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1

Rules and System


One day
You wandered off too far from home. This cant be good. A breeze flows through the
meadow. The air is getting chilly. You started walking towards home. The air outside the
village feels cleaner and fresher but its dangerous at night. You never know what might
show up.

You were walking down the streets peacefully, but by the corner of your eye you notice
something. You notice something hovering above a stone. You walk closer and look around.
you dont see anything. You decide not to go further because the area over has is marshy
and not safe at this time.

You continue walking by your way, you feel a tug by your feet. You look down but it pulls
your feet and trips you. You look around in confusion but you dont see anything. Drifting
above your head you see a Yokai. You were pissed. Yokai are nice sometimes but they are
mostly annoying. You try to woo it away. Playfully you try to push it away but it doesnt
budge.

The Yokai wants to play with you. He picks up a stick and pokes your belly. IT WAS WAR!
You picked up a stick to and the fight begins.

First you note down the enemy's skill and toxin level in your encounter box while doing this
you keep track of your skill, toxin and influence levels too. (Details)

First, you roll two dice for the Yokai. Add its skill score. This total is the opponents Attack
Strength.
Roll two dice for yourself. Add the number rolled to your current skill score. This total is your
Attack Strength.
If your Attack Strength is higher than the Yokais, you have attacked him. If your opponents
Attack Strength is higher than yours is, it has wounded you. If both Attack Strength totals are
the same, you have avoided each others blows start the next Attack Round from steps 1
above.
There is no way that you can let that yokan beat you!
When you land a blow on your enemy subtract 2 points from its TOXIN score. If the Yokai has
a greater attack strength subtract 2 point from your toxin score

The Yokai doesnt believe in backing off. It was time to show who the boss is. You feel a
tingling sensation running through you
Its the power of influences. Strong emotions can trigger these events. This is an
overwhelming power you have to channel it wisely.

If you have wounded your enemy, test your influence, if its successful, the Yokai will suffer a
toxin loss of 3 points (+1 extra)
However, same goes for you, if you lose, you get damaged by -3 toxin points. (-1 extra)
Every time you tested your influence its initial value decreased by -1

Finally, the Yokai had given up and you won. It was a fun day but you were late! EXTRA
CHORES FOR YOU!

For system details:


Skill Toxin Influence
Battles
Escaping from battles
Influence
Skill
Toxin
Provisions
Equipments and potions
Death

SKILL, TOXIN and INFLUENCE


To determine your Initial SKILL, TOXIN, and INFLUENCE scores:

SKILL Roll one die. Add 6 to the number and enter this total in the SKILL box.

TOXIN Roll two dice. Add 12 to the number and enter this total in the TOXIN box.
INFLUENCE Roll one die. Add 6 to the number and enter this total in the INFLUENCE box.

For reasons that will be explained below, all your scores will change constantly during the
adventure. You must keep an accurate record of these scores, and for this reason, you are
advised to write small in the boxes or to keep an eraser handy. However, never rub out your
Initial scores.

Although you may be rewarded additional SKILL, TOXIN and INFLUENCE points, these totals
may never exceed your initial Scores. SKILL reflects your general expertise in fighting and
combat; the higher the better. TOXINS refer to the amount of antibodies in your body, the
higher the toxin the better you feel. Low toxin can lead to dangerous conditions like paralysis
or even death; the higher your TOXIN score, the longer you will be able to survive.
INFLUENCE score indicates how much influence spirits (good or bad) have on you. This is
tricky as this can either have a positive or a negative outcome.

Battles
During your adventure, you will often come across pages in the book, which instruct you to
fight a creature of some sort. An option to flee may be given, but if not or if choose to
attack the creature anyway you must resolve the battle as described below.

First, record the opponents SKILL and TOXIN scores in the first empty Encounter box on your
Adventure Sheet. The scores for each opponent or creature are given in the book each time
you have an encounter. You should also make a note of any special abilities or instructions,
which are unique to that particular opponent.

The sequence of combat is then:

1. Roll two dice for your opponent. Add its SKILL score. This total is the opponents Attack
Strength.
2. Roll two dice for yourself. Add the number rolled to your current SKILL score. This total is
your Attack Strength.
3. If your Attack Strength is higher than your opponents is, you have wounded it. Proceed to
step 4. If your opponents Attack Strength is higher than yours is, it has wounded you.
Proceed to step 5. If both Attack Strength totals are the same, you have avoided each
others blows start the next Attack Round from steps 1 above.

4. You have wounded your opponent; so subtract 2 points from its TOXIN score. You may use
INFLUENCE here to do additional damage (see below). Proceed to step 6.
5. Your opponent has wounded you; so subtract 2 points from your TOXIN score.
You may use INFLUENCE to reduce the loss of TOXINS (see below). Proceed to step 6.
6. Make the appropriate adjustments to either your opponents or your own TOXIN scores
(and your INFLUENCE score if you used INFLUENCE see over).
7. Begin the next Attack Round, starting again at step 1 with your current SKILL score. This
sequence continues until the TOXIN score of either you or your opponent reaches zero
(death). If your opponent dies, you are free to continue with your adventure.
If you die, your adventure ends and you must start all over again by creating a new
character.

Escaping from battles


On some pages you will be given the option of Escaping from a battle should things be going
badly for you. However, if you do run away, your opponent automatically scores one wound
on you (subtract 2 TOXIN points) as you flee. Note that you may use INFLUENCE on this
wound in the normal way (see below).
You may only escape if that option is given to you on the page.

INFLUENCE
At various times during your adventure, either in battles or when you come across other
situations in which you could use the help from your guiding spirits (details of these are
given in the relevant pages themselves), you may use influence to make the outcome more
favourable to you. However, beware! Using influence is a risky business because everyone
has their own motive to look out for, therefore, the results could be disastrous.
The procedure to check for help via influences is as follows: roll two dice. If the number
rolled is less than or equal to your current influence score, then the influence of the spirits
towards you is positive and the outcome will be in your favour. If the number rolled is higher
than your current influence score, then the influence is negative and will be penalised.
Each time you Test your influence, you must subtract 1 point from your current INFLUENCE
score. Thus, you will soon realise that, the more you rely on your INFLUENCES, the
more risky this procedure will become.

Using INFLUENCE in battles


In battles, you always have the option of using your LUCK either to score a more serious
wound on an opponent you have just wounded or to minimise the effects of a wound you
have just received.

If you have just wounded an opponent: you may Test your influence as described
above. If it is positive, you have inflicted a severe wound; deduct an extra 2 points from your
opponents TOXIN score. However, if its negative, your blow only scratches your opponent,
and you deduct only 1 point from your opponents TOXIN (instead of scoring the normal 2
points of damage, you now only score 1).

If the opponent has wounded you: you may Test your influence to try to minimise the
wound. If it is positive, your opponents blow only grazes you; deduct only 1 point from your
TOXIN. If its negative, your wound is a serious one and you must deduct 1 extra TOXIN point
(i.e., a total of 3 points from your own TOXIN). Remember: you must subtract 1 point from
your INFLUENCE score each time you Test your influence.

SKILL
Your SKILL score will not change much during the course of your adventure. Occasionally a
paragraph may give you instructions to increase or decrease your SKILL score, but it may
not exceed its Initial value unless you are specifically instructed to the contrary.
At various times during your adventure, you will be told to Test your Skill. The procedure for
this is the same as that for testing your influences: roll two dice. If the number rolled is less
than or equal to your current SKILL score, you have succeeded in your test and the result will
go in your favour. If the number rolled is higher than your current SKILL score, you have
failed the test and will have to suffer the consequences. However, unlike Testing your
influence, do not subtract 1 point from your SKILL each time you Test your Skill. Your SKILL
score can never exceed its initial value unless specifically instructed on a page. Drinking the
Potion of SKILL (see later) will restore your SKILL to its initial level at any time; except when
engaged in a battle.

TOXINS
Toxins can work in different ways, there are basically two types of toxins, Alpha toxins or
Antibiotics and Beta Toxins.

Alpha toxins are the good toxins that will help you survive. Whenever you are attacked the
Alpha toxins in your body reduces. If they reach zero you will transform or mutate into the
creature that caused the toxin to fall to zero.
This is where Beta toxins come into play. These are the affected toxins, all mutated and
infected beings have Beta toxins in their body. When attacked these toxins fall. Once they
reach zero the enemy is defeated.

Provisions
Everyone knows that food is vital as a form of sustenance. The text shall instruct you to
have antibiotics (Alpha Toxins) at certain times in your adventure. This means youll have to
erase one capsule automatically without gaining TOXINS! Venturing into any adventure may
prove arduous indeed; therefore you need medicine supplies just to keep your strength up.
This then leads to a second possibility: if you have no provisions and the text tells you to eat
a capsule, you must reduce your TOXINS by 3 points! Any other time you eat a capsule, you
may restore 4 lost TOXIN points, except during combat or when performing any other similar
action.

Equipments and Potions


You will start your adventure with a bare minimum of equipment, but you may find other
items during your travels. You have a backpack to hold your Provisions and any other items
you may come across.
In addition, you may take one bottle of a magical potion, which will aid you on your mission.
You may choose to take a bottle of any of the following:
A Potion of Izanami restores SKILL points.
A Alpha toxin potion increases alpha TOXINS points.
A Potion of Izanagi restores INFLUENCE points and adds 1 to initial INFLUENCE.

These potions may be taken at any time during your adventure (except when engaged in a
battle). Taking a measure of potion will restore SKILL, TOXIN or INFLUENCE scores to their
initial level (and the Potion of Izanagi will add 1 point to your initial LUCK score before LUCK
is restored).

Each bottle of potion contains enough for one measure; i.e. the characteristic may be
restored once during an adventure. Make a note on your Adventure Sheet when you have

used up your potion.


6

Death
When your toxin level turns to zero. It depicts that you have died. To resume the journey
start from the beginning of the part you have died.

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