Kaidan - Way of The Yakuza

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KD11

Way of the YAKUZA


A faction guide to the Yakuza Criminal Organization of Kaidan

Jonathan McAnulty

K A I D A N
Way of the YAKUZA
a Kaidan Faction Guide for Criminal Organizations

Designer/Author: Jonathan McAnulty


Cover Artist: John Wigley
Cartographer: Michael K. Tumey
Illustrator: Michael K. Tumey
Page Layout: Michael K. Tumey
Publisher: Steven D. Russell
Compatibility with the Pathfinder Roleplaying Game, requires Pathfinder Roleplaying Game from Paizo Publishing LLC
See http://paizo.com//pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not
guarantee compatibility, and does not endorse this product.

Kaidan: a Japanese Ghost Story Copyright C 2010, Steven D. Russel, Open Gaming License Copyright C 2007
Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing LLC, and the Pathfinder
Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing LLC and are
used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/PathfinderRPG/compatiblity for more
information about compatibility license.

This edition is printed and distributed, under license, by Cubicle 7 Entertainment Limited of Riverside House, Osney Mead,
Oxford, OX2 OES, UK. For further information about other Cubicle 7 Entertainment games please check out our website and
forums at http://www.cubicle7.co.uk

Page 1
Table of Contents
Adventure Background Page 2
Adventure Synopsis Page 3
The Introduction Page 4
Beginning the Adventure Page 5
Map of the Monastery Page 7
Miyamakoori Monastery Page 8
Appendix One: New Monsters Page 16
Appendix Two: Pre-generated Characters Page 21
Appendix Three: Gamemaster Aids Page 27

Page 2
Way of the Yakuza will be different? ...Or, perhaps not. Only time will
tell, for ours is a dangerous path. Yet we would
choose no other.

In every village and every town, our presence is felt.


Though others see only the gambling houses and sake
Part 1: Introducing the Yakuza shops, we know the true reason we fight. We are the
Greetings, my friend. If you have come for champions of our people, and the heroes of the
knowledge, enter and have a seat. Pardon me, that I outcast. It is we who defend our way of life.
do not rise and greet you properly, but I am not as
young as I once was. As the hair grays, the bones Come, I shall instruct you in the way of the yakuza, that
grow weak. I’ve outlived more than most and I’ll you may be prepared for the road you have chosen...
wager there’s a few more I’ll yet outlive.

Yes, indeed. I’ve seen many young bo-kan like The yakuza is your true family. You are but one
yourself come through those doors over the years. member and all must work as a team. Never
Full of spirit and ready to take on anyone, be they betray your yakuza family, not even to your own
demon or men. Most do not last long. Perhaps you wife or child.

Page 3
The Beginning of the Yakuza we operate outside of the emperor’s laws, but it was
In the days before the immortal emperor, after the the nobles who cast us out. This is not to say that we
first great war with the oni, the land was a lawless are common thieves. We do not condone activities
place. Many companies of soldiers were dismissed such as burglary, petty theft, or violence against our
from service. Many of these ronin, suddenly bereft people. Indeed, should some nefarious individual
of income and food, turned to banditry. They attempt such a thing in our territory he would soon
formed bands of kabukimono, looting and find himself our enemy. Our primary purpose, as
plundering unprotected villages. They were a ever, is the defense of the people, and in exchange for
violent, garish lot. The worst of their depredations this defense, we impose a levy on our eta brethren,
were directed against the eta and the hinin, for the though we never require more than we judge a
nobles and the samurai, or asuras, considered the person has the ability to pay. At the same time, the
protection of such as we to be beneath them. Better, yakuza manage and control almost every aspect of
in their mind, that a hundred unclean die than one hinin life. Naturally, we maintain bakuto parlors,
of their own suffers inconvenience. brothels and taverns. But our interests extend far
beyond these things and we earn much profit from
In those days, the hinin and the eta castes were not theaters, butchery, tanneries and even cemetery
as they were now. They were a people apart from maintenance. Any and every aspect of hinin-eta life
each other, though they moved in the same realm. falls within our purview and we work diligently to
The eta had land and money. Materially, most of the protect our interests, both from the government
hinin had little but the clothes on their back, living bureaucracy and from rival yakuza gangs seeking to
hand to mouth. Yet the majority of the hinin had that expand their own territory.
which the eta lacked: freedom! We could move
where we would in the land, doing as we pleased and The yakuza also make it a practice to loan out money
answerable to none. This is not to say that we were to our eta-hinin brethren. While some complain about
not afflicted as the eta. The bakuto [lit. gambler] our rates of interest, there are few other lenders
houses in particular were ripe targets and it was not willing to take a chance on our people. In truth, we
safe for the tekiya vendors. ask little of those we make loans to except that they
continue to pay us as they are able. Some less
It is said that Osa Hideyoshi of Oten-jo in Hamato scrupulous yakuza gangs sometimes take advantage of
province, the owner of a prosperous bakuto house, their borrowers, using debt as an excuse to confiscate
was the first to organize the hinin into a force property, but generally, those who can pay back their
capable of resisting the kabukimono. Arming those debts have little to fear from the yakuza. When an
under him with weapons plundered from the asuras, individual cannot repay his loans, arrangements can
he skillfully drove the gangs from the region around be made for him, or his family, both male and female,
his village. His success spurred on others and soon to work off the debt. Many young bo-kan got their
hinin gangs in various towns and villages throughout start in the gangs while working to repay their
Hamato began forming, each pledging allegiance to parent’s obligations.
Hideyoshi-sama, who they named kumicho [lit.
boss]. Beyond Hamato, other yakuza gangs began to There are several yakuza gangs who maintain warehouses
form, offering protection to hinin and eta alike. As and operate markets. It is a sad truth that the nobles
the gangs gained in power and prestige, they began would keep our people poor, ill defended and ill fed, the
to command respect from the communities in which better to keep us in line. For the sake of survival, it is
they operated. It was only natural that the various necessary to learn to move cargo, both goods and people,
kumicho began taking control of hinin businesses away from the sight of those who would oppress and
such as gambling, women, and entertainment. The abuse us. There are few things the yakuza cannot arrange
eta were also brought into the fold, being made to to buy and sell, should the price be right, and most yakuza
pay for the protection the yakuza were providing for gangs have some experience at smuggling.
them. As the various kumicho gained in wealth, they
proceeded to buy ever more houses and businesses. Yakuza Organization
They hired more men, including some of the very While it is not improper to speak of yakuza gangs, it is
kabukimono they had once fought against. Within important to realize that, in truth, each gang is best
time, the yakuza became a force to be reckoned with, thought of as a family. When a man wishes to join the
one not easily ignored, even by the nobility. yakuza, he does so through a ceremony akin to a
traditional wedding. Within a holy yokinto shrine, the
Yakuza Interests hopeful exchanges sake with the man he would accept
Today, the yakuza are well organized, with gangs in as oyabun. Following this ceremony, the new recruit is
every city and hinin-eta village. Some, misinformed, instructed to think of all within the yakuza gang as his
think of the yakuza as criminals. It is not so. Perhaps family, closer than even blood kin.

Page 4
The kumicho, or boss, of each yakuza gang is Wives, daughters, and even girlfriends of a member
formally addressed as the oyabun and is responsible are accorded respect according to the respect due
for the actions of all within his “family.” Those their man. Women, with only a few exceptions, never
underneath him are considered brothers, though wield great authority within the ranks, excepting that
their rank within the gang determines if they are natural influence they may be able, through strength
Kyodai (big brother) or Shatei (little brother). of personality, to exert over their men. Upon rare
Naturally, one brother’s superior may well be occasion, if she can find an oyabun to accept her, a
another brother’s younger “sibling.” In larger gangs, woman will formally pledge herself to the group, even
there may even be multiple oyabun, with one oyabun to the point of obtaining tattoos on her arms and
being the kobun, or son, of another, more senior back. Such women often serve in the bakuto parlors as
oyabun. dealers, or dice casters. Parlors with female dealers do
indeed prove popular, no doubt, in part, due to the
The yakuza has many different needs, and while it is custom of the dealer being shirtless when casting dice.
common for outsiders to associate the yakuza with
the image of the bo-kan, not all of our members are
Conduct yourself properly when you wear the
young toughs. The yakuza organization possesses
insignia of your yakuza family so that shame
many accountants, administrators, litigants, sake
may not come on our name.
servers, and bakuto. Additionally, within our employ,
even when they are not a direct part of the family,
are the entertainers, geisha, merchants and Yakuza Life
workmen who serve in the businesses we operate. Specific customs may differ wildly from one yakuza
Few oyabun run all matters themselves. Instead, gang to another. Some kumicho run their families as
they choose a first lieutenant, or wakagashira, to one would run a large business conglomerate, where
assist them in running the gang. These wakagashira, the focus is constantly on profit and new ventures.
like the kamuchi himself, help shape the attitudes Other oyabun, especially in the smaller gangs, choose
and behavior of each gang. to focus on the individual needs of their people and
communities, taking their responsibilities as surrogate
When a man joins the yakuza, it is natural for us to parents to heart. The personality and the specific
consider his women as a part of the family as well. organization of each gang thus, in many ways, reflect
the attitudes and concerns of the man leading the gang.

Still, there are some things in common among all


yakuza. Nearly every gang, regardless of size,
maintains a bakuto parlor, a structure that frequently
doubles as a sake house and sometimes even as a
brothel. As we draw our name (ya-ku-za is a losing
hand in the game of oicho-kabu) and much of our
heritage from a game of chance, this is only proper, an
homage to our roots.

Another custom which is now ubiquitous among the


various families is the ritual of penance, yabitsume,
for sleights against one’s oyabun and failure to
perform one’s duty properly. This ritual finger cutting
is more common in some gangs than in others,
depending on the severity of the oyabun, but all
practice it to one degree or another. For a first
transgression, the yakuza member is required to cut
his little finger off at the second knuckle and present
the cut finger to the oyabun as tribute. The loss of the
finger means that the one so punished must, of
necessity have a greater difficulty in wielding his
sword. Further transgressions lead to the loss of the
ring finger. If a member transgresses a third time,
most oyabun will determine the offender to be an
incorrigible son and order him slain or banished.
Truly great offenses sometimes bring retribution on
the wife and children of the traitor.

Page 5
Finally, regardless of size, attitude or other interests,
every yakuza family has this in common: the wearing
of tattoos. In older days, the nobility marked those
they deemed to be criminals with tattooed bands
around their arms. The wearing of tattoos is thus a
symbol of our defiance against the constraints the
nobility would place upon us. Traditionally, the
tattoos we wear are elaborate affairs, taking months
and years to complete, not to mention much coin.
Because of this, the tattoos can tell you something of
a yakuza’s rank, for the more tattoos a yakuza wears,
the longer he has been with the organization and the
richer he is. Most young bo-kan, such as yourself,
begin with simpler tattoos on their arms or
shoulders. Eventually, it is expected that the images
cover front and back of the torso and even the legs.
The exact images a yakuza chooses is up to the tastes
of the individuals, and of themselves they typically
mean nothing. Our tattoo artists, the horomonoshi,
are all quite talented, for a bad tattoo can be more
than a man’s life is worth, and the images they
produce are veritable masterpieces of colored ink.
Yet the most expensive tattoos are those created by
the horimyo, for they have arcane virtues.

When in the headquarters of your yakuza


family, sit properly when making a greeting. Be
sure to tuck your thumbs in under your hands,
especially when speaking to your oyabun.

Yakuza Religion and Alignment Yakuza have a natural disregard for the laws of the
nobility. While we do not openly flaunt our defiance of
As is true with so much else, the religious their edicts, lest we bring down the wrath of the
inclinations of a yakuza family are largely samurai upon our heads, most of our business is in
determined by the leanings of the kumicho. Most direct contravention of the Shogun’s will. For the
yakuza, especially the younger members, are, most part, the asuras and the nobility are content to
admittedly, not very spiritual; but a wise oyabun let us be. While we like to tell ourselves that this is
insures that his children pay the proper respects to because they fear our blades, most of us realize that
the kami, whether they want to or not. With all the they simply consider us as unworthy of their
world against us, why antagonize the spirits as well? attentions, perhaps not realizing how much wealth we
actually control.
The more spiritual families help maintain a local
shrine, making regular donations toward shrine A yakuza’s exact disposition is often dependent upon
upkeep and the priests’ salaries. Most yakuza gangs his age and rank in the organization. Younger
fund at least one annual matsuri, with the entire members tend to be more chaotic and free-willed.
gang helping to carry a mikoshi around the Older members are frequently set in their ways, and,
community. Such festivals are as much about having gained some authority, believe it proper to
building goodwill as they are about appeasing the honor authority (at least within the gang). While
spirits. These festivals are also some of the few times, many members are understandably devoted to their
outside of the betting parlors, or the public baths, own self-interests and self-advancement, and while
where gang members will openly display their some gangs have a penchant for cruelty, there are also
tattoos. Such affairs can be quite raucous, and, yakuza who are famed for their generosity and a
among the less religious families, the spiritual selfless devotion to their communities. Unfortunately,
celebrations often end in carnal sake-soaked these folk-heroes are all too few, existing primarily in
dissipation. song and oral traditions.

Page 6
Yakuza Adventurers Take responsibility for your own actions and
It is the nature of the true yakuza to be devoted to a your own abilities. Do not compare yourself
single community. Most gang members dwell with with either your betters or your inferiors. Never
their brothers in a dormitory, going here and there, make excuses or shift the blame to others.
only at the bidding of their oyabun. Violence, when it
comes, is deadly, but quick. Gang wars are seldom
long, protracted affairs, as such conflicts would not Part 2: Yakuza Characters
be good for the business of the families involved. The yakuza are criminal gangs specializing in
Such a life, while exciting in its own right, is scarcely gambling, prostitution and extortion. They view
conducive to the activities one associates with themselves as protectors of the community, or at least
adventuring. Yet there are those associated with the that’s how they describe their activities; but, the
yakuza who live the life of the traveling adventurer. I majority of them are hard, violent men following a
would say that such individuals tend to fall into one hard, violent code. A campaign realistically focused on
of three categories. a group of yakuza brethren is going to be a dark,
sordid affair. In a heroic game, the yakuza are better
The first is the sekkou. Loyal to a particular gang and used as antagonists and obstacles.
oyabun, these yakuza are trusted to deliver
messages, investigate rumors in distant lands, and That is not to say that heroic yakuza characters are
scout out the activities of those who would oppose out of the question. While, as a group, they tend to be
us. Yakuza with the loyalty and skills necessary to evil; any large group of people is going to have some
serve away from the gang are rare commodities, who go against the grain. Perhaps the PC’s
much prized by their oyabun. This is one of the few involvement with the yakuza is involuntary, the result
areas of yakuza life where women are as well of a debt incurred by the PC’s father. The PC must
represented as men. The missions of the sekkou work as a sekkou until the debt is repaid. Perhaps the
frequently place them in dangerous situations. PC, after refusing to take part in some sordid plot, has
Though typically loners by nature, wise sekkou, fled his yakuza family and lives as a rakugosha. Or
knowing that two blades are always better than one, perhaps the character is not really a member of a
learn to ingratiate themselves into the company of gang. The hinin-eta caste is broader than the yakuza
adventuring swordsmen so as to have allies when itself. Many wandering gamblers and swordsmen of
trouble threatens. the caste are quite willing to associate with yakuza
members, even to the point of working the
The second sort of yakuza adventurer is the occasionally odd job, if they feel the cause is just. The
rakugosha, the outcast among outcasts. These are character rules that follow do not require PCs to be
those individuals who have fled their oyabun for one active members of the yakuza in order to use them,
reason or another. While most rakugosha are pitiful but they do assume the PC has some connection with
sorts, lacking the courage to properly make amends, the nefarious organization.
others are simply the victim of bad circumstances,
noble men attempting to make the best of their
situation. Many rakugosha are under a sentence of
death and thus take steps to hide their identity and
their past. They travel from town to town, settling
down until they draw unwanted attention to
themselves.

The third sort of yakuza adventurer is the furosha.


These vagabonds are not truly gang members,
though they are often incorrigible gamblers and
quite knowledgeable of yakuza ways. Wandering
from one town to another, as their whim takes them,
they live off of the land and the kindness of those
they meet. The most talented of these individuals are
sometimes sought by oyabun for difficult jobs, but
their migratory nature prevents them from ever
having true allegiance to a single boss. A powerful
furosha swordsman can tip the balance in a gang
war, but the prices such mercenaries demand can be
quite high.

Page 7
Yakuza Traits
Geisha Training (female only)
If your GM allows, the following traits may be taken
Though you ended your training early, you have
at 1st level by Yakuza characters. Otherwise they
spent many hours practicing etiquette and
must be gained through the purchase of the
performance skills.
Additional Traits feat.
Benefit You gain a +1 trait bonus to Diplomacy and
Performance (any one) and one of these (your choice)
Bakuto Child
is always a class skill for you.
You grew up around a bakuto parlor and have
always had a knack for games of chance.
Hinin Performer
Benefit You gain a +1 trait bonus to Profession
Your parents were constantly traveling, taking their
(gambler) and Sense Motive and one of these (your
performances from one town to the next; you learned
choice) is always a class skill for you.
to assist them at an early age.
Benefit You gain a +1 trait bonus to Performance
Yakuza Bodyguard
(any one) and Knowledge (geography) and one of
You have spent considerable time working protection
these (your choice) is always a class skill for you.
detail for high ranking yakuza officials, an occupation
which has honed your ability to react aggressively.
Lucky Tattoo
Benefit You gain +1 to initiative checks and a +1
You were plagued by bad luck until you purchased a
trait bonus to Intimidate.
“lucky tattoo” from a mysterious traveling artist. On
that day, your luck did, indeed, seem to improve for
Eta Child
the better.
Your parents were poor, but hard-working. They
Benefit Once per game-session, when called upon to
taught you that you should never be ashamed of
make a d20 roll, you may roll two dice and choose the
honest labor, no matter how vile others might think it.
better result.
Benefit You gain a +1 trait bonus to Profession (any
one) and a +2 trait bonus to Fortitude saves against
Mystical Tattoo
effects which would sicken or nauseate you.
As a young man, you purchased a tattoo from a
mysterious traveling artist. You have always felt the
tattoo to be mystical in nature.
Benefit You gain a +1 trait bonus to one saving throw of
your choice.

Shrine Helper
When you were younger, you helped care for your
village’s shrine and thus spent much time in the
company of the shrine’s priest.
Benefit You gain a +1 trait bonus to Knowledge
(religion) and a +2 trait bonus to Diplomacy when
dealing with individuals who have Knowledge
(religion) as a class skill.

Yakuza Child
You were exposed to the yakuza at an early age, for
your father was a member of the yakuza, constantly
in debt, frequently drunk, and often angry. You
learned to remain out of sight, but you were always
listening to the gang as they talked.
Benefit: You can speak a single Yakuza Cant and
gain a +1 trait bonus to Stealth.

Bow properly and respectfully, but never lower


your eyes, unless you bow to your oyabun or
another yakuza superior.

Page 8
Class Archetypes
Disguise checks made against a moso suffer a -10
The following character class archetypes work well
penalty. An effect which nullifies sound or renders a
for yakuza characters. Consult your GM before using
moso deaf suppresses this ability. A moso’s ability to
them.
audibly discern an individual’s location and identity
improves by 5 feet at 5th, 10th, 15th and 20th level.
Bard (Moso Archetype)
The moso are blind bards who wander the country,
playing for all and sundry. They specialize in Bardic Performance: A moso gains the following
religious songs and are sometimes employed to drive types of bardic performance.
evil spirits from a house with their music. In addition Ward: At 1st level, a moso can use his music to guard
to their religious music, they also know a repertoire his listeners against evil influences. When a moso
of secular songs, and it is in this connection that they uses this ability, all listeners within 30 feet of the
find themselves working with the yakuza, who moso’s playing and singing benefit as if affected by
regulate all entertainment within their district. Most protection from evil for the duration of the
moso find it easier to cooperate with the yakuza and performance. This ability replaces distraction.
pay their dues, when required, to a district’s oyabun. Counterfear: At 1st level, a moso can use his music to
The traditional instrument of the moso is the biwa. strengthen the resolve of others. For the duration of the
performance, all listeners within 30 feet have a bonus to
saves versus fear equal to half the moso’s class level, and
Class Skills those already under the effects of fear are allowed a new
The moso’s class skills are Appraise (Int), Bluff saving-throw each round. This ability replaces fascinate.
(Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Song of Life: At 6th level, the moso can use his music
Escape Artist (Dex), Knowledge (all) (Int), to damage undead. For the length of the performance,
Linguistics (Int), Perception (Wis), Perform (oratory, all undead within 30 feet of the moso must succeed at
singing, string) (Cha), Profession (Wis), Sense a Will save each round (where the DC is equal to 10 +
Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), 1/2 class level + Charisma modifier) or take 2d6
Stealth (Dex), Use Magic Device (Cha). points of damage. The amount of damage increases by
Skill Ranks per Level: 6 + Int modifier. 1d6 every 3 levels to a maximum 6d6 at 18th level.
This ability replaces suggestion.
Weapon and Armor Proficiency: A moso is
proficient with all simple melee weapons, plus all Dismissal: At 12th level, a moso can use his bardic
one-handed swords. Moso are also proficient with performance to create an effect identical to dismissal.
light armor, though not with shields, and can cast To use this ability the moso must perform
bard spells while wearing light armor without uninterrupted for 4 rounds and the target must hear
incurring the normal arcane spell failure chance. the song the entire time. This ability replaces soothing
Like any other arcane spellcaster, a moso wearing performance.
medium or heavy armor incurs a chance of arcane
spell failure if the spell in question has a somatic Soothing performance: A moso gains soothing
component. A multiclass moso still incurs the performance at 18th level in place of mass suggestion.
normal arcane spell failure chance for arcane spells
received from other classes.

Blind: All moso are blind and automatically fail any


visual Perception checks. Moso cannot use scrolls or
any other magical item requiring reading or
functioning eyes. However, they are immune to gaze
attacks and other effects which target the eyes. Moso
are trained to use their other senses, particularly
their ears, and gain a +10 class bonus to all auditory
Perception checks. A trained moso’s other senses are
so acute that, unless a target succeeds on a Stealth
check, the moso can identify, by sound (and
sometimes smell), any creature within 20 feet and
suffers no penalties in melee combat from being
blind or when attacking invisible creatures. A moso
can target creatures he can identify with spells or
ranged attacks but all creatures outside of the moso’s
sensory range benefit from full concealment. All

Page 9
Rogue (Bakuto archetype)
Every yakuza family maintains a bakuto parlor, a
gambling house which frequently doubles as the
organization’s main office and primary front. For
most participants, the gambling is a diversion, a
source of recreation, but others take it much more
seriously, living for the toss of the dice and the yell of
the dealer. Gambling can be an expensive occupation,
and it is perhaps not surprising that many unaffiliated
bakuto must look for other ways to earn coin, a
necessity that leads some of them to become
adventurers. Within the yakuza, those with the bakuto
rogue archetype can be found working in bakuto
parlors or running street games. The bakuto rogue
specializes in games of chance, both honest and
dishonest. This focus helps sharpen their focus and
their ability to read people.

Recommended Skills: The following skills


compliment the bakuto archetype: Appraise, Bluff,
Intimidate, Perception, Profession (gambling), Sense
Motive, and Sleight of Hand.
Fighter (Yakuza Bushi Archetype)
Every oyabun, sooner or later, finds himself wanting to
employ professional warriors, or bushi. Bushi are used as Skilled Cheat: A bakuto adds half her class level
private guards, keigo, frontline warriors in gang conflicts, (minimum +1) to all Sleight Of Hand checks made
and even as koroshiya. When possible, these fighters are with dice, cups, cards, or other gambling
brought into the “family,” but if necessary, traveling paraphernalia. This ability replaces trapfinding.
mercenaries can find themselves making good money
working for the yakuza during times of turmoil and
violence. Skilled Gambler: A bakuto adds half her class level
(minimum +1) to all Profession (gambling) checks.
Class Skills
The yakuza-bushi’s class skills are Appraise (Int), Climb Gambler’s Eyes: Beginning at 3rd level, the bakuto
(Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha),
Knowledge (local), Perception (Wis), Profession (Wis),
adds +1 to all Perception and Sense Motive checks.
Ride (Dex), Survival (Wis), and Swim (Str). This bonus increases by an additional +1 every three
Skill Ranks per Level: 4+ Int modifier. levels (6th, 9th, 12th, 15th and 18th). If the check is
made in relation to a game of chance, the bonus is
doubled. This ability replaces trap sense.
Weapon and Armor Proficiency: A yakuza-bushi is
proficient with all simple and martial weapons, the katana
and the wakizashi. He is also proficient with light and Rogue Talents: The following rogue talents
medium armors but not with shields. compliment the bakuto archetype: canny observer,
hard to fool, and honeyed words.
Quick Response: At 2nd level, the yakuza-bushi learns
to react more quickly to threats. He gains a +2 bonus to Advanced Rogue Talents: The following rogue
initiative. This bonus increases by +1 for every four levels
beyond 2nd. This ability replaces bravery.
talents compliment the bakuto archetype: skill
mastery, slippery mind, and thoughtful reexamining.

Swift: At 3rd level, the yakuza-bushi’s speed increases by


10 feet and he gains a +2 bonus to Acrobatic checks. This Never hide your hands when talking to a superior.
ability replaces armor training 1. Keep your arms always at your sides.

Leaping Attack: At 5th level, when a yakuza-bushi


moves at least 5 feet prior to attacking, he gains a +1 bonus
on attack and damage rolls. This bonus increases by +1 for
every four levels beyond 5th. This ability replaces weapon
training 1.

Page 10
Rogue (Kyodai Archetype) Rogue Talents: The following rogue talents
The way of the yakuza can be a hard, violent life, so it compliment the kyodai archetype: assault leader, fast
is not surprising that many of the yakuza brethren stealth, offensive defensive, resiliency, powerful
are hard, violent men. These kyodai are less versatile sneak, slow reactions and strong impression.
than other rogues but make up for that loss of
versatility through their skill at intimidation, Advanced Rogue Talents: The following advanced
extortion and doing harm to those who are in their rogue talents compliment the kyodai archetype:
way. They are especially dangerous when working another day, crippling strike, deadly sneak, and
together. opportunist.

Class Skills Rogue Talents


The kyodai’s class skills are Acrobatics (Dex), These rogue talents are available to all rogues, but are
Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy particularly suitable for yakuza members.
(Cha), Disguise (Cha), Escape Artist (Dex), Intimidate Fearsome Tattoos: A rogue with this talent has
(Cha), Knowledge (local), Linguistics (Int), Perception tattoos which give him a fearsome appearance. When
(Wis), Perform (Cha), Profession (Int), Sense Motive he reveals his tattoos, they give him a +2 bonus to
(Wis), Stealth (Dex), and Swim (Str). Intimidate checks. This talent can be taken a second
Skill Ranks per Level: 6 + Int modifier. time adding an additional +2 to Intimidate checks.
Read Tells: Once per day, a rogue with this talent can
Weapon and Armor Proficiency: Kyodai are add +10 to a single Sense Motive skill check. This
proficient with all simple weapons, plus the kama, talent can be taken more than once and each time the
longsword, sap, shortbow, short sword and rogue takes it, he gains an additional use of the ability.
wakizashi. They are proficient with light armor but Samurai Trained: A rogue with this talent has the
not with shields. katana exotic weapon proficiency.

Family Cant: Each yakuza family has a personal Advanced Rogue Talents
cant with which they can communicate simple These advanced rogue talents are available to all
messages. At 1st level, a kyodai automatically knows rogues, but are particularly suitable for yakuza
the cant of the gang with which he is affiliated. members.
Note: As with any language, each unique cant can be Reckless Charge: A rogue with this talent can choose
learned by any character willing to spend a rank of to gain an additional +2 bonus to attack and damage
Linguistics, so long as she has a teacher or sufficient when making a charge attack. This bonus stacks with
exposure to the cant. However, teaching a yakuza any other bonuses gained from charging into combat.
cant to a non-family member is a severe offense in When using this talent, the rogue loses any AC
must yakuza gangs. bonuses gained from Dexterity for the round.
Vengeful: A rogue with this talent gains a +2 morale
bonus to attack and damage rolls made against an
Fearsome: The kyodai gains Toughness as a bonus opponent who has physically injured him.
feat at 1st level. Furthermore, when making an
Intimidate check, the kyodai gains a bonus equal to
half his class level (minimum +1). This ability
replaces trapfinding. .

Strength in Numbers: Beginning at 3rd level, the


kyodai has learned how to work well with others in
combat and draws strength from the presence of
allies. So long as he is adjacent to one or more allies
who are also engaged in melee combat, he gains a +1
morale bonus to saves versus fear effects and a +1
bonus to melee attack rolls (it is not necessary for the
ally to be attacking the same opponent but it is
necessary that they are actively involved in the
combat). These bonuses increase by an additional +1
every 3 levels (6th, 9th, 12th, 15th, 18th). This ability
replaces trap sense.

Page 11
Wizard (Horimyo Archetype) his spells. To prepare a spell for casting, a horimyo
There are few customs so distinctive to the yakuza as ritually transfers the image of the spell onto his skin.
their tattoos. Besides being an indication of an Though he uses a needle and a small amount of ink, the
individual’s willingness to suffer pain for the process is much faster than the process of creating
brotherhood, these tattoos serve as signs of status actual tattoos. Still, at the end of the hour-long
and rank within the yakuza society. Horimonoshi are preparation, the horimyo possesses one tattoo for each
naturally found wherever there are yakuza, but none prepared spell and as he uses each spell, the tattoo
are so respected as the Horimyo, occult tattoo artists disappears. Uncast tattoos may be removed the next
who have learned to infuse their creations with day as the horimyo prepares his spells for the day.
arcane energies. These spellcasters are capable of
casting spells in a manner similar to wizards, but A horimyo without access to both his scrolls and a
their true power is found in the application of ink to needle and ink cannot prepare his spells for the day
skin. Horimyo are constantly seeking to expand their unless he has the proper feats.
spell repertoire and are always ready to infuse others
with their arcane masterpieces, provided, of course, Horimyo add scrolls to their selection in a manner
that the price is right. Some Horimyo adventure for identical to how wizards add spells to their spell-
much the same reason as other wizards: to discover books. Likewise, a horimyo chooses a school of magic
new spells. Others are wandering the world, looking in the same manner as a wizard.
for the perfect spot to set up a shop of their own. Still
others move from place to place, trying to escape the Cantrips: A horimyo does not require a tattoo to cast
yakuza lifestyle, or, as often, the wrath of a particular a cantrip and may prepare and cast cantrips in a
yakuza boss. manner identical to a wizard. However, it is possible
for a horimyo to ink cantrip tattoos onto his flesh
Weapons and Armor Proficiency: Horimyo are permanently, at the cost of 250 gp per tattoo. These
proficient with the club, dagger, kama, quarterstaff, cantrip tattoos do not take up a magic item slot, but
and throwing needles. Horimyo are proficient with they do reduce the number of cantrips he can prepare
leather armor and padded armor, but it potentially a day at a 2 for 1 ratio. That is, for every two such
interferes with their spellcasting, as normal. tattoos, the number of cantrips the horimyo can
prepare a day is reduced by 1. Note that the odd
Tattoo Craftsman: One of your available skill number of cantrip tattoos does not affect his ability to
points, each time you gain a level of the horimyo prepare cantrips. Thus the first such cantrip tattoo
class, including at 1st level, must be placed in Craft does not decrease his cantrips per day, but the second
(tattoo). However, you gain a bonus to Craft (tattoo) does. The third likewise has no effect, but the fourth
equal to half your class level +1. At 7th level, the does.
amount of time it takes for you to create a tattoo,
mundane or magical, is halved. Bonded Tattoo: Each horimyo begins his career
with one powerful magical tattoo (often tattooed on
Spells: A horimyo prepares and cast spells drawn either an arm or the horimyo’s chest). This tattoo
from the sorcerer/wizard spell list. Like the wizard, grants the horimyo a +3 bonus to a skill of the
Intelligence is the chief factor in determining how horimyo’s choice and can be used to store one extra
many spells a horimyo can prepare and how well he spell per day. The prepared spell must be one spell
can cast them. To prepare and cast a spell, a horimyo level lower than the highest spell level he is able to
must have an Intelligence score at least equal to 10 + cast (minimum 1st level). Beginning at 4th level, the
the spell level. tattooed bond adds +1 to one of the horimyo’s
physical ability scores (Strength, Dexterity, or
Traditionally, horimyo do not keep spell books. Constitution). This bonus increases by another +1
Rather, their known spells, including the appropriate every 4 levels. This ability replaces arcane bond.
tattoo illustrations for that spell, are kept on scrolls:
one scroll per spell. Horimyo guard these scrolls
jealously, though they will sometimes agree to allow Craft Spell Tattoo: At 1st level a horimyo gains the
other horimyo to copy one of their scrolls, most often Craft Spell Tattoo feat as a bonus feat. This ability
in return for being allowed access to one of the other replaces Scribe Scroll.
horimyo’s scrolls.
Craft Wondrous Tattoo: At 5th level a horimyo
A horimyo may learn any number of spells, but he gains the Craft Wondrous Tattoo feat. This ability
may cast only a limited number of them a day, as a replaces the bonus feat the wizard would normally
wizard. To prepare his spells, a horimyo must have receive at 5th level.
eight hours of sleep and an hour in which to ready

Page 12
Tattooed Familiar: At 8th level, the horimyo gains per day equal to 1 + his Charisma modifier (minimum
the ability to tattoo a chosen animal onto his skin. 1). This ability replaces the bonus feat the wizard
The animal may be summoned for a number of would normally receive at 10th level.
rounds per day equal to his class level and is
statistically identical to a druid’s animal companion, Tattoo Master: At 20th level, as a standard action,
with the hoorimyo’s class level functioning as his the horimyo learns to control and warp the tattoos
effective druid level. If the animal is slain, the worn by others, so as to cause the pictures and ink on
horimyo takes 2d6 points of damage and loses the their skin to painfully turn against them. The target of
tattoo. The tattoo may not be replaced for 2 weeks. this ability must have tattoos for the ability to be
At 15th level the horimyo may have two such tattoos. effective and is allowed a Will save where the DC is
This ability replaces the bonus feat the wizard would equal to 10 + 1/2 the horimyo’s class level + the
normally receive at 15th level. horimyo’s Intelligence modifier. If the save fails, the
target takes 20d6 points of damage and is shaken for
2d6 rounds. A Fortitude save (with the same DC as
Arcanic Energy Transfer: At 10th level, the
the Will save) halves the damage and avoids the
horimyo gains the ability to sacrifice a prepared spell
shaken effect. When the attack is over, the affected
to make a touch attack with a range of 25 + 5 ft/level
tattoos are blackened and twisted but not removed.
which does 2d6 points of force damage per level of
The horimyo may use this ability once a day. This
the spell sacrificed or 1d8 points of energy damage
ability replaces the bonus feat the wizard would
per level of the spell (fire, acid, cold, or electrical).
normally receive at 20th level.
The horimyo may use this ability a number of times

Page 13
New Prestige Class: Machi-Yakko
The yakuza consider themselves to be the defenders
of their communities, civil servants who keep the
peace and ensure tranquility and order. Historically,
machi-yakko was the designation given to those
individuals who banded together against the
predations of the kabukimono. Today, the machi-
yakko is a title of respect for prominent yakuza,
typically oyabun. Because of their position within the
yakuza, the machi-yakko receive a great deal of
respect from their community and have ready access
to family resources. Utilizing enchanted tattoos,
these yakuza leaders can be fearsome opponents in
combat, though most opponents must first fight an
army of underlings if they wish to challenge a machi-
yakko. However, the machi-yakko’s real power is in
their ability to manipulate and influence others.

The machi-yakko is a natural prestige class for a


rogue or bard, but is available to any yakuza member
who meets the criteria.

Role: The machi-yakko is a prominent member of a


yakuza family. He works well as a behind-the-scenes
mastermind, rarely venturing forth to do the gang’s
dirty-work himself, though his enchanted tattoos
give him an edge when he is forced to draw his blade.
Class Skills
Alignment: A machi-yakko must possess a lawful The machi-yakko’s class skills are Appraise (Int), Bluff
alignment. Because of their yakuza background, (Cha), Craft (Int), Diplomacy (Cha), Disable Device
most machi-yakko are lawful evil or lawful neutral, (Dex), Escape Artist (Dex), Intimidate (Cha),
but there is nothing preventing a machi-yakko from Knowledge (history) (Int), Knowledge (local) (Int),
being lawful good. Linguistics (Int), Perception (Wis), Profession (Wis),
Sense Motive (Wis), Stealth (Dex), Swim (Str), and
Hit Die: d8 Use Magic Device (Cha).
Skill Ranks at each level: 8 + Intelligence
Requirements modifier.
To qualify to become a machi-yakko, a character
must possess all of the following criteria. Class Features
Skills: Bluff 5 ranks, Diplomacy 5 ranks, Knowledge Weapon and Armor Proficiency: Machi-yakko
(local) 5 ranks, Sense Motive 5 ranks. are proficient with all simple weapons, plus the kama,
Feats: Leadership, Toughness longsword, sap, shortbow, short sword and wakizashi.
Special: Must be able to speak a yakuza cant and They are proficient with light armor but not with
possess yakuza tattoos. shields.

Level BAB Fort Ref Will Special


1 +0 +0 +1 +1 Community Leader, Gang Leader, Tattoo
2 +1 +1 +1 +1 Tattoo
3 +2 +1 +2 +2 Gang Profits, Sneak Attack +1d6
4 +3 +1 +2 +2 Tattoo
5 +3 +2 +3 +3 Community Father
6 +4 +2 +3 +3 Tattoo, Sneak Attack +2d6
7 +5 +2 +4 +4 Skilled Leader
8 +6 +3 +4 +4 Tattoo
9 +6 +3 +5 +5 Sneak Attack +3d6
10 +7 +3 +5 +5 Tattoo

Page 14
Community Leader: A machi-yakko adds his class The Horse: The machi-yakko’s Strength is
level to all Diplomacy and Knowledge (local) checks. permanently increased by 2.
The Shade: This tattoo can be taken twice. The first
Gang Leader: When determining the machi- time it is taken, the machi-yakko gains a +5 bonus to
yakko’s leadership score, levels from the machi- all Stealth checks. The second time it is taken, the
yakko prestige class count double. machi-yakko can cast invisibility on himself three
times a day.
Tattoo: At 1st level, the machi-yakko gains an The Snake: The machi-yakko’s Dexterity is
enchanted tattoo. The machi-yakko gains an permanently increased by 2.
additional tattoo at 2nd level and ever 2 levels The Spear: The machi-yakko gains a +4 bonus to
thereafter. These tattoos do not take up a magical initiative checks.
item slot and can utilize, if needed, preexisting The Sword: The machi-yakko gains a +2 bonus to all
tattoos. The machi-yakko can choose from the melee attack rolls made using a sword.
following options. Each choice, unless the The Tree: The machi-yakko gains a +10 bonus to CMD
description indicates otherwise, can be taken only when resisting bull rush, overrun and trip attacks.
once. The Turtle: The machi-yakko’s natural armor class
The Boar: The machi-yakko’s Constitution is increases by +2. This tattoo can be chosen more than
permanently increased by 2. once and each time it is chosen, its effects stack.
The Bow: The machi-yakko gains a +2 bonus to all
ranged attack rolls made using a bow. Gang Profits: By 3rd level, the machi-yakko’s
The Demon: The machi-yakko gains a +5 bonus to all position insures him a continual income. Each week
Intimidate checks. he gains an amount of gp equal to twice his leadership
The Dice: The machi-yakko gains a +1 bonus to all score. At 5th level, the amount of gp he is earning
saving throws. Additionally, once per day, the machi- from this ability increases to three times his
yakko can reroll any one failed saving throw. leadership score and at 10th
The Dragon: This tattoo can be taken twice. The first level it becomes five times his leadership score. If, for
time it is taken, the machi-yakko gains fire resistance any reason, the machi-yakko’s followers are killed or
10. The second time it is taken, the machi-yakko dispersed, this income is reduced to zero until such
gains the ability to breathe fire, three times a day, time as he can gain new followers.
doing 1d6 damage for every two character levels. If
the machi-yakko chooses, this tattoo, when taken, Sneak Attack: At 3rd level, the machi-yakko gains
can instead be used in conjunction with electricity, the sneak attack ability. This ability functions exactly
cold, or acid, and multiple forms of the dragon tattoo like the rogue ability of the same name and stacks
can be chosen so that the machi-yakko gains more with any sneak attack bonuses granted from other
than one type of energy resistance or breath weapon. classes. The amount of sneak attack damage dealt
The Fish: This tattoo can be taken three times. The increases at 6th and 9th levels.
first time, the machi-yakko gains a +5 bonus to all
Swim checks. The second time this tattoo is chosen, Community Father: At 5th level, the machi-yakko
the machi-yakko gains a swim speed equal to his is so respected he can take 10 on any Diplomacy or
normal movement rate. The third time, the machi- Intimidate checks.
yakko gains water breathing permanently.
The Flower: The machi-yakko’s Charisma is Skilled Leader: At 7th level, the machi-yakko’s
permanently increased by 2. ability to influence others improves. The machi-yakko
gains a +2 bonus to all Charisma-based skill checks.

Page 15
Benefit: You gain a +2 bonus to Perception checks.
Yakuza Feats Furthermore, if you succeed on a DC 20 Perception
City Tough check, you can tell what numbers are showing on any
Your life on the street has made you harder and meaner. dice you have heard land. When playing gambling
Prerequisite: 1st level only. games which require you to guess the face of dice, you
Benefit: You gain a +2 bonus to Intimidate checks may add your Perception skill when making a
and 2 hit points. Profession (gambling) check.

Country Hooligan Incorrigible Gambler


Your life in the country has been rough and hard, but You have long been a gambler, and greatly enjoy the
you have learned to survive, no matter the odds. toss of the dice and the jingle of coins exchanging
Prerequisite: 1st level only. hand.
Benefit: You gain a +2 bonus to Survival checks and Benefit: You gain a +2 bonus to Profession
+1 bonus to Fortitude saves. (gambling) and a +2 bonus to both Sense Motive and
Bluff checks made in conjunction with a game of
Craft Spell Tattoo (Item Creation) chance in which you are involved.
You can create spell tattoos.
Prerequisite: Caster level 1st. Short Blade Warrior (combat)
Benefit: You can create a spell tattoo of any spell
You have trained extensively with smaller swords and
you know. Tattooing a spell takes 1/2 hour per DC if
can use them to make quick, vicious attacks.
its base price is 250 gp or less, otherwise it takes 1
Prerequisite: BAB +3.
hour per DC. To tattoo a spell, you must use raw
Benefit: When wielding a light, one handed sword,
materials costing half of this base price. You are also
such as a short sword, dagger or wakizashi, you gain a
able to create enhanced tattoos as if you had the
+2 bonus to initiative and a +1 bonus to damage with
Master Tattoo Artist feat. cost of a spell tattoo is the
that weapon. The initiative bonus applies only so long
normal cost of scribing a scroll of that spell plus 50
as the weapon is in your hand and you are making a
gp for ink and supplies. The spell tattoo may only be
melee attack.
activated by the person upon whom the tattoo is
inked and once the spell is used, the tattoo
disappears. Spell tattoos do not take up a magical Smuggler
item slot. You have considerable experience in concealing items
and merchandise from the authorities. This
Craft Wondrous Tattoo (Item Creation) experience helps you to know what to look for when
You can create wondrous tattoos. you are searching for hidey-holes.
Prerequisites: Craft Spell Tattoo, caster level 3rd. Benefit: You gain a +1 bonus to bluff and a +4 bonus
Benefit: You can create a wide variety of wondrous to Perception to find hidden doors and secret
tattoos. Crafting a wondrous tattoo takes 1 hour per compartments.
DC. To create a wondrous tattoo, you must use up
raw materials costing half of its base price. You can
also mend or modify any wondrous tattoo if it is one
you could normally create. Doing so costs half the
raw materials and half the time it would take to craft
it scratch. The cost of creating a wondrous tattoo is
equivalent to the cost of creating a wondrous item,
plus 100 gp for ink and supplies. Most wondrous
tattoos use up the magical item slot most relevant to
their function and location upon the body. A tattoo
increasing speed, for instance, would most likely be
inked on or near the feet and would use up the foot
slot. Tattoos which do not take up a slot are twice as
expensive.

Dice Whisperer
Your ears are so sharp, and so attuned to the fall of
the dice, that you can tell, sight unseen, what
numbers are showing on their faces.
Prerequisites: Blind, 6 ranks in Perception, Incorrigible
Gambler.
Page 16
Yakuza Equipment Tattoo Cost and DC Modifiers By Size
The following items are either typical of items one Tattoo Approximate DC
might find on a yakuza member or are in some way Size Measurement Cost Modifier
associated with the yakuza. Fine 0.5” by 0.5” 7 sp/DC +4
Diminutive 0.75” by 0.75” 13 sp/DC +3
Tiny 1.5” by 1.5” 25 sp/DC +2
Loaded Dice: These dice are weighted so that Small 3” by 3” 5 gp/DC +1
they will nearly always roll the same. A person Medium 6” by 6” 10 gp/DC ―
handling the dice, who succeeds on a Perception Large 12” by 12” 20 gp/DC ―
check, notices they feel off. The base DC for noticing Huge 24” by 24” 40 gp/DC ―
the dice are weighted is 15. The DC may be increased
at a ratio of 5 gp per +1 to the DC. (Example: Loaded
dice with a Perception DC of 16 would cost 15 gp and Yakuza Spells
those with a DC of 20 would cost 35 gp.) Base Cost The following spells are especially suitable for Horimyo
10 gp. casters.

Straw Backpack: This backpack is little more Burning Ink


than a woven straw basket with shoulder straps. The School: Transmutation; Level: Brd 4, Sor/Wiz 4
Casting Time: 1 round
pack holds 2 cubic feet worth of material, but it
Components: V, S, M (a needle valued at 1 sp, the needle
cannot hold more than 20 lbs. worth of material is destroyed by the spell)
without breaking. The pack is naturally extremely Range: Close (25 ft. + 5 ft/level)
flammable. Cost 2 cp. Target: One creature possessing tattoos
Duration: 1 round/ 2 levels
Sword, Cane: A cane sword is essentially a short Saving Throw: Will negates; Spell Resistance: Yes
This spell turns mundane tattoo ink embedded in the skin
sword hidden within a walking stick. Drawing the into acid. If a creature has no tattoos or the tattoos of the
blade from the cane can be done as a swift action (or target are enchanted, the spell will not work, nor does the
a free action if the sword wielder has the Quick Draw spell function if the target succeeds on a Will save. If the
feat). An observer who sees the cane must succeed at save fails, the target’s tattoos turn against the wearer,
a DC 20 Perception check to identify the item as a dealing 1d4 points of acid damage per your caster level and
weapon. If one handles the weapon, the DC lasting for a number of rounds equal to half of your caster
decreases to 10. Cost 45 gp. level, rounded down. The spell ruins the tattoos of the target
creature.
Tattoo Kit: This kit contains steel needles and ink
for the purpose of making tattoos. Without such a Dead Man’s Ink
kit, the tattoo artist must use improvised tools (-2 School: Universal; Level: Brd 1, Clr 1, Sor/Wiz 1
penalty to Craft checks). A kit contains enough ink Casting Time: 1 minute
for 2 medium tattoos. Cost 25 gp. Ink refill 5 gp. Components: V, S
Range: Touch
Tattoo Kit, masterwork: The golden needles Target: One dead creature and one target creature
Duration: Instantaneous
in this kit make the application of ink to skin much Saving Throw: None; Spell Resistance: No
easier, adding a +2 bonus to the artist’s skill check. When you cast this spell, you can remove an enchanted
The ink for this kit is the same as for a non- tattoo from a slain target and place it upon the skin of a
masterwork kit. Cost 100 gp. willing subject, including, if you choose, yourself. You
cannot use this spell to place an enchanted tattoo which
Tattoos: Tattoos are ubiquitous among the Yakuza, requires an open magic item slot upon a creature which
already has that slot occupied by an enchanted tattoo.
though not all tattoos are created equal. Abstract
tattoos, formed of patterns, stylized images, script,
runes, or geometric figures, are cheaper as they are
easier to make. The DC for an abstract tattoo is equal Remain calm, no matter the danger. Work to
to 10 + size modifier. Masterwork tattoos and solve problems and always further the interests
multiple colors increase the DC by +5 each. Tattoos of your yakuza family
featuring actual images of people, creatures, places
or things increase the DC of the tattoo by another +5.
All yakuza are expected to obtain masterwork tattoos
and a horimonoshi knows it is more than his life is
worth to impart a poor tattoo.

Page 17
Erase Tattoo Fiery Dragon
School: Transmutation; Level: Brd 1, Clr 1, Sor/Wiz 1 Aura moderate evocation; CL 5th
Casting Time: 1 minute Slot neck; Price gp 11,000; Weight -
Components: V, S, M, (gem dust with a value equal Description
to twice the value of the tattoo to be removed) This tattoo is most often rendered with a red dragon
Range: Touch entwined around the chest and shoulders. Twice a
Target: One creature day, the user can breathe a 20 foot cone of fire, doing
Duration: Instantaneous 5d6 points of damage (DC 16 Reflex for half).
Saving Throw: None; Spell Resistance: Yes Construction
Requirements Craft Wondrous Tattoo, fireball;
You may use this spell to remove a mundane tattoo Cost 5,500 gp
from a willing subject. If the subject is not willing to
lose the tattoo, or the tattoo is enchanted, the spell
fails and the material components are wasted. So Hidden Sword
long as the subject is willing, the tattoo is Aura moderate conjuration; CL 9th
permanently removed upon the completion of the Slot 1 hand; Price 3,000 gp plus cost of weapon;
spell. If a subject has more than one tattoo, the spell Weight -
can affect larger areas of skin at the same time, but Description
the material cost increases accordingly. This tattoo is most often rendered with the image of a
weapon on the inside wrist of the user. To create this
tattoo, the spellcaster needs access to an actual
The Spreading Mark weapon, and the weapon is then melded to the tattoo,
School: Necromancy; Level: Sor/Wiz 5 so that it is carried, weightlessly, in the tattoo. A
Casting Time: 1 round weapon carried in this way may be “drawn” as a free
Components: V, S, M (a needle and a bit of ash) action and “sheathed” at will within the tattoo. Once
Range: Touch the weapon for the tattoo is chosen, it cannot be
Target: One creature changed without dispelling the tattoo first, though a
Duration: Varies different weapon can be “sheathed” in this way on
Saving Throw: Will negates, Fortitude save delays each arm and additional weapons can be added to the
(see spell text); Spell Resistance: Yes same hand for twice the cost of the original tattoo.
This spell creates a painful black tattoo which slowly Construction
grows, until at last it kills its victim. When the spell is Requirements Craft Wondrous Tattoo, secret chest;
cast, the caster must succeed on a melee touch attack Cost 1,500 gp plus cost of weapon
to complete the spell, though a Will save will still
negate the effects. Once struck by the spell, a small,
black, swirl-patterned tattoo appears on the target’s Mistwalker
skin. The tattoo is painful and imposes a -2 penalty Aura moderate transmutation; CL 5th
to all the target’s d20 rolls. Each day the target must Slot Back/Cloak; Price 15,000 gp; Weight -
succeed at a Fortitude save or lose 1d4 points of Description
Constitution as the tattoo grows in size. When the This tattoo is most often rendered with the large
target’s Constitution is 0, the tattoo covers the whole image of a woman, the bottom half of which is misty
body and the target dies. The tattoo can be removed and ghost-like, inked onto the back of the user. Twice
through the successful casting of remove curse, a day, the user can cause their form to shift and waver
dispel magic or wish (or some similar spell) but until for 5 minutes , as with blur. Once per day the user can
the tattoo is removed, the Constitution damage assume a gaseous form for five minutes.
cannot be healed. Construction
Requirements Craft Wondrous Tattoo, blur,
gaseous form; Cost 7,500 gp
Enchanted Yakuza Tattoos
Enchanted tattoos can be used to mimic the effects of
any number of worn wondrous items. Most
enchanted tattoos take up a magic item slot and are Never back down, no matter the odds. Never
priced identically to wondrous items plus 100 gp for give in when negotiating and never show
the cost of the ink. If a character has a tattoo weakness or indecision.
occupying a slot, the tattoo always takes precedence
over an item the character may attempt to wear. The
following tattoos are just some of the possible
enchanted tattoos worn by yakuza members.

Page 18
Oni a +2 bonus to Initiative and a +4 bonus to all
Aura moderate transmutation; CL 5th Perception checks.
Slot bracers/arms; Price 32,000 gp; Weight - Construction
Description Requirements Craft Wondrous Tattoo, cat’s grace,
This tattoo is most often rendered with the image of owl’s wisdom; Cost 3,000 gp
a red-skinned oni on one arm. The tattoo’s owner
gains Resist Fire 10 and can, twice a day, increase his
Strength score by 4, for 5 minutes. Shy Maiden
Construction Aura strong transmutation; CL 8th
Requirements Craft Wondrous Tattoo, bull Slot head; Price 20,000 gp; Weight -
strength, resist energy; Cost 16,000 gp Description
This tattoo is most often rendered with the large
image of a woman inked onto the upper back of the
Phoenix user. The tattoo’s owner has a +2 increase to
Aura strong conjuration (healing); CL 15th Charisma and can, at will, assume the form of any
Slot Back/Cloak; Price 32,500 gp; Weight - Small or Medium woman, as with alter self.
Description Construction
This powerful tattoo is most often rendered with the Requirements Craft Wondrous Tattoo, alter self,
large image of a phoenix, inked onto the back of the eagle’s splendor; Cost 10,000 gp
user. When the wearer is brought below 0 hit points,
he does not die, but instead, 1 round later, is fully
healed. The tattoo is effective only once per day. Storm
Construction Aura moderate transmutation; CL 5th
Requirements Craft Wondrous Tattoo, heal; Cost Slot bracers/arm; Price 36,000 gp; Weight -
16,250 gp Description
This tattoo is most often rendered with the image of a
storm cloud and lightning on one arm and
Quick Fox shoulder. The tattoo’s owner gains Resist Electricity
Aura moderate transmutation; CL 3rd 10 and can cast three lightning bolts per day (5d6
Slot neck; Price 6,000 gp; Weight - damage, DC 16).
Description Construction
This tattoo is most often rendered with a fox, resting Requirements Craft Wondrous Tattoo, lightning
on the chest and shoulders. The tattoo’s owner gains bolt, resist energy; Cost 18,000 gp

Page 19
Part 3: Creating a Yakuza Gang Notable Members: This section lists any notable gang
Though there are some commonalities from one members. The listed members are identified by their role in
gang to another, each yakuza family has its own the gang, followed by their names, alignments, class and level.
peculiarities. The oyabun is the primary factor in Gang Enterprises: The activities of the yakuza gang
determining the attitude and actions of the gang as a within their communities are listed here. All yakuza gangs
whole, but there are other factors, including the have gambling as an enterprise. The size of the gang
personality of the second-in-command, the size and determines how many other ongoing activities they have.
wealth of the gang, and the gang’s enterprises. Purchase Limit and Smuggling Limit: This
section lists the amount of money the gang, as a
whole, has at its disposal for the purchase of any single
Yakuza Family Stat Block item at any one time. The smuggling limit reflects the
A yakuza gang stat block is organized as follows. price of the most expensive item the gang can smuggle
Name: The name of the yakuza gang is presented first. into a community for the purpose of selling it to a ready
Alignment and Type: The gang’s alignment is the buyer, or for its own use if it has at least a week to
general alignment of its members. Individual gather together the funds. Generally, the smuggling
members and officers in the gang can be of any limit is twice the purchase limit, but both amounts are
alignment, but the majority of the gang will be within subject to further adjustments based on the gang’s
one step of the alignment. The gang type indicates alignment, qualities, size and wealth.
both the wealth level (impoverished, poor, typical,
prosperous, wealthy) and the overall size of the gang Yakuza Modifiers
(band, gang, syndicate). (Population) The actual The difficulty of interacting with yakuza members is
size of the gang is recorded parenthetically. represented through four modifiers, each of which affects
Modifiers: A yakuza gang possess modifiers the use of specific skills. A gang’s default modifiers are -2,
(Honor, Morale, Lore, and Society) which affect the but these modifiers are further adjusted by the gang’s
difficulty of specific skill checks made in relation to alignment, qualities, size and wealth.
the gang. A gang’s default modifiers are -2 but these
modifiers are further adjusted by the gang’s Honor: Honor is a measure of how truthful, loyal
alignment, qualities, size and wealth. and trustworthy a group is and how well the group, as
Kumicho: The name, alignment, class and level of a whole, pressures its individual members into
the gang’s oyabun are listed here. (Kumicho behaving in a manner that reflects well on the whole
Qualities) Three qualities, describing the overall group. Groups with high honor hold themselves to a
personality of the kumicho are noted parenthetically. higher standard than groups with low honor. The
Wakagashira: This entry provides the name, Honor score modifies the DC for all Bluff, Diplomacy,
alignment, class and level of the gang’s number two or Intimidate checks made to compel a member of the
man. Additionally the actual job of the number two group into doing something contrary to the group’s
man, within the gang, is noted. (Wakagashira personal code. You should also consider the group’s
Qualities) Three qualities, describing the overall Honor when determining how members of the group
personality of the gang’s number two are noted react to temptations or bribes.
parenthetically.
Gang Qualities: As with the oyabun and the Morale: Morale is the measure of a group’s general
second in command, three qualities are used to cheer, optimism and determination. Groups with a
describe the overall personality of the gang. The first high morale are, as a whole, harder to intimidate.
of these must be chosen from one of the three Individuals in groups possessing a low morale are
qualities possessed by the oyabun and the second is more easily cowed and dispersed. The Morale score
taken from one of the three qualities possessed by modifies the DC for all Intimidate checks made
the second in command. The third quality is against members of the group by those outside the
reflective of the gang’s alignment. group. You should also consider the group’s Morale
when determining how they react to danger.

Table 3.1 Gang Statistics


Yakuza Gang Gang Base Additional Gang Purchase
Smuggling Modifiers Enterprises Limit Limit
Type Population

Band 20-40 -2 1 500 gp 1,000 gp


Gang 41-100 -2 2 1,000 gp 2,000 gp
Syndicate 101-500 -2 4 5,000 gp 10,000 gp
Major Syndicate 501+ -2 6 25,000 gp 50,000 gp

Page 20
Lore: Lore is the measure of a group’s overall protection money from those not directly under its
attitude towards knowledge and scholarly pursuits. thumb. Besides gambling and extortion, such gangs
Groups with a high Lore modifier are more likely to frequently branch out into one or two other
possess libraries and hold scholars in high regard. enterprises, such as smuggling, drug-crops, or
Groups with a low Lore modifier are more likely to prostitution.
be taciturn and distrustful of new ideas. The Lore Syndicate A syndicate is what you get when a single
score applies to Diplomacy checks made to gather family has gangs in multiple towns and one or two
information from members of the group and cities. Each locale will have its own bakuto parlor and
Knowledge checks made using the group’s personal offices, but all pay fealty (and a percentage of their
resources. You should also consider the group’s Lore profits) to the central kumicho. A
when determining how chatty and communicative syndicate’s gambling profits are often only a small
the members of the group are. (Note that a group’s portion of its income, as it has branched out into a
Lore modifier supersedes the Lore modifier for the number of other profitable vices.
community in which the group dwells. That is, when Major Syndicate Major syndicates control the
speaking to a member of the group in question, activities of almost all the yakuza within a large
replace the community Lore modifier with the group territory. They possess gangs in multiple cities and
Lore modifier.) outright control several towns and villages, with their
fingers in as many different ventures as is possible.
Society: Society is a measure of how open-minded Such organizations have a tremendous amount of
and civilized a group is. A group with a low Society money and power, but those at the top rarely rest
modifier is going to be distrustful of those from easy, for there are always a number of ambitious
outside the group and will be more insular. A high members eager to carve out a name for themselves,
society modifier indicates a more cosmopolitan and being so large, conflicts with other yakuza
attitude towards outsiders. A group’s Society score families are inevitable.
should be applied to all Disguise checks made
against a member of that group, as well as to Yakuza Wealth Levels
Diplomacy checks made against members of the There are five possible wealth levels for a yakuza group. The
group by outsiders. (Note that a group’s Society five levels are impoverished, poor, average,
modifier supersedes the Society modifier for the prosperous and wealthy. These wealth levels modify
community in which the group dwells. That is, when the Purchase Limit and Smuggling Limit of each
speaking to a member of the group in question, yakuza gang, as described on Table 3.2. Once the
replace the community Society modifier with the wealth level is chosen, multiply or divide the base
group Society modifier.) Purchase and Smuggling Limits as indicated. This
adjustment is done before any adjustments indicated
Yakuza Gang Size by gang qualities. Table 3.2 may also be used to pick a
As yakuza families grow larger, they control larger random wealth level, if so desired.
territories and branch out into an increasing number
of enterprises.
Band A yakuza organization of this size operates
either within in a village, or a hinin-eta
neighborhood set within a larger community, such as
a city. The members of the gang are very likely to be
big fish in a very small pond. Besides the band’s Never be late. Never hesitate. Act with decisiveness.
bakuto parlor, these yakuza are most likely to be
operating an extortion racket, hitting up their
neighbors for protection money.
Gang A typical yakuza gang controls a hinin-eta
town, managing many of the businesses and taking

Table 3.2 Wealth Level Adjustments


d10 Wealth Level Adjustment for Purchase and Smuggling Limits
1 Impoverished Divide Limit by 10
2-3 Poor Divide Limit by 2
4-7 Typical No adjustment
8-9 Prosperous Multiply Limit by 1.5
10 Wealthy Multiply Limit by 2

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Table 3.3 Yakuza Alignment
d100 Alignment Possible Qualities (choose one)
01-59 Lawful Evil Devious, Meticulous, Vicious
60-79 Neutral Evil Cold, Devious, Greedy
80-89 Lawful Neutral Cold, Honorable, Meticulous,
90-96 Chaotic Evil Cruel, Riotous, Vicious
97 Neutral Good Charitable, Greedy, Just
98 Lawful Good Charitable, Honorable, Meticulous
99 Chaotic Good Charitable, Lawless, Riotous
00 Chaotic Neutral Greedy, Lawless, Riotous

Yakuza Alignment
A gang’s alignment describes the overall attitude of Table 3.4 Kumicho Qualities
the gang at large. Most yakuza organizations are d20 d20
Lawful Evil, but there are exceptions to this rule. The 1 Active 11 Romantic
alignment of the gang must be within one step of the 2 Bold 12 Ruthless
alignment of the group’s kumicho, or else the group 3 Gloomy 13 Stern
has the fractured quality. The alignment of the group 4 Hot-Tempered 14 Strong
affects the gang’s modifiers as follows. A lawful 5 Jolly 15 Stubborn
alignment increases the group’s Honor by 1. A 6 Just 16 Suspicious
Chaotic alignment decreases Morale by 1. An evil 7 Lazy 17 Superstitious
alignment decreases Honor by 1 and a good 8 Learned 18 Thoughtful
alignment increases morale and honor by 1. A 9 Quiet 19 Unpredictable
neutral alignment increases Lore by 1 (true neutral 10 Religious 20 Vengeful
doubles this increase).

If you wish to randomly determine the alignment of Yakuza Gang Qualities


a yakuza official, member, or gang you may use Table ach gang should be assigned three qualities. The
3.3. Accompanying each alignment is a list of three first of these is chosen from the three qualities
possible qualities associated with that alignment.
Once alignment has been chosen, choose one of the
possessed by the kumicho and the second is
qualities associated with that alignment and apply it chosen from the three qualities possessed by the
to the individual or gang being created (remember gang’s second in command, the wakagashira. The
that if the alignment of the group and the group’s third quality is taken from Table 3.3, according to
kumicho is more than one step apart, the quality the gang’s alignment. Qualities cannot be chosen
chosen must be the fractured quality). twice.
Table 3.3 Yakuza Alignment Active Bustling with energy, an Active individual is
d100 Alignment Possible Qualities (choose one) always planning, working, and moving. Groups with
01-59 Lawful Evil Devious, Meticulous, Vicious this quality are likewise constantly busy. Active
60-79 Neutral Evil Cold, Devious, Greedy Group’s Morale modifier increases by 1 and their
80-89 Lawful Neutral Cold, Honorable, Meticulous,
90-96 Chaotic Evil Cruel, Riotous, Vicious
Purchase and Smuggling Limits increase by 10%.
97 Neutral Good Charitable, Greedy, Just Bold An individual or group with the Bold quality acts
98 Lawful Good Charitable, Honorable, decisively and fearlessly. Members of a group with the
Meticulous Bold quality increase their Morale modifier by 2.
99 Chaotic Good Charitable, Lawless, Riotous Charitable An individual or group with the
00 Chaotic Neutral Greedy, Lawless, Riotous Charitable quality frequently gives to the poor and
needy. In such a group, Honor, Morale and Society
Kumicho and Wakagashira Qualities are increased by 1 but the group’s Purchase limit is
When assigning qualities to the yakuza kumicho 20% lower.
(and their second in command), choose one Cold An individual with the Cold quality is distant
alignment related quality from Table 3.3 and then and emotionally unapproachable. Groups with the
choose two qualities from those presented on Table same quality are aloof towards those outside the
3.4. If you desire, Table 3.4 allows you to randomly group and maintain a facade of passionless efficiency.
select these qualities. Groups who are Cold have their Honor quality
increased by 1 but their Social modifier decreases by 1.

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Page 23
Cruel A cruel individual enjoys causing pain in Morale, and Lore modifiers are all decreased by 2 in
others, whether physical or emotional. Cruel groups such a group.
seek to hurt those in their community at every Lazy When possible, a Lazy man avoids labor and
opportunity. The Honor and Society modifiers of a strenuous activity. If intelligent, it is likely that the lazy
Cruel group are decreased by 1, but the Morale of man seeks to do his work efficiently and quickly, so it
such a group is increased by 1. does not have to be redone. Lazy groups suffer from a
Devious A devious individual is manipulative and lack of motivation and frequently try to coerce others
scheming. Though not all devious people are liars, into doing what has to be done. The Morale modifier in
one must parse one’s words carefully. Devious a Lazy group is decreased by 1 and their Purchase and
groups seek to use those outside the group to their Smuggling Limits are decreased by 30%.
own advantage, and even those within the group Learned Learned individuals have studied
must be alert to the machinations of their comrades. extensively and are knowledgeable about one or more
Devious groups decrease their Honor by 1 but their areas of interest. Groups with the Learned quality
Lore Modifier increases by 1. value scholars and wisdom. The Lore quality of such
Fractured A group with the Fractured quality is groups is increased by 3.
being torn apart by internal struggles. All modifiers Meticulous A Meticulous individual is very exact in
in such a group are decreased by 2. both his appearance and his record keeping. A group
Gloomy Constantly morose, Gloomy individuals with this quality expects its members to be clean and
wallow in pessimism. Groups with the Gloomy to maintain good accounts. In a Meticulous group,
quality are full of such individuals. Morale in Gloomy Honor and Lore are both increased by 1 and Morale is
groups decreases by 1. decreased by 1. The Purchase and Smuggling Limits of
Greedy A Greedy individual covets that which he a Meticulous group are increased by 10%.
does not have and seeks monetary success, Quiet A man with the Quiet quality does not speak
frequently through less than honorable means. unless what he has something worth saying. Groups
Groups with this quality are likewise focused on the who share the Quiet quality are calm and subdued in
acquisition of worldly wealth, even at the expense of their dealings. A Quiet group’s Society modifier is
others in their community. The Purchase and increased by 1.
Smuggling Limits of such a group are increased by Religious Whether pious, zealous, or simply devout,
30%. a Religious man is concerned with matters spiritual
Honorable An Honorable individual’s word is his and makes the time to participate in the faith he has
bond. He lives according to his own personal code, chosen. Religious groups give regularly to their faith,
even when others fail to do so. Honorable groups participate in festivals and other times of worship,
likewise have a rigid code of conduct, whether and are respectful of the clergy. The Honor and Lore
spoken or unspoken and expect each member of of a religious group are each increased by 1. The
their group to live according to this code. The Honor Purchase Limit of such a group is reduced by 10%.
of groups with this quality is increased by 3 and the Riotous A Riotous individual is unruly, wild and an
Morale modifier is increased by 1. incorrigible carouser. Such people are frequently
Hot Tempered Quick to anger, Hot Tempered intoxicated, almost always boisterous, and frequently
individuals frequently take out their frustrations and belligerent. A group with this quality is comprised of
wrath on those around them. When an entire group wild individuals given to dissipation and carnal
is Hot Tempered, the community walks gingerly, excesses. In a Riotous group, Honor is decreased by 2,
fearful of displeasing the group. A Hot Tempered and Morale and Lore are both decreased by 1.
group’s Society modifier is decreased by 1. Additionally, the group’s Purchase and Smuggling
Jolly Jolly individuals enjoy their jests. Laughing limits are both reduced by 10%.
often, they are seldom seen without a smile. Groups Romantic Sentimental and possibly idealistic, a
with the Jolly quality are good natured and friendly, Romantic finds pleasure in situations and people who
at least outwardly. Morale and Society modifiers are capture his imagination. Groups possessing this
both increased by 1 in a Jolly group. quality are prone to hero worship and theatrics.
Just A just individual attempts to insure that people Honor and Society are each increased by 1 in a
are treated as they deserve to be treated. Just groups Romantic group.
attempt to distribute justice to their community, Ruthless Trampling on all who come between them
according to the code of the group and the mores of and their goals, a Ruthless man, and a Ruthless
their society. Groups with the Just quality increase group, stop at nothing to get their way. A Ruthless
their Honor by 2. group decreases its Honor modifier by 1 but increases
Lawless An individual with the Lawless quality its Morale modifier by 1.
does as he pleases, when he pleases and must be Stern An individual with the Stern quality is hard on
forced to do otherwise. A group with the Lawless himself and on others, expecting the best from each.
quality is out of control. Members barely obey their Stern groups are frequently mirthless, expecting all to
superiors, and only when their superiors are on hand. Honor, conform and do their part as required. A Stern group’s
Page 24
Honor and Morale modifiers are increased by 1, but
their Society modifier is decreased by 1.
Strong A Strong individual appreciates strength in
himself and in others, whether that strength be
physical or mental. Groups with the Strong quality
likewise value personal strength and hold those that
can demonstrate strength in high regard. Such
groups increase their Morale modifier by 1.
Stubborn A Stubborn man does not easily change
or back down. Groups who also have this quality are
likewise set in their ways, refusing to change their
beliefs and actions until there is no other choice.
Stubborn groups increase their Morale modifier by 1
but decrease their Society modifier by 1.
Suspicious Individuals and groups with the
suspicious quality do not easily give their trust.
Groups with the Suspicious quality have their Society
The Role of the Number Two Man
modifier decreased by 2.
Superstitious A Superstitious individual holds any The kumicho normally chooses his own number two
number of beliefs concerning the spirit world, luck man and this choice both reflects the priorities of the
(and the loss thereof) and the proper way one should oyabun and helps shape the personality of the gang.
act concerning both. Frequently fearful of change The influence of the number two man is reflected in
and the unknown, Superstitious groups engage in the yakuza stat block in two ways. First, one of the
numerous small activities meant to placate the qualities of the gang is drawn from the qualities of the
spirits and increase good fortune. Both the Lore and number two. Second, the exact job of the number two
Society modifiers of a group with the Superstitious may affect either the yakuza gang’s modifiers, or its
quality are decreased by 1. Purchase and Smuggling Limits. Choose one of the
Thoughtful A Thoughtful man thinks before acting three following roles for the gang’s number two man.
and is frequently given to introspection and
philosophy. Groups possessing the Thoughtful Accountant The number two man is in charge of
quality are seldom rash, but plan efficiently before keeping the family books and paperwork in order. The
setting themselves into motion. The Lore of a choice of an administrator, or accountant, for a
Thoughtful group is increased by 1 and the number two means the kamushi is focused on profit. It
Smuggling Limit of such a group is increased by is also a fairly safe choice for the oyabun as accountants
20%. only rarely conspire to take control of the family. Gangs
Unpredictable Some Unpredictable people are with an accountant in the number two position
crazy, others may simply be purposefully erratic. decrease their Morale modifier by 1 and increase their
Either way, one is hard pressed to tell how they will Lore modifier by 1. These gangs also increase their
react to any given situation. When a group has the Purchase and Smuggling Limits by 20% each.
Unpredictable quality, its members tend to be violent Dealer The number two man still works in the gang’s
and wild, exulting in anarchy and chaos. An bakuto parlor, overseeing the betting and sometimes
Unpredictable group’s modifiers are all decreased by even tossing the dice himself for the customers. The
1. Additionally, Purchase and Smuggling Limits are choice of a dealer for a number two man indicates the
both reduced by 10%. kamushi is focused on the family’s traditions and the
Vengeful An individual or group with the Vengeful day-to-day activities of the gang. Yakuza families with
quality never allows a slight or hurt to rest, but a dealer as the number two man increase their Morale
makes sure to return cut for cut and hurt for hurt, modifier by 1. These gangs also increase their
tenfold. They constantly pursue vendettas against Purchase Limit by 20%.
their enemies, both real and imagined. Morale in a Enforcer The number two man is in charge of family
Vengeful group is increased by 1 but Society is discipline and doling out violence to those that oppose
decreased by 1. the yakuza. He is a violent man and dangerous to
Vicious A Vicious individual thinks little of hurting cross. The choice of an enforcer indicates the kamushi
others and is given to savage moods and vindictive wants to keep the community in line, through
vendettas. Brutal and violent, groups with the intimidation and violence if need be. Gangs with an
Vicious quality possess a bloody reputation. Morale enforcer as the number two man increase their
in a Vicious group is increased by 1, but Society is Morale modifier by 1, but decrease their Society
decreased by 2. modifier by 2. The Smuggling Limit of these gangs is
increased by 20%.

Page 25
Gang Enterprises not go along with their program of mutual communal
Each yakuza gang maintains a bakuto parlor. As the defense, or, upon occasion, burning down the homes
gang grows in size and influence, it regularly or businesses of the same. Just as they are willing to
branches out into a number of other nefarious advance credit in their bakuto parlors, yakuza groups
enterprises, generally starting with extortion and often make business loans to members of their
prostitution and then moving onto narcotics, community, but, again, the interest rates they charge
smuggling, entertainments, and sometimes even are typically high, and those who cannot repay must
assassinations. Beyond these endeavors, each gang is frequently give over their wives, sons or daughters.
also likely to operate a number of more mundane
businesses associated with the hinin-eta castes. Entertainment The yakuza traditionally control the
These legitimate businesses are expected to be entertainment industries, if such exist, within the
profitable but also serve as fronts when necessary for communities they occupy. Street theaters, geisha,
the gang. acrobats, wrestlers and the like are all brought into
the yakuza organization, and forced to pay fees for the
Bakuto Parlor Every yakuza gang maintains at privilege of performing. In towns or cities with actual
least one bakuto parlor, a gambling establishment theaters, the yakuza gang often owns the property,
which frequently serves double duty as a gang allowing only those entertainers loyal to them to
meeting hall, main office and sake house. The exact perform within.
nature of the gambling offered may vary from one
location to another, but dice games are fairly Prostitution While not all yakuza gangs operate
ubiquitous. Many yakuza gangs are willing to brothels, most of the larger families do. The women
advance credit to their customers, so long as the are seldom there voluntarily. While some have been
customer is a member of the community, but the kidnapped, or are supporting drug habits, most are
interest on these advancements is high and often “working” off debts run up by their husbands or
lead to the debtor selling his own family members to fathers.
the yakuza so that the debt may be worked off.
Smuggling While all yakuza gangs have some
Extortion After the bakuto parlor, most yakuza experience with smuggling contraband, a few operate
organizations quickly move into the extortion regular smuggling rings, making scheduled runs.
business, charging a fee to local businesses for the Weapons, drugs, luxury items, and even food are all
privilege of the yakuza’s protection. Those transported out of the sight of government officials
individuals who do not cooperate voluntarily can and the taxman. Gangs involved in smuggling often
expect to suffer assaults upon their persons and their deal in shoddy or stolen goods as well, though they
property until they capitulate. The yakuza are not almost never steal, or condone stealing, from the
above kidnapping the women of those men who do community in which they are stationed.

Page 26
Drugs Yakuza families involved in the drug trade
are most likely to be found in the cities, but some
rural gangs make a good living off of the production
and smuggling of narcotics.

Assassinations Assassinations in this case is


short-hand for violence and death done for profit. It
includes the kumicho hiring out his men as
mercenaries, banditry (always engaged in outside of
the community in which the yakuza gang operates),
and traditional killings done for a fee.

Yakuza Gang Names


Yakuza gangs are named in a variety of ways. Some
are named after the community they dwell in, some
are named for the kumicho, others have more
poetical names. The following three tables can be
used to create an authentic sounding yakuza gang
name. Simply choose, or roll randomly, one word
from each table.

Table 3.5 Japanese Adjectives Wakagashira Simoro Hako LN expert 6 (accountant)


d20 d20 (cold, gloomy, stubborn)
1 take (bamboo) 11 midori (green) Gang Qualities gloomy, meticulous, superstitious
2 kage (shadow) 12 kin (golden) Notable Members
3 hisui (jade) 13 kogoshi (celestial) Chief Dealer Damku LE rogue 5
4 hono (flame) 14 hogosha (guardian) Chief Enforcer Tapeka Akune fighter 6
5 kuroi (dark) 15 sogo-na (glorious) Madame Sapira Rin NE expert 3
6 warui (wicked) 16 ideai-na (great) Gang Enterprises Bakuto Parlor, Extortion, Prostitution
7 dai-ichi (prime) 17 osoroshi (dreadful) Purchase Limit 1,300 gp; Smuggling Limit 2,600 gp
8 kura (black) 18 chidarake (bloody)
9 aka (red) 19 goyona (audacious) Poor Band of Yakuza Smugglers
10 aoi (blue) 20 un-ga (lucky)
Toa-ikka
NE poor yakuza band (25 members)
Honor -4, Morale +1, Lore -1, Society -5
Table 3.6 Japanese Nouns Kumicho Eizo Katabachi LE ranger 6 (stern, stubborn,
d20 d20 vicious)
1 kumo (spiders) 11 ni-no-iri (sunset) Wakagashira Tomeo Yoshida NE rogue 4 (enforcer)
2 borei (spectres) 12 akuma (devils) (greedy, ruthless, superstitious)
3 tora (tigers) 13 no-o (phoenix) Gang Qualities devious, ruthless, stubborn
4 hebi (serpents) 14 tatsu (dragon) Notable Members
5 okami (wolves) 15 ino-shi-shi (boar) Chief Accountant Shiroo Godai NE expert 3
6 sasori (scorpions) 16 taika (authority) Gang Enterprises Bakuto Parlor, Smuggling
7 taka (hawks) 17 han-dan (judgment) Purchase Limit 250 gp, Smuggling Limit 600 gp
8 kaze (wind) 18 inago (locusts)
9 kaminari (thunder) 19 shi-shi (lions)
10 bofuu (tempest) 20 cho-cho (butterflies) Big City Syndicate
Shingitokaze-kai
Table 3.7 Japanese Group Descriptor LE prosperous yakuza syndicate (250 members)
d6 Honor -1, Morale +0, Lore -1, Society -4
1 Ikka (family) Kumicho Atjime Kitayama LE rogue 7/ machi-yakko 7
2-4 Kai (association) (learned, meticulous, romantic)
5-6 Gumi (association) Wakagashira Atjime Ota LE rogue 7/machi-yakko 2
(dealer) (active, devious, jolly)
Sample Yakuza Gangs Gang Qualities active, meticulous, vicious
Notable Members
Typical Small Town Yakuza Gang
Chief Accountant Kabo LN rogue 6
Takeakuma-gumi Chief Enforcer Atjime Nishaniwa LE fighter 10
LE typical yakuza gang (75 members) Gang Enterprises Bakuto Parlor, Drugs, Entertainment,
Honor -1, Morale -5, Lore -1, Society -3 Extortion, Prostitution
Kumicho Hatake Komosa LE rogue 7 (meticulous, Purchase Limit 9,750 gp, Smuggling Limit 16,500 gp
quiet, superstitious)
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6

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1
5 4

2
3

ZAWAIZUMI
Mountain Village
250 feet
Part 4: Zawaizumi ,
Yakuza Mountain Village
Village Locations
Zawaizumi is a village nestled in the scenic foothills of the The following are some of the more notable locations
mountain. An abundance of wildlife, coupled with a in the village.
multitude of freshwater streams, has allowed the village,
for many years, to live off of the profits of its hunters and 1. Amuro’s The village simply refers to this
leatherworkers. Unfortunately, for the last ten years, life in
the village has been less than idyllic. About fifteen years
sprawling building as “Amuro’s” The kumicho has
previously, bandits began to plague the region and the added onto it several times over the past fifteen years,
villagers, fearing for their safety, found themselves turning the most recent addition being the collection of rooms
to Oshiro Amuro for protection. Amuro was from a used to house Amuro’s female “guests” during the
different village, but he agreed to help if he was allowed to day. The front rooms of the building serve as a
set up a bakuto parlor in the village so that he might “have gambling parlor and there are several rooms on the
a place in which he could peacefully spend his few second floor for more private entertainment. Drink
remaining years.” Amuro-san arrived with thirty men, and credit both flow freely within the establishment,
built his bakuto house and declared the whole village and the mood is normally merry, though a discerning
under his protection.
individual soon realizes much of the mirth is forced
and desperate.
At first the village was glad of its decision. Besides the
promise of security, the “retired” yakuza boss brought 2. The Tannery The Homaku family owned this
entertainment and merriment to the village. His tannery, ideally situated downwind from the rest of
establishment offered cheap sake, pleasant music and easy the village, for many years; but five years ago,
credit. It was only when several of the villagers found
Homaku Shou, son of the village elder, ran up great
themselves deeply in debt to the kumicho that they
realized their mistake, but by then it was too late. debts to Oshiro Amuro and was forced to hand over
Currently more than twenty of the village women have the deeds to the family business. Homaku Shou still
been confiscated by Amuro as “collateral” on debts owed to runs the tannery from day to day, but he is little more
him. A lucky few are allowed to go home during the day, than a glorified slave, indentured to the yakuza. The
the rest are housed on the premises. Periodically a yakuza gang keeps its smuggled goods in one of the
husband or father objects to the situation, only to be cut rooms of the tannery, a room which is always
down by Amuro’s wakagashira, a violent swordsman guarded. Much to Shou’s horror, his youngest son,
named Takeshi. Tatsuoa, has recently joined the yakuza gang,
accepting Amuro as obuyan.
Beyond running his establishment, the kumicho has also
established the village as an epicenter of smuggling and as 3. The Village Shrine This small shrine sees little
a hideaway for yakuza members fleeing prosecution traffic for most of the year, but Hamashi Nobuo works
elsewhere. Illicit goods are brought into the village weekly, diligently to maintain it. Ironically, in all the village, it
over the mountain, only to be shipped out with the is the murderous Takeshi who is most mindful of his
monthly shipment of treated furs and prepared leather. spiritual duties. He visits the shrine every morning to
offer incense and prayers. From time to time Nubuo
Zawaizumi, Yakuza Village publicly expresses his disapproval of the yakuza, but
LN Village thus far Takeshi has refused to take action against the
Corruption +1; Crime -2; Economy -1; Law +1; priest.
Lore +1; Society -4
Qualities notorious, rumor mongering citizens 4. The Village Elder This small dwelling houses
Danger 10 Homaku Kurou, the patriarch of the Homaku family
Demographics and the oldest man in the village. Even before his son
Government overlord (kumicho) lost the deed to the family business, Kurou had come
Population 190 (99 % humans; 1% hengeyokai) to realize how detrimental the yakuza’s presence in
Notable NPCs the village was to the lasting well being of the
Kumicho Oshiro Amuro LE rogue community. He has secretly sought some method to
7/machi-yakko 3 drive the gang from the community, thus far in vain.
Priest Hamashi Nobuo LG cleric 5
Village Elder Homaku Kurou LN expert 4 5. Keiji’s Before the arrival of the yakuza, Keiji
Marketplace provided sake for the village. Keiji still serves sake for
Base Value 650 gp; Purchase Limit 3,750 gp; anyone visiting his place, but he does not actively seek
Spellcasting 3rd business, instinctively recognizing that to do so might
Minor Items 2d4; Medium Items 1d4; Major be bad for his health.
Items -

Page 29
6. The Beekeeper Yoho no Gozu faithfully follows have dwelt in the village for over three decades, working
in the footsteps of his ancestors, gathering honey their humble garden, raising pigs, and quietly aiding
from the bee hive in the ancient oak growing on his their neighbors, they are not human. Rather, both are
property. While the frugal beekeeper has kept hengeyokai wizards of the rabbit clan. Two weeks ago,
himself out of debt and financially free of Amuro’s one of Amuro’s men captured a young hengeyokai girl,
tentacles, his family has still suffered and Gozu is a Saki’s niece in fact, as the girl was coming to visit her
man full of grief and anger. Gozu’s daughter, Atsuko, aunt. Delighted with this acquisition, Amuro has placed
became attached to a handsome young kyodai her in his brothel, though she has, thus far, only been
named Hiroyuki, who plied the girl with gifts. One required to provide light entertainment and wait upon
evening, a month ago, an intoxicated Hiroyuki took guests. The two hengeyokai are horrified, but fearful of
the maiden to meet his “younger brothers,” who, rescuing her themselves. They have sent word to their
along with Hiroyuki, beat and raped her through the clan concerning the problem, hoping for heroes to
night. In the morning, when at last she could flee, rescue the innocent maiden.
Atsuko took her life by throwing herself into a deep,
rocky ravine northwest of the village. ...Meanwhile, though the gang rarely purchases or
smuggles true treasure (silk, spices and weapons
Adventuring in Zawaizumi comprise the bulk of the “merchandise” Amuro’s gang
Despite the fact that Amuro ostensibly settled in the carts over the mountain each week; while the weapons
village so that he might drive away the bandits, other are illegal, the silk and spices are shipped thus to
than a few token “patrols” around the village, the avoid the Imperial fees and road taxes), recently, one
yakuza gang has done little to actually keep the of the smugglers, while purchasing the goods on the
bandits at bay, nor, until recently, was there an far side of the mountain, had the opportunity to
apparent need for them to do more. Their mere purchase a golden omamori, which he proudly gave to
presence has acted as a deterrent and the bandits his oyabun. Amuro, recognizing the amulet as an
wisely sought other prey. Now, however, a series of arcane treasure, now wears it, at all times, attached to
Amuro’s shipments into the village have gone his sword. However, though the omamori does confer
missing, as have the men who were carrying the protection, it is also cursed (see sidebar) and it is only
goods over the mountain. Amuro suspects one of the a matter of time until it causes the whole village to
bandit gangs and must now find individuals willing erupt in violence and bloodshed.
to comb the mountain for the bandit’s village. In
truth, the problem lies not with bandits, but with Izumioshiro Ikka
tengu who dwell in hidden villages further up on the LE prosperous yakuza gang (55 members)
mountain. The smugglers, of late, have come too Honor -2, Morale +0, Lore -2, Society -6
Kumicho Oshiro Amuro LE rogue 7/machi-yakko 2
close to one of their villages and the tengu have
(devious, ruthless, vengeful)
begun ambushing the shipments. Wakagashira Takeshi LE Fighter 10 (enforcer) (hot
tempered, religious, vicious)
...Meanwhile, village elder, Homaku Kurou, has been Gang Qualities hot tempered, vengeful, vicious
discreetly sending his youngest son into nearby Notable Members
villages to spread tales concerning the great Chief Accountant Daimicho Arata LN expert 4
treasures the gang hides in the tannery. Thus far, the Chief Dealer Sukota NE rogue 6
tales have attracted little attention, but the old man Madame Oshiro Harumi LE rogue 4
trusts that greed may ultimately lead to the arrival of Gang Enterprises Bakuto Parlor, Prostitution, Smuggling
Purchase Limit 1,500 gp; Smuggling Limit 3,600 gp
warriors who will be able to drive the yakuza from
the village.
Oshiro Amuro, Kumicho of the Izumioshiro-ikka
At sixty five years old, Oshiro Amuro is a thin man,
...Meanwhile, a yakuza shatai has been found dead,
with close-cropped white hair, a pleasant smile, and
his body broken on the rocks in the ravine where
a devious heart as black as pitch. Though he
young Atsuko took her life. While Takeshi suspects
habitually maintains a facade of pleasant geniality,
the beekeeper, Gozu, the truth is that the ghost of
he is ruthless in his dealings, and, when angered, his
Atsuko, hungry for vengeance, now haunts the road
cruel expression is all the more terrifying for its calm
between Amuro’s and the ravine. The undead spirit
serenity. Despite his bloody nature, Amuro generally
presents an interesting dilemma for would be ghost-
avoids dirtying his own hands with violence, much
hunters: should her murderous quest be aided or
preferring to leave such matters to his wakagashira,
thwarted?
Takeshi. Amuro genuinely, and possessively, regards
Zawaizumi as his retirement village, and he fully
...Meanwhile, one elderly couple in the village, Sabuo
plans on dying (though not for many more years)
and Saki, are not quite what they seem. Though they
peacefully in his bed surrounded by lovely women.

Page 30
Oshiro AmuroCR9 (XP 6,400) claimed the omamori for himself. Over the years,
Male human rogue (kyodai archetype) 7 / machi- the golden omamori has passed from hand to
yakko 3 hand, blessing some, but causing others to
LE medium humanoid suffer.
Init +1; Perception +14
Defense A thin rectangle of gold, one inch wide and two
AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 inches long, the golden omamori of Tsudoki no
natural) Takeyama is emblazoned with runes of fortune
hp 72 (10d8+27) and has a small hole near its top so that it might
Fort +5, Ref +9, Will +6 be hung from a belt, tied to weapon, or even
Defensive Abilities evasion, uncanny dodge; worn about the neck. Any character who carries
Resist Fire 10 the omamori upon his person benefits from a +1
Offense bonus to all d20 rolls. However, all characters
Spd 30 ft. within 100 feet of the omamori, including the
Melee +1 wakizashi +11/+6 (1d6; 18-20) bearer, must succeed at a DC 5 Will save or be
Special Attacks Sneak Attack +5d6 compelled, as with suggestion, to engage in an
Tattoos The Demon, The Boar act of violence by making a melee or ranged
Statistics attack which will, if successful, deal damage
Str 8, Dex 12, Con 12, Int 17, Wis 12, Cha 14 against the first individual to insult, slight or
Base Atk +7; CMB +6; CMD +14 harm them. Those who successfully make their
Feats Dodge, Leadership (16), Skill Focus save are immune to the effects of the talisman
(Intimidation, Profession [gambler]), Toughness, for 24 hours. Those who fail their save and
Weapon Finesse, Weapon Focus (wakizashi) subsequently engage in an act of violence are
Skills Acrobatics +15, Appraise +15, Bluff +16, allowed make a new Will save to be free of the
Diplomacy +19, Intimidate +27 (+29 if tattoos are compulsion. Failure indicates that they are
visible), Knowledge (history) +15, Knowledge (local) compelled to attack the next individual to insult,
+20, Perception +15, Profession (gambler) +18, slight or harm them. This continues until the
Sense Motive +15, Use Magic Device +14 affected person at last makes his Will save, or he
Languages Common, Goblin, Infernal, Kaidanese, himself is slain. If the wearer of the omamori
Yakuza Cant engages in any violent or greedy activity, the DC
SQ community leader, gang leader, gang profits, of this Will save is increased by 1 for each such
strength in numbers act.
Rogue Talents Fearsome Tattoos, Finesse Fighter,
Read Tells, The bearer of the omamori, once it is worn, will
Gear Enchanted Oni Tattoo (increase strength by 4 not willingly part with the talisman, and if the
twice a day), amulet of natural armor +2, +1 talisman is forcefully removed from the bearer,
wakizashi, the golden omamori of Tsudoki no will seek to regain it, using whatever means
Takeyama (current DC 12) necessary. If the bearer of the omamori is slain,
the DC of the Will save resets to 5.
The Golden Omamori of Tsudoki no Cure
Takeyama To be free of the talisman, the bearer must
Aura Strong Enchantment; CL 15th; Identify DC 40 submit to an atonement spell, cast in
Slot none; Weight 1/4 lb. conjunction with a successful remove curse (DC
Description 26). Once the bearer is free of the omamori, the
In ancient times, Tsudoki, a powerful kami of DC of the Will save resets to 5.
wondrous beauty, dwelt for a time within the
Takeyama-san shrine. The warrior Rokushimo, full of
pride, sought to woo the goddess, but she knew his
heart, that it was wicked and covetous. Yet, as he was
handsome, she decided to test his worthiness and she
gifted him with a mighty omamori made of gold and
full of virtue. She cautioned Rokushimo that the gift
was not without danger, for if the warrior was greedy
or violent, the omamori would work to awaken feelings
of murderous rage in those around him. Full of his own
importance, the swordsman failed to heed the words of
Tsudoki, continuing to live as he always had. He was
murdered six months later by his retainers, the
strongest of whom

Page 31
Takeshi, Wakagashira of the businesslike. The men who work for him know better
than to try to embezzle the house’s money, for more
Izumioshiro- Ikka than one shatei has been severely beaten for having
Takeshi, a psychotic killer who delights in feeling his the temerity to attempt such a thing.
blades cutting the flesh of his foes, has been with
Amuro for twenty-five years and is completely
devoted to his oyabun. Tall, whip-thin and
Sukota CR 5 (XP 1,600)
handsome, with long, black hair, Takeshi dresses Male rogue (bakuto) 6
stylishly in black kimonos; but he cannot hide his NE Medium humanoid
vicious personality. Despite his murderous ways, Init +7; Perception +10
Takeshi is quite religious, visiting the village shrine Defense
daily to offer incense and prayers. He has never AC 14, touch 14, flat-footed 14 (+3 Dex, +1 dodge)
killed a priest, nor is he eager to do so, though he hp 39 (6d8+12)
would if pressed to it. Fort +3, Ref 8, Will +1
Defensive Abilities evasion, uncanny dodge
Offense
Takeshi CR 9 (XP 6,400) Spd 30 ft., other types of movement
Male human fighter (yakuza-bushi) 10 Melee masterwork short sword +9 (1d6; 19-20/x2)
LE Medium humanoid Special Attacks sneak attack +3d6
Init +7 (+9 with short blade); Perception +9 Statistics
Defense Str 10, Dex 17, Con 12, Int 14, Wis 8, Cha 14
AC 21, touch 15, flat-footed 16 (+6 armor, +3 Dex, Base Atk +4; CMB +4; CMD 18
+2 dodge); ACP -2 Feats Dodge, Improved Initiative, Skill Focus
hp 85 (10d10+30) (profession [gambling], sense motive),Weapon
Fort +9, Ref +6, Will +2 Finesse, Weapon Focus (short sword)
Defensive Abilities quick response, swift Skills Appraise +8, Bluff +11, Diplomacy +11,
Offense Intimidate +11, Knowledge (local) +11, Perception
Spd 40 ft. +10, Profession (gambling) +13, Sense Motive +12,
Melee wakizashi +17/+11 (1d6+8; 18-20/x2) Sleight of Hand +12 (+15 with dice, cups, cards),
Special Attacks leaping attack (if Takeshi moves Stealth +12, Swim +9
more than 5 feet prior to attacking, he gains a +2 Languages Common, Kaidanese, Yakuza Cant
bonus to attack and damage rolls) SQ gambler’s eyes (+2), skilled cheat, skilled gambler
Statistics Rogue Talents finesse fighter, hard to fool, read
Str 16, Dex 16, Con 14, Int 10, Wis 8, Cha 12 tells
Base Atk +10; CMB +13; CMD 27 Gear enchanted fiery dragon tattoo, masterwork
Feats Alertness, Cleave, Combat Reflexes, Critical short sword
Focus, Dodge, Greater Weapon Focus (wakizashi),
Mobility, Power Attack, Short Blade Warrior, Spring
Attack, Weapon Focus (wakizashi), Weapon Kurodeba
Specialization (wakizashi) Aura moderate transmutation; CL 9th;
Skills Acrobatics +5, Appraise +13, Intimidate +14, Slot none; Price 12,000 gp; Weight 2 lbs.
Knowledge (local) +8, Perception +9, Profession Description
(gambling) +12, Sense Motive +1 Kurodeba measures 27 inches long, with a 19-
Languages Kaidanese inch, single-edged blade of black steel and a full
SQ weapon training (light blades +2, heavy blades tang. The sword’s collar, guard and buttcap are
+1) fashioned from the same black steel as the blade
Gear +2 leather lamellar armor, kurodeba (+2 and the wooden handle is wrapped with cords of
wakizashi), enchanted hidden sword tattoo black silk. Kurodeba functions as a +2 wakizashi
(kurodeba) which, when gripped, also grants its user a +1
dodge bonus to AC and an additional +2 bonus
when confirming critical hits.
Sukota, Yakuza Chief Dealer Construction
A rotund man with a hearty laugh and a wide smile, Requirements Craft Magic Arms and Armor,
Sukota welcomes anyone and everyone into his cat’s grace, keen; Cost 6,000 gp
bakuto parlor. His jovial nature is matched only by to heed the words of Tsudoki, continuing to live
his avarice and Sukota will cheerfully slit a man’s as he always had. He was murdered six months
throat for the contents of his purse if he thinks he later by his retainers, the strongest of whom
can get away with it. When not dealing with guests
to the bakuto house, Sukota is far more serious and

Page 32
Hiroyuki, Kyodai of the Izumioshiro-ikka Oshiro Harumi CR 3 (XP 800)
Hiroyuki has a handsome face and a honeyed Female human rogue 4
tongue, especially when he is charming a woman, LE Medium humanoid
but the beauty is only skin deep. A masochistic Init +2; Perception +7
misogynist, Hiroyuki sees each woman as a
challenge, but once a woman has succumbed to his Defense
charms, he has no further use for her. When AC 12, touch 12, flat-footed 10 (+2 Dex)
conducting gang business, Hiroyuki relishes the hp 26 (4d8+8)
opportunities afforded him to threaten, cower and Fort +2, Ref +6, Will +1
intimidate those that resist the will of his oyabun. Defensive Abilities evasion, trap sense +1, uncanny
(Note: Hiroyuki’s stats can be used for any of the dodge
kyodai in the Izumioshiro-ikka.)
Offense
Hiroyuki CR 4 (XP 1,200) Spd 30 ft.
Male rogue (kyodai) 5 Melee type +5 (1d4-1)
LE medium humanoid Special Attacks sneak attack +2d6
Init +1; Perception -1 Statistics
Defense Str 8, Dex 14, Con 12, Int 13, Wis 10, Cha 18
AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 Base Atk +3; CMB +2; CMD 14
dodge) Feats Skill Focus (Diplomacy, Profession
hp 32 (5d8+10); [prostitution]), Weapon Finesse
Fort +1, Ref +5, Will +0 Skills Appraise +7, Diplomacy +14, Disable Device
Defensive Abilities evasion, uncanny dodge +9, Intimidate +11, Perception +7, Perform (dance,
Offense sing) +11, Profession (prostitution) +7, Sense Motive
Spd 30 ft. +7, Sleight of Hand +9
Melee wakizashi +5 (1d6+1; 18-20/x2) Languages Kaidanese, Yakuza Cant
Special Attacks sneak attacks +3d6 SQ trapfinding
Statistics Rogue Talents charmer, read tells
Str 12, Dex 13, Con 10, Int 9, Wis 8, Cha 14 Gear masterwork dagger
Base Atk +3; CMB +4; CMD 15
Feats Dodge, Improved Initiative, Skill Focus Daimicho Arata, Chief Accountant of the
(Intimidate), Toughness, Weapon Focus (wakizashi), Izumioshiro-ikka
Weapon Finesse When he was younger, Daimicho Arata found himself
Skills Bluff +11, Diplomacy +11, Intimidate +16 (+18 deeply in debt to the yakuza and, as a result, was drafted
when tattoos are exposed), Perception +8, Profession into their service as a bookkeeper, a job at which he
(gambling) +8, Stealth +10 excels. Now a much older man, Arata tries to tell himself
Languages Kaidanese, Yakuza Cant that he has nothing to do with the wickedness around
SQ strength in numbers (+1) him, but he cannot quite bring himself to believe it, and
Rogue Talents fearsome tattoos, finesse fighter each night, after he has finished his work, he drinks
Gear masterwork wakizashi, masterwork leather himself into a sake-fueled bliss of unconsciousness,
lamellar armor, loaded dice upstairs at Amuro’s. Arata has for the last four years,
been having an affair with Amuro’s wife, Harumi. He is
Oshiro Harumi, Madame of the smitten by her beauty and she views it as an opportunity
to strike out at her husband.
Izumioshiro-ikka and Amuro’s Wife
Growing up in a yakuza family, Harumi was thrust Daimicho Arata CR 2 (XP 600)
into prostitution from a very young age. Her beauty Male human expert 4
allowed her to marry well within the yakuza, but LN Medium humanoid
she has never been able to leave the sordid life of the Init +0; Perception +0
brothel, nor would it ever now cross her mind to do Defense
so. Harumi hates nearly everyone, her husband in AC 10, touch 10, flat-footed 10
particular, but she masks her hatred behind a calm, hp 18 (4d8)
cold exterior. Nevertheless, she uses every Fort +1, Ref +1, Will +4
opportunity to take out her anger on the girls under Offense
her care, berating and beating them whenever they Spd 30 ft.
give her an excuse to do so. Statistics
Str 10, Dex 10, Con 8, Int 15, Wis 11, Cha 12

Page 33
Base Atk +3; CMB +3; CMD 13 Homaku Tatuosa CR 1 (XP 400)
Feats Skill Focus (Appraise, Knowledge [local], Male rogue (kyodai) 2
Profession [accountancy]) NE Medium humanoid
Skills Appraise +10, Diplomacy +8, Intimidate +8, Init +5; Perception +4
Knowledge (history) +9, Knowledge (local) +12, Defense
Linguistics +9, Perception +7, Profession AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
(accountancy) +12, Sense Motive +7 hp 13 (2d8+4)
Languages Common, Draconic, Giant, Goblin, Fort +1, Ref +4, Will -1
Kaidanese, Sylvan, Yakuza Cant Defensive Abilities evasion
Gear none Offense
Spd 30 ft.
Melee masterwork short sword +4 (1d6+1)
Special Attacks sneak attack +1d6
Homaku Tatuosa, shatei of the Statistics
Izumioshiro-ikka Str 13, Dex 13, Con 12, Int 10, Wis 8, Cha 9
Base Atk +1; CMB +2; CMD 13
The youngest son of tanner Homaku Shou, Tatuosa Feats Improved Initiative, Toughness, Weapon Focus
grew to think of his father as weak, when his father (short sword)
lost the tannery to Amuro. Soon afterwards, he left Skills Acrobatics +6, Bluff +4, Intimidate +5,
his family and pledged himself to Amuro. Since that Knowledge (local) +5, Perception +4, Profession
time, Tatuosa has worked hard to prove himself to (gambling) +4, Profession (tannery) +4, Stealth +6
his new family, fully embracing all their ways. Languages Kaidanese, Yakuza Cant
(Note: Tatuosa’s stats can easily be used for any of Rogue Talents fast stealth
the younger yakuza members.) Gear leather armor, masterwork short sword

Page 34
Glossary of Terms

Asuras The samurai caste


Bakuto Gambler
Biwa A stringed lap instrument akin to the lute
Bo-kan An urban hoodlum, an in-town ruffian
Bushi A warrior
Eta Literally filthy. An outcast caste, historically comprised of those who performed
undesirable jobs; eventually the eta and the hinin castes merged into a single society.
Furosha A traveling vagabond
Hinin Literally non-human. An outcast caste, historically comprised of performers, gamblers and
criminals; eventually the eta and hinin castes merged into a single society
Horimonoshi Tattoo artist
Kabukimono Literally crazy ones, garish ronin bandits
Keigo Bodyguard, honorguard
Kobun Yakuza follower, literally, “son”
Koroshiya Hitman
Kumicho Yakuza boss
Kyodai Yakuza superior, literally, “big brother”
Machi-yakko Literally, “town servant.” The term conjures romantic images of dashing heroes who
protected the poor against the attacks of kabukimono bandits.
Matsuri A festival or holiday; exact dates and occasions vary from one community to another
Mikoshi A portable shrine
Moso Blind, itinerant musician
Oicho-kabu A card game, similar to black jack, where 19 is a winning hand and ya-ku-za (8-9-3) is a
bust
Omamori A prayer amulet believed to bring protection and good fortune
Oni A race of demonic beings in mortal flesh
Oyabun Yakuza superior; literally, “father”
Oyabun-kobun The foster father-son relationship at the heart of a yakuza family
Rakugosha Dropout, outcast or failure
Ronin A master-less samurai
Sekkou A scout, or spy
Shatei Yakuza inferior; literally, “younger brother”
Tekiya A street peddlar stall
Wakagashira Yakuza lieutenant
Yabitsume A ritual of penance; literally, “finger cutting”

Page 35
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Open Game License v 1.0a Copyright 2000–2005, Wizards of the Coast, Inc.
d20 System Reference Document Copyright 2000-2005, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker,
Andy Collins, David Noonan, Rich Redman, and Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook,
and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
Lance
Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo
Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; Authors: Jason Buhlmann, Tim Hitchcock, Colin McComb,
Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K. Reynolds, Owen K.C. Stephens, and Russ Taylor.
The Book of Erotic Fantasy. Copyright 2006, Arthaus, Inc.; Authors: Gwendolyn F.M. Kestrel and Duncan Scott
The Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson
The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and
Sean O’Connor.
Character Clip Art & Color Customizing Studio. Copyright 2002, Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman, art and
illustrations by Larry Elmore.
Paths of Power. Copyright 2009, 4 Winds Fantasy Gaming; Authors Sean O’Connor and Patricia Willenborg, with Connie J. Thomson and Robert W.
Thomson.
Inkantations. Copyright 2011, 4 Winds Fantasy Gaming; Authors Sean O’Connor and Rogan Hamby, with CJ Ruby and Patricia Willenborg.
The Way of the Yakuza Copyright 2011, Steven D. Russell and Michael Tumey, all rights reserved; Author Jonathan McAnulty

Page 36
KD10

K A I D A N
T H E WAY O F T H E YA K U Z A
Greetings, my friend. If you have come for knowledge, enter
and have a seat. Pardon, that I do not rise and greet you
properly, but I am not as young as I once was. As the hair
grays, the bones grow weak. But I've outlived more than most
and I'll wager there's a few more I'll yet outlive.

Yes, indeed. I've seen many young bo-kan like yourself come
through those doors over the years. Full of spirit and ready to
take on anyone, be they demon or men. Most do not last long.
Perhaps you will be different? ...Or, perhaps not. Only time will
tell, for ours is a dangerous path, yet we would choose no other.

In every village and every town, our presence is felt. Though


others see only the gambling houses and sake shops, we know
the true reason we fight. We are the champions of our people,
and the heroes of the outcast. It is we who defend our way of
life.

Come, I shall instruct you in the way of the yakuza, that you
may be prepared for the road you have chosen...

The Way of the Yakuza


by Jonathan McAnulty

A Faction of Kaidan
designed for use with the
Pathfinder Roleplaying Game

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