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2. System Book

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2. System Book

Uploaded by

nateth1092
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Cast & Crew Contents

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

Gaming Group by Usanekorin


3

Character
C
H
A
R
A
C
T
E
R
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.

I find this to be the most amicable form of communication


I’ve found that you never truly realize what it is like to be yourself until you are stripped of your
possible
identity. as ofmythe
I remember time moment.
under the thrall of Izanami well, my consciousness suppressed and
my body moving of its own accord, puppeteered by some foul force from beyond the grave. I believe
--Fugenbo
the only reason Susanoo was able to free the daitengu is our strong wills.
Reading a Character Sheet
5

Character
1
9
10 14
2

11 4 3
15
5 18
12 16
6

7
17
13
8

1/ Name 7/ Skills 13/ Mikkyo


Your agent's name Your agent’s level of training in Skills A list of your agent’s Mikkyo

2/ Background 8/ Weapons 14/ Handler Ability


A short summary of your agent’s life All the weapons your agent carries Two abilities your agent can activate
by contacting their Handler

3/ Rank 15/ Homeland Ability


Your agent’s status within the Agency
9/ Character Image A special ability your agent gained
An image of your agent
& their Requisition Points from their Homeland

4/ Wealth 10/ Homeland & Clan 16/ Quirks


The lifestyle of your agent and their The symbol of your agent's Your agent’s inherent positive and
Disposable Income Homeworld and Clan negative attributes

5/ Secondary Statistics 11/ Inyo 17/ Weapon Traits


Your agent’s capabilities which are A box for you to check when you use A description of your agent’s Weapon
not rolled with Skills your connection to Inyo. Traits

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

Infiltration Team by Bad Moon Studio


7

World Lore
T
H
E
R
U
L
E
S
How To Play
8
The Rules

So now that you know the basics, we should go over the


rules of Shadow Scar. In the interest of keeping everything Bonuses & Penalties
fair and letting everyone know where they stand, roleplaying
games use rules to quantify character abilities and determine Sometimes a Check is made easier or harder by outside forces.
whether the players are able to succeed at whatever daring In this case, you may be given a Bonus or a Penalty based
stunts they try to pull off. on the circumstances of the Check. When you’re called to do
All resolution in Shadow Scar uses pools of six-sided this, you add a number of dice to your Skill Base equal to
dice. Every character has Statistics and Skills. Their Statistics your Bonus or subtract a number of dice from your Skill Base
show you how good they are inherently at certain things and equal to your Penalty. Bonuses and Penalties cancel each
their Skills show you what they’re trained to do. Each Statistic other out, so if you have a +1 Bonus and a -1 Penalty, you
has a value from 1 to 3 and each Skill from 0 to 3. have no augmentation to the Check. Similarly, if you have
Anytime you must do something that could result a -2 Penalty and a +1 Bonus, you only have a -1 Penalty.
in significant failure, you must make a Check. Only complex Additionally, Bonuses and Penalties stack, meaning that if you
tasks require a Check. Actions such as walking, talking, and would have two +1 Bonuses you have a +2 Bonus. However,
picking up objects don’t require a Check there is no level of Bonus/Penalty higher than a +2/-2 bonus
Making a Check requires you to roll your Skill Base, Penalty; so if you have a +2 Bonus and a +1 Bonus you still
which is a pool of dice equal to your Statistic plus your Skill. only have a +2 Bonus.
Each value greater than a 3 is a Success, and any dice that roll
a 6 are considered 2 Successes. If the number of Successes
you get is equal to or greater than the Difficulty Value (DV) of Rounding
the task, you succeed. Otherwise, you fail at your task, and
Whenever you are called upon to divide a number to an
the Storyteller can rule that you cannot reattempt the Check
uneven sum, always round up.
unless you improve your odds.

Inyo Difficulty Values


The world of Shadow Scar is being pulled in two different
directions by two great forces of nature. Each side can exert Shooting an immobile
power but neither can exist without the other. When you fail Simple 1 target within the range
a Check by 1 Success, you can call on the powers of this of your weapon
Inyo, granting yourself the 1 Success needed to change the
failed Check into a successful one.
Shooting a human-
Alternatively, you can use your connection to Inyo
Average 2 sized target within the
when you successfully strike your target to deal an additional
range of the weapon
3 damage.
However, when one side pulls, so does the other.
Mark your connection to Inyo. As long as your connection Lassoing a moving
is marked you cannot call on Inyo’s powers. The mark is only target from the back
cleared when the other half of Inyo is exerted. This happens Challenging 3 of a horse while
at the Storyteller’s discretion when you succeed at a Check or maneuvering through
when an opponent strikes you with an attack. The Storyteller dangerous terrain
can activate Inyo to either reduce your number of Successes
by 1 or cause the opponent to deal an extra 3 damage. When Striking an invisible
Difficult 4
this happens, you remove the mark on your connection to target in melee range
Inyo.
Cutting a hanging
Opposed Skill Checks Master 5 rope with an arrow at
If you’re attempting to do something that opposes another its farthest range
player or an NPC like attacking them or stealing something
from them, you instead make an Opposed Check. When
making an Opposed Check, you roll the same as you would for Ducking into cover
a Check but the DV is equivalent to the Check of the defender. from an explosion
Heroic 6 behind a barrel while
your hands and feet
are tied
Commerce
9

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

Whenever you want to convince someone of something or


influence their emotional state in some way you can use Social Actions
Social Actions. This is a contest of mind and spirit where you
are trying to impose a Mental State on your opponent to
influence them. Charm
Either way, you must base this influence on Using an Insight or Performance Check, you attempt to make
manipulation. Social Actions aren’t magic. Even after the target think more highly of you. If you beat the target’s
influencing the target, they still remember you influenced defense, you improve the target’s impression of you and gain
them and you can’t convince them of something utterly a +1 Bonus to Convince or Charm Social Actions against
unbelievable. The Storyteller can always refuse a Social them. Alternatively, you can take a -2 Penalty on your Check
Actions to manipulate someone in a way that wouldn’t be to instead make a powerful positive impression on the target
possible without magic. and gain a +2 Bonus to Convince Social Actions against them.

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.

Percieved Obscured Hidden


You can clearly sense something You take a -1 Penalty on You can’t interact with Hidden
items or characters. An enemy
that is Perceived to you and Awareness Checks and Checks
that is Hidden gains a +2 Bonus
your interactions with it are not you make to physically interact with to physically interacting with you
augmented. an Obscured item or character. but this makes them Perceived.
Combat
12
The Rules

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).

Attack Action Throw


Make a single attack with up to two weapons you are wielding, Attempt a Melee or Strength Check against the Strength or
or with two unarmed strikes against up to two characters within Athletics Check of a character you are grappling to throw
range. To do this, you make either a Marksmanship or Melee them up to 15ft in any direction. The thrown character
Check for each attack against the same number of Athletics or takes 1 damage, and suffers the Prone Condition.
Melee Checks from the targeted character. On a successful
attack, you may apply the effect of the attack. There are three
different attacks: Strike, Shove, and Disarm. Help Out Action
Aid another character, giving them a +1 Bonus. Only one
person can Help Out, unless otherwise determined by the
Strike Storyteller and the Storyteller can always determine that a
Subtract the weapon’s damage from the target’s Vitality. If
character cannot effectively take this Action.
the target has armor, subtract the armor from the damage
first. Unarmed strikes deal 1 damage.
Item Action
Use an item in your possession that you can reach. This includes
Shove using tools, throwing explosives, and reloading a weapon
Move the target up to 15ft away from you in any with ammunition. Picking up, dropping, drawing, or stowing
horizontal direction or cause them to suffer the Prone an item can all be done without using an Action.
Condition.
Preparation Action
Disarm Prepare an Action for later in the Round. To do this, you
Force the target to drop an item they have in their hands. declare the Action you are preparing and a circumstance
You can either take this item if you have a free hand, or that will trigger it. For example: If the kappa tries to attack the
knock it up to 15ft away in any direction. witness, I’ll shoot them with my pistol. If you don’t use your
Action by the beginning of your next Turn you lose that Action.
Dash Action If you want, you can use both of your Actions to prepare two
separate Actions with two separate triggers.
Move an additional distance up to your Speed.
Recovery Action
Defend Action
Center your mind and regain 1 point of your spent Ki.
Defend yourself from attacks, gaining a +1 Bonus to all defense
Actions until the beginning of your next Turn. Alternatively, Skill Action
you can defend an adjacent character. Whenever someone
makes a physical attack against this character before the start Use a Skill to do something that could feasibly be done in six
of your next Turn, you can make an Opposed Melee Check seconds. If you want to do something that requires more than
against the opponent’s attack Check to negate it. six seconds, you can split the task across multiple Rounds. In
this case, you must be able to devote all the required Rounds
Grapple Action before making the Check.
Use a free hand or a weapon with the Grappling Trait, to
Social Action
grab a character within range. To do this, you make a Melee
Check against the targeted character’s Athletics Check. On a Use one of the Social Actions on page 10. Alternatively, you
successful grapple, the target suffers the Grappled Condition can make a Resistance or Focus Check to attempt to remove
(See page 15). a Mental State you are currently suffering.
14
Action: Mikkyo Ki Cost
The Rules

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.

The Nine Hand Seals of Ninjutsu


Rin
Mikkyo are secret techniques taught by the shinobi clans which are powered by ki, the Empowerment
life force of the user. Every living being has ki but to perform Mikkyo the user must have
an excess reserve of ki which is not common. It takes weeks of training to develop enough
ki to perform Mikkyo. Once a Ki Reserve has been built up, the agent has to learn to
channel it. Naturally, ki circulates through the body so agents are taught to gather their
ki using the Kuji In, the Nine Hand Seals. They are taught to associate certain Mikkyo
with different seals to create a muscle memory which makes it easier for the agent to
perform the Mikkyo.

Pyo To Sha Kai


Control Movement Healing Perception

Jin Retsu Zai Zen


Connection Manipulation Invocation Concealment

Hand Seals by
Dolan Pondsmith

I find this to be the most amicable form of


The casting of mikkyo is incredibly easy once you "have the hang of it." The hand seals are used to
focus the practitioner's mind so they aren't technically required if the practitioner is highly skilled.
communication possible as of the moment.
Many agents can perform these seals with just their off-hand so they can keep their weapon in one
hand. I've even seen agents who have reached the level where they don't require any seals at all.
Conditions
15

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.

Greviously Wounded Prone


While Grievously Wounded, you take a -2 Penalty to all You must spend 10ft of movement for every 5ft you move and
Actions and must spend 10ft of movement for every 5ft you take a -1 Penalty to attack and defense Checks. To end the
move until you regain enough Vitality to be above 3 points. Prone Condition, you must take a Movement Action.

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.

Environmental Hazards Harmful Fumes


While in harmful fumes a character suffers the Drained and
Nauseated Conditions until they get a breath of fresh air. In
Collapses
thick fumes, a character may suffer the effects of Suffocation.
A character who steps onto a weak structure must make
an Athletics Check at a DV set by the Storyteller to leap High Wind
to safety. If they fail, they fall with the structure, suffer the
While in an area of high wind a character takes a -1 Penalty
Prone Condition and take falling damage. If a character is
to Marksmanship Checks. Additionally, a flying character must
underneath a collapsing structure they must make a similar
make a Difficult (4) Athletics Check at the beginning of each
Athletics Check or take the amount of damage based on the
of their Turns or be pushed 30ft in the direction of the wind.
size of the structure (usually ranging from 5 to 30) and be
buried in rubble and considered Grappled until they make Radiation
a Strength or Athletics Check at a DV set by the Storyteller.
While exposed to radiation, a character suffers the Nauseated
Decompression and Drained Conditions and takes 2 damage at the beginning
of each of their Turns which is not lowered by armor.
If a pressurized area in space is breached the air rushes out.
Any character who fails a Challenging (3) Athletics Check Rough Terrain
to grab a handhold is pulled 30ft toward the hole at the
When moving through rough terrain a character takes a -1
beginning of each of their Turns. Characters holding onto
Penalty to Athletics Checks and attack and defense Checks
a structure must make a Challenging (3) Strength Check at
and must spend 10ft of movement for every 5ft they move.
the beginning of each of their Turns or lose their grip. Any
character sucked all the way to the hole is sucked out into
Slippery Surfaces
space, traveling the remaining distance into space.
Any character who moves more than 10ft or takes a melee
Dense Fog or Heavy Rain Attack Action on a slippery surface must make an Challenging
(3) Athletics Check before they take the Action or automatically
While immersed in dense fog or heavy rain, a character is
fail any required Checks and suffer the Prone Condition.
considered Obscured to anyone outside the fog or rain and
they treat anything more than 25ft from them as Obscured.
Space
Dim Light While in the vacuum of space, a character is considered to be
in an area of Extreme Cold and Zero Gravity. Additionally,
While in an area of dim light a character treats anything not
the character suffers the effects of Suffocation.
shedding light as Obscured.

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.

Extreme Temperature Total Darkness


While in darkness, a character suffers the Blind Condition.
While in an area of extreme cold a character suffers the
Hindered Condition. While in an area of extreme heat a Underwater
character suffers the Drained Condition.
While in water a character takes a -1 Penalty to Athletics and
Falling attack and defense Checks, and must spend 10ft of movement
for every 5ft they move. Additionally, when submerged in
While falling, a character drops 100ft at the beginning of each
water, a character suffers the effects of Suffocation.
of their Turns. When the character reaches the ground, they
suffer the Prone Condition and take 2 damage per 5ft fallen.
Zero Gravity
Fire While in Zero Gravity, a character can move in three dimensions
but must push off a surface. Additionally, the character must
While in an area in flames, everything is Obscured by smoke.
make an Average (2) Endurance Check when they enter the
Additionally, if the character touches something flaming they
area of Zero Gravity or suffer the Nauseated Condition.
suffer the Burning Condition.
17
Mechanical Hazards

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.

Nightingale Floor Security Camera


This area of uneven, creaky floor boards can cover the This digital camera can be mounted on any wall. If a character
entire floor in a hallway or room. If a character steps on enters the Security Camera’s line of sight they are caught on
the Nightingale Floor it emits a loud noise which alerts any camera. Their actions are recorded and may be viewed by
characters in the area. security personnel. A Security Camera has 1 Vitality.

Magical Hazards

Barrier Talisman Illusion Talisman


This magical seal with 1 Vitality can be placed on any wall, This magical seal with 1 Vitality can be placed on any surface
door or window. Any time a character strikes either side of and projects an illusion decided by the crafter of the talisman
the surface intending to damage it, the damage is reflected, when they place it. This illusion affects all senses and cannot be
causing them to take the amount of damage they would have picked out as an illusion unless it is physically interacted with.
dealt to the surface.
Silencing Talisman
Dampening Talisman This magical seal with 1 Vitality can be placed on any wall,
This complex seal with 1 Vitality can be placed on any surface door or window. The talisman mutes all noise within a 50ft
and its magic encompasses everything within 100ft of itself. radius. Nothing in this area can make sound and every
Within this area, all characters other than yokai cannot use character in the area or who enters the area cannot hear
ki from their Ki Reserve to perform Mikkyo. anything until they exit the area.

Disruptive Talisman Swarming Talisman


This complex seal with 1 Vitality can be placed on any surface This complex seal with 1 Vitality can be placed on any surface
and its magic encompasses everything within 100ft of itself. and its magic encompasses everything within 100ft of itself.
Within this area, an agent’s Receiver, Projector, and Recorder Within this area, the Spirit World is filled with swarming eels
Tattoos cease to work. born from Yomi’s magic which attack any character in the
area, causing them to lower their Ki by an additional amount
equal to the roll of a die at the beginning of each of their Turns.

Seal of Swarming by Cody Pondsmith


Maintaining the Veil
18
The Rules

An agent’s secondary goal in any mission is to “Maintain The


Veil.” To keep the civilian population calm and quiet and keep Raising the Alert Level
local law enforcement from catching on. This is paramount to
keeping the Veil War a secret but it also makes the agent's The Alert Level of a Deployment Zone generally begins at
jobs easier. After all, it's much harder to infiltrate an enemy “Passive.” The Alert Level rises if…
hideout and assassinate a mystical monster when the police • Civilians witness openly carried weapons
raid the buildings and start arresting people. • A physical fight breaks out in a public area
In Shadow Scar we track the “Veil” by Alert Levels • Civilians hear a multiple Loud weapons
and Breaches of The Veil. Alert Levels represent the ambient • An accident such as a car crash takes place
tension in the area of an agent’s mission and Breaches of The The Alert Level may continue to rise to High Alert if there is a
Veil represent moments when the Veil War has been witnessed substantial threat to public safety such as a major accident,
and needs to be covered up. or a major crime.

Alert Levels Lowering the Alert Level


The Alert Level can be lowered by the actions or inactions of
Passive the players. The following things can lower the Alert Level.
Civilians are unaware that anything is wrong and are going • If the person who called law enforcement calls off the
about their business as usual. Attempts to influence civilians with investigation.
Social Actions are unmodified and the local law enforcement • If law enforcement arrives on the scene and finds nothing
has yet to be alerted to anything. In general, when a team to investigate.
deploys to a mission location it will begin at Passive Alert Level. • If law enforcement resolves the situation.
• If law enforcement is convinced that the situation was
Alert fraudulent or has been resolved.
Civilians are aware that something is going on and are either
avoiding the area or actively investigating. Any attempt at
using Social Actions against a civilian suffers a -1 Penalty
Breaches of the Veil
unless the manipulating character is or seems to be part While keeping track of the Alert Level, a Shadow Scar agent
of law enforcement. The local law enforcement have been also has to look out for “Breaches of the Veil.” Any time
called and in 1d6 x 2 minutes, a number of Police Officers multiple civilians witness yokai, magic, or proof of the Veil
(see page 43) equal to the players +2 will arrive on the scene War a Breach of the Veil has occurred. Agency activities have
to investigate. These officers attempt to detain anyone who been uncovered to the world at large and now the agents must
looks to be involved with the disturbance to question them. If clear it up before an Agency clean-up crew has to mount up.
anyone is doing anything illegal, they will try to arrest them There are two kinds of Breaches of the Veil: Minor and Major.
and take them back to their headquarters. If the cops feel that
the situation is getting out of hand, they will call for backup,
raising the Alert Level to High Alert.
Minor Breach
In a minor Breach of the Veil there is still a chance that you can
High Alert
cover it up without a clean-up crew getting involved. A Minor
Civilians are panicking and are fleeing the area. Unless a
Breach of the Veil might happen if one or more civilians sees
character appeals to the civilian’s need for safety and appears
an agent use Mikkyo but it’s in a way that the agent could
to be part of law enforcement, all attempts to convince a
theoretically cover up. Additionally, sightings of humanoid
civilian of anything are at a -2 Penalty. The local news crew
yokai can count as Minor Breaches of the Veil if it would be
will be arriving on the scene in 1d6 X 2 minutes to record
possible for the agent to cover it up. A group of witnesses less
the events for later broadcast. The local law enforcement has
than ten only counts as a Breach of the Veil if they’re not taken
sent a number of its Special Forces Operatives (see page 45)
care of (convinced of something else, recruited, or captured).
equal to the players to back up the law enforcement. They
will arrive in 1d6 X 2 minutes.
Major Breach
In a major Breach of the Veil, there’s no way that an agent
could pass the event off as a hoax. The secret is out and
now the players have to deal with the problem. In the event
of a major Breach of the Veil, a clean-up crew is dispatched
and until they arrive, in 10 minutes, the agents are given
authorization to do anything they must to control the situation.
Poisoning
19
Explosives

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

Damaging Items Metal 10 Vitality per Inch


The same rules can be applied when trying to damage an
item. If you want to destroy an item, you can usually determine
how much Vitality that item has by comparing it to the Cover Plaster 1 Vitality per Inch
Materials chart.
Plastic 2 Vitality per Inch
Firing into a Crowd
If a character is in a crowd they are considered Obscured. Stone 8 Vitality per Inch
Additionally, if a character gets no successes when trying
to hit an Obscured target within a crowd, their attack hits a
random person in the crowd. They must deal damage to a Wood 3 Vitality per Inch
person in the crowd determined by the Storyteller.

Using the Cover


Cover can also provide an interesting variation to combat or infiltration. Players could use cover to hide from surveillance
as they move across a crowded courtyard for instance. But it’s equally likely that they could wind up in a tough spot with
an enemy sniper who keeps ducking back into cover, forcing the players to find a way to lure them out or get another
angle on them stealthily. Since you can choose to split your movement in combat, it’s easy to pop out of cover, attack,
and then slip back into cover, forcing your enemy to prepare an Action to shoot you when you pop out.
Yokai's Kamen
20
The Rules

Kamen by Dolan Pondsmith

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

The process of healing during and after missions is often a


complicated one. The Agency has a number of tools that allow Resurrection
agents to recover quickly and be ready for the next mission as
soon as possible but all of these options are expensive and The last form of “healing” is the most intensive. In the case that
time consuming. Depending on the situation, an agent in need an agent is returned to Headquarters in a Spirit Lantern, they
of healing may seek a few different avenues of treatment. can requisition their own resurrection. If the agent’s body was
retrieved, medics heal the body and then resettle the spirit.
An agent resurrected in this manner lowers their Requisition
Natural Healing Points by 10 (to a minimum of 0) for the next mission.
If the body was not recovered, a new body must be
A character regains 3 Vitality at the beginning of every day. created. The agent who is resurrected lowers their Requisition
A character who is Grievously Wounded must either make Points by 20 (to a minimum of 0) for the next mission.
an Average (2) Medicine Check or have someone else make
the Check on them to begin healing.
Healing Between Missions
The Healing Pools Much like real life, once you get substantially hurt it will
take a while to get back on your feet. That’s why missions
In certain circumstances, agents who return from the field are usually spaced out by a few days. This also gives the
gravely wounded but must soon embark on another mission players time to have some down time, interact with each
can requisition the use of the Headquarters’ Healing Pools. other, interact with NPCs, or pursue personal quests. What
Deep within the Medical Wing, miko and kannushi maintain it also does is allow you as the Storyteller to set the pace
eight small pools, filled with blessed spring water mixed with of the game. By giving players plenty of time to rest and
a combination of medicinal herbs. recuperate you’ll set a fairly lax pace but if you want to
Visiting the Healing Pools takes an hour and heals crank up the tension you can shrink that window of down
all damage. After using the Healing Pools an agent lowers time by sending them on numerous missions one after the
their Requisition Points by 5 (to a minimum of 0) until the end other. In this case, the players will feel the pressure and
of their next mission. be more likely to use the Healing Pools. This provides an
interesting quandary, spend their RP on getting healed
or use them to get gear?

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

Disabling the Tattoos


All three tattoos only function while touching the agent’s body. If an agent’s right ear is cut off their Reciever Tattoo is disabled;
if their tongue is cut out their Projector Tattoo is disabled. If an agent’s Receiver or Projector Tattoos are disabled, they must
pick a number of languages equal to their Mind Statistic, which they spoke originally and can still understand. These remain
the agent’s known languages whenever their Receiver or Projector Tattoos are disabled.
The Recorder Tattoo can be disabled by removing the agent’s left eye. In some cases, experienced yokai who take
an agent hostage will attempt to remove their eye to avoid the Agency seeing their operations. This is also why successful
rogue agents, known as nukenin, can be recognized by their lack of a left eye.
Rift Diving
24
The Rules

Tearing a Rift by Silas Goewey

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.

Ignoring the Mosaic


To ignore what they see in the Mosaic, a character must make
a Difficult (4) Resistance or Focus Check. If they succeed, the
character manages to ignore the Mosaic long enough to tear
their eyes away. They lose all other Actions on their Turn.
If the character fails, they are too transfixed by the
Mosaic to look away and their brain is forced to shut off
their eyes in self defense, causing them to suffer the Blinded
Condition for 1 day.

Making Sense of the Mosaic


The true nature of the Mosaic is entirely ineffable. A reality
too massive and too alien for humans to make sense of it let
alone truly explain it. To even begin to understand, one has
to be a little bit crazy. In the full game of Shadow Scar, you’ll
be able to try and decipher this mystery but for now it’s a bit
too much to tackle.

The Void by Cody Pondsmith


26
Rogues Gallery

The Crypt by Creation Studio


27

Rogues Gallery
R
O
G
U
E
S
G
A
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L
E
R
Y
Welcome to the Rogues Gallery
28
Rogues Gallery

The enemies of the Shadow Scar Agency are prevalent


and they vary greatly from one to another. Primarily, these Threat Rankings
enemies are agents of Yomi and Izanami, magical creatures
that have been bent to the will of the corrupted goddess. Along with a general type, the Shadow Scar Agency, ranks
But this isn’t always the case, as sometimes mundane forces each enemy based on their skill, power, and abilities. There
will get involved where they shouldn’t, forcing Shadow Scar are four accepted Threat Rankings: First Rank, Second Rank,
agents to contend with the native threats of the world they Third Rank, and Fourth Rank. Fifth Rank Threats exist but they
are deployed to. are extremely rare.

First Rank Threats


Types of Enemies Rank 1 enemies are considered to be minor threats unless
they are in groups or have an advantage. They usually have
The Shadow Scar Agency classifies their enemies with an only a handful of Vitality and they are used as Foot Soldiers
overall type which quickly establishes certain strengths and for the army of Yomi.
weaknesses at a glance. The three accepted types of enemies
are Mundane Enemies, Yokai Enemies, and Magical Enemies. Second Rank Threats
Rank 2 enemies are considered to be substantial threats to
Mundane
Genin agents. These threats are substantial enough that a
Enemies classified as Mundane are natives to the different single agent should exercise caution when fighting them unless
worlds of the Mosaic and are not supernatural in any way. they are skilled or very well prepared. They are usually used
They have no supernatural abilities and it’s rare for them to as lieutenants of the army of Yomi.
have Mikkyo.
Third Rank Threats
Yokai
Rank 3 enemies are considered to be dangerous to Genin
Enemies classified as yokai are magical creatures from agents and challenging to Chunin agents. These enemies
Nakatsukuni who are under Yomi and Izanami’s grasp. have a lot of different powers and abilities and can bring a
They are widely varied in their abilities and range of power. lot of complications to the table. They are most often used as
However, they usually have at least one compulsion or commanders of groups of yokai in Yomi's Army.
disadvantage that hinders them.
Fourth Rank Threats
Magical Enemies
Rank 4 enemies are major threats which should only be fought
Enemies classified as Magical are capable of Mikkyo but are one on one by Jounin agents. These agents are usually major
not controlled by Yomi or Izanami. They are varied in form, forces in Yomi's Army who are deployed to take on extremely
ranging from powerful kami who can manipulate reality to difficult missions or to lead large groups of yokai. Even for
onmyouji who perform magical rituals. Jounin agents, Rank 4 Threats are dangerous.

Fifth Rank Threats


There are few Fifth Rank Threats left in the Mosaic. In an earlier era, Fifth Rank Threats would have been categorized as
a threat so dire that one instance of this threat could wipe out an entire city. The only creatures to receive the designation
of Rank 5 Threat are the kyojin yokai of the Hundred Years of Sorrow, the Eight Thunder Kami of Yomi no Kuni, and
Izanami herself. Enemies of this threat level are almost always unique instances of yokai or human threats who work
alone or with a small group of subordinates. They are beyond dangerous in combat and cannot be effectively taken
on by a single agent. For instance, even the weakest of daitengu is exponentially more skilled in combat than a human
and far more adept at magic. Their power is such that if they wanted to, they could summon earthquakes and typhoons
and their resilience is off the charts.

Yokai & Weaponry

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.

I find this to be the most amicable form of


Here at the Agency, we have taken painstaking care to catalog every ounce of information we could
possibly find on our enemies! Some of this information is gathered from agents in the field and
communication possible as of the moment.
quite a bit from old folk tales told around campfires during the Hundred Years of Sorrow. While it
--Fugenbo
may not seem like it now, the yokai are not monsters created to kill. No, they have only been made
that way by Yomi. If you look hard enough, you will see that each yokai has their own flaws and
foibles that a clever agent can use to their advantage. Kappa, for instance, are addicted to the taste
and texture of cucumbers!
30
Name Akaname
Rogues Gallery

Type Threat Ranking


Yokai

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.

Quirks Special Senses


Cling to Walls Night Vision
An akaname can stick to smooth surfaces, allowing them to climb
these surfaces without making an Athletics Check and without
having to spend 10ft of movement for every 5ft they move. Armor Vitality
0 8
Diseased Slime
A character who comes into contact with the slime from an
akaname’s Barbed Tongue or body must make a Challenging Ki Reserve Speed
(3) Endurance Check or suffer the Nauseated Condition.
3 35ft
Hatred of Cleanliness
Whenever an akaname comes across an area that is particularly
clean they must make an Average (2) Resistance Check or be
Mind Body Spirit
compelled to take the time to dirty the area.

Light Blindness Awareness Athletics Artistry


Akaname suffer the Blinded Condition while they are being
directly exposed to a bright light such as the light of flashlight,
daylight, or a brightly lit room. Disguise Endurance Insight

Slimy Form Engineering Maneuvering Focus


By taking an Action, an akaname can exude slime from their
pores which makes them immune to the Grappled or Pinned
Knowledge Melee Manipulation
Conditions for 1 minute. Additionally, any character who comes
in contact with an akaname who is covered in slime suffer the
Nauseated Condition. Marksmanship Stealth Performance

Medicine Strength Resistance


Mikkyo

Phlegm Bomb (1 Ki Point)


An akaname can make a Focus Check to spit a glob of diseased Weaponry
phlegm which bursts over all characters in a 10ft radius within
50ft. Any of these characters who fail an opposed Athletics or Name Damage Range Traits
Endurance Check suffer the Nauseated Condition.
Barbed See Diseased Slime,
3 Melee
Tongue Grappling, Reach
31
Name Ao Andon

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.

Special Senses Quirks

Night Vision Drawn to Fear


An ao andon must make an Challenging (3) Resistance Check
to draw its attention away from a character suffering the
Armor Vitality Threatened Mental State and will make a note of notably
cowardly characters as prey.
0 5
Eerie Glow
Ki Reserve Speed When not concealed by its kamen, an ao andon’s body and
lanterns emit a blue glow which lights a 15ft radius area around
4 30ft it. By taking an Action, the ao andon can conceal this glow until
the beginning of its next Turn.
Mind Body Spirit
Fear Radar
An ao andon automatically senses the location of a character
within 50ft suffering from the Threatened Mental State.
Awareness Athletics Artistry
Yuurei
By taking an Action, an ao andon can shift between the Spirit
Disguise Endurance Insight World and the Material World. While in the Spirit World, an
ao andon is treated as though they were a wandering spirit,
Engineering Maneuvering Focus except they retain their Vitality and do not lower their Ki Points.

Knowledge Melee Manipulation


Mikkyo
Marksmanship Stealth Performance
Fear Strike (1 Ki Point)
By taking an Action, an ao andon can make a Focus Check to
Medicine Strength Resistance split open its face and reveal a horrifying sight to each character
in a 25ft radius area adjacent to the ao andon. An affected
character who fails an opposed Resistance Check suffers the
Threatened Mental State.

Wards of Fear (1 Ki Point)


An ao andon can create an invisible seal which covers a 100ft
radius area. For one day, anyone who attempts to enter the
area must make a Challenging (3) Resistance Check or be too
scared to enter the area.
32
Name Blake Atterby
Rogues Gallery

Type Threat Ranking


Mundane

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.

Quirks Special Senses


Barbed Wit None
Once on each of his Turns, Blake Atterby can take a Dishearten
Social Action against a charcter without spending an Action.
The Check, however, is made at a -2 Penalty. Armor Vitality
0 10
Quick Reload
Blake Atterby can reload a weapon with the Ammounition (x)
trait without spending an Action as long as he has ammunition Ki Reserve Speed
of the appropriate type.
0 40ft
Skilled Dualist
When Blake Atterby gets at least two sixes on a Melee Check, Mind Body Spirit
made to defend against a melee attack with his Cane Sword,
the attacking character takes a -2 Penalty to their next Melee
Check against him.
Awareness Athletics Artistry

Disguise Endurance Insight

Engineering Maneuvering Focus

Knowledge Melee Manipulation

Marksmanship Stealth Performance

Medicine Strength Resistance

Weaponry

Name Damage Range Traits


Cane Mundane Disguise,
2 Melee
Sword Parrying
Pistol Highly Concealable,
3 100ft
(12 Bullets) Loud, Ammo (6)
33
Name Jasmine Gamble

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.

Special Senses Quirks

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.

Mind Body Spirit Poison Master


When Jasmine poisons a character, the Difficulty to end
the effects of the poison is 1 level higher. Additionally, the
Awareness Athletics Artistry Difficulty to recognize a poisoned food or drink Jasmine
makes is Master (5) instead of Challenging (3).

Disguise Endurance Insight


Mikkyo
Engineering Maneuvering Focus
Caustic Rain (1 Ki Points)
Jasmine can make a Focus Check to hurl acid orbs at all characters
Knowledge Melee Manipulation in a 20ft radius area within 50ft. Any of these character who fail an
opposed Athletics Check take 1 point of damage at the beginning
Marksmanship Stealth Performance of each of their Turns until they take 2 Actions to clean off.

Medicine Strength Resistance Fox Fire (1 Ki Points)


Jasmine can make a Focus Check to cause a target she touches
who fails an opposed Athletics Check to suffer the Burning
Condition until they take 2 Actions to put it out. This fire is not put out
Weaponry by Environmental Hazards and the target need not be flammable.
Name Damage Range Traits
Smoke Blossom (1 Ki Points)
Concealable, Jasmine can spread a cloud of smoke to fill up to a 20ft radius
Sword 2 Melee area within 50ft which lasts for 10 Minutes. This smoke is opaque
Parrying
and any character in the cloud suffers the Blinded Condition and
Shuriken
1 50ft Precise loses the Keen Smell Sense.
(12)
34
Name Kaede Tanaka
Rogues Gallery

Type Threat Ranking


Mundane

Information

Kaede Tanaka is a regular patron of the Orange Lotus. She


works a back breaking job on the docks and enjoys being able
to come to the den, put her feet up, and relax with a stiff drink,
beautiful women, and a nice atmosphere. Unfortunately, her
peaceful evenings have been ruined by Masaru for the past
three weeks and she’s getting very tired of it.
Kaede by Dolan Pondsmith

Quirks Special Senses


Gang Up None
When one of Kaede's allies is adjacent to their target, they gain
a +1 Bonus to Melee Checks.
Armor Vitality
Blind Courage 0 8
Kaede is immune to the Advanced Form of the Threatened
Mental State.
Ki Reserve Speed
0 30ft

Mind Body Spirit

Awareness Athletics Artistry

Disguise Endurance Insight

Engineering Maneuvering Focus

Knowledge Melee Manipulation

Marksmanship Stealth Performance

Medicine Strength Resistance

Weaponry

Name Damage Range Traits


Grappling, Highly
Chain 1 Melee
Concealable, Reach
Concealable, Heavy
Club 2 Melee
Strike
35
Name Kama Itachi

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.

Special Senses Quirks

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.

Boulder Roll (1 Ki Point)


Weaponry The middle kama itachi can make a Focus Check to move up to 30ft,
through any characters in the way. Any of these characters who fail an
Name Damage Range Traits opposed Athletics or Strength Check to 3 Points of Damage and suffer
the Prone Condition. This ability can target a character multiple times.
Concealable,
Sickle 2 Melee
Grappling Healing Touch (1 Ki Point)
By taking an Action the youngest kama itachi can make a Medicine
Check to cause an adjacent character to regain a number of Vitality
equal to the number of Successes.
36
Name Kappa
Rogues Gallery

Type Threat Ranking


Yokai

Information

Kappa, or river children, are squat, amphibious yokai that


resemble a cross between a human, a turtle, and a frog. They
live near water and love nothing more than to drown their
prey after toying with them. They may seem brutish but they
are actually highly intelligent creatures with an impressive
knowledge of medicine and access to knowledge of secret
medical techniques. The greatest weakness of a kappa is a
deep pool in the top of their head. If this pool is ever drained,
Kappa by Dolan Pondsmith the Kappa becomes sluggish.

Quirks Special Senses


Addiction to Cucumbers None
When faced with the possibility of getting cucumbers, a kappa
must make an Average (2) Resistance Check to refuse the
cucumbers. If this is obviously a trap or the kappa is in danger, Armor Vitality
the DV becomes Simple (1).
1 8

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.

Life Blood Mind Body Spirit


A kappa has a deep reservoir of water in the top of their head
that empowers them. If all of the water is removed from this
reservoir, the kappa becomes sluggish, suffering the Hindered
Condition until its reservoir is filled. Awareness Athletics Artistry

Medical Miracles Disguise Endurance Insight


By taking an Action a kappa can make a Medicine Check to
cause an adjacent character to regain a number of Vitality
equal to the number of Successes. Engineering Maneuvering Focus

Withdraw Knowledge Melee Manipulation


By taking an Action, a kappa can withdraw into its shell. While
withdrawn, a kappa cannot take any Actions but benefits from
Cover with 10 Vitality. When this cover is destroyed, the kappa Marksmanship Stealth Performance
is forced out of its shell and it cannot use this ability for 24 Hours.
Medicine Strength Resistance

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.

Special Senses Quirks

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.

Disguise Endurance Insight


Mikkyo
Engineering Maneuvering Focus
Oily Lick (1 Ki Point)
Knowledge Melee Manipulation A Karakasa can make a Focus Check to cover their long tongue
with an oily substance and lick a character within 15ft who fails
an opposed Athletics or Endurance Check, causing them to
Marksmanship Stealth Performance suffer the Nauseated Condition.

Medicine Strength Resistance


38
Name Medium Animal
Rogues Gallery

Type Threat Ranking


Mundane

Information

Medium Animals include wolves, large dogs, panthers, and


many other animals which make excellent hunting companions
or dangerous threats. Unlike their larger kin, medium animals are
more focused on variability, usually having many capabilities
to adapt to environments. They are also usually more adept at
stealth hunting and stalking.
Wolf by Dolan Pondsmith

Quirks (Pick 2) Special Senses (Pick 2)


Flight Night Vision, Keen Hearing, Keen Smell, Motion Sense
The medium animal can take flight as part of its Movement or
Dash Action, allowing it to move in three dimensions or hover
in the air. Armor Vitality
0 10
Amphibious
The medium animal can hold their breath for up to an hour at a
time and suffers no Penalties from being underwater. Ki Reserve Speed
0 40ft
Skilled
The medium animal is more skilled than the usual creature. They
have 5 points to split between the following skills: Disguise, Mind Body Spirit
Engineering, Medicine, Performance, Maneuvering, and Artistry.

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

Name Damage Range Traits


Claws or
2 Melee None
Fangs
39
Name Minor Kami

Rogues Gallery
Type Threat Ranking
Magical

Information

Minor kami are members of the Yaoyorozu no Kami, or the


Countless Spirits. Where the Amatsukami are the deities of the
spirits, the Yaoyorozu no Kami are the peasants, as it were.
minor kami shift back and forth between the Spirit World and
the Material World, living mostly peaceful lives much like
humans. When moved to violence, minor kami are as varied
as humans, but are most likely to use their powers to change
their environment and create objects to hinder their assailant.
Minor Kami by Dolan Pondsmith

Special Senses Quirks

Night Vision, Spirit Sight Flight


A minor kami can float through the air to move in three dimensions
or hover in midair.
Armor Vitality
0 Spiritual Body
20 A minor kami's entire body is made up of ki, meaning their
Ki Reserve is extremely high but also tied to their Vitality. For
Ki Reserve Speed simplicity's sake, a minor kami uses their Vitality as though it
were the Ki Reserve. Additionally, when they take the Recovery
See Spiritual Body 30ft Action, they regain 3 Vitality Points instead of 1 Ki Points.

Mind Body Spirit Kami


A minor kami can shift between the Spirit World and the Material
World without taking an Action. While in the Spirit World, a
minor kami is treated as though they were a wandering spirit,
Awareness Athletics Artistry except they retain their Vitality and do not lower their Ki Points.

Disguise Endurance Insight


Mikkyo
Engineering Maneuvering Focus
Rift Claw (3 Ki Points)
A minor kami can tear a rift in reality, which closes after 1 minute.
Knowledge Melee Manipulation A character can Rift Dive through this rift.

Marksmanship Stealth Performance Shift Reality (3 Ki Points)


A minor kami can create an Environmental Hazard in a 25ft
radius area within 50ft of them. These hazards last for 1 hour.
Medicine Strength Resistance
Create Small Objects (3 Ki Points)
A minor kami can create a small object within 50ft of them.
This object can be anything with a Cost of 3 or less with the
exception of one-of-a-kind objects. These objects last for 1 hour.
40
Name Namahage
Rogues Gallery

Type Threat Ranking


Yokai

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.

Quirks Special Senses


Enraged by Sloth Night Vision
If a namahage witnesses someone being lazy or refusing to
work, they will brand that person as prey. In combat they will
attack that person first. Out of combat, if given free time they Armor Vitality
may seek that person out to punish. A namahage must roll an
Average (2) Resistance Check to avoid this behavior. 1 10

Skilled Butcher Ki Reserve Speed


While it is wielded by a namahage, any dagger or kunai deals
an additional 1 damage and gains the Parrying, Precise, and 2 30ft
Rending Traits.
Mind Body Spirit
Mikkyo
Blinding Fury (1 Ki Point) Awareness Athletics Artistry
A namahage can enter a magically induced frenzy for 1 minute.
During this frenzy, the namahage increases its Vitality by 3, is
immune to Mental States and Social Actions or Mikkyo that Disguise Endurance Insight
would affect their mind.
Engineering Maneuvering Focus

Knowledge Melee Manipulation

Marksmanship Stealth Performance

Medicine Strength Resistance

Weaponry

Name Damage Range Traits


Highly Connceable,
Butcher's
2 Melee Parrying, Precise,
Knife
Rending
41
Name Nekomata

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.

Special Senses Quirks

Keen Hearing, Night Vision, Spirit Sight Cat-Footed


On a nekomata’s Turn, they can make a Stealth Check to conceal
themselves or remain unnoticed without taking an Action.
Armor Vitality
0 Contemptuous
28 A nekomata will not use the Help Out Action unless ordered to.

Ki Reserve Speed Diseased Bite


When a nekomata deals damage with their diseased jaws, the
8 40ft
targeted character is infected. An infected character suffers the
Drained and Nauseated Condition until they make a Master
Mind Body Spirit (5) Endurance Check, or until someone makes a Master (5)
Medicine Check with a first aid kit.

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.

Weaponry Puppeteer (5 Ki Points)


A nekomata can reanimate a corpse with 25ft for 10 minutes. While
reanimating the corpse, the nekomata can take 1 Action to force the
Name Damage Range Traits corpse to perform an Action, using the nekomata's Skill Bases instead
of the corpse’s.
Razor Grappling, Parrying,
3 Melee
Claws Precise, Twin Weapon
Steal Faces (1 Ki Point)
Diseased A nekomata can peel the face off a corpse to make itself a
4 Melee See Diseased Bite
Jaws kamen to disguise themselves as that person.
42
Name Nurikabe
Rogues Gallery

Type Threat Ranking


Yokai

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.

Quirks Special Senses


Solid as Stone Motion Sense
A nurikabe is immune to any attempt to Shove or Trip them.
Additionally, whenever a character tries to pass through the
space of a nurikabe or grapple a nurikabe, the nurikabe gains Armor Vitality
a +2 Bonus to the Strength Check made to stop them.
3 16
Vibration Sensitive
Whenever a nurikabe using its Living Wall Mikkyo comes Ki Reserve Speed
in contact with powerful vibrations, they must succeed a
4 15ft
Challenging (3) Endurance Check or immediately transform
back into their natural form.
Mind Body Spirit
Mikkyo
Living Wall (1 Ki Point) Awareness Athletics Artistry
A nurikabe can mold its form to appear as a wall that matches
its surroundings. Additionally, the nurikabe can expand its height
and width by up to 50ft. The nurikabe can remain expanded in Disguise Endurance Insight
this way indefinitely, but while expanded, its Speed is reduced
to 0 and it cannot use Athletics to defend. Additionally, while Engineering Maneuvering Focus
expanded, the nurikabe can interact with any character or
object adjacent to its body.
Knowledge Melee Manipulation

Marksmanship Stealth Performance

Medicine Strength Resistance

Weaponry

Name Damage Range Traits


Crushing Grappling, Unrelenting,
4 Melee
Paws Twin Weapon
43
Name Police Officer

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

Special Senses Quirks

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

Mind Body Spirit

Awareness Athletics Artistry

Disguise Endurance Insight

Engineering Maneuvering Focus

Knowledge Melee Manipulation

Marksmanship Stealth Performance

Medicine Strength Resistance

Weaponry

Name Damage Range Traits


Pistol Highly Concealable,
3 100ft
(12 Bullets) Loud, Ammo (6)
Highly Concealable,
Baton 1 Melee
Parrying
44
Name Small Animal
Rogues Gallery

Type Threat Ranking


Mundane

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.

Raven by Dolan Pondsmith

Quirks (Pick 2) Special Senses (Pick 2)


Flight Night Vision, Keen Hearing, Keen Smell, Motion Sense
The small animal can take flight as part of its Movement or Dash
Action, allowing it to move in three dimensions or hover in the air.
Armor Vitality
Amphibious 0 5
The small animal can hold its breath for up to 1 hour at a time,
and suffers no penalties from being underwater.
Ki Reserve Speed
Skilled
0 30ft
The small animal is more skilled than the usual creature. It has 5
points to split between the following skills: Disguise, Engineering,
Medicine, Performance, Maneuvering, and Artistry. Mind Body Spirit
Venomous
When the small animal deals damage with its unarmed strike,
the targeted character is poisoned. A poisoned character takes Awareness Athletics Artistry
3 points of damage at the beginning of each of their Turns until
they make a Challenging (3) Endurance Check, or until someone
makes a Challenging (3) Medicine Check with a first aid kit. Disguise Endurance Insight

Tiny Size Engineering Maneuvering Focus


The small animal is small enough to slip into small spaces but it
takes a −2 Penalty to Strength Checks.
Knowledge Melee Manipulation
Innocuous
Characters who see the small animal don't think of it as a threat Marksmanship Stealth Performance
unless they have been given a reason to.
Medicine Strength Resistance
45
Name Special Forces Agent

Rogues Gallery
Type Threat Ranking
Mundane

Information

Special forces agents include high ranking Psoglav Security


personnel, SWAT team members, and specially trained law
enforcers within large Nihonjin cities. They are trained in
infiltration and tactics and their commanding presence makes
them excellent leaders. It's best to stay behind cover until you
can close the distance between you and a special forces agent
to stop them from being able to hit you with their rifle or move
to a more advantageous position.
Special Forces Agent by Dolan Pondsmith

Special Senses Quirks


Night Vision Commanding Presence
The presence of a special forces agent is impossible for their
Armor Vitality subordinates to ignore and it keeps them from stepping out of
line. While in the presence of a special forces agent, allied
2 20 characters gain a +2 Bonus to Resistance Checks made to
resist Social Actions.
Ki Reserve Speed
Instinct
0 30ft When a combat surprise Round begins a special forces agent
can take their Action at their place in Initiative as if they had
noticed the attack. However, any Check they must make during
Mind Body Spirit that Round is at a -1 Penalty.

Rally the Troops


Awareness Athletics Artistry The inspiring presence of a special forces agent raises their
allies' fighting spirit. While in the presence of a special forces
agent, allied characters increase their Vitality by 3.
Disguise Endurance Insight
Quick Reload
Engineering Maneuvering Focus A special forces agent can reload a weapon with the Ammunition
(x) trait without spending an Action as long as they have
ammunition of the appropriate type.
Knowledge Melee Manipulation

Marksmanship Stealth Performance

Medicine Strength Resistance

Weaponry

Name Damage Range Traits


Ammunition (6),
Rifle
5 300ft Loud, Precise, Two-
(12 Bullets)
Handed, Unrelenting
Highly Concealable,
Batons 1 Melee
Parrying
46
Name Street Punk
Rogues Gallery

Type Threat Ranking


Mundane

Information

Street punks are some of the least dangerous human opponents


a Shadow Scar agent will encounter. They're not armored, they
rarely have any overwhelming skill, and their armament consists
of whatever they can find around including clubs, chains, and
other makeshift weapons. The most dangerous aspect of a street
punk is that they usually attack in groups and they are able to
be a real threat if they can gang up on a person and overwhelm
them with sheer numbers.
Street Punk by Dolan Pondsmith

Quirks Special Senses


None
Gang Up
When a street punk’s ally is adjacent to their target, they gain
a +1 Bonus to Melee Checks. Armor Vitality
0 8

Ki Reserve Speed
0 30ft

Mind Body Spirit

Awareness Athletics Artistry

Disguise Endurance Insight

Engineering Maneuvering Focus

Knowledge Melee Manipulation

Marksmanship Stealth Performance

Medicine Strength Resistance

Weaponry

Name Damage Range Traits


Grappling, Highly
Chain 1 Melee
Concealable, Reach
Concealable, Heavy
Club 2 Melee
Strike
47
Name Tsuchigumo

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.

Special Senses Quirks

Night Vision Burrowing


A tsuchigumo can burrow through hard earth and soil unimpeded.
Armor Vitality
Cling to Walls
2 16 A tsuchigumo can climb smooth surfaces without making an
Athletics Check and without having to spend 10ft of movement
Ki Reserve Speed for every 5ft they move.

6 30ft Reclusive Home


A tsuchigumo who has been in a location for a week will have
created a web in a secluded area, distant from human traffic
Mind Body Spirit but close enough for them to hunt.

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.

Engineering Maneuvering Focus


Mikkyo
Knowledge Melee Manipulation Create Snare Web (1 Ki Points)
A tsuchigumo can cast out a web with 20 Vitality over a 25ft
Marksmanship Stealth Performance radius area within 25ft. A character who enters this area suffers
the Grappled Condition until they make a Difficult (4) Strength
Check. Additionally, if something touches the web while the
Medicine Strength Resistance Tsuchigumo is also touching the web, the Tsuchigumo is alerted
to their presence.

Illusory Web (3 Ki Points)


Weaponry A tsuchigumo can cast out a web with 2 Vitality over a 25ft
radius area within 25ft which can only be spotted with a Difficult
Name Damage Range Traits (4) Awareness Check. A character who enters this area is
unknowingly covered in this webbing and begins to hallucinate
See Tsuchigumo
Fangs 3 Melee whatever the tsuchigumo desires. This illusion can be ended by
Venom taking 2 Actions to clear off the webbing.
Grappling, Heavy
Claws 3 Melee Strike, Reach, Twin
Weapon
48
Rogues Gallery

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