2. System Book
2. System Book
Introduction
Writing Gregory Swann (RazaMahTaz) Character.. ................................ 2
Cody Pondsmith Holly Berman Playing a Roleplaying Game......................................... 4
James Hutt Isadora Tojer Reading a Character Sheet............................................ 5
Jacob Warren
Cover James C. The Rules .................................. 6
Seán Donnan James Coates How to Play..................................................................... 8
Jason Pipkin Commerce....................................................................... 9
Ar t D i r e c t ion Jenny Acuff-Roberts Social Actions................................................................. 10
Winter Jaye Kovach Jess magaletti Infiltration......................................................................... 11
Jim Eldridge Combat............................................................................ 12
John Watson Mikkyo............................................................................. 14
Il l u s t rat ion Jonathan Trautman
Bad Moon Conditions....................................................................... 15
Jonathon Solliday Hazards........................................................................... 16
Cody Pondsmith Justin Snodgrass
Creation Studio Maintaining the Veil........................................................ 18
Lane Arnold Explosives........................................................................ 19
Dolan Pondsmith Leigh Targaryen
Usanekorin Poisoning......................................................................... 19
Lori Smith Cover............................................................................... 19
Silas Goewey Mark Hill Kamen.............................................................................. 20
Martin Storms Wounds & Death............................................................ 21
L ayo u t Matthew Vickery
Cody Pondsmith Healing............................................................................ 22
Melody Verdico The Communicator Tattoos............................................. 23
Miguel Ángel Rift Diving........................................................................ 24
Ed i t i n g Mikaël Ste-Marie
Emma Yasui Mikey Rask
Matt Click The Ro gues Gallery . . ............... .. 2 6
Moth Sánchez Reading a Dossier........................................................... 29
N. Jolly Akaname......................................................................... 30
P l ay t es t i n g Nano Bande Sanjuan Ao Andon........................................................................ 31
Achilles Griffin Niki Reando Blake Atterby................................................................... 32
Anthony Savoie Noelle 'Sami Automatic' Rigaud Jasmine Gamble............................................................. 33
Awkie Peter Amthor Kaede Tanaka................................................................. 34
Brandy Wagner Peter Amthor Kama Itachi..................................................................... 35
Bryan "Rex" Parsons Phantym Kappa.............................................................................. 36
Bryan Parsons Pietro Progetti Karakasa......................................................................... 37
Brynn Rollosson-Halbhuber Robert Daniel Herr Medium Animal.............................................................. 38
Cailin Redtail Robert M. Tielking Minor Kami...................................................................... 39
Cam Hume Robert Ramos Jr Namahage...................................................................... 40
Charlie "Emmerron" Eberspacher Sam Salsman Nekomata....................................................................... 41
Chloe Roghaar Sara Brunwasser Nurikabe......................................................................... 42
Connor Cain Skye Jackson Hendrix Police Officer.................................................................. 43
CTHUWU Stereomouse Small Animal................................................................... 44
Dal Tarabella Pondsmith Special Forces Agent...................................................... 45
Daniel Alvariño López Terra Street Punk....................................................................... 46
Daniel Martinez Eito Thonkk Tsuchigumo...................................................................... 47
David Mager Tikki Coates
Deron Sedy Tommy Svensson
Dolan Pondsmith Tyler Roux
Erika Pike Zachery Miller
Legal
Frank "Mad Magx" Magaletti Zane Johnson
Gland
First Printing
Printed in the United States of America
Product Number: SS12000
ISBN: 978-1-950911-32-5
Copyright © 2024 by R.Talsorian Games, Inc.
2
Character
Character
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Playing A Roleplaying Game
4
Character
Now that you have some concept of what in the world is going experiences they wouldn’t otherwise have – it’s an opportunity
on, it's time to talk about what you’re doing here. The world of to be someone you’re not.
Shadow Scar is ever-changing, with different factions gaining Your character is the avatar that you’ll use to interact
and losing ground in a massive, multi-dimensional conflict. But with the world at large and the story the Storyteller presents to
all of that’s in the background, so to speak. You’re here as a you. In the average game of Shadow Scar, your character is
player, one of any number of people who gets to explore the referred to as an agent. They are an agent of Shadow Scar,
worlds of Shadow Scar and have wild adventures. If you’re and the adventures you and the other players embark on are
planning to be the one in charge of creating the story the usually missions assigned to you by the Agency as part of the
players explore, that would make you the Storyteller – we’ll Veil War.
talk about what you do in just a moment.
What is the Storyteller?
In any game of Shadow Scar one person must take on the
What is a Roleplaying Game? role of the Storyteller. The Storyteller is the one who prepares
the story and narrates any actions or events that aren’t directly
If this is your first experience with roleplaying games, welcome! controlled by the players. If a non-player character (NPC) is
We’re glad to have you! There’s no need to feel intimidated. speaking, the Storyteller decides what they say; if a monster
In essence, playing a roleplaying game is a lot like playing is deciding who to attack, the Storyteller makes the final
cops and robbers with your friends or doing improv. decision; when the players enter a new location, the Storyteller
Together with a group of friends, you’ll work together describes the location and lets the players know what they
to tell a story where one person, the Storyteller, prepares can expect from this new scenario.
and narrates the story and everyone else plays a character; Of course, this is a lot of responsibility and pressure,
reacting to the events, situations, and prompts laid out by the but it’s offset by the tremendous freedom afforded to the
Storyteller as they think their character would. Storyteller. As the Storyteller, you decide the actions and
reactions of the world around your players and prepare the
What is a Character? plotline and events that your players follow. Being a Storyteller
With the exception of the Storyteller, who gets to control is a natural fit for people who love to tell stories and entertain
everyone else, each player in the game creates and controls others.
one character. This character can be a reflection of yourself, But there is one thing you must always keep in mind:
an idealized self-image, a dark mirror twin, or something The game is not all yours and the point of roleplaying games is
completely unrelated to you as long as it makes some sense in for everyone at the table to have fun. To be a good Storyteller,
the game. Your character needn’t share anything in common you first must keep your players in mind. You shouldn’t force
with you as a person: age, ethnicity, gender, sexual orientation, them down paths just because you prefer those outcomes,
favorite color, opinion of classical literature, etc. A lot of and you shouldn’t override their decisions and make them
people enjoy roleplaying because it allows them to have feel inconsequential.
Session 0 Lite
Before you get into the nitty gritty of picking characters and starting the game, it’s always a good idea to take a few
minutes and talk about what you’re expecting or interested in with this game. In the case of a campaign, this is usually
called a “Session 0,” and it allows the players and Storyteller to be on the same page as far as what themes and
concepts are on or off the table for the campaign. While this is a prewritten adventure, discussing the game beforehand
will give the Storyteller an idea of what to emphasize in the adventure and what to avoid or omit.
Character
1
9
10 14
2
11 4 3
15
5 18
12 16
6
7
17
13
8
6/ Statistics
A measure of your agent’s inherent 12/ Techniques 18/ Personal Inventory
A list of your agent’s Techniques A list of your agent’s possessions
abilities
6
World Lore
World Lore
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How To Play
8
The Rules
The Rules
In general, money is treated loosely in Shadow Scar. Agents
are generally able to requisition the goods they need for their Standard of Living
missions and return them at the end of the mission, allowing
them to customize their gear for the mission at hand without You have no money and no home. You sleep
having to assemble an armory of highly specific tools they 0 on the street, you wear whatever clothes you
have to keep track of. But agents do have their own finances find, and you beg or steal to get food.
which inform how they live outside of the Agency and allow
them to buy new gear permanently and use their cash to You are just scraping by. You are renting in
solve problems during a mission. All of this revolves around a cheap apartment or tenement, you wear
an agent’s Wealth Rating.
1 cheap or second-hand clothing, and you
can only afford to buy the cheapest food
Disposable Income and drink.
At the beginning of each month, a character receives a certain You are getting by just fine. You rent or own
amount of Disposable Income with which they can add items a decent home or nice apartment, wear
2
to their Personal Inventory, pay for expenses on missions, and decent, new clothing, and can afford to feed
perhaps bribe guards. This pool of wealth is equal to double yourself and treat yourself from time to time.
the character’s Wealth Rating. Funds from this pool can be
used to buy items in the same way you would requisition them. You have savings and make good money.
When the character has used all of their Disposable Income, You own a nice home, can afford to dress
3
they still continue to live at the Standard of Living determined well, and have the money to eat at classy
by their Wealth Rating, but they can no longer buy items or restaurants or buy high quality ingredients.
use their wealth for anything beyond basic living expenses.
Any Disposable Income not used by the end of the month is You are notably well off. You have a large,
carried forward to the next month. luxurious home in a nice location, a wardrobe
In certain circumstances you may be called upon by 4 full of nice, well-made clothing, and can
the Storyteller to spend Disposable Income on things like tickets afford to eat at five-star restaurants or hire a
to get into a venue, a bribe to get past a guard, or a hotel private chef to cook for you on a daily basis.
room adjacent to your assassination target. In these cases,
the Storyteller will tell you what the cost is before you spend You are independently wealthy. You own a
it. In most cases, the cost will be 1 point of your Disposable mansion staffed by servants, get your clothes
income, but it may be higher depending on the situation. 5 hand tailored, and can go out to five-star
restaurants when you aren’t having your
staff of private chefs cook for you.
Using Wealth
Purposely, wealth is left vague in Shadow Scar. With every world using their own currency, it would be a lot to ask for
you to have to keep track of how many US Dollars you have compared to British Pounds compared to Nihonjin Yen
and Lunar Credits. We suggest that you keep wealth loose in your games as well. There’s no need to give characters
a dollar value for anything. Using Disposable Income should cover it.
IPersonally,
find this tohadbe
I never the
much needmost amicable
for money. form
I own very few itemsof
andcommunication
those things I do have were
given to me willingly … save perhaps for some things taken during the time I was not in my right
possible
mind. Humansas ofother
on the thehand
moment.
are always concerned with money. As Director Al Hashim says,
“Every person has a price for which they’ll betray everything they believe. And this price is not
--Fugenbo
always monetary.”
Social Actions
10
The Rules
Convince
Using Social Actions Using a Manipulation Check, you attempt to make a target
agree with you or do something for you. If you beat the target’s
Whenever a character attempts to influence another character, defense, they are willing to agree with you or do what you
they must use a Social Action. Outside of combat, the flow of wish as long as you provide some proof or do something for
the conversation dictates how often and when Social Actions them in return. Alternatively, you can take a -2 Penalty on
are taken. If the Storyteller determines you are trying to your Check to instead cause the target to agree with you or
influence someone they can have you make the appropriate do as you ask without prompting but they may change their
Social Action. In Combat things are more structured and mind or won’t go out of their way.
characters must use an Action on their Turn to use a Social
Action. Dishearten
Different Social Actions require a character to roll Using a Manipulation Check, you attempt to make a target
different Checks and most of them offer multiple options. question their own abilities. If you beat the target’s defense,
Unless otherwise stated, a character defending against a they suffer a -1 Penalty to Checks made with a Skill of your
Social Action can use either their Focus or Resistance Skills. choice. Alternatively, you can take a -2 Penalty on your Check
to instead lower the number of Actions the targeted character
can take on their Turn to 1.
Removing a Mental State
Taunt
Removing a Mental State isn’t automatic. On their Turn, an Using a Manipulation or Performance Check, you attempt to
affected character can use an Action to attempt to roll an enrage a target and make them act without thinking. If you
Average (2) Resistance or Focus Check. If the Mental State beat the target’s defense, they take a -1 Penalty to all Checks
the character is suffering from is the Advanced Form, the other than Melee and Marksmanship. Alternatively, you can
Difficulty rises to Difficult (4). Penalties from Mental States take a -2 Penalty on your Check to instead cause the target
never apply to the Checks made to remove a Mental State to use all of their Actions to attack you until they recover from
and each Mental State must be removed separately. this Mental State.
Alternatively, another character can take an Action to
make a Manipulation Check to attempt to remove a character’s Threaten
Mental States. This Check is made at the same Difficulty as Using a Manipulation, Strength, or Melee Check, you attempt
the affected Character’s Resistance or Focus Check. to make a target fear you. If you beat the target’s defense,
they take a -1 Penalty to any Checks required to oppose
you. Alternatively, you can take a -2 Penalty on your Check
to instead force the targeted character to flee from you and
stay away from you.
I find
Never this to
underestimate the be
powerthe most
of words. amicable
You need not have magicform
words or of
incantations of ancient
magic. Regular words will do fine sometimes. Why, in the Last Siege of Kyoto, when our plan was
communication possible
set into motion to banish Izanami, as ofandthe
Director Yamana moment.
his team were only able to distract Izanami
--Fugenbo
for so long by use of words. You see, as powerful as the kami are, they are still susceptible to a barbed
wit and a silver tongue.
Infiltration
11
The Rules
There comes a time in most missions when manipulation won’t
cut it. Hopefully, this is where infiltration comes in. It’s easier Special Senses
to cover up unexplained disappearances than an oni, hurling
cars in downtown Los Angeles. When it comes to infiltration, Some characters have augmented senses which make them
there are three key concepts to keep in mind: Vigilance, far more perceptive than the average human. Below, you can
Special Senses, and Awareness Conditions. find the five Special Senses.
Keen Smell
Vigilance A character with Keen Smell can pick up trace scents that
In Shadow Scar, there are numerous hidden objects, traps, other characters might be unable to pinpoint. They gain a +1
and enemies which lurk in the shadows. An agent has to Bonus to Awareness Checks and if something within 30ft of
be vigilant if they are going to survive. That being said, the them has a familiar or potent scent they immediately sense it.
Storyteller is not required to prompt a player to make an
Awareness Check to spot things in their area unless it would
Keen Hearing
be the result of a Opposed Check. The player must choose to A character with Keen Hearing can hear the smallest sounds
take a Skill Action to search for non-obvious clues, or traps. from a greater distance than most. They gain a +1 Bonus to
If a character who is trying to move or act unnoticed Awareness Checks and can perceive anything that makes any
comes into the line of sight of another character, they must amount of sound by sound alone. Additionally, the character
immediately make a Stealth Check against the observer's is still alerted by weapons with the Loud Trait even if they are
Awareness Check to remain Hidden. Each time they act or fitted with a firearm silencer.
move within line of sight of that character they must make a
successful Stealth Check. Motion Sense
A character with Motion Sense can feel the slightest vibrations
in surfaces and distinguish where they originated from. They
Running a Stealth Game automatically treat any character or object which is touching
the ground within 30ft of them as Perceived.
In some ways, Shadow Scar runs counter to what many
people are used to in tabletop roleplaying games. You
are indeed playing a hero and your achievements can
Night Vision
be grand and far reaching but you must remain covert. If A character with Night Vision does not treat characters in
you kick down the doors of the casino guns blazing you’re areas of dim light as Obscured and only treats characters in
going to wind up in a lot of trouble. Some players find total darkness as Obscured.
this easier than others so it’s a good idea to emphasize
the stealthy nature of the game. You can even present the Spirit Sight
maintenance of stealth as a challenge of sorts like you By taking an Action, a character with Spirit Sight can perceive
might see in a video game. Can your players complete things in the Spirit World for 10 minutes. However, while
the mission without ever raising the alarm? If so, you can using this sense the character takes a -1 Penalty to Awareness
give them something small as a reward, like temporary Checks when dealing with things in the Material World as
extra Requisition Points. they have a hard time determining what exists in the Spirit
World and what exists in the Material World.
Awareness Conditions
There are three Conditions in Shadow Scar which function a little differently than others like Burning or Bleeding. These are
Awareness Conditions which denote your relationship to another character. Technically, there are two Conditions which
necessitate the presence of a third: Hidden, which is when you cannot perceive something or don't know it's there, Obscured,
which is when you can barely perceive something or you can't but you know it's there, and Perceived.
Sometimes negotiations fall through and stealth isn’t an option. Climbing, Leaping, and Swimming
When a furious oni is charging at you and all your attempts When climbing, leaping, or swimming, a character spends
to soothe the savage beast have failed it’s time to fight. 10ft of movement for every 5ft they move.
Agents are trained to be skilled and resourceful:
able to use everything at hand to their advantage and adjust Moving through Characters
to dangerous situations on the fly. To reflect this, combat in You can move through the space of a willing character
Shadow Scar carries a greater level of depth than Social automatically. If you attempt to move through the space of an
Manipulation and Infiltration. unwilling character, you must make an Athletics or Strength
Each combat is broken down into Rounds, 6-second Check against their Melee or Strength Check. If you fail, your
increments during which each member of the combat can movement is stopped and the rest of your movement is lost.
move a distance equal to their Speed and take two Actions. Unless otherwise stated a character cannot attempt to stop
There are a number of different Actions that can be performed the movement of a vehicle/mount and must instead make an
and each one has a different effect on the combat. When Athletics Check against your Maneuver Check to dodge. If
everyone has taken or forgone their Actions, the Round ends they fail, the character takes an amount of damage equal
and a new one begins. to half the maximum Vitality of the Vehicle and suffers the
Prone Condition.
Beginning Combat: Initiative
On Your Turn: Actions
Within each combat there is an Initiative Order which is set
at the beginning of the combat. To determine this order, the On your turn, you have two Actions which can be used to
character with the highest Awareness Skill Base in each group perform any of the fifteen Actions detailed in this section. All
of allied characters makes an Awareness Check and these characters are capable of taking any of these Actions.
results are ranked from highest to lowest with ties falling in
the favor of the players. Each time the Initiative Order comes Aim Action
around to a group, the group can decide in which order they'll Focus your next Attack Action on a vital location. If your next
take their Turns. Each character in the group gets a Turn in Action is to take a Strike or perform a Mikkyo that targets a
which they take their Actions. single character and deals damage you can make a single
Melee, Marksmanship, or Focus Check at a -1 Penalty to
Ambushes deal 3 extra damage and cause the targeted character to
When a group of characters tries to ambush their enemies suffer the Bleeding Condition.
the character with the highest Stealth Skill Base must make
Ability/Technique Action
a Stealth Check against the Awareness Check of the enemy
with the highest Awareness Skill Base. If the Stealth Check Use an Ability or Technique that you have access to.
fails, Initiative is established as normal and combat begins. If
the Stealth Check succeeds, the defending characters cannot Analyze Action
take Actions and treat the ambushing characters as Hidden Attempt to study a situation or your surroundings and get a
during the first Round of the combat. clue as to how to proceed. The Check required for an Analyze
Action is determined by the Storyteller but is most often a
Knowledge Check with a Difficulty set by the Storyteller. When
On Your Turn: Movement you take this Action you must specify what you are analyzing
and what question you are seeking to answer. If you succeed
By taking a Movement Action, you can move up to a distance at the Check, the Storyteller will give you a clue on how you
equal to your Speed. If you want, you can split your movement should proceed based on what you can observe.
and take some of it before your Actions and some after. For
example: A character with a Speed of 30ft could move 5ft Assassinate Action
and take an Attack Action to kill a guard, move 10ft to a door If you are considered Hidden from your target or they do
and take a Skill Action to unlock a door, then move another not suspect you mean them harm, you are within 50ft, and
15ft through the door. you are unarmed or wielding a weapon without the Loud
While in a vehicle or mounted, you use the vehicle/ Trait, you can take an Assassinate Action to silently kill them.
mount’s Speed instead of your own Speed when determining To do so, you must roll a Stealth Check against the target's
how far you travel with a Movement Action. If you board Awareness Skill Base. If you succeed, you instantly kill the
a mount or vehicle as part of your movement, subtract the target without alerting anyone who wasn’t directly observing
distance you already moved before mounting the vehicle or them. If you fail, you deal no damage and are Perceived by
mount from its Speed before continuing to move. the target and any characters in the area. Additionally, the
scuffle begins to attract attention. If the combat isn’t ended in 3
rounds, any allies of the targeted character in the area arrive
on the scene and enter the Initiative Order. At the Storyteller’s While grappling a character you can drag them 13
discretion these characters might raise the alarm, alerting with you when you take Movement Actions or perform the
everyone in the area. If a player character or an NPC with a following special actions.
The Rules
Threat Rating above Rank 1 is the target of Assassination, the
character attempting to assassinate them must roll a Stealth
Choke
Check against the target's Awareness Skill Base to initiate the
Attempt a Melee or Strength Check against the Strength or
assassination with the same result for a failure. However, if they
Athletics Check of a character you are grappling to choke
succeed, they must then immediately make a Marksmanship,
them, dealing 1 damage which is not lowered by armor.
Melee, or Focus Check depending on their chosen weapon
After 3 successful, consecutive Choke Actions the character
against their target’s Athletics or Melee Check. If this Check
suffers the Asleep/Unconscious Condition (See page 15).
is a success the targeted character is reduced to 0 Vitality.
If this Check is a failure, the failure state of the standard
assassination occurs. Pin
If a character is suffering the Paralyzed Condition, Attempt a Melee or Strength Check against the Athletics
you automatically succeed any neccesary Checks to take the or Strength Check of a character you are grappling to
Assassinate Action. cause them to suffer the Pinned Condition (See page 15).
Pay the Ki Cost of a Mikkyo you know to perform it. The Genin Mikkyo 1 Ki
resolution of a Mikkyo can vary. In most cases the Mikkyo
is cast and the listed effect happens, lasting until the end of
Chunin Mikkyo 3 Ki
the duration or until the agent chooses to dismiss the Mikkyo.
Alternatively, a Mikkyo might directly target one or more
characters. If a Mikkyo targets a character, you must make Jounin Mikkyo 5 Ki
a Focus Check opposing your target’s defense Check. If
the Mikkyo targets multiple targets, all targeted characters
defend against the singular Focus Check. To properly perform
a Mikkyo you must have both hands free. You can perform
a Mikkyo if you have only one hand free but you take a -1
Penalty on the associated Focus Check.
Hand Seals by
Dolan Pondsmith
The Rules
In combat, characters may be afflicted with Conditions that hinder them. These Conditions are usually applied by attacks,
Mikkyo, or Environmental Hazards. Some Conditions have an established way to end them which always works unless
otherwise stated by the effect which causes the Condition. If the Condition does not have this generic method, it will always
be listed with a duration or a requirement to end the Condition in the text. The Conditions you may encounter are as follows.
Asleep/Unconcious Hindered
You are unaware, cannot take Actions, cannot defend yourself, You take a -1 Penalty to Athletics, Focus, Marksmanship,
and take a -2 Penalty to Awareness Checks. The Asleep Melee, and Stealth Checks. Additionally, you must spend
Condition ends if you are touched, if any character within 10ft of movement for every 5ft you move.
30ft fails a Stealth Check against your Awareness Check,
or if a loud noise occurs. The Unconscious Condition ends Intoxicated
after 1 hour. In both cases, any adjacent character can take You take a -1 Penalty to all Actions. The Intoxicated Condition
an Action to end this Condition. ends after 1 hour. When the character sobers up, they suffer
the Drained Condition.
Blinded
You cannot see and take a -2 Penalty on Awareness Checks Nauseated
and attack and defense Checks. You cannot ingest anything without vomiting including drugs
and must make an Average (2) Endurance Check at the
Bleeding beginning of each of your Turns or spend 1 Action on that
You take 1 damage at the beginning of each of your Turns Turn retching. To end the Nauseated Condition, you must
which is not lowered by armor. To end the Bleeding Condition, make an Average (2) Endurance Check.
you or someone else must make an Average (2) Medicine
Check. Obscured
You take a -1 Penalty on Awareness Checks and Checks you
Burning make to physically interact with an Obscured item or character.
You take 2 damage at the beginning of each of your Turns.
To end the Burning Condition, you or another character must Paralyzed
spend an Action to put out the fire. You are unable to take any Actions, defend yourself, or speak.
Drained Percieved
You lower your maximum Ki Reserve by 2 and must spend You can clearly sense something that is Perceived to you and
two Actions to take a Recovery Action. The Drained Condition your interactions with it are not augmented.
ends after 1 hour.
Pinned
Grappled You and the pinning character are unable to take any Actions
You cannot take Movement Actions, take a -1 Penalty to other than Recovery Actions, Social Actions, and Skill Actions
all physical Actions except attempts to end the Grappled used to escape the pin. If either of you are attacked, you can
Condition, and are dragged along with the grappling attempt to defend at a -2 Penalty. A successful defense ends
character when they move. To end the Grappled Condition, the pin regardless of who made it. Otherwise, to end the
you must make a successful Athletics or Strength Check against Pinned Condition you must make an Athletics or Strength Check
the grappler’s Melee or Strength Check. against the pinning Character’s Strength or Athletics Check.
Hidden
You can’t interact with Hidden items and characters. An enemy
that is Hidden gains a +2 Bonus to physically interacting with
you but this makes them Perceived.
Hazards
16
The Rules
Certain environmental factors and traps can have a tremendous effect on combat. These hazards can be as useful to a clever
agent as they can be deadly to a reckless one.
Electricity Suffocation
A character can hold their breath for 1 minute. Once the character
When exposed to a powerful electrical current, a character
runs out of air, they take 1 damage at the beginning of each of their
takes 4 damage and is thrown backward 15ft, suffering the
Turns which is not lowered by armor until they can get a breath.
Prone Condition.
The Rules
Melee Turret Ranged Turret
This spring loaded or electrical turret can be placed anywhere This spring loaded or electrical turret can be placed anywhere
a person could stand or crouch. When a character moves a person could stand or crouch. When a character moves into
into a space adjacent to the turret the turret makes an attack a space within range of the turret’s weapon and in its line of
with a melee weapon of the Storyteller’s choice attacks the sight, the turret makes an attack with a ranged weapon of the
character, forcing them to make a Challenging (3) Athletics Storyteller’s choice, forcing them to make a Challenging (3)
Check or be damaged by the weapon. A Melee Turret has Athletics Check or be damaged by the weapon. A Ranged
5 Vitality. Turret has 5 Vitality.
Magical Hazards
The Rules
When a character throws an explosive, they target a point A vial of poison can be slipped into food or drink and a
within 50ft. They must then make a Marksmanship Check character who consumes it is poisoned. A character who
at a DV set by the Storyteller. If they succeed, the explosive attempts to check a food or drink for poison must make a
lands where they wanted and every character within 10ft Challenging (3) Knowledge Check to notice the poison. If a
of the explosive must defend against the explosives effect. character is trying to poison a large quantity of food or drink,
If they fail, the explosive lands somewhere else within 50ft. the Storyteller can call for them to use multiple vials of poison.
Alternatively, a vial of poison can be applied to a
Self Sacrifice melee weapon, 3 ranged thrown weapons such as shuriken, or
A character in the area of an explosive can, instead of 3 units of non-firearm ammunition at the Storyteller’s discretion.
escaping the area of the explosion, throw themselves onto When that weapon deals damage, the poison is applied. The
the explosive. In this case, that character suffers double the poison remains potent until the weapon deals damage to a
effects of the explosive (if applicable) and the other characters character. To affect a weapon with the Two-Handed Trait, a
in the area are unaffected. character must use two vials.
Damage from a poison is never lowered by armor.
Cover
An object can provide cover to a person until it has been
destroyed. The cover is destroyed when its Vitality is reduced Cover Materials
to 0. To determine how much Vitality a piece of cover has,
compare the material and thickness of the object to the table.
A character is considered to be behind full cover Bullet Proof Glass 6 Vitality per Inch
if no part of them can be seen past the cover. When behind
full cover the character cannot be targeted by attacks or
Foiliage 1 Vitality per Inch
interactions that require line of sight. Additionally, a character
cannot be spotted while behind cover unless the cover is
transparent.
Glass 2 Vitality per Inch
The most dangerous weapon of the yokai are the kamen, Wearing Other Kamen
magical masks created by ogress witches called hannya While they are treasured possessions, kamen aren’t unique to
that disguise a yokai’s body as that of a human. During the the yokai who own them so in a pinch a yokai can use one
Hundred Years of Sorrow kamen were rare because there of its ally’s kamen if need be. However, this will disguise the
was little need for stealth. But things changed when the Veil yokai as the human version of the yokai they borrowed the
War began and now that Izanami’s forces are spread across mask from instead of their own human disguise.
the Mosaic kamen have become ubiquitous with all active
yokai possessing a custom-made kamen. Non-Yokai Wearing Kamen
Typically, humans and other beings are unaffected by kamen.
The kamen don’t appear magical in any way and will not
Wearing a Kamen react to humans or animals.
While wearing a kamen, a yokai’s form changes to a human
version of themselves. This can change the height, weight, Kamen Status
number of limbs, and the general structure of the yokai’s
body and once a yokai has donned a kamen the only way On top of acting as disguises, kamen are also symbols of status
to remove the disguise is to remove the kamen or destroy it among yokai. The coloration of a yokai’s kamen markings
(kamen have 2 Vitality). can show how high ranking they are in Izanami’s Army. The
However, while a yokai is wearing their kamen, lowest-ranking yokai have kamen with brown markings. The
their power is suppressed. They lower their Ki Reserve to 0 Lieutenants of Izanami’s Army have green markings and the
and lose access to any Quirks that would only be possible captains have blue markings. The highest-ranking yokai have
based on their monstrous physiology. kamen with black markings but these types of kamen are a
If a yokai’s kamen is destroyed or removed they rare sight in the field.
immediately transform back into their true form. There are rumors that King Hametsu and his coven
of Hannya wives have black kamen with red markings.
Wounds & Death
21
The Rules
In the life of an agent, it’s inevitable that eventually you’ll
miscalculate a threat and suffer the consequences. When True Death
that day comes, you may not be lucky enough to survive it.
A wandering spirit has no Vitality. Instead, their Ki Reserve
determines how long they are able to remain in the Spirit
Vitality Damage World. If, at any point a wandering spirit has no Ki Points,
they pass on, beyond the Spirit World into the clutches of
Unless otherwise specified, whenever a character takes Yomi. Once this happens, their Spirit cannot be retrieved by
damage, it is applied to their Vitality which represents their any means. At the beginning of each of a wandering spirit’s
physical health and ability to keep fighting. As the agent Turns, they lower their current Ki Reserve by 1. Additionally,
subtracts points they get closer and closer to death. any time a wandering spirit takes damage from a threat in
the Spirit World they instead reduce their Ki Reserve by 1.
Being Greviously Wounded
When a character is reduced to their last 3 points of Vitality Spirits in the Inbetween
they suffer the Grievously Wounded Condition (see page 15). A wandering spirit that enters the Inbetween immediately
passes on and suffers True Death regardless of how many Ki
Points they have left.
Death
If a character loses their last point of Vitality the character who
reduced them to 0 Vitality has the option to either kill them or
Spirit Lanterns
knock them unconscious. If the one who dealt the killing blow By taking an Item Action, a character with a Spirit Lantern
wants to keep their target alive, they can choose to knock can look through the lantern’s window to see into the Spirit
that character out instead of killing them. This reduces the World and can spend another Action to click down the top
character to 1 Vitality and causes them to suffer the Asleep/ of the lantern, opening the window and sucking an adjacent
Unconscious Condition (see page 15). If the one who dealt wandering spirit into it.
the final blow chooses to kill the character, the character dies Once a wandering spirit is within the lantern, they
and they become a wandering spirit. no longer lower their Ki Reserve at the beginning of their
Turn and can be brought into the Inbetween without passing
on. The wandering spirit can reside in the lantern indefinitely
Being a Wandering Spirit until someone opens it again or the lantern breaks and can
When a character dies and enters the Spirit World they be heard by anyone holding the lantern up to their ear.
become a wandering spirit. They have access to none of the
items they had in life but are able to take Actions in the Spirit
World and have access to all of their Techniques and Mikkyo.
As a wandering spirit the character can perceive the Material
World but cannot physically interact with it. They cannot be
sensed in any way by any characters without Spirit Sight and
are able to pass through solid objects and characters in the
Material World as though they were mist.
Being Dead
It’s a rite of passage and a mandatory part of Shadow
Scar training for every Shadow Scar agent to be
executed and resurrected. This is done so that the agent
can adapt to being a wandering spirit. Once a spirit
passes into the Spirit World they must focus on keeping
their form or they will fade away and be claimed by
Yomi. But a well-trained spirit can still aid their team
even after death, by negotiating with local kami in the
Spirit World or even spying on the enemy.
Spirit Lantern by Dolan Pondsmith
Healing
22
The Rules
I must warn you that this will be a long anecdote but I find it to be one of the most humorous
interactions I have had in my significant lifespan. It was ten years ago when ‘Medical Department
I find this to be the most amicable form of communication
Director Kimura’ was just ‘Miyako.’ As Miyako and her co-teacher, Dr.Rivers, were running an
possible as of the moment.
emergency medical drill, I was watching from my perch as I do from time to time. The entire
scene is a mess. Copious fake blood, ‘gruesome wounds,’ and the students doing their best to triage.
--Fugenbo
Eventually, my eye falls on one of the students, who is tending to a ‘patient’ with a crushed torso.
To my considerable surprise, this young woman was up to her elbows in her patient’s chest cavity!
Seeing this, I simply had to learn more. So, I alighted near the woman and inquired "What are
you doing? That seems quite counterproductive."
The poor thing looks up at me and practically screams "I can’t find all of his bones!"
After suppressing a rather childish giggle I inquired as to what she meant and learned she was
searching for rib fragments and she was certain she was missing a few. I tried to reassure her but
my thoughts were scattered as I heard Miyako’s voice from across the room.
I swear to you, dear reader, that her pained words will echo in the catacombs of my mind until
the moment of my death.”
“That’s not a foreign object! That’s his kidney!”
The Communicator Tattoos
23
The Rules
When an agent finishes their training they are marked with three magical tattoos which allow them to communicate with
allies and civilians. The tattoos are made with magically infused ink and are invisible to the naked eye. The tattoo can be
seen under the light of a special lantern created by the Shadow Scar Agency which causes the ink to fluoresce.
The Reciever
The first tattoo, placed on the inside of the ear, acts as a
magical translator, allowing the agent to understand all
written or spoken languages. Additionally, the tattoo allows
an agent to hear the projected thoughts of any member of
their strike team within the same world as though they were
talking to them. This function only registers projected thoughts
meaning that an agent must use their Projector Tattoo to project
the thought for their team to hear it.
The Projector
The second tattoo, placed on the tip of the tongue, translates
the speech or writing of an agent into any known language,
allowing them to be understood by anyone they encounter.
Additionally, the tattoo allows an agent to project their
thoughts into the minds of others in their strike team. Without the
Receiver tattoo, however, an agent cannot hear the thoughts
projected from this tattoo.
The Recorder
The last tattoo is inked over the agent’s left eye. The Recorder
allows the agent’s Handler to see through their eyes and hear
through their ears as long as they are in the same world. It
also allows the agent’s Handler to record what they see and
hear for later review.
Tattoos by Dolan Pondsmith
In order to do their job, Shadow Scar agents are required is from their current world. They must then visualize that in
to travel between worlds. Unfortunately, this is something some way, for instance using hexes on a battle mat. This is the
mortals were never meant to do. While the actually process number of times a character will have to successfully traverse
of traversing the space between realities (known as the the Inbetween to get to their destination. Anyone who looks
“Inbetween” by agents) isn’t technically harmful to mortals, into the rift can see the destination and how far away it is.
the scant amount of time an agent spends between realities
is spent in one of the few places that a mortal being can truly Traversing the InBetween
witness the entirety of Existence. On each of a character's Turns in the Inbetween they can
And that isn’t the only danger. While kami can take their Movement Action to move forward or backward
traverse the Inbetween with no issue, mortals have a much by one “space.” The character must make an Challenging
harder time controlling where they wind up. If a mortal were (3) Focus Check to control their movement. If they succeed,
to traverse the Inbetween without one of the kami’s Gates they move one “space.” If they fail this Check, they start to
they would be running the risk of slipping into the nearest drift off course. They don’t move and must immediately make
possible world. This would be fine if it weren’t for the fact that a Difficult (4) Resistance Check to avoid witnessing Existence
many of the “surrounding worlds” are uncharted and thus the (see page 25). The character’s other Actions can be used for
agent would theoretically have no way to return unless they any Actions they could normally take.
managed to accurately rift dive back. Other characters can take the Help Out Action to
To fix this problem, the kami created a system of make the initial Focus Check or the resulting Resistance Check
Gates which link multiple worlds. Travel from one gate to easier for another character.
another is instantaneous and safe.
Reckless Diving
When they take their Turn a character can take Dash Actions
Rift Diving to move faster in the Inbetween. For each Dash Action used,
the character moves one “space” further in the Inbetween.
A character who knows the Rift Claw Mikkyo, which is only
However, they also take a -1 Penalty to their Focus Check
taught by members of the Hollow Eye Syndicate, can take
for each Dash Action used.
an Action and spend 3 Ki Points to tear open a rift in reality.
This rift remains open for 1 minute unless stabilized with Rift
Falling into the Mosaic
Anchor Seals which are commonly used by yokai and Hollow
Eye Syndicate Members to create permanent portals. If a character fails 3 Focus Checks or is in the Inbetween for
When the rift is created the Storyteller rolls a die more than 3 Rounds, they are pulled into a random world
and divides the result by 2 to see how far the desired world determined by the Storyteller.
25
Yokai Diving
The Rules
Thanks to the influence of Yomi, the yokai are unaffected
by witnessing Existence but must still make Focus Checks to
control their rift dive.
Controled Diving
In the earliest days of the Agency, shinobi developed a
somewhat safer method of traversing the Mosaic. By using
their ki, these agents were able to create a tightrope from their
current world to their destination. This method was forgotten
after the creation of the Gates but the Hollow Eye Syndicate
still uses it.
By using a separate Mikkyo, Spirit Link, which is
a closely guarded secret of the Hollow Eye Syndicate, a
character can create a tightrope which grants a +2 Bonus to
the Focus Checks required to traverse the Inbetween.
Witnessing Existence
When a character fails a Focus Check to move through
the Inbetween they must immediately make a Difficult (4)
Resistance Check to avoid witnessing Existence as they
temporarily lose control and drift through the Void. If they
succeed on this Check, the character is able to shut their eyes
in time to avoid seeing anything dangerous. However, if they
fail this Check the character sees the entire Mosaic from the
outside. This momentary glance warps the character’s mind
as their brain struggles to comprehend what it’s seeing.
Immediately upon witnessing Existence, a character
has two options, they can try to look away and spare their
mind or they can attempt to understand what they are seeing.
Rogues Gallery
R
O
G
U
E
S
G
A
L
L
E
R
Y
Welcome to the Rogues Gallery
28
Rogues Gallery
Not every yokai has a natural weapon which they can fall back on to fight. In these cases, the yokai rely on weapons
like swords, axes, pistols, and rifles. These weapons are not listed in on the yokai's stat blocks and can be chosen by
the Storyteller as they bring them into the game.
Reading A Dossier
29
Rogues Gallery
Any enemy that might possibly put up a fight against the player characters has a dossier in the Rogues Gallery. This dossier
compiles all the relevant information required to combat the rogue in question and presents a photo of the rogue in question.
These are the characters that are intended to be fought. If your players attempt to start a combat with a character who does
not have a dossier, such as a civilian or a household pet, give them Difficulty Values instead of making opposed rolls and
assume that character has 3 Vitality and no Armor.
1/ Description
A simple description of the enemy with relevant
information and background.
2/ Secondary Statistics 8
The enemy’s inherent capabilities which are not
rolled with Skills.
1
3/ Statistics
A measure of the enemy’s abilities which
contribute to Checks.
4/ Skills
The enemy’s level of training in specific Skills 2
which contribute to Checks.
7 3
5/ Weaponry
The weapon(s) an enemy carries with them.
4
6/ Mikkyo
The magic techniques the enemy has access to.
7/ Quirks 6 5
The inherent abilities and flaws the enemy has.
8/ Image
An image of the enemy in containment at
Shadow Scar headquarters.
Information
Akaname, or filth lickers, are grimy little goblins who like to lick
dirt, mold, and other refuse off floors, toilets, walls and other
surfaces. They aren't the most physically dangerous, relying on
their barbed tongue to deal damage but they are very agile
creatures who can climb walls like insects. They are adept at
hunting at night and exude a foul slime which can nauseate
even the most resistant individual. They especially enjoy spitting
globs of this mucus at their enemies which burst into a rain of
filth. Notably, akaname are nocturnal creatures and are blinded
Akaname by Dolan Pondsmith
by bright light.
Rogues Gallery
Type Threat Ranking
Yokai
Information
Ao andon, or blue lanterns, are yuurei created by the
accumulation of fear. They feast on the terror of living creatures
and haunt cities and communities. Generally, ao andon remain
in the Spirit World, emerging only to frighten humans and feed
on their fear. Ao andon have few combat capabilities, but
their control over fear is impressive. An ao andon can smell
fear within 50ft, split open their face to show a horrific image
to nearby prey, and ward areas to make them too terrifying to
approach. Their largest weakness is their eerie lanterns, which
Ao Andon by Dolan Pondsmith
often give them away.
Information
Blake Atterby is the heir to the Atterby estate in Britain and a pure
blooded aristocrat who is very proud of his lineage. The Atterby
family have been part of Ordo Occuli since its foundation and
they hold a reasonable place of power among its members.
Blake is eager to prove himself to the order and zealous in his
belief in their goals. He refuses to associate with those he views
as below him and is eager to impress other members of high
society. In combat, Blake relies on his well honed fencing skills
and has been known to dual wield his cane sword and pistol
Blake by Dolan Pondsmith
in tandem with his cutting words.
Weaponry
Rogues Gallery
Type Threat Ranking
Magical
Information
Born Jason Gamble to a small, poor family in 5th Street's New
York City, Jasmine grew up moving from job to job to pay for
herself and support her family. She joined the Agency after
her father was almost killed by a yokai and chose to leave
everything behind and fake her own death so she could work
with Shadow Scar. Using the kami's magic she transitioned from
male to female, changed her name, and became a spy for the
Agency. For the last few months Jasmine has been hot on the
trail of the Green Demon and is excited to be able to finally
Jasmine by Dolan Pondsmith
track down the notorious smuggler.
None Requisition
Jasmine has armor, two vials of snake scale solution, a
breathing mask, flower stem elixir, a Shinobi Shozoku, and
Armor Vitality blinding powder.
1 13
Lady Luck
Ki Reserve Speed At the start of every session Jasmine gets a pool of 3
Tokens. Any time she makes a Check, she can use a token
6 30ft
to gain a +1 Bonus to the check before or after the roll.
Information
Weaponry
Rogues Gallery
Type Threat Ranking
Yokai
Information
Kama itachi, or sickle weasels, are amalgam yokai comprised
of multiple sapient weasels. You will always encounter three
Kama Itachi at once, a group of triplets mentally and spiritually
linked. Each kama itachi sibling has a role: the eldest has
long sharp claws to cut, the middle has powerful muscles to
overpower, and the youngest produces a special saliva which
heals wounds. They fly low along the ground, the middle sibling
knocking down travelers while the eldest claws them. In the old
days, the youngest sibling would treat the wounds. Now, the
Kama Itachi by Dolan Pondsmith
youngest sibling only works to heal their fellows.
None Flight
A kama itachi can ride gusts of wind to move in three dimensions
or hover in midair. While flying, a kama itachi's Speed becomes
Armor Vitality 60ft.
0 6 Per Sibling Gestalt Form
A single kama itachi is composed of three siblings which are
Ki Reserve Speed telepathically connected. Each kama itachi sibling is a separate
character with their own pools of Vitality and Ki. While they
3 Per Sibling 30ft each take one Movement Action and 2 Actions on their Turn,
they roll a single Initiative Check and all take their Turn at the
same initiative place.
Mind Body Spirit
Inseparable
Kama itachi refuse to move more than 50ft from their siblings
Awareness Athletics Artistry unless danger or a direct order forces them to.
Sharp Fur
Disguise Endurance Insight When a kama itachi suffers the Grappled Condition or fails to
end it, the source of the condition takes 2 Points of damage.
Engineering Maneuvering Focus
Mikkyo
Knowledge Melee Manipulation
Bloody Rush (1 Ki Point)
The eldest kama itachi can make a Focus Check to move up to 30ft,
Marksmanship Stealth Performance
through any characters in the way. An affected character who fails
an opposed Athletics or Melee Check takes 3 Points of damage and
Medicine Strength Resistance suffers the Bleeding Condition. This ability can target a character
multiple times.
Information
Amphibious
A kappa can hold their breath for up to an hour at a time and Ki Reserve Speed
suffers no Penalties from being underwater. Additionally, while 3 25ft
underwater, their Speed becomes 30ft.
Mikkyo
Gas Attack (1 Ki Point) Weaponry
A kappa can make a Focus Check to release a tremendous gust
of flatulence which fills a 10ft radius area around itself. Any Name Damage Range Traits
character in this area who fails an opposed Endurance Check
suffers the Nauseated Condition. Beak 2 Melee Rending
37
Name Karakasa
Rogues Gallery
Type Threat Ranking
Yokai
Information
Karakasa, or paper umbrellas, are mischievous yokai of the
tsukumogami family. They are born from paper umbrellas that
have existed for 100 years and they are largely harmless.
Karakasa have few natural weapons and no offensive magic
other than licking a person with their oily tongue. Karakasa
make excellent spies. They can suppress their living features
and appear as mundane umbrellas, allowing them to hide in
plain sight and even be carried around by other yokai covertly.
They are cowardly creatures, however, and can hardly stand
Karakasa by Dolan Pondsmith
being threatened.
None Cowardly
If the Karakasa has no living allies in combat, it must make a
Challenging (3) Resistance Check or flee. Additionally, Karakasa
Armor Vitality suffers a –1 Penalty to Resistance Checks made to resist Threaten
Social Actions or to remove the Threatened Mental State.
0 5
Parasol Shield
Ki Reserve Speed By taking an Action, a Karakasa can expand the umbrella on
its head to form a shield until the beginning of its next Turn. This
3 35ft shield has 10 Vitality. Once this shield has been destroyed it
cannot be used again for 24 hours.
Mind Body Spirit
Tsukumogami
By remaining completely still, a Karakasa can hide in plain
sight and look almost exactly like a normal umbrella. While the
Awareness Athletics Artistry Karakasa remains still, anyone looking at it requires a Heroic
(6) Awareness Check to see that it isn’t an umbrella.
Information
Venomous
When the medium animal deals damage with their Claws or Awareness Athletics Artistry
Fangs, the targeted character is poisoned. A poisoned character
takes 3 points of damage at the beginning of each of their
Turns until they make an Challenging (3) Endurance Check or Disguise Endurance Insight
someone makes a Difficult (4) Medicine Check with a first aid kit.
Engineering Maneuvering Focus
Advanced Weaponry
The medium animal’s Claws or Fangs are razor sharp. When the
medium animal makes an Melee Check and gets 2 or more 6s, Knowledge Melee Manipulation
the targeted character additionally suffers the Bleeding Condition.
Marksmanship Stealth Performance
Armored
The medium animal's Armor Rating rises to 1.
Medicine Strength Resistance
Weaponry
Rogues Gallery
Type Threat Ranking
Magical
Information
Information
Namahage, who's name references their original tendency to
peel the blisters from the feet of their prey, are ogres who used
to live in the high mountains. They would come down to scare
people into behaving and not being lazy. Now they are vicious
predators who take great joy in hunting down lazy humans with
their butcher's knives or whatever small blade they can get their
hands on. Their hatred of sloth makes them fairly predictable
but their ability to enter a blind fury makes them dangerous
when backed into a corner. In this rage, there is no calming a
Namahage by Dolan Pondsmith
namahage down and they swing their blade with feral power.
Weaponry
Rogues Gallery
Type Threat Ranking
Yokai
Information
Nekomata, or forked cats, are large, feline yokai born from
regular cars who live for 100 years. These cats' tails split down
the middle and they gain sapience, becoming malevolent, petty
monsters. Nekomata are highly intelligent creatures, but they are
also lazy, preferring to do the least amount of work possible.
They are able to animate corpses to do their dirty work for them
and rely on stealth and their disease-ridden bite to end fights
quickly. If a fight does drag on, a nekomata can hurl balls of fire
to immolate their prey. However, they prefer to keep corpses
Nekomata by Dolan Pondsmith
clean so they can steal their faces.
Lazy
Awareness Athletics Artistry When confronted with a task by a superior, the nekomata must
succeed on a Difficult (4) Resistance Check or try to get out of it.
Disguise Endurance Insight
Mikkyo
Engineering Maneuvering Focus
Fireball (3 Ki Points)
A nekomata can make a Focus Check to throw a ball of fire at a
Knowledge Melee Manipulation character within 50ft who fails an opposed Athletics Check, causing
them to take 4 points of damage and suffer the Burning Condition.
Marksmanship Stealth Performance
Magical Influence (3 Ki Points)
A nekomata can make a Focus Check to lock eyes with a character
Medicine Strength Resistance within 25ft who fails an opposed Resistance Check causing them to
suffer a non-advanced Mental State chosen by the nekomata.
Information
Nurikabe, or painted walls, are large, sturdy, dog-like yokai
who live in and around cities. They have been known to use
their mikkyo to transform themselves into walls and block the
paths of people trying to traverse the city at night, getting them
turned around. They are extremely dangerous thanks to their
size and weight but they are also slow. Their primary use to
the yokai is to block off private dealings and conceal hideouts
by transforming into a wall. However, nurikabe are highly
susceptible to vibrations, and a powerful enough vibration will
Nurikabe by Dolan Pondsmith cause them to shift back into their natural form.
Weaponry
Rogues Gallery
Type Threat Ranking
Mundane
Information
Police officers are the front line of the law, trying to keep order.
In most cases, Shadow Scar agents don't find themselves on the
wrong side of the law but sometimes it's unavoidable. Especially
if the pedestrians around the agents have been alerted to
something unusual in their environment. When dealing with
police officers it's best to keep in mind that they will likely be
armed with a pistol which could be seriously dangerous at long
range. Additionally, they will likely call for backup if things get
too out of hand. Police Officer by Dolan Pondsmith
None Authority
A police officer gains a +2 Bonus to Social Actions taken against
law abiding citizens.
Armor Vitality
0 10 Back Up
Once per combat, by taking an Action, a police officer can call
for backup. When they do this, roll a die and record the number.
Ki Reserve Speed In a number of rounds equal to the result, six more police officers
arrive on the scene in appropriate vehicles.
0 30ft
Weaponry
Information
Small animals include animals like cats and small dogs all the
way down to mice and birds. They usually aren't the strongest
fighters, but can be excellent scouts for agents looking to perform
a bit of reconnaissance. In combat, most small animals will
attempt to flee to safety rather than fight.
Rogues Gallery
Type Threat Ranking
Mundane
Information
Weaponry
Information
Ki Reserve Speed
0 30ft
Weaponry
Rogues Gallery
Type Threat Ranking
Magical
Information
Tsuchigumo, or earth spiders, are large spider-like yokai with
multiple legs adapted for clawing and digging. They are ambush
predators who prefer to dig tunnels and lurk until their prey
comes too close. With lightning speed, the tsuchigumo will then
lunge out of the tunnel, grab their prey, and bite them, injecting
a draining venom. Beyond their ambush tactics, tsuchigumo are
also capable of spinning magical webbing which causes any
creature that comes into contact with it to see hallucinations
created by the tsuchihumo. They often use this ability to intimidate
Tsuchigumo by Dolan Pondsmith
or disorientate their prey.
Tsuchigumo Venom
When a tsuchigumo deals damage with their Fangs, the targeted
Awareness Athletics Artistry
character is poisoned. While poisoned, a character suffers the
Drained Condition and is unable to regain Vitality by any means
Disguise Endurance Insight until they make a Difficult (4) Endurance Check.