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Yokaidan: Crossroads
Kiera Schroeder [email protected]
GAT212 | Fall 2014
Copyright © 2014 DigiPen (USA) Corporation. All Rights Reserved. 1
1 Image by Kawanabe Kyōsai, obtained at http://en.wikipedia.org/wiki/Hyakki_Yagyō.
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TABLE OF CONTENTS
OVERVIEW
World & Story Page 3
Character Creation Page 12
Game Rules Page 25
Econ 101 Page 30
Character Advancement & Reward Page 34
Yokaipedia Page 37
Documentation Page 62
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WORLD & STORY
OVERVIEW
1. Backstory Page 3
2. Humans and Yokai Page 5
3. Setting Page 5
4. Important Characters Page 7
5. Deat, the Afterlife, and Deification Page 9
6. Adventure Hooks Page 10
1. BACKSTORY
WAKOKU, YAMATO, AND GENERAL YORINAGA
The world, as far as the characters are concerned, is a region on the
southern shore of a small island country called Wakoku. This region, bordered by
the sea and surrounded by tall mountains and thick forests, is cut off from the
rest of the nation. Travel to and from this place, the Yamato province, is
dangerous not only because of its geography, but because of the creatures
lurking there. Yokai - demons, monsters, and spirits - have called the Yamato
region home for centuries. Only in the past hundred or so years have humans
dared to venture down past its snowcapped peaks.
The warrior general who first set foot in the Yamato region, shogun
Yorinaga, brought the military might of his sword-wielding samurai to bear and
paved the way for the settling of the area. With no humans there to oppose him,
and no yokai brave enough to face his bureau of demon-dispelling sorcerers,
Yorinaga had a castle built for him at the foot of the mountains and claimed the
region for his own.
It was a time of great civil unrest in Wakoku - a period of warring states in
the wake of an ailing old emperor’s death. Power had been changing hands for
decades; no man or woman could keep their seat on the throne long enough
to issue a command, let alone re-establish a government. But while the rest of
Wakoku was at war with itself, Yorinaga had a burgeoning kingdom on his
hands. He approached three of his most trusted daimyo and gave each lord a
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large swath of territory to oversee. Under these daimyo would serve samurai,
who in exchange for their services received small plots of land of their own.
THE DAIMYO AND THEIR DOMAINS
The eastern fief, lying in the shadow of Mt. Ōe, was aptly called Yama-
han, the mountain domain. Yorinaga bestowed the land upon a tightly-wound
man with an extreme distaste for yokai, and the daimyo’s people soon adopted
his opinions. His name was Tomohide.
The middlemost fief, the closest to the sea, was named Umi-han, the
ocean domain. Toramaru, a most anxious daimyo if there ever was one, ruled
with a mostly neutral regard for the supernatural. Despite his best efforts to hide
it, his fear of yokai quickly became known among the samurai serving him. Only
their profound respect for their master keeps Toramaru’s secret under wraps.
The western fief, separated from the others by a river, was known as
Kawa-han, the river domain. Its daimyo, Kagenobu, was loved by those living
under his watchful eye. The people of Kawa-han took his words to heart and
began looking upon yokai with respect. There are rumors among the other
daimyo that Kagenobu is actually a shape-shifting kitsune, but those who think
well of him have no reason to be suspicious.
PRESENT DAY
The shogun, Yorinaga, employs a number of people trained in the art of
onmyodo: yin-yang magic and divination. These practitioners are known as
onmyoji, and their most valuable talent is ridding the land of yokai and other evil
spirits through the use of talismans and other spells. They have been tasked with
ensuring the safety of the castle and the surrounding territories under the
authority of his loyal daimyo. While samurai never needlessly attack yokai,
onmyoji actively seek them out in order to seal them away or destroy them
outright, as per their orders that state that every yokai is a potential threat to the
shogunate and the people of the Yamato region.
The leader of the yokai, Nurarihyon, holds the quiet belief that humans
have grown too complacent in their time in the Yamato region and could stand
to be put in their place. He is very shadowy character even for a yokai, and
nobody knows for certain whether he intends to act on his beliefs, or if he is
content to watch and wait until a more appropriate time arises.
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2. HUMANS AND YOKAI
Yokai have lived in the Yamato region for as long as any of them can
remember, so many yokai feel justified in attacking humans for encroaching on
their territory. The more passive yokai among them have sought to befriend
humans, to little effect – humans are just as bitter about the sustained presence
of the old Yamato residents as yokai are about the newcomers. As a result,
these optimistic yokai do their best to simply avoid humans, and the more bull-
headed yokai happily go out of their way to harass their new neighbors.
This is not to say that friendships between humans and yokai don’t exist.
There are many tales of yokai teaching humans about things relevant to the
region, such as land cultivation techniques and where to find certain medicinal
herbs. Likewise, humans brought with them novel forms of entertainment that
some yokai secretly adopted. A love of music and sake is a shared trait
between the two races.
Yokai naturally have the ability to hide themselves from view and avoid
detection from humans. Children, in all their innocence, have an easier time
piercing this shroud and seeing the yokai, although they do not necessarily
recognize them as creatures to be feared. Parents do their best to instill caution
(and good behavior) in their children by telling them bedtime stories of yokai
bogeymen who come to snatch away naughty children in the night.
Indeed, the night is a dangerous time to be outside, let alone wandering
darkened streets or lonely forests and mountainsides. The most dangerous yokai
tend to be more active at night. To make matters worse, on summer nights there
takes place the hyakki yagyo, a night parade of demons where yokai take to
the streets and raise hell, forcing humans to stay inside or risk their lives. The
parade is led by none other than Nurarihyon himself.
3. SETTING
At the start of the adventure, the “world” map will be slightly limited; NPCs
such as town guards block the way to the imposing mountain to the north-west,
and no fisherman will lend his boat to players seeking out the island to the south.
Once players have reached a high enough level to prove their mettle, the NPCs
standing in their way will recognize their competence and allow them access to
those areas.
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Of course, that is not to say the players cannot find some other means of
getting to these places; it is simply very risky to do so. Yokai will find the going
easier than humans, since Mt. Ōe and Onigashima are primarily yokai haunts,
but the creatures lurking there may take issue with yokai who have befriended
humans.
> The Shogun’s Castle: Well-fortified and backed by mountains, this castle
is where the warrior general lives. The average person will have a hard
time getting past the palace guards without an invitation from Yorinaga
himself, and any yokai foolish enough to try to enter in may find
themselves on the receiving end of a high-level onmyoji’s talismans.
> Yama-han, Umi-han, Kawa-han: The three domains under the
jurisdiction of the daimyo. The daimyo all have varying opinions on yokai:
one hates them, the other is supposedly indifferent, and the third is quite
accepting of them. Several small villages make up the populations of
each domain, and a village mayor serves as the spokesmen for his
community. Each shrine usually has its own shrine serving a local deity,
which the resident priestesses tend to.
> Mt. Tengu: The avian Tengu Tribe, led by the Great Tengu, resides in the
tallest mountain directly north of the shogun’s castle. The tengu are
fiercely competitive and will challenge any worthy traveler to battle if
they set foot on their mountain. However, characters who gain a rapport
with the Great Tengu will find the going much easier.
> Mountain range: Those seeking to scale the surrounding mountains must
beware their snow-capped peaks, as the frigid female yokai, yuki-onna,
are said to freeze the careless in their tracks. For this reason in particular,
humans seldom venture there. Yobuko, yokai that enjoy echoing the
human voice, also make their home in the mountains.
> Forests: While all forests are well-known yokai haunts, the eastern forest
known as Jukai (“sea of trees”) is deep, dark, and thought to be
especially dangerous. How fitting, then, that it lies at the foot of Mt. Ōe.
________________________________________________________________________
> Mt. Ōe: The tallest peak for miles and miles around, visible even above
the mountaintops separating its base from the shogun’s land. It is said that
the entrance to the underworld lies somewhere between the crags of this
dark mountain, and that the leader of the yokai, Nurarihyon, makes his
home here as well
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> Onigashima: This beautiful island is populated mostly by oni, ogre-like
yokai, who are very violent but can be placated when put in the right
mood. There are rumors of precious gold and gemstone deposits on the
island, guarded of course by the oni. The shogun has taken a special
interest in the treasures of Onigashima, but no human who has had the
courage to visit has returned to confirm their existence.
4. IMPORTANT CHARACTERS
THE SHOGUN, YORINAGA
Yorinaga is a hard-headed and intimidating man who is respected by all,
not for his kindness or wisdom, but for his sheer determination to make his way
the only way. “Might makes right” is his motto, and it has served him well for the
thirty-odd years he has ruled the Yamato region. With power decentralized
among his three domains (and with an army of samurai to back him up), no one
has gathered the forces to oppose him - not that anyone has really thought to
do so. He is not a terrible ruler so long as you stay out of his way...and are not a
yokai.
Only characters with great influence stand a chance of having an
audience with Yorinaga – high-ranking samurai or onmyoji, for example. The
average peasant’s pleas have to go through the domain’s daimyo first, who
then relays any relevant information to the shogun.
THE DAIMYO, YORINAGA’S FEUDAL LORDS
When Yorinaga was but a fledgling general at the young age of twenty-
four, his most loyal followers were the men he would later make into lords:
Tomohide, Toramaru, and Kagenobu. Each man was given a domain to
oversee.
Tomohide received the mountain doman, as it sat at the foot of the most
yokai-infested mountain in the region. Hating yokai even more than the shogun
himself, Tomohide was not pleased with this gift, but he accepted the title of
daimyo just the same.
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Toramaru became lord of the sea domain, a prospect that terrified him;
from his fortress he could see the island of Onigashima just on the horizon, and
every night he dreamed the oni would storm across the sea and tear him to
pieces. He claims to not care one way or another about yokai, but in truth is
actually quite opinionated.
Kagenobu was given the river domain, and so was in a way cut off from
the rest of the region. But this suited his tastes nicely; somewhat of a furtive man,
he enjoyed keeping to himself and held no fear of whatever hid in the nearby
forests. Secretive though he may be, Kagenobu is curiously open about his
respect for the supernatural, a fact the other daimyo are eager to hold against
him.
Characters who are samurai will have an easier time accessing the
daimyo by traveling up through the ranks
THE LEADER OF THE YOKAI, NURARIHYON2
Nurarihyon may look like a wizened old man
with an oblong head, but he is actually a very
clever and resourceful yokai. He is known for
appearing in peoples’ dwellings while the residents
are away and making himself at home, eating their
food and drinking their tea; and because he looks
enough like a human, no one ever suspects he’s
not the owner himself.
The ways of yokai are mysterious, so it is
uncertain what exactly makes Nurarihyon their
leader. Does he secretly command armies like the
shogun? Or does he just sit back and smoke his
pipe all day, a leader only in title? No human of sound mind would brave the
slopes of Mt. Ōe to find out.
There are, of course, sycophants among the yokai populace who do their
best to curry favor with their leader, but Nurarihyon is quite impartial and poker-
faced much of the time.
2 Image by Toriyama Seiken, obtained at http://en.wikipedia.org/wiki/Nurarihyon.
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THE GREAT TENGU
The leader of the Tengu Tribe is far more approachable than Nurarihyon
(though, getting to him without being accosted by the other members of the
tribe is a different story). His sense of personal pride is as great as his nose is long,
yet he is strangely more humble than those below him. Compared to the lesser
tengu, the Great Tengu is very understanding and accepting of humans, even if
at times disdainful of their arrogant ways.
He uses a feathered fan, the hauchiwa, to blow whirlwinds at foes. And he
loves a good challenge! If a yokai or better yet, a feeble human, can manage
to best him in combat, they will have earned the undying respect of an ally for
life.
5. DEATH, THE AFTERLIFE, AND DEIFICATION
When a human or yokai dies, their soul becomes separated from their
body. In most cases the soul will attempt to make its way to the underworld
through the entrance in Mt. Ōe, where the soul is then judged by the lord of the
underworld, King Enma. If the person had lived a virtuous life, they would find
eternal peace in. If they had lived a life of sin, they would be condemned to an
eternity of suffering, either in hell, or wandering the earth in a grotesque new
form. (This is how the yokai like the wanyudo come to be.) Children and those
who had lived morally ambiguous lives would be sent to a limbo-esque plane,
neither suffering nor taking pleasure in their fates.
Not all souls make it to King Enma, however. Humans who die particularly
gruesome or dishonorable deaths may be unable to find rest, and will haunt the
places of their deaths. These spirits are referred to as yuurei, and do not
necessarily cause harm to others. Onryo, on the other hand, are malignant,
grudge-like entities that want nothing more than to see others suffer the way
they suffered, and are not as easily pacified as yuurei. Human souls are also a
favorite snack of many yokai, and barring stealing the soul of a living person
outright, they will prey on the disembodied spirits of those trying to find their way
to the afterlife.
CHARACTER DEATH
If a character dies and makes it to the underworld unscathed, their friends
can embark on a journey through hell to retrieve their soul. The party’s first task
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would likely be to locate the entrance on Mt. Ōe, and from there, blaze a trail
through the underworld to King Enma’s palace. No living creature, not even
yokai, dares enter his domain, for those who step into the underworld only have
a short time before their life force drains away and they themselves become
nothing more than spirits.
As for King Enma, he does not take kindly to those who would try to “steal”
a soul whose time has come. But he is not unbending, nor does he lack
sympathy; he can be both bargained and reasoned with, and made to change
his mind if the soul’s friends clamor loudly enough. The trials and tribulations of
mortals amuse him as much as they would any immortal being, so appealing to
his ego may have a positive effect as well.
DEIFICATION
A player may elect for a permanent death for their character. Depending
on that character’s exploits (and the player’s desires), that character may be
immortalized by humans and/or yokai as a kami, a divine spirit, and have a
shrine built for them for worship and remembrance.
6. ADVENTURE HOOKS
THE TRUE IDENTITY OF KAGENOBU
The party is approached by an NPC asking them to investigate the
daimyo of Kawa-han, Kagenobu. They suspect he might be a yokai in disguise,
probably a kitsune or tanuki. This NPC can be anyone who would logically have
a reason to be suspicious of Kagenobu: a samurai serving him, a concerned
village mayor, even one of the other daimyo (assuming there is a pre-
established relationship between the daimyo and a party member, for example
one of his samurai). Who is Kagenobu? That is ultimately up for the GM to
decide.
A word of warning: the outcome of this adventure could have serious
repercussions on the party’s future adventures. Assuming the players’ success, it
would permanently expose Kagenobu as 1) a normal human being, in which
case the NPC’s loyalty might be called into question, and the other daimyo
would warm up to Kagenobu more, or 2) a yokai, and the entire Yamamoto
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region could be thrown into chaos and confusion (depending on how much
pandemonium the players want to deal with).
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CHARACTER CREATION
OVERVIEW
1. Choose a race Page 12
2. Choose a species (if yokai) Page 13
3. Decide Loyalty and Tolerance Page 14
4. Assign stats Page 15
5. Pick Skills and Powers Page 16
6. Items Page 23
7. Character Examples Page 23
1. CHOOSE A RACE (HUMAN OR YOKAI)
Your character can be a human, or a yokai, a supernatural creature and
wellspring of strange phenomena.
HUMAN
Humans are an industrious lot, good at learning things but without many
outstanding powers. Their ability to adapt to many different situations makes
them very capable; however, previous encounters with yokai proves the race’s
general inability to keep a cool head in the face of the unknown. Human
society is more complex than yokai society, and they tend to place much more
emphasis on social hierarchy.
The default humans in Yokaidan are native residents of Wakoku. There are
vagabonds, peasants, and bandits who will steal from both; merchants, artisans,
and geisha, female entertainers; noble samurai who serve their masters, and
masterless samurai who wander the land of their own accord. Miko are young
women who tend to shrines and the divine beings who frequent them, while
onmyoji, “ying-yang sorcerers,” user their powers of the occult to keep evil at
bay.
Human characters start with 3 Skills and 2 Powers.
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Note:
Currently there are no rules that support specific play styles for humans (i.e.
“classes”), but players are encouraged to talk with the GM to create more
customized human characters that suit their interests.
In order to maintain the spirit of the RPG, please keep in mind that the
setting is essentially feudal-era Japan and is not intended to support elements
that greatly deviate from that theme.
YOKAI
Yokai are “magical” by nature but tend to have a narrow focus of
practical talents. What they lack in aptitude (by human standards), they make
up for in cunning, physical might, or general unpredictability. Yokai are not
bound by the same codes as humans, but some species have decent morals
and are more interested in causing mischief than harm. By and large yokai care
little for the self-important attitudes of humans and if push comes to shove, they
won’t hesitate to put them in their place, one way or another.
There are many species of yokai, and each is characterized by their
appearance and habits. Although every yokai is an individual with their own
beliefs and motivations, those of the same species always seem to share a few
basic behavioral similarities.
Yokai characters start with 2 Skills and 4 Powers.
Note:
Yokai are mysterious creatures that often defy human understanding. How
long do they live for? Do they ever get sick? How do they reproduce? Is a given
yokai male, female, of no gender, of every gender imaginable? These are all
questions that the individual player may answer, or choose to leave
unanswered.
2. CHOOSE A SPECIES (IF YOKAI)
In game terms, a yokai’s species can be thought of as its class, as it is
meant to define the character and help guide the process of fleshing them out.
Please refer to the Yokaipedia on page 37 to select a species to play as. Bear in
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mind that not all types of yokai lend themselves well to being playable
characters.
3. DECIDE LOYALTY AND TOLERANCE
Loyalty and Tolerance shape how your character interacts with those of
their own species as well as those on the other side of the fence.
LOYALTY
Loyalty is a defining trait that guides how your character acts with regards
to a certain race, and influences how NPCs treat your character. Generally,
humans are loyal to humans, and yokai are loyal to yokai. But if, for example, a
human NPC comes upon a yokai helping an injured human (thereby
demonstrating loyalty to that race), that NPC would be more apt to treat the
yokai well.
Is your character more comfortable with humans or yokai? Who do they
play nicely with? Both sides? Just one? Neither? By nature, humans and yokai do
not get along - but maybe your character goes against the grain. Interracial
relationships (friendship, familial love, or otherwise) are not unheard of, although
they are looked down on by humans and yokai alike.
Your character may be loyal to everyone, or to no one at all, and the
degree to which they are willing to stand by their comrades may vary – it’s all up
to you.
TOLERANCE
Tolerance works in conjunction with Loyalty; essentially, it represents how
much your character is willing to tolerate the race they are not loyal to. Humans
usually have a low tolerance for yokai, and vice-versa. Those who have had
positive interactions with the other race in the past will likely have higher a
tolerance.
Declaring how tolerant your character is will give your fellow players an
idea of how your character acts among certain company. It will also help the
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GM shape future encounters with NPCs and enemies whose opinions coincide
and conflict with your character’s.
4. ASSIGN STATS
Your character has six stats: five standard stats and one exclusive to their
race. Aside from health, each stat ranges from 0-100, and the higher the
number, the more capable the character is in that particular field. You have a
total of 300 points to assign to the following five stats, but if you wish, you can
devote a maximum of 50 of those points toward health instead. You are not
obligated to spend all 300 points.
For simplicity’s sake, it is suggested you spend these points in multiples of 5
and 10.
By leveling up, players can increase each stat’s point cap to a maximum
of 125. Please see the “Leveling Up” section on page 34 for more information.
Standard Stats
> Might (MGT): Strength, physical power. Used for stamina and other
physical feats, such as climbing or swimming, and for standard attacks.
> Charisma (CHA): Social skills, magnetism. Used for most social
interactions, including trying to placate or deceive others.
> Wisdom (WIS): Knowledge, intelligence. Used for such things as reading
others’ motivations, and understanding and interpreting new information.
> Reflex (REF): A catch-all stat for things related to speed, including agility,
dexterity, and both physical and mental reflexes. Also used for dodging
during combat.
Race-Exclusive Stats
> Willpower (WIL) [Human]: Inner strength, resolve. A human’s ability to
stand strong in the face of both natural and supernatural forces. Humans
with high willpower are not easily frightened and are less apt to succumb
to yokai trickery.
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> Spirit (SPI) [Yokai]: Mystic, supernatural energy. All yokai naturally possess
spirit energy, but the degree to which they can successfully manipulate
that energy varies, (but usually increases with time and experience). Spirit
is also a measure of a yokai’s pure power and physical presence – those
with more Spirit are far more intimidating than those with less.
Health
All characters start with 250 HP (children or especially young or weak
yokai may start with less if the player so chooses). Players have the option of
giving their character more health in exchange for stat points, up to a maximum
of +50. So, the most health a character can have is 300 HP.
5. PICK SKILLS AND POWERS
Skills are used in “everyday” situations, outside of combat, whereas
Powers can be used both inside and outside of combat.
SKILLS
Human characters start with 4 Skills.
Yokai characters start with 2 Skills.
This is not a comprehensive list – players can still perform actions that are
not listed, it will simply require the player or the GM to determine which stat to
use when performing it.
Some Skills are specialized, meaning a character can be especially adept
at one aspect of the Skill, but not others.
> Weapon Proficiency: Choose a weapon to be proficient in. Refer
to the weapons list on page 32 for examples.
> Drunken Mastery: Choose an action to be extra adept at while
under the influence. This can be a Skill, a Power, dodging while in
combat, or any other mundane action you can think of.
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Skill Stat Description
Weapon Proficiency
(specialized)
MGT The ability to use a certain weapon
skillfully.
Swim MGT The ability to swim, even in adverse
conditions.
Endurance MGT The ability to exert oneself for an
extended period of time.
Intimidate MGT Threaten someone into doing what you
tell them – with your fists.
Charm CHA Get on someone’s good side and reap
the benefits.
Bluff CHA Convince someone that what you say is
true.
Intimidate CHA Threaten someone into doing what you
tell them – with your words.
Diplomacy CHA Talk things out. May prevent tense
situations from escalating.
Perception WIS Awareness of one’s surroundings, in a
non-supernatural sense.
Sense Motive WIS The ability to discern someone’s true
intentions.
Knowledge: Yokai WIS Knowledge of various yokai.
Knowledge: Humans WIS Knowledge of humans and their society.
Sleight of Hand REF You are quick with your hands, enabling
you to deceive an onlooker’s eye.
Stealth REF Move quietly to avoid detection.
Quick Reflexes REF You are able to react immediately to
nearly any given situation.
Eagle Eye REF Your aim is impeccable and you have a
keen eye for detail.
Detection WIL/SPI The ability to detect the presence of
natural or supernatural entities.
Commune WIL/SPI Speak with the heart to better
understand the target.
Unbreakable WIL/SPI You show courage when others
succumb to fear. You don’t know the
meaning of the words “give up.”
Drunken Master
(specialized)
WIL/SPI Grants the “Drunken Mastery” Power.
There is something you are especially
good at while drinking.
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POWERS
Human characters start with 2 Powers.
Yokai characters start with 4 Powers.
Light blue Powers usually can only be used by humans.
Dark blue Powers usually can only be used by yokai.
Purple Powers usually can be used by both humans and yokai.
The “Description” column gives an idea about how the Power is used
outside of combat, but the players are ultimately free to interpret and use them
however they wish.
A (P) under the Power’s name signifies that it is a physical Power and has
a range of 1 region (i.e. the user must be in the same region as the target).
Powers with no symbols have a range of up to 3 regions and are not strictly
defined as either physical or ranged.
A Power that deals “STAT damage” deals damage equal to value of the
user’s stat. A Power that deals “STAT + Fate Die damage” deals damage equal
to the stat plus the result of its associated Fate Die roll.
Saving rolls are written as “STAT checks,” equivalent to a STAT + Fate Die
roll. A saving roll is successful when the result is greater than or equal to the
opponent’s vs check – the defender always has the advantage. Note that a
Power that has the target perform a saving roll cannot be dodged.
POWER DESCRIPTION IN COMBAT
Appeal
WIL/SPI
Appeal to your
opponent’s sensibilities
to avoid becoming a
target yourself.
WIL/SPI vs WIL/SPI check. If
successful, reduce incoming
damage from the target (standard
attacks or Powers) by half, rounded
down, until the user’s next turn.
Calm Mind
WIL
Your will cannot be
shaken by
supernatural forces.
The user cannot receive any new
status effects or Fate Die alterations.
Lasts until the user’s next turn.
Charge
MGT
(P)
A powerful ramming
attack that sends the
target flying.
Deals MGT damage and pushes the
target into an adjacent region of the
user’s choice.
The user takes 10 recoil damage.
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Critical Strike
MGT
(P)
A delayed strike that
hits the target’s weak
point.
On your next turn, deal MGT + max
Fate Die damage. (No need to roll
the Fate Die.)
Crushing Blow
MGT
(P)
A powerful attack that
not even the toughest
shield can deflect.
Deals MGT + Fate Die damage.
Damage from this attack cannot be
reduced by armor or by Dodging
(but can be negated by a successful
dodge).
Dispel
WIL
Drive away evil forces
that are plaguing you
or your allies.
Any negative DoT or Fate Die effects
are removed from the target.
Drunken
Mastery
(specialized)
WIL/SPI
Under the influence of
alcohol, the user
inexplicably becomes
a master at their art of
choice.
Cannot be used if the user is sober.
The user receives a +40 Bonus to all
checks related to their specialization
until the end of combat. Does not
stack.
The user cannot dodge (unless
specialized) and movement is
reduced to 1 region per Free Action.
Encourage
CHA
Embolden your allies,
even in the face of
danger.
Removes the Fear status effect from
the target.
Flight
SPI
The user takes to the
sky.
The user cannot be hit by standard
attacks or physical Powers.
Flurry
REF
(P)
A flurry of kicks,
punches, or weapon
strikes. Beware the
fatigue that follows!
Deals REF + Fate Die damage. Roll 3
Fate Dice and select one result to
add to REF.
The user cannot use this Power two
turns in a row.
Grapple
MGT
(P)
The user grabs the
target in an attempt to
immobilize them.
MGT vs MGT check. If the user is
successful, the target cannot
perform any actions on their turn
aside from a MGT check to attempt
to break free.
The user must continue to use
Grapple as their Major Action and
succeed the MGT vs MGT check for
every turn they wish to keep the
target grappled.
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If the target breaks free on their turn,
they do not get a Major Action until
their next turn.
Hex
SPI
The target is enfeebled
by a spiteful curse.
For the target’s next turn, all Fate Die
rolls are d4s.
Illusion
SPI
The user casts an
illusion that may or
may not fool the
target. If the illusion is
physically interacted
with, the spell breaks.
The user decides what the illusion is.
(If an enemy uses Illusion, the GM is
not obligated to state that it is in fact
an illusion.)
A character may roll a WIL/SPI check
vs the user’s SPI check to determine
if it is real or not. A success dispels
the illusion, as does a character
interacting with the illusion.
Jeer
CHA
Heckle the target. CHA vs target’s SPI/WIL check. If
successful, induces Rage in the
target for one turn.
Malaise
SPI
The target falls
mysteriously ill. For
some, this may prove
fatal.
The target takes 10 damage per turn
until knocked unconscious or until
the end of combat. The target takes
a -10 damage penalty to their
standard attack. Does not stack.
The target can attempt a WIL/SPI
check. If they are successful, they do
not suffer the DoT effects.
Mend Wounds
WIS
Heal minor injuries,
through medicine or
supernatural forces.
Heal a target in the same region for
WIL health.
Pacify
CHA
Placate the target with
soothing words.
The target cannot use a standard
attack or an offensive Power on their
next turn.
If the target is under the Rage effect,
the effect disappears.
Possess
SPI
The user possesses the
target and gains
control of their actions.
SPI vs SPI/WIL check. If successful, the
user chooses an action for the target
to immediately take. This includes a
standard attack, using a Power, or
moving.
This does not count as a Major
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Action for the target.
Rage
WIL/SPI
The user flies into a
blind rage, attacking
anything and
everything that
provokes him.
Until their next turn, if the user is hit by
an attack that deals damage, they
immediately get a free standard
attack against the offender (so long
as they are in the same region).
The user may only move or use a
standard attack while Rage is in
effect.
Raise Dead
SPI
The user summons the
undead to do their
bidding.
A corpse or malignant spirit is
summoned. Its only attack is to deal
SPI damage to one target in its
region. If it takes any damage, it
immediately crumbles/fades away.
Seal
WIL
Seal away a yokai’s
powers through the
use of magic
talismans.
The target yokai cannot use a Power
on their next turn. Cannot be used
against humans.
Slash
MGT
(P)
Slashes at the target
with sharp talons,
claws, or a weapon.
Deals MGT damage. Roll the Fate
Die; on a crit success (highest roll
possible), add that value as bonus
damage.
Soul Steal
SPI
Drains the target’s life
force away.
Deals SPI damage and heals the user
for half that damage, rounding
down.
The target can attempt a WIL/SPI
check. If they are successful, reduce
damage dealt by half, rounding
down. Do not heal.
Spectral
Flame
SPI
The user creates one
or more small, whisp-
like balls of fire.
Creates a single ball of flame that
can be used as a projectile attack at
any time. Launching the flame does
not count as a Major or Minor action.
Deals SPI damage. This attack
cannot be dodged.
Spook
SPI
The target receives a
shock and may or may
not fear the user.
Induces Fear in the target for 1 turn.
The target can attempt a WIL/SPI
check. If they are successful, Spook
fails.
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Strange
Dance
SPI
The user performs an
uncanny dance that
creates some strange
effects…
Roll your SPI Fate Die and consult the
list for its effect:
1: Take SPI damage.
2: Nothing happens, you just look
silly.
3: Deal SPI damage to a target.
4: Your next Fate Die is a d4.
5: Heal all characters in ysour region
(including you) by 20 health.
6: Induce Fear in a target.
7: Recover SPI health.
8: Your next attack (standard or
Power) deals +30 damage.
9: Bonus Major Action this turn.
10: Move up one turn in the Initiative
order (starting next cycle).
Terrify
SPI
The target is genuinely
terrified of the user
and likely fears for their
life – probably for
good reason.
Roll SPI Fate Die. Induces Fear in the
target for a number of turns equal to
the result.
The target can attempt a WIL/SPI
check. If they are successful, reduce
the number of Fear turns by half,
rounding down.
Transform
SPI
The user transforms into
something, inheriting
its attributes.
SPI + Fate Die. Depending on its
success, the user transforms into the
desired object or person.
The user gains the new form’s
attributes and Powers, but cannot
use their own Powers (besides
Transform) until returning to their
original form.
Ward
WIL
Use magical talisman
or incantation to make
a yokai think twice
about engaging you.
Induces Fear in the target yokai.
Cannot be used against humans.
Whirlwind
SPI
Creates strong gusts of
wind that can blow
people and objects
away.
Pushes the target a maximum of SPI
regions away. The user chooses the
direction.
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6. ITEMS
Your character can start with a weapon if it suits them. Refer to the
weapons list on page 32 for examples. They may also possess a small item of
their choice (for some yokai, this practically comes standard). Such items
include paper lanterns, umbrellas, musical instruments, a sake gourd, etc.
The clothes on your character’s back (if they have any) or the toughness
of their skin count as armor that reduces damage from incoming standard
attacks and Powers.
Type of Armor Damage
Reduction
Description
Clothes (light) 10 Lightweight, everyday clothing,
including headgear and footwear.
Clothes (heavy) 20 Heavy clothing fit for colder weather, or
made of especially durable material.
Battle armor 30 Leather or metal armor that is strong
enough to repel weak attacks.
7. CHARACTER EXAMPLES
REIKO (HUMAN)
Name: Reiko
Race: Human (priestess)
Loyalty: Human & Yokai
Tolerance: Greatly tolerant of humans, having been raised among them;
relatively tolerant of yokai (has one good yokai friend).
Stats:
Health: 250
MGT: 35
CHA: 60
WIS: 55
REF: 50
WIL: 60
Skills:
- Diplomacy (CHA)
- Quick Reflexes (REF)
- Eagle Eye
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- Commune (WIL)
Powers:
- Seal
- Ward
Items:
- Ofuda (weapon - talisman)
- Priestess robes (armor – light clothing)
GARABA (YOKAI)
Name: Garaba
Race: Yokai
Species: Oni
Loyalty: Yokai
Tolerance: Very intolerant and suspicious of humans.
Stats:
Health: 300
MGT: 100
CHA: 10
WIS: 20
REF: 50
SPI: 60
Skills:
- Unbreakable (SPI)
- Drunken Mastery: Dancing (SPI)
Powers:
- Charge
- Crushing Blow
- Grapple
- Strange Dance
- Drunken Mastery (granted by the Skill)
Items:
- Kanabō (weapon – iron club)
- Loincloth (armor – light clothing)
25
RULES
OVERVIEW
1. Interacting with the World Page 25
2. Roll Difficulty Page 27
3. Combat Page 27
1. INTERACTING WITH THE WORLD
In Yokaidan, each player will use one or several types of dice (d4, d6, d8,
d10, or d12), referred to as Fate Dice, based on the values of their stats. When
using a Skill or certain Powers, the player rolls the Fate Die assigned to the stat in
question, and adds the result (always multiplied by 10) to the stat.
Stat Value Assigned Fate Die*
0-25 d4
26-50 d6
51-75 d8
76-100 d10
101-125** D12 *For d10s, the range is from 1-10 (10-100), meaning a “1” represents 10 and a “0” represents 100.
Remember that the value of a die roll is always multiplied by 10 to get the final number that is
used to determine the success of the roll.
**Please see the “Leveling Up” section on page 34 for information about how to increase a stat’s
point cap.
Skill and Power checks combine Fate Die rolls with a given stat. If you want
to perform an action that is not listed as either a Skill or a Power, it is up to the
GM to determine what stat to use. The GM also has the power to waive a roll
altogether (e.g. “I want to get up on the table and dance.” “Okay. You climb
onto the table and start to dance.”).
26
SKILL CHECKS
A Skill check is performed when you want to use one of your Skills. Each
Skill is based on a stat. Roll the Fate Die tied to that stat, multiply the roll by 10,
and add it to the stat value. The resulting number reflects how successful you
were.
Example:
- Use the Charisma (CHA) Skill “Bluff.”
- The character has a CHA stat of 50. The Fate Die is a d6.
- d6 roll = 3 x 10 = 30
- 50 + 30 = 80
- The result of 80 is compared against a difficulty chart to determine
how successful the attempt was (see the section titled “Roll
Difficulty”). The GM can disregard the chart if he or she feels it
appropriate.
These types of checks will be referred to in this format: STAT + Fate Die
(e.g. CHA + Fate Die).
POWER CHECKS
A Power check is performed when you want to use one of your Powers
out of combat. It is performed in the same way as a Skill check – the stat tied to
the Power (often WIL or SPI) is added to the Fate Die roll.
Example:
- Use the Power “Appeal.”
- The character has a SPI stat of 75. The Fate Die is a d8.
- d8 roll = 6 x 10 = 60
- 75 + 60 = 135
- Out of combat: The result of 135 is compared against a difficulty
chart to determine how much of an effect the Power had (if
any). The GM can disregard the chart if he or she feels it
appropriate.
- In combat: The result of 135 is compared against the human
target’s saving roll, a WIL + Fate Die check. If the target’s
result is less than 135, the target suffers the Power’s full effects
(in this case, having their damage towards the user reduced
until next turn).
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The rules for performing each individual Power in combat is listed in the “In
Combat” column of the Powers chart on page 18.
2. ROLL DIFFICULTY
The difficulty of performing an action - a Skill, or using a Power outside of
combat – ranges based on context. If the player is trying to climb a tree in the
daytime, the difficulty level would likely be easy. However, if he or she were
trying to climb a tree in the rain, in the dark, the task might be moderate to
challenging.
Refer to the chart below and decide the difficulty of the action in
question. The “Required Result” column shows the suggested value the player
must achieve (adding the rolled Fate Die to their stat) in order to successfully
perform the action.
Difficulty Level Required Result
(STAT + Fate Die)
Natural 10-35
Easy 40-65
Moderate 70-95
Challenging 100 - 155
Extreme 160 - 200
3. COMBAT
Tensions between humans and yokai run high in the world of Yokaidan,
and the two races are more apt to come to blows than try to talk things out.
When a fight breaks out, you’ll want to know how to handle it!
TURN ORDER AND ACTIONS
Initiative is determined by a REF + Fate Die roll. The character with the
highest result goes first, the character with the second-highest result goes
second, etc. This applies to both players and enemies (the GM rolls Initiative for
the latter). E.g. if the enemy gets a 10 and Player A gets an 11, Player A takes
her turn before the enemy.
28
A character’s turn consists of either one Major Action and one Minor
Action, or two Minor Actions.
> Major Actions:
- Standard attack
- Use a Power
- Dodge
> Minor Actions:
- Move
HEALTH
Damage is dealt by standard attacks and some Powers. The result of the
STAT + Fate Die roll is equivalent to the damage a character takes, minus any
armor bonuses from items the target has. That damage is then subtracted from
the character’s total health.
If a character’s health reaches 0, they are knocked unconscious and
cannot perform any actions for the remainder of combat. When combat ends,
they are revived with half their maximum health.
If the players wish for a more gritty or realistic take on things, when a
character’s health reaches 0, they are be considered dead and can only be
revived under certain circumstances (see the “Death, the Afterlife, and
Deification” section on page 9 for information about how to handle character
deaths).
STANDARD ATTACKS AND POWERS
Every character is capable of an unarmed standard attack, defined in
whatever way the player sees fit. Maybe Player A’s character attacks with her
fists, while Player B’s character likes to body slam his enemies. A standard attack
is a Major Action, and is performed with a MGT Fate Die roll.
> Standard unarmed attack: MGT Fate Die
However, a character who has the “Weapon Specialty” Skill and is using
their specialized weapon can add a REF stat as a bonus to the MGT Fate Die roll.
29
The bonus does not apply to unskilled characters; you don’t get points for
waving a sword around if you don’t actually know how to use it!
> Standard weapon attack: MGT Fate Die + REF
Using a Power is a Major Action, and the method for performing individual
Powers varies. Please see the Power list on page 18 for information about using
each Power.
DODGING
Dodging can reduce or completely negate the damage a character
takes from an incoming attack (standard or a Power). Dodging is a Major Action,
and is performed with a REF + Fate Die roll.
If Player A’s dodge result is equal to or greater than the opponent’s
standard attack/Power result, she successfully avoids the attack (and potentially
any extra effects) and takes 0 damage. The defender always wins ties.
If Player A’s dodge result is less than the opponent’s standard
attack/Power result, she takes damage equal to the difference. E.g. if her result
was 50 and the opponent’s was 70, she takes 20 damage.
Some Powers cannot be dodged, but offer the target a saving roll instead.
MOVEMENT
The combat area is usually composed of multiple regions, the number of
which is determined by the GM based on the environment. A single region is
approximately 30 square feet (10 yards), but this number can be flexible.
Movement between adjacent regions costs one Minor action. The
maximum number of regions a character can move per Free Action is half the
character’s REF stat (rounded down, divided by 10).
Example:
- Player A’s REF stat is 70.
- Half of 70 is 35, rounded down to get 30
- 30 ÷ 10 = 3 regions per Free Action.
30
ECON 101
OVERVIEW
1. Currency Page 30
2. Items Page 31
3. Objects of Legend Page 32
1. CURRENCY
HUMAN
Humans use coins as currency. These ovular coins come in two
denominations: oban and koban. Oban are made of gold and are worth quite
a lot, while koban are made of silver and are worth about 1/10th of an oban. To
put this in perspective, a couple koban will pay for a comfortable night at an inn,
a nice meal, or an evening of entertainment. For a single oban, you can rent
the place out for you and your friends.
The en is a circular brass coin that has fallen out of use over the decades.
Now worth very little, handfuls of en are donated to shrines or given to
wandering monks as alms. Because of their lack of value, actually paying
someone for their work in en would be considered an insult.
The five-en piece is distinguishable by a hole in its center, allowing the
coins to be strung together on a string. It is also a play on the word “go-en,” a
term that describes the “mysterious force that binds two people together.” They
are often given as donations at shrines to establish “a good connection with the
deity of the shrine.” The act of giving a five-en piece to another person has
strong, positive implications - even for yokai, who do not otherwise use human
currency.
YOKAI
Yokai do not have an economy like humans do, thus they have no need
for currency. If a yokai wants something, they will find some way of getting it –
31
through deception, thievery, bargaining, or sometimes by simply asking for it –
but there is hardly ever an exchange of money involved.
That’s not to say they haven’t taken an interest in human currency. Many
yokai are out of touch with the human world and are under the assumption that,
because en is money (i.e. was money at one point in history), humans therefore
must value it greatly. So some yokai will hoard piles of en and make a big show
out of how much human money they have. This impresses no one except for
other ignorant yokai.
2. ITEMS
Items can be purchased, bartered for, stolen, found, or given to the
players by NPCs. The players can find merchants in villages or peddling their
wares on the road, and most villages have smiths that forge and sell weapons.
Yokai tend not to hoard as many material possessions as humans do, but that’s
not to say they won’t steal things from them just the same.
GENERAL ITEMS
The list below is not comprehensive, but functions as an outline for the
types of items and services available and their general cost. In most cases the
GM may want to simply handwave the prices. Note that this system has no
weight limit, but given the types of items available and the restriction on
weapons, characters will likely not be carrying many terribly heavy/large objects
in the first place.
Item Price
Clothing (light or heavy) 1~3 koban
Leather armor 1 oban
Metal armor 2 oban
Food & Drink Ranges from several hundred en to 3
koban
Night at an inn 1 koban
Misc. objects (umbrella, lantern, etc) 1~2 koban
Traveling guide/bodyguard 1 oban per day
32
WEAPONS
Any character can have a weapon, but only those with the “Weapon
Proficiency” Skill can reap the benefits of knowing how to use one. Having this
Skill and using the associated weapon in combat allows the player to add their
REF stat as a bonus to the MGT Fate Die roll for a standard attack.
Like items, new weapons can be purchased, found, or stolen from others.*
Weapons do not degrade over time, nor is the system so granular that players
actually run out of talismans or arrows. Combat is only one option players have
in interacting with the world.
The list below is meant to offer suggestions, and is not comprehensive.
Weapon (Translation) Range (Regions)
*Katana (sword) 1
Bō (staff) 1
Kanabō (iron club) 1
Tessen (iron war fan) 1
Hankyu (short bow) 4
Shakujo (iron, ringed monk staff) 1
Ofuda (paper talisman) 3
Hauchiwa (feather fan) 4
*Human characters who are samurai are given a katana as a part of their occupation. If they
lose it, or if it somehow breaks, they cannot purchase a new katana but instead must report to
their daimyo and hope to have a new one forged for them.
3. OBJECTS OF LEGEND
The players are not likely to come across these items until late in their
adventures. Adventure arcs can be crafted specifically around these items, as
most of them require a test of character simply in order to be used effectively.
THE THREE SACRED TREASURES
A sacred treasure cannot be obtained without passing its associated test
of character, and if the holder fails to live up to the expectations set, the
treasure will lose its divine power.
33
> Kusanagi no Tsurugi: The sword of valor – tests ones courage. A brilliant blade
that instills great courage in wielder. Doubles the results of the MGT Fate Die
when used as a standard attack. The user is immune to the Fear status effect.
> Yata no Kagami: The mirror of wisdom – tests ones judgment. The holder
obtains complete understanding of anything reflected on its surface, including
the thoughts and motives of humans and yokai.
> Yasakani no Magatama: The jewel of benevolence – tests ones morality.
Whoever possesses it will have no evil done to them, so long as they do no evil
themselves. As long the holder does not attack, they will take no damage from
hostile forces.
SEMI-DIVINE OBJECTS
> Dai-tengu no Hachiuwa: “Great Tengu’s feather fan.” Only someone who has
demonstrated much courage, honor, and loyalty could possibly be recognized
and given such a great item from the leader of the tengu himself. Grants the
“Whirlwind” Power, and commands the respect of dai-tengu and ko-tengu alike.
No tengu would think of bringing harm to its wielder.
> Yorimasa no Yumi & Nuegoroshi-ya: Yorimasa’s bow and the nue-killing arrow.
Legend has it that Yorimasa was a samurai who served a daimyo plagued by a
black cloud - a nue in disguise. He felled the nue with a single arrow. Once per
encounter, the holder may choose to fire the Nuegoroshi-ya at a target at any
range. This arrow deals maximum damage (use the maximum possible value for
the MGT Fate Die) and cannot be dodged.
> Tonbogiri: “Dragonfly Cutter.” A spear that can cut anything in two. Said to be
shogun Yorinaga’s weapon of choice, but where does he keep it? When this
weapon is used in a standard attack, its damage cannot be reduced by
dodging.
34
CHARACTER ADVANCEMENT
OVERVIEW
1. Leveling Up Page 34
2. Suggested Rewards Page 35
1. LEVELING UP
Leveling up occurs largely at the GM’s discretion, but generally once
every couple of adventures or so. The more the characters interact with other
humans, yokai, and the world around them, the more they grow. The GM may
take key events from an adventure and turn those into leveling points for the
characters; the system is flexible in this regard.
Over the course of those adventures, players are advised to keep track of
events involving their character that particularly interest them – a cool saving roll
to avoid falling off a bridge, an original use of the “Drunken Mastery” Power to
sing an intensely moving song, etc. These important feats in the character’s
recent life can be turned into opportunities to learn new things when leveling up.
Upon leveling up, the player has several options for their character that
draw from the aforementioned “feats.” The GM must approve of the change to
the character before it goes into effect.
> Learn a new Skill (derived from the feat): This may or may not be a Skill
from the Skill list (page 17) – creating new Skills is both acceptable and
encouraged. The character can learn this from having performed the
action, or from having watched someone else (which had some sort of
impact on the character).
- E.g.: New Skill: Balance (REF): The character has an impeccable
sense of balance, even on slippery or unstable surfaces.
> Develop a new Power (derived from the feat): Similar to above, this may
or may not be a Power from the Power list, and creating new Powers that
befit the individual is encouraged. The character can learn this from
watching someone else, or from simply trying something new and
35
different, or from circumstances that surrounded the character at some
point during the adventure.
- E.g.: New Power: Power Ballad (CHA): Sing with so much gusto
(and volume) that all enemies in the same region take 20 damage.
> Adjust stats (derived from the feat): If a player can make a case for their
character having used a certain stat a lot over the course of the
adventures, they can increase that stat by 5 or 10 points. In this way,
players can increase the maximum for any stat to 125 points (using a d12
as the Fate Die).
2. SUGGESTED REWARDS
Over the course of their adventures, the players will encounter people
and places that offer them goodies, from items and money to supportive and
admiring NPCs. The three subsections below offer ideas for rewards players can
earn along the way.
Keep in mind that the world is alive and always keeping an ear out for
exceptional tales of humans and yokai intermingling. Rumors travel fast in both
societies, and the members of those societies will have mixed reactions to the
party’s feats. An NPC acknowledging a player’s accomplishments, for better or
worse, can prompt interesting reactions and can feel like a reward on its own.
MINOR REWARDS
Minor rewards are items characters may receive from NPCs or find on their
adventures. They can be items from the General Items list (page X), old
weapons, or small amounts of money. Depending on the source, that money
may be oban or koban, or a handful of worthless en - consider who is giving the
reward and what resources they have access to.
Yokai and bandits may drop items from the General Items list as well, the
implication being that they stole those items from other people.
36
MAJOR REWARDS
In addition to items from the General Items list, the GM may decide to
have the players level up after an adventure (ideally, every couple of
adventures). This allows characters to learn new Skills, Powers, and adjust their
stats based on the adventures’ events.
When players have reached high enough levels, starting at around level
10, NPCs can allow them access to Mt. Ōe and Onigashima. This locations are
not strictly out-of-bounds until then, but the yokai encountered there should be
extremely dangerous for underleveled characters to engage with.
NOBLE REWARDS
Noble Rewards are the highest level of reward possible. These include the
objects of legend (page 32), and large sums of money only given out by
daimyo or the shogun himself.
Objects of legend, and especially the three sacred treasures, can only be
obtained by a character completing a task that challenges them in some way,
e.g. a cowardly character performs an act of bravery to receive Kusanagi, the
sword of valor.
Large amounts of oban may be given out by the shogun or daimyo for
completing some task asked of the party. These are rare, though, because
players starting at level 1 will likely not have established relationships with NPCs
of high authority for quite a while.
37
YOKAIPEDIA
BEFORE READING
All information is intended as a guideline.
A given yokai’s disposition, stat values, and abilities are all subject to change
based on GM and player desires.
Description: A brief summary of the yokai (habits, personality, etc).
Size: The approximate size of the yokai.
Disposition: The yokai’s general regard for humans.
- Friendly: Enjoys the company of humans.
- Neutral: Does not care one way or the other.
- Hostile: Actively seeks to harm humans.
- Varies: May be friendly, neutral, or hostile, depending on the individual.
Stats: A suggested ratio of stats for the yokai (if used as an NPC or enemy). Note
that the sum of all stat points will not necessarily equal the 300 from character
creation. A lower sum indicates that the species of yokai is generally “weaker”
than other species.
Powers: Provides a basic idea of the Powers the yokai can use.
38
TABLE OF CONTENTS
A Amefuri-kozo Page 39
Azuki-Arai Page 40
B Bake-Neko Page 41
D Dai-Tengu Page 42
G Gasha Dokuro Page 43
H Hitotsume-kozo Page 44
K Kamaitachi Page 45
Kappa Page 46
Kitsune Page 47
Ko-Tengu Page 48
N Nekomata Page 49
Nopperabo Page 50
Nue Page 51
Nukekubi Page 52
O Oni Page 53
Onryo Page 54
S Shu no Bon Page 55
T Tanuki Page 56
Tsukumogami Page 57
W Wanyudo Page 58
Y Yobuko Page 59
Yuki-onna Page 60
Z Zashiki-Warashi Page 61
39
AMEFURI-KOZO (RAINFALL BOY)3
An unassuming yokai that takes the form
of a young boy wearing a paper
umbrella on his head. They are thought to
be the servants of the god of rain, as they
are more often seen on rainy nights and
seem have the power to control the
weather to some extent.
Size: Child-size
Disposition: Neutral
Powers:
> Calm Mind
> Spook
> Strange Dance
Stats:
3 Image by Toriyama Seiken, obtained at http://en.wikipedia.org/wiki/Amefurikozō.
20
50 55
25
65
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Amefuri-kozo
40
AZUKI-ARAI (BEAN-WASHER)4
A squat, human-like yokai characterized by its
three-fingered hands and two-toed feet. The
azuki-arai is more often heard than seen as it
washes its tub of beans by the river; although it
likes to sing songs about eating people, this
yokai is in fact quite shy and is quick to
disappear if it hears someone coming.
Size: Slightly smaller than an adult
Disposition: Neutral
Powers:
> Appeal
> Spook
> Strange Dance
Stats:
4 Image by Mizuki Shigeru, obtained at http://www.suruga-ya.jp/product/detail/603028401001.
45 45 40
35
55
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Azuki-arai
41
BAKE-NEKO (TRANSFORMING CAT)5
Cats that live long lives (and grow long
tails) are said to become bake-neko, cat
yokai with the ability to summon flames
and raise the dead. Bake-neko may
attack their owners, but this is not a
characteristic of their species (unlike their
hostile nekomata cousins). They love to
lap up the fish oil used in lamps, so it’s
not an uncommon sight to see bake-
neko standing on their hind legs in order
to reach.
Size: Small, child-size (standing upright)
Disposition: Varies
Powers:
> Flurry
> Raise Dead
> Slash
> Spectral Flame
> Transform
> Strange Dance
Stats:
5 Image by Yosa Buson, obtained at http://en.wikipedia.org/wiki/Bakeneko.
30 35
30
70
60
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Bake-neko
42
DAI-TENGU (GREATER TENGU, LONG-NOSED TENGU)6
Greater tengu, characterized by
their red skin and long noses.
They bear feathered wings on
their back and are very proficient
with weapons, particularly the
hauchiwa (feathered fan). While
extremely prideful, they are far
wiser than their ko-tengu
counterparts.
Size: Slightly larger than an adult
Disposition: Neutral
Powers:
> Critical Strike
> Flight
> Flurry
> Grapple
> Whirlwind
Stats:
6 Image by Matthew Meyer, obtained at http://yokai.com/daitengu/.
60
45
80
50 55
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Dai-tengu
43
GASHA DOKURO (GIANT SKELETON, RATTLING SKULL)7
A towering skeleton, or
amalgamation of skeletons,
thought to be born from the
remains of those who fell in battle
or perished in the wild and did
not receive proper burials. The
gasha dokuro have been known
to devour humans whole, so
regard them with extreme
caution.
Size: Giant
Disposition: Hostile
Powers:
> Crushing Blow
> Grapple
> Terrify
> Raise Dead
Stats:
7 Image by Shigeru Mizuki, obtained at
http://seesaawiki.jp/w/ebatan4/d/%A4%AC%A4%B7%A4%E3%A4%C9%A4%AF%A4%ED.
80
15 15
40
70
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Gasha dokuro
44
HITOTSUME-KOZO (ONE-EYED BOY)8
A childlike yokai similar to the amefuri-
kozo, but with much more of a
mischievous streak. The hitotsume-
kozo adopts the appearance of a
monk, with its bald heads and robes,
but the telltale long tongue and
cycloptic eye sets them very much
apart from humans. They can
sometimes be found carrying plates
of tofu, earning these particular yokai
the name “tofu-kozo” (tofu boy).
Size: Child-size
Disposition: Friendly
Powers:
> Appeal
> Jeer
> Spook
> Strange Dance
Stats:
8 Image by “Masami,” obtained at http://www6.ocn.ne.jp/~marukoya/art-
suiboku_shikishi_sono1.html.
30
40 40 35
55
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Hitotsume-kozo
45
KAMAITACHI (SICKLE WEASEL)9
Kamaitachi are weasel-like yokai with sickles
for limbs, commonly found in groups of three.
Their behavior is curious: one kamaitachi will
knocks its target down, another covers them
in a multitude of cuts, and the third applies
medicine that immediately stops any pain or
bleeding. A kamaitachi’s motives are
mysterious, but on the whole it is not an
especially malevolent yokai.
Size: Small, child-size (standing upright)
Disposition: Neutral
Powers:
> Flight
> Flurry
> Mend Wounds
> Slash
> Whirlwind
Stats:
9 Image by Masasumi Ryūkansaijin, obtained at http://en.wikipedia.org/wiki/Kamaitachi.
30
40 45
50 55
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Kamaitachi
46
KAPPA (RIVER SPRITE, RIVER IMP)10
The turtle-like kappa are known to attack
humans in or nearby rivers, dragging them to
the bottom and devouring their innards. They
are easily dissuaded from these violent
assaults by their favorite food, cucumbers.
Their fondness for sumo wrestling can land
them in hot water – if a kappa is made to
bow, the water will spill from the dish on its
head, leaving it severely weakened. Despite
their usually violent nature, kappa do have a
strong sense of honor and always carry out
the promises they make, even to humans.
Size: Child-size
Disposition: Hostile
Powers:
> Charge
> Grapple
> Jeer
> Mend Wounds
> Slash
> Spook
Stats:
10 Image by Tatsuya Morino, obtained at http://boingboing.net/2008/10/08/japanese-monsters-
an.html.
60
25
40 40
50
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Kappa
47
KITSUNE (FOX)11
Kitsune are foxes that can have
anywhere from one to nine tails – for
every 100 years the kitsune has lived, it
gains another tail and grows in power
and wisdom. They are capable of
casting illusions and transforming in
order to fool humans. Kitsune are not
always malicious, but they have a
greater tendency to cause harm than
their fellow shape-shifter, the jolly tanuki.
Size: Adult-size (standing upright)
Disposition: Varies
Powers:
> Appeal
> Hex
> Illusion
> Possess
> Spectral Flame
> Transform
Stats:
11 Image by Utagawa Kuniyoshi, obtained at
http://en.wikipedia.org/wiki/Kitsune#mediaviewer/File:Kuniyoshi_Kuzunoha.jpg.
15
80
50 50
65
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Kitsune
48
KO-TENGU (LESSER TENGU, CROW TENGU)12
Lesser tengu, more bird-like in
appearance than their greater
dai-tengu cousins. They are
capable of flight, and are very
skilled in combat – but their
tremendous pride oftentimes
gets the better of them.
Size: Adult-size
Disposition: Hostile
Powers:
> Charge
> Flight
> Flurry
> Jeer
> Slash
Stats:
12 Image by Kawanabe Kyōsai, obtained at http://en.wikipedia.org/wiki/Tengu.
50
30 25
40 40
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Ko-tengu
49
NEKOMATA (FORK-TAILED CAT)13
Not to be confused with the bake-neko, the
nekomata is a monstrous two-tailed cat that is far
more willing to attack humans and reanimate
corpses to cause chaos. Like their cousins, nekomata
are normal cats that have lived exceptionally long
lives. They can speak and understand human
languages, and re sometimes seen walking on their
hind legs, wearing towels on their heads.
Size: Small, child-size (standing upright)
Disposition: Hostile
Powers:
> Flurry
> Raise Dead
> Slash
> Spectral Flame
> Spook
> Strange Dance
Stats:
13 Artist unknown. Image obtained at http://blogs.c.yimg.jp/res/blog-c3-
71/rakutyu_netsuke/folder/962857/10/45773210/img_2?1321712227.
50
NOPPERABO (FACELESS MONK)14
At first blush the nopperabo looks like
your average human, but upon closer
inspection its featureless face becomes
a dead giveaway for its true nature as a
yokai. Nopperabo seem to enjoy scaring
humans more than anything else, and
rarely if ever cause them actual harm.
Size: Adult-size
Disposition: Neutral
Powers:
> Grapple
> Hex
> Illusion
> Spook
Stats:
14 Image by Matthew Meyer, obtained at http://yokai.com/nopperabou/.
35
60
50
35
55
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Nopperabo
51
NUE (CHIMERA, WHITE’S THRUSH)15
The nue is one of the most enigmatic yokai
known to man. It appears as a dark, black
cloud that brings illness to whoever witnesses
it, though some have claimed that its true
form is that of a chimeric beast with the
head of a monkey, the body of a tanuki, the
legs of a tiger, and the tail of a snake.
Size: Adult-size
Disposition: Hostile
Powers:
> Critical Strike
> Flight
> Hex
> Malaise
> Slash
> Terrify
Stats:
15 Image by Tatsuya Morino, obtained at http://www.mcanime.net/group/topic/19654.
65
20
30
60
80
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Nue
52
NUKEKUBI (DETACHED NECK)16
Nukekubi are young women suffering from a
curse that grants them the terrifying power to
remove their heads at will (although to avoid
discovery, they usually only do so at night).
They tend to be quite violent and will actively
chase down victims to suck their blood.
Size: Adult-size
Disposition: Hostile
Powers:
> Grapple
> Hex
> Soul Steal
> Terrify
Stats:
16 Image by Matthew Meyer, obtained at http://yokai.com/nukekubi/.
35
60 55
40
55
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Nukekubi
53
ONI (OGRE, DEMON)17
Ogre-like humanoids with horns and sharp teeth and claws,
often clad in tiger skins. They wield great iron clubs and
boast tremendous physical strength. While usually quite
violent, oni can be placated by offering them a drink, or
with an impressive dance or musical performance. Humans
who demonstrate great courage may also earn an oni’s
respect.
Size: Larger than an adult
Disposition: Hostile
Powers:
> Charge
> Crushing Blow
> Drunken Mastery
> Grapple
> Jeer
> Rage
Stats:
17 Artist unknown. Image obtained at http://en.wikipedia.org/wiki/Oni.
100
30
20
40
50
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Oni
54
ONRYO (GRUDGE, VENGEFUL SPIRIT)18
Onryo are the malevolent spirits of those who
died calamitous deaths and cannot rest in
peace. Their pure hatred for those who
wronged them drives them to blindly attack
anyone and anything they encounter.
! Onryo cannot be damaged from standard
attacks or physical Powers. The best way to
deal with an onryo is to avoid fighting
altogether and find a way to put the spirit to
rest. !
Size: Adult-size
Disposition: Hostile
Power:
> Hex
> Malaise
> Possess
> Rage
> Soul Steal
> Terrify
Stats:
18 Image by Matthew Meyer, obtained at http://yokai.com/onryou/.
50
20
30
40
80
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Onryo
55
SHU NO BON (RED PLATE, RED FACE)19
The horned yokai with the large, red
face and mile-wide smile is known as
shu no bon. Shu no bon have a
penchant for causing mischief,
usually at the cost of their victim’s
health, though on the whole they are
not particularly wicked yokai. An
encounter with a shu no bon in a
bad mood may end with the victim
suffering a mysterious illness that
claims them after several days.
Size: Adult-size
Disposition: Varies
Powers:
> Charge
> Grapple
> Illusion
> Jeer
> Malaise
> Soul Steal
> Spook
> Strange Dance
Stats:
19 Image by Mizuki Shigeru, obtained at http://mizukisan.seesaa.net/article/112305574.htmls.
50 40
35 40
65
0
20
40
60
80
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Shu no bon
56
TANUKI (RACCOON DOG)20
Tanuki are jovial yokai that love nothing
more than playing pranks on humans.
Like kitsune, they are masters at shape-
shifting and frequently use their powers
of deception to cause mischief. Some
think that a tanuki’s ability to transform
comes from the leaf they sometimes
wear on their heads. They also have
comically large testicles.
Size: Adult-size (standing upright)
Disposition: Friendly
Powers:
> Charge
> Drunken Mastery
> Jeer
> Illusion
> Strange Dance
> Transform
Stats:
20 Image obtained at http://youkaiwiki.hateblo.jp/entry/2013/01/14化け狸と妖怪変化.
35
65
35
45
60
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Tanuki
57
TSUKUMOGAMI (ARTIFACT SPIRIT, HAUNTED OBJECT)21
When an object reaches a hundred years of
age, it is said to gain a spirit and become a
yokai known as a tsukumogami. These yokai
are mostly harmless and like nothing more
than to run around scaring humans.
However, some tsukumogami bear grudges
against the people who so needlessly threw
them away and will take revenge on any
humans they can find.
Common tsukumogami include:
- kasa-bake (haunted umbrella)
- chouchin-bake (haunted lantern)
- biwa bokuboku (enchanted biwa)
- shamisen choro (elder shamisen)
- koto furunushi (ancient koto)
Size: Varies (usually small)
Disposition: Neutral
Powers:
> Hex
> Jeer
> Spook
Stats:
21 Image by “xRukixさん,” obtained at http://seiga.nicovideo.jp/seiga/im1388162.
20 25 20 30
40
0
20
40
60
80
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Tsukumogami
58
WANYUDO (WHEEL MONK)22
Wanyudo are not “naturally-occurring”
yokai; the tortuous form of the
wanyudo is punishment for those who
lived wicked lives and are now
paying for their sins. Wanyudo wander
the roads at night, looking for hapless
people to drag back to hell. It is said
that merely glancing at a one will
cause the wanyudo to rend the
person’s soul from their body.
Size: Size of an ox cart wheel
Disposition: Hostile
Powers:
> Charge
> Flight
> Rage
> Soul Steal
> Spectral Flame
> Terrify
Stats:
22 Image by Matthew Meyer, obtained at http://matthewmeyer.net/blog/2009/10/26/a-yokai-a-
day-wanyudo/.
70
20 25
40
65
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Wanyudo
59
YOBUKO (CALLING CHILD)23
A mountain-dwelling yokai thought to be the source
of echoes – it calls back to those who shout out while
wandering the hills. It wears a straw coat to protect
itself from cold breezes. Yobuko are utterly harmless,
but their appearance may startle the unaware.
Size: Slightly larger than a child
Disposition: Neutral
Powers:
> Appeal
> Spook
> Strange Dance
Stats:
http://www.suruga-ya.jp/product/detail/603028402001
23 Image by Shigeru Mizuki, obtained at http://www.suruga-ya.jp/product/detail/603028402001.
40
50
40 35
55
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Yobuko
60
YUKI-ONNA (SNOW WOMAN)24
These ghostly yokai live only on the
coldest mountain tops, where they lie
in wait for travelers to lose their way
before sucking the souls from their
bodies. There have been cases
where the yuki-onna falls in love with
or takes pity on her would-be victim
and leaves them unscathed, but it
would be unwise to gamble on a
yokai’s compassion.
Size: Adult-size
Disposition: Varies
Powers:
> Flight
> Hex
> Soul Steal
> Terrify
> Whirlwind
Stats:
24 Image by Matthew Meyer, obtained at http://yokai.com/yukionna/.
30
40 40
50
70
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Yuki-onna
61
ZASHIKI-WARASHI (PARLOR CHILD, HOUSE SPIRIT)25
The zashiki-warashi is a well-intentioned yokai that seeks
out well-maintained homes to live in. The home owners
enjoy good fortune so long as they treat the zashiki-
warashi well and keep their house in good condition; if
they fail to do so, the zashiki-warashi leaves and the
residents suffer a reversal of fortune.
Size: Child-size
Disposition: Friendly
Powers:
> Calm Mind
> Encourage
> Pacify
Stats:
25 Image by Mizuki Shigeru, obtained at
http://plaza.rakuten.co.jp/bakaaruki/diary/201003140000/.
15
60
50
20
60
0
10
20
30
40
50
60
70
80
90
100
MGT CHA WIS REF SPI
PO
INTS
STATS
Zashiki-warashi
62
DOCUMENTATION
OVERVIEW
1. Design Goals Page 62
2. MDE Page 64
3. Intensity Curve Page 67
4. Playtesting Page 69
1. DESIGN GOALS
MAKE A GAME THAT FEATURES YOKAI
To be frank, this entire RPG was the result of a selfish personal wish. I have
always wanted to find a game where I could play as a yokai instead of fighting
them, since they are almost always portrayed as “bad guys” when one of the
key points about yokai is that they are supposedly neither good or bad, they just
are. The stories are always told from the human’s perspective, and the human is
often the victim, which leads to the yokai’s demonization…that’s a bit of a
dramatic way of putting it, and I don’t mean to say that there aren’t inherently
“bad” yokai there in the legends. I just wanted a fresh take on yokai, and since
games where the yokai are playable and not just enemies are a real rarity, I
resolved to turn that desire into my GAT212 project.
The world is one meant to mimic Tokugawa-era Japan (“Wakoku” is an
archaic term for Japan, admittedly far more archaic than anything from the
Tokugawa era, but hopefully my players wouldn’t realize that). At that time,
yokai were thought to be more than just ghost stories – many of them they were
explanations for phenomena the people could not explain. They were not
inherently evil, and in fact some of them were to be respected. This meant to be
reflected in Yokaidan, where there are yokai that range from friendly to hostile,
and the players themselves can play as yokai (and most players probably
wouldn’t think of themselves as evil).
63
TARGET AUDIENCE
Due to aforementioned selfish wish, my target audience was a bit of an
afterthought. First and foremost, I was making the RPG for myself, because I am
interested in yokai. So it would be a game for people who like yokai, by a
person who likes yokai.
But the problem is that the average person doesn’t know much about
yokai, aside from a few snippets they have probably heard about the most
commonly-known ones like the oni, kitsune, and tanuki. So I thought my RPG
could serve as a fun, hopefully painless introduction to yokai, for the average
person (who enjoys tabletop RPGs) who doesn’t know much about them.
Except, how do you get someone who has never heard about yokai
interested in the game in the first place?! For the 1% of the population who know
about and like yokai, they’re already sold. But the other 99% probably don’t
even know enough to care. I think if I were to market Yokaidan, my only option
would be to stick the coolest image of the weirdest yokai imaginable on the
cover page and pray to the RPG gods people find it interesting enough to take
a closer look.
The RPG is also meant for people who have little experience with tabletop
RPGs, as it is nowhere near as complex as RPGs like DnD. The focus is meant to
be on the interaction between humans and yokai, and since there is so much
new terminology being thrown around, I would not want players to get caught
up on learning crazy mechanics on top of it.
APPEALING TO NARRATIVISTS & SIMULATIONISTS
I myself am primarily narrativist, so I originally wanted to gear the RPG
mostly towards fellow narrativists. The use of Japanese terminology (with
translations, of course) is meant to appeal to narrativists, as is my attempt to stick
as close to real life Japanese concepts as possible (go-en, the three sacred
treasures, etc). Intertwining those concepts with gamists things like stats and
abilities is something I enjoy doing, but ultimately the RPG does not cater much
to gamists.
I didn’t think my RPG had many simulationist elements, since I was
deliberately trying to stay away from replicating the historical era the RPG is
based on. Appealing to simulationists in that regard would require a lot of
64
research and fine-tuning, but I also felt like I would be walking on eggshells
because Japan’s is a culture so far removed from my own.
But in talking with classmates during GAT212 lab, I realized that the key
element of my RPG was in fact a simulationist element: the yokai themselves. For
better or worse, I was completely determined to make the yokai feel as
accurate to the legends as possible. Kappa love cucumbers and sumo wrestling,
and can be bested by getting them to bow and spill the water in the dish on
their heads. Cats who live for a long time are said to grow a second (or forked)
tail and become nekomata, capable of bewitching people and controlling the
dead. Happily, these stories could be distilled down to very simple hooks for
character creation and adventure generation. They were part of the reason I
wanted players to both be able to play as yokai and to interact with them as
NPCs/enemies.
2. MDE
MECHANICS
> Play as a human or a yokai
The players can choose whether to play as a human or one of many
species of yokai. I originally had a lot slated for humans, including classes
such as Samurai and Onmyoji, but the focus of the RPG shifted away from
humans (which everyone knows) and more toward yokai (which are very
unfamiliar to most people). The game is meant to explore the relationships
between human and yokai, thus I wanted the average party to consist of
members of both races.
> Loyalty and Tolerance
Gamists no longer care about this pseudo-replacement of Project 2’s
Honor stat, since it has no effect on gameplay itself. Instead, it is a
Narrative element that simply describes how a character interacts with
members of a certain race. The GM is invited to use the loyalty and
tolerance of the players’ characters to craft interesting experiences (e.g.
if there are a lot of human-hating yokai in the party, either bring in a yokai
NPC who likes humans, a human NPC who likes yokai, or a human NPC
who hates yokai and watch the sparks fly).
> Basic stats (Health, MGT, CHA, WIS, REF)
These are tabletop RPG conventions and I needed a familiar starting
65
place, since I wanted my RPG to be approachable to people who had
little experience with them. Admittedly the terminology could be more
thematic, but at least it’s fairly straightforward and easily understood.
> New stats: WIL (Willpower) and SPI (Spirit)
To differentiate humans and yokai, even just on a superficial level, the two
races have the same stat but with a different name (and slightly different
connotations). Both WIL and SPI deal with sort of natural and mystic
elements: for humans, their force of will and ability to stand up to
supernatural powers; for yokai, their ability to manipulate that
supernatural power.
> Fate Dice
In the end I cut the idea of the different races using different
combinations of dice. It was a cool idea that I’m sorry to have to let go,
but it overcomplicated things and was deemed not worth the amount of
time I would have to invest in smoothing everything out.
One Fate Die is assigned to each stat, and the size of that Fate Die (i.e.
number of sides) is based on the value of the stat. So, a character with
lower MGT would roll a lower Fate Die and generally not be as successful
with physical tasks as a character with a higher MGT stat (and thus a
higher Fate Die).
The terminology here I kind of like, but it fits more with my original idea
where a lower stat would have a higher associated Fate Die, to mimic
fate/destiny playing more of a part in determining the outcome of a
certain action. This gave underpowered characters too much potentially
power, and did not reward characters who had higher stats as much.
DYNAMICS
> Unique ability combinations
Parties can (or can not) be composed of many different yokai species
and humans, with varying stats, so the group’s pool of abilities and styles
of approach to different situations should also vary greatly. One
adventuring party may consist of a human samurai, and traditional oni
and tengu, so they will be very physical and combat-ready; another party
might just have a bunch of normal humans and yokai like amefuri-kozo
and tanuki, who are not really fighters at all, and will have to approach
confrontations differently.
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> Unique personality combinations
I use the term “personality” to encompass loyalty and tolerance. A group
of highly tolerant individuals would get along swimmingly with each
other, but might have a hard time winning the favor of ultra-conservative
NPCs. Less tolerant characters equates to more tension within the party,
but a greater ability to reason with/appeal to a wider variety of NPCs.
> Variation within a species
Yokai (and humans) can select any Powers they want, even if they are
“uncharacteristic” (i.e. not Powers suggested in the Yokaipedia). The
same goes for Skills and the distribution of stats. This means that within a
party, there could be an oni with 0 MGT and an oni with 100 MGT – how
much respect would that first oni get from his brethren if he can’t even lift
a club? What about a tengu with no martial ability? A nukekubi with
martial ability (maybe she holds the sword in her teeth)? I hope players
explore the options available and don’t just stick with a suggested
loadout, since characters can be much more interesting when they
deviate from what’s normally expected.
ENGAGEMENT
> Playing in a fantasy setting
My biggest concern with this is that this particular brand of fantasy
(creatures from Japanese mythology, with some elements of feudal
Japan) might be too unfamiliar for most. Those who are familiar with yokai
might really enjoy this type of RPG, but for those who are not, would they
get as much out of it? (Maybe they wouldn’t even play it in the first
place?) Is the use of Japanese terminology cool and does it help serve
the RPG world, or does it get in the way and confuse the players? I feel
like this is the most polarizing element of the system, and that it is a bit of a
gamble leaning so heavily on history and an established culture and
mythology.
> Engaging with the topic of racism (speciesism?)
I wasn’t sure whether to even use the term “race” to define humans and
yokai, but it helps get across the message I want to deliver - that just
because a certain group is mysterious and difficult to understand does not
mean they should be spurned or otherwise treated poorly. There are a lot
of misunderstandings between humans and yokai in Japanese folklore,
and the same goes for the world in this RPG. Players can sit on either side
of the fence but still get an idea about what the other side is feeling,
because that racial tension permeates the Yamato region.
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3. INTENSITY CURVE
SAMPLE SESSION
1. Character creation. This is fun, but takes time as there are a lot of options for
yokai species to sift through, and a handful of players that need to make
characters.
2. I create my character quickly, as I have a solid idea of who I want to make,
but my friends are still making theirs (and some people are having trouble
deciding on Powers given the character they want to make). Sandwich time.
3. Character introductions. The party consists of my character, a sake gourd
tsukumogami who hates everyone; a human child who loves everyone; a tanuki
who loves sake (help); and a ko-tengu who loves himself. I anticipate butting
heads with basically all of these characters down the road.
4. We start the adventure!
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5. We wander a bit, not really knowing what to do and just kind of bantering
amongst ourselves. The GM is letting us get used to each other and fool around
with the system (the little girl tries to playfully Charm the tengu, who kisses his
muscles instead).
6. To get everyone back on track, the plot is introduced: a villager’s house is
haunted and he wants whatever is doing the haunting evicted. My intensity is a
bit higher than everyone else’s since my character, as an old sake gourd, has
been “evicted” and feels more compassion for the yokai/spirit than the human.
At any rate, now we know our goal.
7. It takes us a while to find the house in question – we had to take a circuitous
route to avoid detection from unfriendly humans (despite the girls’ insistence
that “everything’ll be okay”). Trying to sneak like this is exciting in a way, but not
incredibly so. The ko-tengu/player would rather fight their way through the town
than sneak, but no one else is having that.
8. We find the house and investigate it. Slight rise in engagement, since we are
anticipating an encounter.
9. The creature reveals itself! It’s not at all intimidating – in fact, it’s a broom
tsukumogami, someone my character can identify with (so it’s kind of exciting
for me, but less so for the others). If we were to fight it, the battle would probably
be over quickly.
10. Intensity rises a lot for me personally when the ko-tengu threatens it with
violence (I’m of course on my fellow tsukumogami’s side). The girl starts to cry
because she thinks the animated broom is cute and doesn’t want to see it get
hurt.
11. Because my character is a grouch and hyper defensive of his kin, he
Charges at the ko-tengu. The Tanuki has the “Quick Reflexes” Skill and, because
and his player are clowns, grabs my bottomless sake gourd character mid-sprint
and takes a swig.
12. In the meantime, the ko-tengu chases the broom tsukumogami out of the
house. The girl runs after them and nails a Pacify roll to get the ko-tengu to stop.
She uses her Diplomacy Skill on the broom tsukumogami to convince it to come
live with her and sweep her room for her (nobody knows how this is going to go
over with the character’s parents).
13. The tension has died down (not entirely for my character – he’s good at
holding a grudge) and we find the villager to receive the promised reward of a
few koban. The adventure is essentially over at this point, but our engagement is
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sustained a bit only in that we’re looking forward to seeing how the broom
tsukumogami situation turns out for the little girl (if it’s ever actually touched on).
4. PLAYTESTING
PLAYTEST 1
Playtester: John Valdez
Phone: (818) 448-6984
John is an online friend of several years and a fellow roleplayer. I have
personally only ever roleplayed with him and our circle of friends via written RPs,
never anything tabletop RPG-style with actual stats and other elements to keep
track of.
He has experience with Dungeons and Dragons, and Pathfinder. He is also
part of my target audience, as he is familiar enough with Japanese mythology
and yokai to understand what my RPG is about.
Reading & Interpreting the RPG
I was unable to actually speak with John due to Skype and Steam being
down on my end, but we messaged each other over Steam’s in-browser chat
feature. I shared a version of my “final” document over Google Drive and asked
him to look it over and use it to create a character. He said he would be
reimagining an existing character of his (who happened to be a yokai, a
kitsune), and I was curious to see how they would look both as a tabletop RPG
character, and as a player-created character for my RPG.
After what I can only assume was a cursory look at character creation,
John asked for a blank character sheet. I did not have one, so he was forced to
use a Word document to recreate “Kontaro.” I really should have had one
ready, and will create a template if I have time.
His first comment was about the stats, asking with a ‘tone’ of disbelief
“how do you get CHA 50.” I do not think he was reading the rules closely,
probably skimming in order to quickly get an idea of the character creation
process, and this really tripped him up. I asked what was confusing about it
(since I thought it was obvious – you just give yourself 50 CHA!), and he said that
“if we’re doing DnD tabletop, max CHA at character creation should be 20 at
the most.”
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His experience with DnD influenced how he approached my RPG, in a
way that was sort of detrimental to him. He did not immediately understand how
the stats worked in this regard, and was probably expecting to start with low
stats that would increase as his character leveled up.
Additionally, he was not quite sure what to make of my REF stat – he
assumed it was “my game’s version of DEX,” and asked if it was “also a reflex
save.” The latter question confused me, because yes, REF is used for dodging
and I thought that also was obvious (it is stated in the combat section of the
rules). He had likely not read that far by that point. I imagine most players would
approach character creation like John, so in order to make the function and
importance of REF immediately understood, I added a few words to the
description of the REF stat stating that it is also used for dodging during combat.
John asked if movement was not based on racial stats. I assumed this was
something that DnD did…I explained that it was tied to the character’s REF stat,
and he did not comment after that. In a way movement is tied to a yokai’s
“racial stats” in that I suggest the REF of each individual species (primarily when
the yokai is an NPC or an enemy), but I wanted to give players more creative
control over their characters, so none of the stats are tied in that way to a
race/species.
He seemed to have moved on to the Yokaipedia after these comments
about stats, and suggested a few tweaks to the kitsune’s example stats: 15 MGT
(down from 20) and 70 CHA (up from 60). I agreed; of all the yokai in the
Yokaipedia, kitsune are the most CHA-based species there is. They are to CHA
what oni are to MGT. My only problem was balancing the rest of the stats, since I
thought they should still have high SPI and quick reflexes…in the end I reduced
MGT to 15, but bumped CHA up to 80 since “being smooth talkers is their ‘thing,’”
and reduced SPI by a fraction just to even things out a bit.
His next comment was simply the caps-locked sentence, “WANYUDO HAS
NO WISDOM.” I found it sort of funny that of all things, this was his observation,
but it did give me pause – wanyudo are not really stupid, they have the
intelligence of a human being since they were once human. I have to think of
the simulationists here! We both agreed to balance his stats out a bit (he had a
bit too much MGT, too, and strength is not something they are known for like oni
are). I brought wanyudo’s suggested MGT down to 70 from 80, and increased
WIS from 15 to 25.
The stats in the Yokaipedia threw John off a bit. He asked if “the yokai
base stats add to the 300 points you get [at character creation],” and I
answered that no, the example stats are more like ratios and actually rarely if
ever add to 300. Since this is something the GM would probably need to know, I
added a sentence or two to the “stats” description on the first Yokaipedia page,
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stating that a yokai with a low sum for base stats is generally weaker compared
to yokai with a higher stat sum.
Character Creation & Feedback
John then revealed his character. I liked the “flavor” bit at the end.
Name: Kontaro
Species: Kitsune (-not a- crook)
Loyalty: Humans + Yokai
Tolerance: strong tolerence towards humans, stronger tolerence towards yokai
Health: 250
MGT: 20
CHA: 75
WIS: 40
REF: 60
SPT: 65
SKILLS:
- Charm
- Stealth
POWERS:
- Illusion
- Possess
- Soul Steal
- Spectral Flame
ITEMS:
- Robes (light clothing)
- Shakujo (Weapon)
- Fried Tofu crumbs (flavor)
It looked good. Everything was there and the character seemed very
Kontaro-esque, so the transition seemed to have gone well. I followed up with
some general questions (Q&A paraphrased):
Q: You decided not to use the full 300 points – why is this?
A: The stats I gave him seem pretty good as they are, I didn’t feel like I
needed all 300 points.
Great! I never pinned John as a narrativist, so the fact that he didn’t
feel like he needed to use all 300 points to max whatever stats he
could really pleases me. He was thinking of his character first and
foremost, which is what I hope most players would do.
Q: How did you feel about the Skills and Powers selection? Did they leave
you wanting anything in particular? Was anything confusing about the
Power descriptions?
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A: Not at all. The descriptions explained what they did, and I found Powers
that fit the character I wanted. I feel the selection was well thought
out.
Throughout the whole playtesting session I was afraid John would
be too nice and not question my choices as the RPG’s creator, so I
am not sure if I totally buy his assessment of the clarity of the rules.
On the other hand, he never asked about them (like he did with the
stats), so maybe at least as far as the selection process of Skills and
Powers go, they are easy to understand. Actually using them in-
game is probably another story entirely.
I’m glad he found Skills and Powers that suit his character. It was
easier for me personally to come up with Powers that fit certain
yokai, like kitsune, so this might be why he had an easier time
choosing them. I don’t know about players who want to play non-
aggressive yokai like hitotsume-kozo or yobuko – their options still
seem kind of limited.
Q: To what extend did the example kitsune stats influence the way you
distributed your stat points, if at all?
A: The high CHA was definitely an influence, as was the low MGT. The
lower than usual wisdom is more or less because Kontaro being wise is a
joke.
I’m a little torn on this response, too. In my experience roleplaying
with Kontaro, the character has never displayed exceptional
strength, and high charisma has always been a part of his
character. I thought that that is what John drew on when assigning
stat points, not the suggested species stats. This is one of my
greatest worries regarding the Yokaipedia: players will take it as the
word of god, and refuse to deviate from the written suggestions.
Like, “It says here that oni are incredibly strong, so I’m not allowed
to make a weak oni character.” No, that’s not the case! That would
actually make for an interesting character. More playtesting would
have given me a better idea of how players interact with the
Yokaipedia.
Q: What do you think about the leveling up options? Are they confusing?
Which of the options would you be more apt to choose?
A: It’s a little confusing, mostly because I’m not used to nonclass
progressions, I’m too used to DnD. I could get behind stat adjustment,
probably advancing his CHA/REF based on how often he’d use his
stealth/charm abilities.
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It seems like he understood how to increase stats when leveling up,
which is good. I figured John was more of a gamist than a narrativist,
which is why I’m not totally surprised that he is less interested in
creating new Skills and Powers, but the case there could also be
that he is totally satisfied with the Skills and Powers Kontaro has and
doesn’t see a need to give him more.
Of course, this is all just based on John’s in-the-moment opinion. If
he were actually playing the game and leveling up, he might do
something different, especially depending on what happened
during the adventure.
Q: Do you think this type of RPG is friendlier to people without previous
tabletop RPG experience?
A: It seems like a good intro game, good for DnD veterans since it’s less
gameplay and more story, so people who prefer roleplay to mechanics
would enjoy this game.
I was hoping for mine to be a decent beginner’s RPG, since it is far
less complex than DnD and the like. But John had a bit of trouble
getting out of the DnD mindset when making the transition to this
one, so would it really be good for DnD vets? In the respect he talks
about, maybe yes (if the players really don’t mind trading hard
mechanics for narrative). It could also be that my RPG, like any
other, is easier to understand once it’s given a little more time and is
read more closely.
Q: If you were to GM, do you think you would be able to come up with
ideas for different adventures/campaigns? Is there enough content for
you to work with?
A: If I spent more time researching and better understood everything,
yeah! There are enough yokai to have plenty of encounters, plus there
are hub NPCs like the shogun to give players big objectives.
Like, you could spend 2-3 sessions doing a big favor for the daimyo, while
the shogun missions could take 2-3 based on how difficult the task is.
If he better understood everything, sure, I could probably explain
some sections better…but “more time researching”? That’s worrying,
but at the same time totally understandable considering the setting.
I’m sure it would benefit the RPG if I were to talk more at length
about what exactly shogun and daimyo do, how they operate
within the world of the RPG, etc. I should have asked John if he felt
like the content was completely unusable without doing research
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first. If that’s the case, that’s a very bad sign, because my intent was
for it to be usable even without too much historical knowledge.
Q: What are your impressions of the RPG, from the perspective of
someone with knowledge of yokai and Japanese mythology? Was there
anything missing, anything that felt wrong or that you would have liked to
have seen?
A: I think most of the yokai I know are listed, although I thought there
would be bird tengu rather than long-nose tengu.
Q: I’m pretty sure I included them the bird tengu as “ko-tengu”…
A: Kiera ko-tengu looks like a MAN
A: WITH A LONG NOOOOSE
I honestly tried to find a good ko-tengu picture in the kind of style I
was looking for, but I had a hard time finding anything suitable. To
be completely honest, this…26
…is what I would have liked to have used, but it’s rather cute and
doesn’t really fit the style of the RPG (or the traditional depiction of
ko-tengu it uses). If I had had the time to create original art for this
project, the ko-tengu would definitely have looked a lot more bird-
like to better differentiate them from the more humanlike dai-tengu.
26 Image by “weremagnus,” obtained at http://weremagnus.deviantart.com/art/Daitengu-Tells-
a-Tale-381968026