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Black Tokyo Legends: Fur of the Yokai


Written by Chris A. Field
All images in this PDF are public domain ukiyo-e and shunga woodcuts, produced in Japan between
the late 17th and mid 19th Centuries. They were provided via Wikimedia Commons.
www.otherversegames.blogspot.com
Fully compatible with the PFRPG.

About the Cover


Due to the explicit nature of this release, the 3.5 OGL Logo designed by Louis Porter Jr.
has been used. This product is fully compatible with the 3.5 OGL
and the most popular, currently published version of that rule set.

Black Tokyo and the Tatakama


The concepts presented here had their origins in Black Tokyo, a guide to playing hentai
inspired horror/adventure using the D20 Modern ruleset. This sourcebook deals with monsters and
demons in their natural habitat, on the far side of the dimensional barrier that separates the endless
twilight of the Tatakama from the skyscrapers and bullet trains of Black Japan.
This sourcebook provides new ways to use the character creation system found in Fursona: The
Definitive Guide to Creating Anthropomorphic Characters, released by Otherverse Games in 2011.
It is not a standalone sourcebook and it also heavily references
the upcoming Races of the Tatakama sourcebook.

Japan has a long history of strange hybrid


monsters, of ghosts and spirits that are half
animal and yet, somehow, half human. Some of
these creatures are famous, and appear in popular
culture outside of Japan- sexy Kitsune, cunning
Tengu and other hybrid folk. Others are obscure
but no less impressive for that- the great,
earthquake causing namazu, the Tanuki and their
endlessly mutable testicles, and other strange
creatures.

Instead of being humanoids, henge are


considered Fey with the Anthro subtype.

As four is an unlucky number, all henge


receive five (5) build points with which to
purchase Major and Minor Racial traits.

All henge must select one disadvantage,


however. They do not receive build points
for this mandatory disadvantage.

This sourcebook describes how to


integrate the freeform furry character creation
system described in Fursona: The Definitive
Guide to Creating Anthropomorphic Characters
(Otherverse Games, 2011), into a hentai-inspired
campaign set in the Tatakama. It is a companion
to the upcoming Black Tokyo Legends: Races of
the Tatakama, and some concepts only hinted at
here will be fully explored in that release.

All henge are wise in the ways of the


spirit world. They receive a +2 racial
bonus on Knowledge (religion) checks,
even if they are otherwise impious brutes.

Finally, henge may select the Half Willing


Prey template as a Disadvantage, earning
two (2) build points, or may choose this
as their mandatory disadvantage.
Characters from the Kitsune or Tanuki
optional orders may choose the Wishing
Beast template instead, in the same
manner.

The Anthros of
Japanese Folklore
Anthropomorphic creatures are
traditionally referred to as henge. Henge can take
the form of any of the orders found in Fursona:
The Definitive Guide to Creating
Anthropomorphic Characters, and are seen as
half-spirit creatures. These creatures might take
any number of forms and can come from any
strata of society. A horse-faced spirit-creature
might be a peasant rice farmer, tending her fields
in the endless twilight of the Tatakama, or may be
a noble samurai warrior sworn to the service of a
local daimyo.
If you wish to give the anthros in your
campaign a more uniquely Japanese flavor, and
make them henge in spirit, not just in name,
modify the Fursona creation system in the
following ways.

Using the Races of the


Tatakama as Orders
Some of the new races found Black
Tokyo Legends: Races of the Tatakama can
easily be converted over to Orders for use with
the Fursona character-builder. That sourcebook
includes full details about these new Orders
cultures, and outlook.

Daughters of the Kirin


The Daughters of the Kirin are chase and
athletic unicorn girls. They are sired on champion
mares by their lusty but heroic divine father, the
Eastern god known as the Kirin. The Daughters
of Kirin are courageous forces for good,
protected by ivory armor and a gleaming golden
horn which they use as adeptly as a knights
lance.
As an Order
Ability Score Modifiers: +2 STR, -2 INT, +2
CHA
Enhanced Senses: lowlight vision
Racial Feats: Run and Endurance
Free Minor Racial Traits: Racial Skill Focus
(Handle Animal)
Free Major Racial Traits: Natural Armor
Favored Major Racial Traits: Adamant Laced,
Attribute Excellence (STR), Call of the Wild,
Disease Immunity, Hoof Stamp, Life Focus,
Natural Armor, Pounce, Powerful Build,
Powerful Kick, Strong Life Force, Tireless

Alternatively, you can simply consider


Daughters of the Kirin to be members of Order:
Equis.

Kitsune
Kitsune are glamorous and seductive
tricksters able to take the form of a sleek fox
when they wish to move unseen. They tend to be
a bit selfish, a bit greedy, and more than a bit
vain. A foxs tail peeks from beneath the hem of
their kimonos even in woman-shape.
As an Order
Ability Score Modifiers: -2 STR, -2 CON, +4
DEX, +2 CHA.
Enhanced Senses: lowlight vision
Racial Skills: +2 Bluff, +4 Climb, may use either
STR or DEX as key attribute for Climb checks.
Free Major Racial Traits: Wyld Shape (fox)
Favored Major Racial Traits: Flexibility,
Hunters Bane, Jinx, Larcenous *, Lifefocus,
Natural Weapons, Odd Type, Pounce, Scurry,
Silver Tongued, Unaging
*describes a racial trait found in Fursona II

Tanuki

Order: Inugami

Tankui are rotund little shapeshifters that


can become a Japanese raccoon-dog, a useful
trick for skipping out on a bar tab. The race is
infamous for their swollen, magical testicles, and
the shapeshifters are equally wise and vulgar.

Inugami are ghostly dog sprits, known for


their greed, hunger and visciousness when
threatened. Even the most good hearted Inugami
will take what he needs without concern for the
desires of others. Heroic Inugami might become
bold tomb raiders and dungeon delvers, killing
and stealing from only the guilty and the
monstrous, while others become fearsome
brigands and rapists. Inugami are well respected,
and sometimes even liked among the monstrous
Ironclub Oni race. While no match for an
Ironclub physically, Inugami are cunning and
sadistic enough to earn respect.

As an Order
Ability Score Modifiers: -2 DEX, +4 CHA.
Enhanced Senses: scent
Racial Skills: +2 Stealth, 1 free rank in Perform
(comedy) per 4 ranks in any other Perform skills.
Free Major Racial Traits: Wyld Shape
(Japanese raccoon-dog)
Favored Major Racial Traits: Chameleon Skin,
Defensive Stench, Disease Immunity, Jinx,
Inugami make natural Rogues and
Larcenous *, Scurry, Silver Tongued, Speak Spell Rangers, and experienced Inugami often take up
Mimicry *, Squick, Toxin Immunity, Unaging
the assassins blade. Inugami spellcasters usually
* describes a racial trait found in Fursona II
become sorcerers of demonic bloodline.

New Anthro Orders


The following new breeds of Anthro are
common across the Tatakama, and might also be
found in other worlds.
1. Inugami (greedy and viscous dog ghosts)
2. Lamia (proud and physically powerful
snake anthros)
3. Namazu (catfish gods that relish wanton
destruction)
4. Raiju (arrogant but courageous lightning
spirits)
5. Slime (dull witted amoeba-like creatures)
6. Tsukumogami (humble household objects
imbued with a soul)
7. Yokai (chaotic, animalistic goblins)

Appearance: Inugami are horrific, dog-like


beings, unnatural and cruel. Their bodies and
souls are created from the sacrifice of dogs by
dark wizards. The Inugamis head floats free a
few inches from the severed stump of its neck,
the wounds of which drip endless trails of cold
black blood. Their snarling, saliva soaked mouths
are wreathed in stinking black flames. Inugami
often dress in fire-blackened samuaris armor, and
carry massive weapons.
Type: Inugami, unlike other Anthro creatures,
have the Undead type. They have all the traits
common to Undead Player Characters.
Undead Player Characters
Undead player characters have all the
traits common to Undead (described fully in The
Bestiary), with one notable exception. As
thinking beings, with true souls, Undead player
characters remain vulnerable to mind-influencing
effects. An Undead player characters Hit Die,
base attack bonus and base saves are determined
by its character class.

Ability Score Modifiers: +2 STR, +2 DEX, CON, -2 WIS. Inugami are lean and hungry,
physically adept and nimble. However, their
shriveled black souls are tinged with madness. As
Undead, Inugami have no Constitution score.

Undercommon, Abyssal, Goblin, Infernal or Orc


as a bonus language.

Racial Skills: Inugami are terrifying beyond all


imagination, and are skilled hunters. The dogspirits receive a +2 racial bonus on Intimidate and
Survival checks.

Bacteria Colony, Blindsight, Bloodfeeder, Blood


Lust, Execution Beast, Ferocity, Natural Armor,
Size: Lage, Stone Regard, Spell Howl *, Winged
Flight
* describes a racial trait found in Fursona II

Enhanced Senses: Inugami possess the scent


special quality.
Alignment: Heroic and kind Inugami are so rare,
in all the Tatakamas history, only two poems
have been sung of such creatures. Virtually every
Inugami is an example of an especially cruel and
greedy evil alignment.
Languages: Inugami begin play speaking
Common and Gnoll, and consider the Gnoll race
to be lesser cousins to their own undead glory.
Extremely intelligent Inugami can select

Favored Racial Traits: The following major


racial traits are favored by members of this order.

Order: Lamia
Intelligent, determined and friendly, the
snakelike Lamia race are known as stalwart
heroes and trustworthy lovers. Lamia adventurers
often accompany other anthro and humanoid
heroes on great quests, and are on fairly good
terms with the powerful Daughters of Kirin. Less
adventurous Lamias can be found in small,
orderly villages across the Tatakama. Some
Lamia clans are fishermen, who live in stilt cities
near the waters edge, while brown scaled Lamia

of the plains and savannahs are creatures of the


desert and grasslands.

truly evil creatures, and easily recognized by their


dark green or obsidian scales.

Lamia place great emphasis on family,


honor and duty to their clan and their nation.
Lamia families are matriarchal, and some Lamia
clans, especially those who share a border with
their proud, Bloodstrong Man allies, practice
incest as ritual and magic. Lamia heroes are most
often clerics, fighters, paladins, and inquisitors.
Among magicians, wizards far outnumber
sorcerers or divine spellcasters.

Languages: Lamia speak Common fluently.


Extremely intelligent Lamia can select Sylvan,
Dwarven, Gnome, or Undercommon as a bonus
language.

Appearance: Lamia are scaled, reptilian beings


whose torso ends in a long, serpentine tail that
stretches more than twice as long as a man is tall.
Lamia have colorful scales with complex
decorative patterns across their chest, shoulders
and their cobra-like hoods. Lamia have proud,
handsome and humanlike scaled faces with tiny
fangs. Females of the species tend to have
functional, lactating breasts that nourish the
races helpless, live young.
Ability Score Modifiers: +2 STR, -2 DEX, +2
INT. Lamia are intelligent and physically fit, with
disciplined minds and heroic physiques. They are
a bit too big to be truly graceful, however.
Minimum Size: Lamia are powerfully built and
must be at least size: Medium.

Quadruped (EX): Lamia have snake-like


lower bodies that provide them with
extraordinary stability. Lamia cannot be tripped
and receive a +2 racial bonus to their Combat
Maneuver Bonus and Combat Maneuver Defense
score. A Lamias lifting and carrying limits are
double those of a bipedal humanoid of the same
size.
Favored Racial Traits: The following major
racial traits are favored by members of this order.
Acidic Blood, Attribute Excellence
(STR), Burrower, Chameleon Skin, Constrict,
Fast Healing I, Flexibility, Multiple Arms,
Powerful Build, Size: Large, Strong Life Force,
Tireless, Toxin Immunity, Tremorsense, Venom

Order: Namazu
The chaotic and destructive Namazu are a
race of god-touched catfish folk. These goliath
fish-beings are known for their incredible
strength- a strength so great its said the Namazu
can cause devastating earthquakes merely by
thrashing its massive bulk.

Racial Skills: Lamia are wise in the ways of


nature and the hunt, and receive a +2 racial bonus
on Survival checks. Their culture has a proud
This order is similar in both size, power,
and lifecycle to Piscia Major (described in
arcane tradition, and receives a +1 racial bonus
Fursona II). However, Namazu have truly
on Spellcraft checks.
legendary strength, a penchant for wanton
destruction, and a knack for rebuilding what
Enhanced Senses: Lamia can flick out their
theyve destroyed- all the better to knock the
forked tongues and taste the air, receiving the
world down again. Namazu favor the barbarian
scent quality.
or fighters path, but a few become especially
dangerous war-wizards, wreaking untold havoc
Alignment: Lamia are lawful, honorable
creatures, who can be trusted to hold to the letter with area effect spells, the more destructive the
better.
of any agreement they enter into. Most tend
towards a good alignment. A few Lamias are

they can afford, which,


though clean will be dented
and repaired as a result of
its wearers violent
lifestyle. Most carry
workingmans tools among
their gear, such as
hammers, axes, saws,
wrenches and so forth.

Ability Score Modifiers:


+2 STR, +2 CON, -2
CHA. Namazu are
phenomenally strong, more
durable than river boulders
and monstrously violent.
Their chaotic tendencies
and love of mass
destruction make Namazu
unwelcome in polite
society- or any society at
all really.

Appearance: Namazu resemble powerfully built,


muscular catfish men, with slippery, oil soaked
black, white and grey physiques. Their rubbery
lips are wide and always curled upwards in a
faint, sadistic smirk, as if the creature is always
pleasantly reminiscing about some past carnage.
Long, drooping whiskers and tiny, mischievous
eyes give the Namazu an appearance that is
almost a parody of a samuaris proud mustache.
Most Namazu are found in the heaviest armor

Racial Skills: Namazu


anthros receive a +2 racial
bonus on Swim checks;
they are slow, plodding
swimmers. The creatures
relish causing destruction,
but also have a deep
compulsion to help rebuild
the cities they destroymostly so theyll have
something to smash
tomorrow. Namazu receive
a +4 racial bonus on Craft
(structural) checks; they
make skilled masons and carpenters.
Enhanced Senses: Namazu anthros receive
lowlight vision and Darkvision with a 60 ft rangethey are adapted to the dark of the deep ocean.
Alignment: Namazu feel a call to destroy,
demolish and pillage, a compulsion that goes all
the way down to their marrow. Namazu are
deeply chaotic creatures, with a pugnacious and

rotten disposition. A few of the smarter Namazu


embrace chaos as a means to overturn corrupt
social order, to destroy the homes and property
of the wealthy while sparing the poor, and are an
especially violent breed of chaotic good. The vast
majority of the race are chaotic neutral, however.
Languages: In addition to Common, Namazu
are fluent in a blubbery dialect of Aquan.
Amphibious (EX): Namazu anthros can
survive indefinitely under water, and cannot
drown.
Favored Racial Traits: The following major
racial traits are favored by members of this order.
Adrenal Surge, Blindsight, Burrower,
Constrict, Constructor Secretion, Defensive
Stench, Disease Immunity, Ferocity, Natural
Armor, Powerful Build, Powerful Kick, Size:
Large, Tireless, Tremorsense, Unaging, Water
Mastery*
*describes a racial trait found in Fursona II

Order: Raiju
Raiju are creatures of primal, elemental
lightning and thunder. Their conception is
heralded by a single crack of thunder, somewhere
far in the distance, and their birth is attended by
thunderstorms lasting more than a day. Like the
Daughters of Kirin, Raiju anthros are the
descendents of a god, Raijin, the Beast of
Thunder. Like their divine ancestor, Raiju are
bold, impetuous and courageous. No Raiju will
ever run from a fight, nor turn down a challenge.
Most tend to be foolhearty, but most are fairly
noble, if insufferably arrogant.
Raiju anthros most often become
Paladins, and have a fierce rivalry with the
Daughters of Kirin, challenging their horse-sister
counterparts to deeds of valor. Raiju spellcasters
are most often sorcerers from an elemental
bloodline, or else specialized evokers with a
penchant for lightning magic.

Appearance: Riaju anthros are unusual hybrid


creatures, a mix of cat, eagle and man in roughly
equal measure. The anthros powerful bodies are
sheathed in gleaming green or sky blue scales.
Most stand taller than an ordinary human, and are
broader and more muscular than even the
mightiest warrior. Raiju have almost feline faces,
and their piercing eyes crackle with lightning.
Raiju are equally comfortable in a fine silken
kimono or a platemail harness.
Ability Score Modifiers: +2 CHA. Raiju are
well rounded, physically and emotionally, and are
known for their arrogance, pride and noble
bearing.
Racial Skills: Raiju are highly disciplined,
tactically minded soldiers at heart. Raiju receive a
+2 racial bonus on Knowledge (history) and
Knowledge (nobility) checks.
Enhanced Senses: Raiju receive Darkvision with
a 60 ft range.
Alignment: Most Raiju are neutral or lawful
good, but this does not make them especially
pleasant. Most Raiju are arrogant, class
conscious, boastful and belligerent.
Languages: Raiju begin play speaking Common
and Auron. Highly intelligent Raiju may select
Celestial, Sylvan or any elemental language as a
bonus language.
Electrical Immunity (EX): Raiju are
immune to electrical damage.
Favored Racial Traits: The following major
racial traits are favored by members of this order.
Adamant Laced, Air Mastery *, Attribute
Excellence (DEX), CE: Eagle Host, Ferocity,
Lifefocus, Natural Armor, Phoenixborn, Pincers,
Spell Howl *, Toxin Immunity, Voltaic Skin,
Winged Flight
*describes a racial trait found in Fursona II

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Order: Slime
Slimes are among the most common form
of life- there exist thousands of variations on the
basic slime body-plan, a puddle of thick, viscous
gelatin that absorbs organic matter and dissolves
it down to its base components. These amoeboid
creatures are intensely colorful, and naturalists
know that a Slimes coloration is a decent clue to
the creatures abilities: from the basic green slime
to the highly magical rainbow slime, no other
collection of species, save perhaps the super
fecund insects, displays as much variation as the
slime.
Slime anthros are only more intelligent
than their inhuman ancestors, still driven by
simple instincts. When they hunger, they usually
dissolve a cat or rabbit, though more civilized
Slime anthros can usually be convinced to absorb
the proteins in a humanoid lovers sexual
secretions, a process intensely pleasurable for
both the Slime and the mammal involved. Slime
anthros tend to be fairly submissive, content to
linger in the shadow of more intelligent, more
aggressive heroes, but can be especially fierce
opponents if a favorite companion or even their
territory is threatened.
Appearance: Slime anthros maintain a mostly
humanoid form composed of several dozens
gallons of undifferentiated, monochromatic biomass. The creatures tend to forget about
maintaining the fine details of their form when
not actively concentrating on that body partunless a Slime needs fingers to perform fine
manipulation, shell likely have a simple mitten
like hand at the end of her arm-pseudopods, or
might melt into a puddle of colorful and slippery
slime when lounging. Most Slimes adopt
extremely cute humanoid faces resembling a
petite humanoid girls and quite a few Slimes
have brightly colored bio-luminescent eye spots
or lures somewhere on their bodies.
Type: Unlike other Anthros, a Slime Anthros
default type is Aberration.

Ability Score Modifiers: +2 DEX, +4 CON, -4


INT. Their undifferentiated bodies represent the
simplest and most evolutionary robust form of
life in existence, and Slime anthros move with a
boneless grace, but. how best to put this
theyre absolute fucking morons.
Racial Skills: Slime anthros receive a +8 racial
bonus on Escape Artist checks; they can
effortlessly contort their liquid bodies in endlessly
inventive ways, and most actually enjoy
squeezing into tight spaces or unusually shaped
containers.
Enhanced Senses: Slime anthros can feel
vibrations resonating in their nuclei, and depend
on their sense of hearing far more than their
rather basic sense of sight. Slime anthros receive
tremorsense with a 30 ft range.
Alignment: Slime anthros tend to be true
neutral- they do not like inflicting pain and have
no interest in dominating others, but they are too
simple-minded to follow complex laws or social
mores. Most just want to be fed, and to receive
attentions from their more humanoid
companions.
Languages: Slimes speak a broken, childlike
form of Common. Very few can be called
articulate. Slimes do not receive bonus languages
for having a high intelligence score; very few of
the creatures have a high enough attribute for this
to be an issue.
Amphibious (EX): Slime anthros can
survive indefinitely under water, and cannot
drown.
Favored Racial Traits: The following major
racial traits are favored by members of this order.
Acidic Blood, Bacteria Colony, Blindsight,
Chemical Burn, Constrict, Constructor Secretion,
Disease Immunity, Fast Healing I, Flexibility,
Pheromone Negation, Strong Life Force, Squick,
Toxin Immunity, Unaging, Water Mastery*
* describes a racial trait found in Fursona II

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Order: Tsukumogami
Tsukumogami are little household spirits
that have animated a beloved object, in use for at
least a century of service. This spirit has brought
the object to a strange life, and given it a roughly
animal-like or barely humanoid form. An old
cooking kettle might sprout furry legs and a
monkeys tail, a pair of sandals might grow eyes,
a nose and a long beard, a samuaris heirloom
scabbard might become a strange, too-thin
woman with a need to be penetrated.
Tsukumogami are helpful, submissive and
fairly passive. Like Slimes, they make great
sidekicks, trailing along in the wake of great
adventures and loyally surviving a master.
Submissiveness is bound into the wood-flesh or
marble bones of a Tsukumogami. Many
Tsukomagi become Rogues- they are creatures of
civilization and have a knack for moving
unnoticed among humanoids. A few becomes
Clerics, mostly following gods of artifice, art and
labor, while others become great yet humble

Wizards with a talent for creation and magical


artisanship.
Appearance: Tuskumogami have no set shape.
What they were before receiving a soul
determines the form their body takes today. Most
are small and squat, with few of the Order
standing larger than a 7 year old human child.
They have metallic, porcelain, stone or wood
skin, often marred by cracks or chips- they saw a
lot of service in their century of non-life, and the
marks of their duty are worn proudly as thinking
beings. They have features that verge on parody,
comically elongated noses, wide, fat lips, oddly
proportioned eyes. Most walk upright but quite a
few run on all fours, especially when excited.
Maximum Size: Tsukumogami are Small
creatures. They cannot become larger than size
Small.
Ability Score Modifiers: +2 DEX, -2 CON, +2
INT. Tsukumogami are clever, quick witted and
dexterous, but they are frail and fragile.

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Racial Skills: Tsukumogami receive a +8 racial


bonus on Stealth checks in urban environments.
This racial bonus increases to +12 in areas where
broken or discarded items are the norm, such as
garbage middens, crowded junk shops or the
homes of the obsessive or insane.

Order: Yokai

Alignment: Tsukumogami can be any alignment.


They are created from discarded things, which
may include discarded morality. The alignment of
their last owner tends to shape a Tsukumogamis
moral outlook more than any other factor.

The Yokai Order encompasses an entire


legendary, mythological demons with animalistic
traits. The Yokai order can create bizarre, hybrid
creatures that blend the traits of several different
animal species into a blood-curdling whole. Yokai
are tricksters, predators and cunning monsters,
more comfortable in the forests and swamps of
the Tatakama then in more civilized regions.
However, more than a few Yokai venture into the
villages and cities of humanity to play tricks or
devour unwary maidens, and these foul, odd
creatures like nothing better than bedeviling
clerics and holy men.

Languages: Tsukumogami speak Common in a


pidgin, rhymey manner, and tend to verge on
gibbering incoherence even at the best of times.
Highly intelligent Tsukumogami may select
Dwarven, Gnome, Goblin, Orc or Terran as
bonus languages.

Yokai often become Barbarians, Rangers


and Rogues. Those that become spellcasters
usually take up the wizardly path- they are
usually too ugly and stunted to become great
sorcerers. Druids tend to be more common than
clerics, but not by too wide a margin.

Stuffed (EX): Tsukumogami, as artifacts


come to life, receive the Stuffed major racial trait
at no cost. They are durable and hard to destroy.

Appearance: No two Yokai are alike. These


strange, stunted little goblins take a wide array of
forms, and display an astounding variety of
strange powers. Most have visibly animalistic
features, that they display proudly. Most possess
frightful fangs, leonine manes, impressive horns.
Others might have feathers, scales or a kappas
turtle shell or tengus crowlike beak and talons.
Most Yokai have ugly, gnarled faces twisted in a
perpetual sneer, and genitals as unforgettably
strange as they are disgusting.

Enhanced Senses: A Tsukumogamis weird little


eyes give the creature lowlight vision.

Object Guise (SU): Tsukumogami


receive the Object Guise minor racial trait at no
cost, which represents the item they were before
awakening to life.
Favored Racial Traits: The following major
racial traits are favored by members of this order.
Alchemical Synthesis*, Blindsight,
Burrower, Chameleon Skin, Continual Evolution,
Darts, Defensive Stench, Disease Immunity, Jinx,
Larcenous*, Multiple Arms, Natural Armor, Odd
Type, Pincers, Scurry, Toxin Immunity.
* describes a racial trait found in Fursona II

Maximum Size: Yokai are restricted to Size:


Small, and cannot be made larger.
Ability Score Modifiers: +2 STR, +2 DEX, -2
CHA. Yokai are freakishly strong for their size,
nimble as a stalking cat, but they are crude and
menacing, even when they are trying to be on
their best behavior.
Racial Skills: Yokai are skilled in many things,
but too undisciplined to ever be considered true
masters in anything they try. Yokai receive a +1

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racial bonus on Stealth, Survival and Intimidate


checks as well as 1 Knowledge check of choice.
Enhanced Senses: Yokai receive lowlight vision.
Alignment: Yokai are fundamentally chaotic
little troublemakers. Most are chaotic neutral or
chaotic evil. The few chaotic good Yokai are
considered the weaklings and runts of the pack,
and are subject to every imaginative cruelty their
more sadistic brothers and sisters can dream up.
Languages: Yokai speak Common. Those with a
high Intelligence can choose Infernal, Abyssal,
Aklo or Undercommon as bonus languages.
Favored Racial Traits: The following major
racial traits are favored by members of this order.
Acidic Blood, Adrenal Surge, Alchemical
Synthesis *, Bloodfeeder, Blood Lust, Burrower,
Constrict, Continual Evolution, Death Gaze *,

Defensive Stench, Execution Beast, Jinx,


Maddening Chitter, Multiple Arms, Odd Type,
Pincers, Pounce, Scurry, Spell Howl *, Stone
Regard, Squick, Turtling Defense, Venom,
Winged Flight
* describes a racial trait found in Fursona II

The Social Standing of


Monsters
Even the Tatakamas henge and weird
anthro creatures have a place in its society, and
like any other character in a Tatakama campaign,
select a Cultural Template to represent their place
in society.
Inugami are monsters that dwell in the
wastelands, and exist only to cause human
suffering. They are considered the vilest form of

14

burakumin, creatures closely associated with


death and foulness.

betters. Others become ninja, and kill as silently


as a bat, swooping down on a moth.

Lamia have a reputation for honor and hardwork,


and many are considered heimin. Lamia farmers,
inn-keepers, watchmen and skillful blacksmiths
are common. Many of the boldest serpent-folk
have been elevated to the rank of samurai for
their valor and honor.

New Racial Traits

Namazu are usually either burakumin or heimin.


In prosperous human communities, they can find
a place as day laborers, masons or carpenters,
though in poorer lands, they do eta-work:
burying the dead, slopping waste, tanning leather.
A very few have bought their way into the ranks
of the minor nobility, but they are neither liked
nor trusted at court.
Raiju are fighters without equal, and many
become legendary samuari. A few are adopted
into the royal court as nobility. Once every few
centuries, a Raiju child is born to one of the
daughters of the Imperial Family- though the
woman usually dies as lightning rips apart her
womb, her thunder-child is a powerful, high born
hero.
Slimes. Slimes have no conception of human
social roles. Some live in the forest with the
primitive Ainu people, but most dwell in the
sewers as burakumin. Few have any conception
that are an oppressed underclass, knowing no
other way to live, and having few wants in life.
Tsukumogami can come from any strata of
society. An etas old, rusting shovel can become a
burakumin Tsukumogami, as could an Ainus
kimono, a heimins wood-working set, a ninjas
grappling hook or slippers, or a nobles sake
bowl. The favored toy of an Imperial prince or
princess might even come to life and protect the
royal child on their adventures.
Yokai are chaotic, dull-witted and violent. Most
see no shame in being burakumin, and relish
shocking, horrifying or embarrassing their social

The new major and minor racial traits


here come from a variety of Asian myths, not
purely Japanese folklore. Some are conversions
of talents, optional racial traits and Hentai feats
to found in Races of the Tatakama. Others are
original and strange as the myths that inspired
them.

New Minor Racial


Traits
Demon Hunters Semen (SU)
1 Point
You have been blessed by luminous
semen that can strengthen a lover against
demonic violence. For one hour after accepting
your semen into their body, characters receive a
+1 luck bonus on all saving throws against spells
and effects generated by creatures of the Outsider
type.
Fertile Skin (EX)
1 Point
Restricted: female gender only
You can become pregnant from semen
introduced into any orifice, or even splashed
upon your skin or hair. Your entire body is as
fertile as a vagina.
Fog Walker (SU)
2 Points
You are surrounded by swirling, chill
mists and ever-shifting shadows. Any time you
have concealment of any kind, your concealment
is improved by one step.

Gooey Lubrication (SU)


1 Point
If you think about it, you can make your
orgasmic burst as gooey and cloying as sovereign
glue. Once per day, you can either ejaculate or
drip your sexual fluids on an object, which is
treated as if splashed with a single vial of
sovereign glue.
Ground Fighter (EX)
2 Points
Your unique anatomy allows you to
engage in combat from a prone position without
penalty.
Half Demon Pussy (SU)
2 Points
Restricted: Female gender only
An oni ancestor hides somewhere in your
heritage. Your tainted bloodline gives you
insatiable lusts, driving you to half crazed with a
need to fill your pussy. Your half-demon viscera
squirm, writhe and reorganize themselves around

the shafts that penetrate you in hopes of driving it


deeper.
For an hour after any penetrative sexual
encounter, you have a 15% chance to ignore the
effects of critical hits, as if you had a lesser
version of the light fortification armor feature.
This fortification does not stack with fortification
from other sources, such as spells or equipment.
Horrific Beauty (EX)
1 Point
Though as hideous as a monster from a
nightmare, you exude a strange allure. You treat
your CHA penalty as an equivalent bonus on
Bluff and Diplomacy checks made for seduction
and romance.
Lesser God of Good Fortune (SU)
2 Points
Requires: Lucky
You are a jolly minor god or goddess, a
benevolent animal spirit that brings good fortune
to those around you. Any allied creature that
spends at least 24 hours in your presence
receives a +1 luck bonus to all saving throws
for the next day, or until the creature next
sleeps.
Namahage (SU)
1 Point
Restriction: lawful creatures only
You are a ritual disciplinary spirit,
charged by heaven with ensuring that children
properly behave. You automatically succeed on
Intimidate checks against children, and you can
intimidate a child into behaving properly,
working hard and obeying their parents for an
entire year with a single hostile grimace and a
loud shout.
Object Guise (SU)
2 Points
You have the ability to transform your
body into some ordinary, forgettable object
and thus hide. You may take the form of a
teakettle, umbrella, paper lantern, or virtually

15

16

any other common form. At will, as a standard


action, you assume the form of a single
household object. In this form, you are immobile
and gain Hardness 4, though you retain your own
Hit Points and full sensory capability. You can
remain in object form as long as you wish, and
may return to your true form at will, as a move
equivalent action. Once your object guise is
chosen, it cannot be changed.
Omorashi (EX)
2 Points
You have a twitchy little bladder, and
when it fills up, all you can think of is rushing to
a private place to piss. Each hour, roll a D6; on a
roll of 1 you need to pee- badly! (Assuming
youre not fatally dehydrated or something.)
Until you pee, your distraction causes you to
suffer a -1 morale penalty on attack rolls, skill
checks and saving throws. However, until you
pee, all your movement modes are increased by
+5 ft. If you suffer a critical hit while holding
your pee, you automatically piss, ending this
effect.
Phallic Tongue (EX)
1 Point
Stretch your tongue out with a lustful
thought, and it transmutes into a long, slimy
penis, always erect. Regardless of your birth
gender, this strange second penis can enjoy
penetrative sex, and even impregnate a woman.
Your phallic tongue can stretch several feet, but
is not strong or dexterous enough to be used to
manipulate objects. Whether this strange ability is
a source of pride or shame is a matter of personal
choice.
Pleasurable Touch (EX)
2 Points
A single touch from your sensual paws
can bring a screaming orgasm. As a melee touch
action which must make skin-to-skin contact, the
anthro can induce a powerful orgasm. The target
is considered shaken for 1d4 rounds from intense
pleasure.

Requires: Attractive Pheromones or


Gifts of Ecstasy feat
Pleasurable Price (SU)
2 Points
Your orgasm has a value greater than
gold. If you cast (or assist an allied spell caster in
casting) any spell with an expensive material
component worth 1,000 GP or more, if you
orgasm immediately prior to casting the spell, it
is considered a material component worth 1,000
GP.
Sense Faithlessness (SU)
1 Point
You can easily see the spiky black aura
wrapped around a has cheated on his wife, or a
cuckolding wife. You automatically know if a
humanoid, monstrous humanoid or giant creature
has ever been unfaithful to its spouse (s) or
betrothed. Your strange sight provides no details
on the infidelity, only that the event occurred.
This is considered to be a divination effect equal
to a first level spell.
Smell Eater (SU)
2 Points
Like the legendary jiki-ke-gaki, a ghost
that devours smells both pleasant and smell, your
strange body absorbs all scent from the air
around you. The scent special ability fails to
function within one mile of your presence, and
for one hour after you leave an area. If you have
scent yourself, the ability is unaffected.
Spiders Biwa (EX)
Requires: Spinarettes
2 Points
You pluck the silken strings of a lute or
biwa as expertly as you manipulate the strands of
your webbing. You may use your spinarettes an
additional time per day for every rank you have
in Perform (stringed instrument). In addition, any
time you make a Perform (stringed instrument)
check, roll 2d20 and take the better of two
results.

Tantric Conditioning (SU)


2 Points
The anthro is a creature created by the
gods, and trained by temple prostitutes and back
alley whores alike to take pleasure and gain
wisdom from lust. If the anthro has a consensual
encounter with a living, sentient creature, the
anthro gains XP as if he or she defeated that
creature in combat.

New Major Racial


Traits
Ame-Furi-Kozo (SU)
3 Points
You are a spirit of rainfall and the unquiet
sky. You summon drenching, torrential
downpours merely by wishing for them. At will,
as a full round action, you may summon a brief,
light rain that spills about inch of rain per hour
over an area several miles in diameter, which lasts
1d4x15 minutes. You may only summon this rain
in a specific area once per day; you can call the
rain, not the floods.
Favored By: Daughter of the Kirin,
Draconis, Medusazoa, Manazu, Octopod, Piscia
(any), Reptilia, Slime
Bamboo Spirit (SU)
4 Points
You have a strong connection to the
natural element of wood, making your spirit as
supple and resilient as a shoot of ripe bamboo.
Your fur, feathers or scales have a greenish or
brown tint, and your bones have the texture of
bamboo.
Like bamboo, you cannot easily be cut.
You receive Damage Reduction 5/piercing or
bludgeoning. You are a being of primal nature,
and cast any spell on the Druid class list at +1
caster level.

Craft a Tamatebako (SU)


You have learned a great secret of the
Dragon-Turtle God, Ryujin, and may craft a small
laquored box which contains a mans immortality.
These mysterious artifacts are called tamatebako.
Crafting a tamtebako requires a DC 18
Craft check, and 500 GP worth of fine wood and
lacquerer, and takes at least 2d6 days to
complete. Each tamtebako must be crafted for a
specific mortal, whose name must be intricately
inscribed upon the inner lid of the box, and is
useless to anyone else.
Any creature who owns a tamatebako
becomes immortal, having no maximum age and
suffering no ability score penalties for aging,
though bonuses for wisdom and experience
continue to accrue. The immortality is only
permanent under two conditions: the magical box
must remain intact and unopened. The box has
Hardness 2 and 10 HP. Only the box rightful
owner can open it, no other force in the cosmos
will pry its lid off. However, if the box is ever
opened or destroyed, its owner immediately
perishes, and is considered to have died from old
age.
Favored By: Cetaca, Crocodila,
Dinosaura, Draconis, Durabilis, Octopod,
Lagandelphis, Raiju, Reptilia, Slime
Drowsy Pelt (SU)
4 Points
Your fur is soft and pleasantly scented,
like the softest silken bedsheets. Anyone touching
your pelt for more than one round becomes more
and more drowsy. Each round the character must
succeed at a WILL Save (base DC 12 + your
CHA modifier), which increases by +1 for each
round the contact is maintained. If the save fails,
the target is affected by a sleep spell cast by a
sorcerer of your total character level. You must
be unarmored or lightly armored to use this
ability.
Favored By: any naturally furred order,
Kitsune, Taunki, Raiju

17

18

Masterful Performer (SU)


4 Points
You were blessed with the
glorious song of the morning dove, and
have the skill to become one of the
most famous kabuki players in all the
Tatakama. Once per day, when making
any perform check, you may attempt a
masterful performance. You must
declare the use of this ability before
making the Perform check. Roll a d20
as normal for the check; if the die result
is 15 or greater, you make a Masterful
Performance.
Reroll the check using 1d100
(or percentile dice). If the result is
greater than 15, it replaces your initial
skill check result, allowing you to craft
a performance your audience will
dream of for the rest of their lives. If
the percentile dice result is less than 15,
use the original die roll instead.
Favored By: Aves (any),
Cetaca, Draconis, Kitsune,
Lagendelphis, Lymantria,
Micromonstria, Yokai
Multiplicity of Wealth (SU)
4 Points
Requires: Lesser God of Good
Fortune, Lucky
You are a spirit that brings
great wealth and prosperity to those
who are kind to you! Your fur has a
golden sheen. Once per day, you can touch a
single container holding coins- a coin-purse,
treasure chest, merchants coin drawer, or even a
great daimyos treasure vault. For every 100 GP
worth of coins within, roll 1d20 and add the
result, in GP to the treasure pile.
Favored By: Aves (minor, major),
Capricornis, Equis, Namazu, Piscia Major, Porca,
Raiju, Simian Major, Tanuki, Yokai

Spirit of the Monkey King (SU)


4 Points
You are the descendant of the capricious
and bold Monkey King, a god of tricks, travel
and trespass. Like your divine ancestor you are
nimble, courageous and impudent in equal
measure, and sometimes even stunningly
compassionate.
You gain the following Minor Racial
Traits as part of the monkey king package:
Expert Climber, Prehensile Tail.

Your descent from the Monkey King has


made you a bold and reckless adventurer. You
automatically succeed at any Acrobatics check
made to tumble, and may attempt Escape Artist
checks to slip bindings or manacles as a full
round action.
Favored By: Simian Minor, Simian
Major
Tengus Blasphemy (SU)
4 Points
You are one of the diverse breed of spiritfolk known as tengu. Though the most famous of
your race are bird-like creatures, others take the
form of monkey-men, leering old men with
penises for noses, or even stranger shapes. All
tengu, however are as blasphemous as they are
wise, and take great pleasure making holy men
question their faith.
As a full round action, you may pose a
blasphemous riddle to any character capable of
casting divine spells. Doing so forces both you
and the targeted cleric to make a Knowledge
(religion) check, the higher of which wins the
debate. If you win, the targeted cleric becomes
unable to cast any divine spells for a number of
rounds equal to your CHA modifier, as his faith is
briefly shaken. If the cleric wins this debate, your
own confidence is shaken, and you cannot use
this ability again for 24 hours.
Favored By: Aves (any), Capricornis,
Felis Minor, Inugami, Kitsune, Piscia, Simian
Minor, Tanuki, Yokai

Hentai Feats as
Racial Traits
The following Hentai feats, described
fully in Black Tokyo Legends: Races of the
Tatakama, may be selected as major racial traits.
If the game master wishes to allow other Hentai
feats, use these converted feats as a guide for the
conversion work. These specific feats were

chosen as alternate racial traits because they


explicitly reference anatomy, and seem rather like
natural (or unnatural) mutations.
These racial treats are treated as racial
bonus feats, and are available even if the
character does not meet the feats prerequisite.
Having this racial trait counts as having the feat
for the purpose of meeting the requisites for
other abilities.
Blood Breeds Monsters (SU)
3 Points
When wounded, automatically summon weak
monsters.
Favored By: Annelida, Arachnae, Inugami,
Lovecraftia, Micromonstria, Namazu,
Tsukumogami, Xenomorphia, Yokai
Dark Lovers Carapace (SU)
4 Points
Grow armor that grows denser after an act of
sexual violence.
Favored By: Arachnae, Arthropoda, Capricornis,
Crocodila, Dinosaura, Draconis, Durablis,
Lagendelphis, Lovecraftia, Lycos, Pachyaderma,
Octopod, Raiju, Taurus, Xenomorphia, Yokai
Eerie Dexterity (EX)
3 Points
Unearthly dexterity and flexibility.
Favored By: Annelida, Arachnae, Aves (any),
Canis Minor, Felis (any), Giesellis, Inugami,
Lamia, Lovecraftia, Lymantria, Medusazoa,
Octopod, Orphidia, Piscia (any), Raiju, Reptilia,
Rodentia, Simian Minor, Slime, Tsukumogami,
Xenomorphia, Yokai
Hungerblood (SU)
3 Points
When wounded, blood ensnares attackers.
Favored By: Aves Carrion, Crocodila,
Dinosaura, Draconis, Medusazoa, Namazu,
Octopod, Slime, Xenomorphia, Yokai

19

20

Mother to Demons (SP)


4 Points
Restricted: female gender only
Give birth to a variety of monstrous servants.
Favored By: Arachnae, Cetaca, Canis (any),
Capricornis, Draconis, Equis,Giesellis,
Lagendelphis, Lamia, Lovecraftia, Lycos,
Octopod, Ursinis, Xenomorphia
Painted with Seed (SU)
3 Points
Accept cum on your body to gain mystical
power.
Favored By: Aves (melodia, minor), Canis
Minor, Daughter of Kirin, Equis, Felis Minor,
Giesellis, Kitsune, Lamia, Lymantria,
Micromonstria, reptilian, Rodentia, Simian
Minor, Slime, Tsukumogami
Phallic Spear Technique (SU)
4 Points
Restricted: male gender only
Transform your penis into a deadly weapon.
Favored By: Arthropoda, Aves Major, Canis
Major, Dinosaura, Draconis, Equis, Felis Major,
Lycos, Octopod, Pachyaderma, Porca, Simian
Major, Taurus, Tanuki, Ursinis
Puzzle of Flesh (SU)
4 Points
Transform your body parts into independent
scounts.
Favored By: Annelida, Giesellis, Inugami,
Lovecraftia, Medusazoa, Octopod, Slime,
Tanuki, Xenomorphia, Yokai
Regenerative Womb (SU)
3 Points
Restricted: female gender only
Heal and break curses through vaginal sex.
Favored By: Aves (any except carrion), Cetaca,
Canis Major, Capricornis, Draconis, Daughter of
Kirin, Durabilis, Equis, Felis Major,
Lagendelphis, Lycos, Lymantria, Micromonstria,
Namazu, Pachyaderma, Piscia Major, Rodentia,
Simian Major, Ursinis, Taurus, Xenomorphia

Serpentine Mane (SU)


3 Points
Prehensile hair.
Favored By: Artiodactylya, Aves Melodia, Canis
Major, Equis, Felis Major, Giesellis, Kitsune,
Lycos, Micromonstria, Medusazoa,
Tsukumogami, Ursinis, Yokai
Unbirth (SU)
4 Points
Restricted: female gender only
Suck enemies into your vulva to unmake them.
Favored By: Annelida, Arachnae, Aves Carrion,
Crocodila, Dinosaura, Draconis, Inugami, lamia,
Lovecraftia, Medusazoa, Namazu, Octopod,
Reptilia, Slime, Xenomorphia, Yokai
Vaginal Prison (SU)
4 Points
Requires: Unbirth
Restricted: female gender only
Trap enemies within your vulva.
Favored By: Annelida, Arachnae, Aves Carrion,
Crocodila, Dinosaura, Draconis, Inugami, lamia,
Lovecraftia, Medusazoa, Namazu, Octopod,
Reptilia, Slime, Xenomorphia, Yokai
Womanly Suffocation (SU)
3 Points
Restricted: female gender only
Suffocate an unsuspecting foe inside your body.
Favored By: Annelida, Arachnae, Dinosauria,
Durabilis, Giesellis, Lagendelphis, Lamia,
Lovecraftia, Medusazoa, Pachyaderma, Piscia
Major, Porca, Rodentia, Simian Major, Slime,
Taurus, Ursinis, Yokai
Wombscrape (SU)
4 Points
Requires: Phallic Spear Technique
Restricted: male gender only
Use your weapon-penis to rape and dominate.
Favored By: Arthropoda, Aves Major, Canis
Major, Dinosaura, Draconis, Equis, Felis Major,
Lycos, Octopod, Pachyaderma, Porca, Simian
Major, Taurus, Ursinis, Xenomorphia

21

New Disadvantages
The creatures of Japanese folklore (and
more modern hentai tales) are defined by their
weaknesses even more so than by their strengths.
Bound By Stone (SU)
You can be repelled by a kaname-ishi, an
otherwise ordinary boulder inscribed with holy
kanji and symbols. A kaname-ishi must be a
boulder of large size and at least 300 lbs, and
must be properly sanctified, requiring a DC 12
Knowledge (religion) check. Once sanctified, a
kaname-ishi retains its power over henge with

this disadvantage for one year. Local clergy often


repaint these holy stones seasonally, to protect
their villages and temples.
You treat a kaname-ishi as an
invulnerable, impassable wall, which extends in a
straight line from the stone, in all directions
(meaning you cannot easily fly over or burrow
beneath the stone) to a distance of mile. You
cannot pass this barrier by any physical means,
though you may teleport or otherwise magically
travel past the barrier stone. You cannot harm the
stone by any mundane or magical means, though
allies without this disadvantage may attempt to
move to destroy the stone normally.

22

Cucumber Curse (SU)


If a character inscribes his or her name on
an ordinary cucumber and leaves it either within
your sight or an area you are known to frequent
(a lair, a favorite hunting ground, a geisha-house
you frequent, a rice stand you own, or so forth),
they receive a kind of divine protection from
your wrath. For one month, you suffer a -5 luck
penalty on all attack rolls against the character
whose name is inscribed on the cucumber. Only
one name can be applied per cucumber, but there
is no limit to the number of creatures who can
gain protection from you in this manner.
Fortifying Water (SU)
The top of your skull is crested with a
hollow bowl filled with magical water. With a
successful CMB check while grappling, an
adversary can spill this water (which will not spill
in any other manner). If this happens, you are
considered exhausted until you can pour at least
a gallon of water into your head-bowl.
Killing Chastity (SU)
You have been bound by strictures of
chastity and celibacy, either by choice or by birth.
Each time you have a consensual sexual
encounter, you permanently lose 1d4 Hit Points.
If the encounter is nonconsensual, you instead
lose 1d6 HP, and if you commit an act of rape
yourself, you lose 2d4 HP.
Pleasurably Limp (EX)
Your ability to resist stops the moment
pleasure caresses your body. You suffer a -10
penalty to your CMB and CMB if your opponent
can make a successful grapple attempt to
stimulate your genitals during the grapple. Your
CMD is set to zero (0) for one hour after you
orgasm.
Rice Counter (SU)
You are a strangely obsessed with
counting grains of rice. If a handful (or more) of
uncooked rice is tossed in your presence, you
will immediately begin counting the spilt grains,
becoming helpless and unaware of your

surroundings until your compulsive task is


complete.
It takes you 1d6 minutes to count a
handful or small bag of rice, 2d6 minutes to
count the contents of a large bowl or sack, or
1d6x10 minutes to count a big barrel or mansized sack of rice. You can reduce the time spent
counting with a successful DC 10 Intelligence
check, reducing the counting time by one round
per point by which you beat the check.
Repelled by Faith (SU)
You cannot bring yourself to harm those
of great faith. You suffer a penalty on ranged and
melee attack rolls (though not area effect attacks)
against a target equal to that targets ranks in
Knowledge (religion), if any.
Shadow Bound (SU)
Darkness reaches out cold hands that
snatch at your clothes and pull your hair. You
consider any area of dim illumination or worse to
be difficult terrain.
Sickened by Death (SU)
Your own strange lifeforce is weakened
by the presence of the unburied dead. You are
considered nauseated as long as you remain
within 500 ft of any unburied or unburned
humanoid or monstrous humanoid corpse.
Snakes of Karma (SU)
Your body is host to a endless nest of
serpents, which wriggle out of unhealing sores in
your arms and legs. This strange curse is
punishment for severe misdeeds in a previous
incarnation. Unless your limbs are tightly bound
or bandaged, any time you bathe or swim, 1d6+1
venomous snakes emerge from your body and
begin to hunt. These snakes will not harm you,
but will otherwise act as ordinary animals, though
they will show a disturbing preference for
attacking your allies and family.

Spittle Burned (SU)


Simply spitting in your
face causes you agonizing pains.
An adjacent creature can spit
upon you (a ranged touch attack
with a 5 ft maximum range) once
per round as a free action,
causing you 1d6 points of acid
damage. Note that spit not
passed in anger burns slightly, but
causes no harm. You can be
kissed or orally pleasured,
though such activities are almost
as painful as they are pleasurable.
Stiff Legged (EX)
The creatures legs do not
bend as supplely as a mans. The
creature can only move in
straight lines. It requires a move
action to change the direction it
is facing.
Twinned Karma (SU)
An enemy who hates you
enough to kill herself will
inevitably take you with her. By
speaking your full name while
within 60 ft of you, any creature
can temporarily bind your life
force to theirs. This effect lasts
until the end of the current
encounter, or until you receive a
remove curse. While the effect is
active, if the bound creature
harms herself by any means, you
suffer an identical amount of
damage.
Weak Minded (EX)
You make a poor excuse for a spell
caster. You automatically fail checks to maintain
concentration on a spell or spell-like ability when
damaged or distracted.

23

24

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modify, translate and otherwise create Derivative Material of Open Game
Content. (h) You or Your means the licensee in terms of this
agreement.
2. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice to
any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. No
other terms or conditions may be applied to any Open Game Content
distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate
Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, world-wide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the Open
Game Content.
5.Representation of Authority to Contribute: If You are contrib-uting
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights
to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright date,
and the copyright hold-ers name to the COPYRIGHT NOTICE of any

original Open Game Content you Distribute.


7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element of that
Product Identity. You agree not to indicate compatibility or co-adaptability
with any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does
not constitute a challenge to the ownership of that Product Identity. The
owner of any Product Identity used in Open Game Content shall retain all
rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open
Game Content.
9. Updating the License: Wizards or its designated Agents may publish
updated versions of this License. You may use any authorized version of
this License to copy, modify and distribute any Open Game Content
originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with
every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or adver-tise the
Open Game Content using the name of any Contributor unless You have
written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of
the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation then You
may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to
comply with all terms herein and fail to cure such breach within 30 days
of becoming aware of the breach. All sublicenses shall survive the
termination of this License.
14. Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 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.

Black Tokyo I-III. Copyright 2009-2010.


Otherverse Games. Author Chris A. Field
Black Tokyo Legends: Races of the Tatakama. Copyright 2012,
Otherverse Games. Author: Chris A. Field
Fursona I-IV. Copyright 2011-2012, Otherverse Games. Author:
Chris A. Field

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