's Threads unlimited thread range · execute a puppet technique 2 times in one breath · Soul Transfer [Kata] 3 Energy, fully transfer consciousness into the puppet · for 3 rounds the puppet acts with Lord-grade stats · the body halts Defenseless (1 time per combat) · Puppet Theater [Kata] 4 Energy, all puppets (up to 3) focus-attack the same 1 enemy for 1 Wound each · ignore combo fatigue (1 time per combat) |
| 9th | Myriad Forms operate 3 puppets at once · control up to 2 per breath · puppet techniques up to 2 · War on Stage [stance] 3 Energy, the body's zone becomes a "stage" · all allies within the stage get checks +2 · no backlash even if a puppet is destroyed · Puppeteer's Secret on puppet destruction, instead of backlash, 2 Wounds + Defenseless to the enemy that destroyed it |
Puppet advancement growth: 1st dan Wounds 2/Defense 12/1 puppet → 3rd 3/13/1 → 5th 3/13/2 → 7th 3/14/2 → 9th 4/14/3 → Tatsujin 5/15/3.
Squad Tactics (an exception unique to this class — auxiliary-joining a puppet to a squad): Puppet Squad [Tactic:aptitude] enroll 1 puppet · squad Wounds +1 · Defense +1 (the bonus vanishes on destruction + squad Cohesion -1) · Thread Formation [Tactic:stance] the puppeteer's Finesse-modifier bonus on the squad's movement/attack (the puppeteer can take no other action).
Source: co-04-07-18
#Classes Beyond This Handbook
This far is the official 18 classes (basic 6 + extended 12) for which this handbook carries data. These eighteen fill all nine of the battlefield's role groups without remainder, and for a first character, choosing from within them is enough. Yet in the core rulebook there are two more groups beyond this boundary. They are the GM's domain of permission, so this handbook, without data, only tells you they exist — so that one day you have a reason to open the core rulebook.
#The 3 Outsider Classes — Those Who Do Not Belong to This Age
Reaching the Sengoku without knowing the technology of their own age, they blend into the battlefield by borrowing other classes' specialties through the [Adaptation] mechanic. Their fixed role is weak, and it is their trait to borrow a role to fill it.
- Modern Person (現代人) — a person of the future dropped in with, instead of a blade, the knowledge of centuries later. Rather than fighting directly, a strategist who lets comrades fight. Because "all people are equal" is a mad saying in this age, their Three Ways and Six Hearts wavers more easily than others'.
- Heroic Spirit (英霊) — a warrior who should have died. A regret dwelling in some Relic is too strong to scatter even in the Spirit Realm, and, like a ghost, seeks its own Relic while wandering this age. The Relic is the anchor, and without the anchor the spirit-body slowly scatters.
- Celestial (天人) — a god fallen from the heavens. When yoma energy overflows into the present world, a part of the divine nature descends. It begins stronger than anyone, but walks a "descending curve" whose divine nature fades the longer it stays, and at its end turns toward Ascension (昇天).
#The 12 Majin Classes — Those Who Gained Extremes for the Price of Discarding Humanity
Twelve shadows derived from the "mirror combinations" of the basic classes (e.g., Shurado = samurai × esoteric monk). By default they are NPC villains, and if the whole table agrees they open as PCs too. Most are outside the honor code, and some spend the resource of humanity and lose the character at 0. Their Three Ways and Six Hearts, too, is fixed to a particular dark heart (Hegemony · Void · Demon · No Heart), narrowing the road back toward the bright side.
Shurado · Poison-Insect Master · Itako · Man-Eating Oni · Kaibutsu · Blood Flower · Shikomenotsukai · Tatarigami · Tengu Master · Iron God · Yorihito · General Store — each bears the name war-demon, the extreme of poison, borrowing of souls, predator, living buddha, dancing-girl of blood, apostle of the netherworld, god who metes out punishment, disciple of the wind, mechanized human, dissector of yoma, and shop of the battlefield. Their handling demands its own separate guidance, so if you are interested, open the core rulebook's villain guide together with your GM. The villain is the hero's mirror, and what is reflected in the mirror you come to know as you play.
Source: co-04-07-00 (hierarchy · roster), co-04-07-19 (majin tone), co-04-07-32~34 (the scent of the 3 outsider classes)
#Summary
- Gaijin: [Pierce all] teppo sniping from the rear or high ground. Inatomi-ryu (Rapid Fire) · Nanban-ryu (Cannon). Exotic Relic affinity.
- Wildman: free Core Zone · bare-handed slaughter (a normal 2 Wounds on a Critical Hit). Bare-body Defense via the Kamuy's Protection. Yoma detection.
- Half-Yokai: free Core Zone · transformation burst (Half-Transformation → Great Yoma Transformation). The allied Cohesion penalty is the price. Fate-centered.
- Arahitogami: with the Faith resource (start 3, maximum 10), divine domain and area buff/debuff. At 0 it grows powerless.
- Automaton: many immunities · a high-Defense tank. No recovery (repair only) · Fate 0. First acquires a Heart at the 9th dan.
- Puppeteer: the body in the rear, the puppet (Wounds 2/Defense 12+) operated remotely within a 2-zone thread range. Backlash on destruction.
- The boundary: the 3 outsider classes and 12 majin classes are introduction only, without data. Open them in the core rulebook with GM permission.








