TEXT: Jonathan McAnulty
  Way of the YAKUZA
  KD11
  K A I D A N
  A faction guide to the Yakuza Criminal Organization of Kaidan
  
  a Kaidan Faction Guide for Criminal Organizations
  Page 1
  Way of the YAKUZA
  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
   
  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
  
  Page 2
  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
  
   
   
   
  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...
   
   
  Way of the Yakuza
   
  Part 1: Introducing the Yakuza
  Greetings, my friend. If you have come for 
  knowledge, enter and have a seat. Pardon me, 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. 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
  Page 3
  The yakuza is your true family. You are but one 
  member and all must work as a team. Never 
  betray your yakuza family, not even to your own 
  wife or child.
  
  The Beginning of the Yakuza
  In the days before the immortal emperor, after the 
  first great war with the oni, the land was a lawless 
  place. Many companies of soldiers were dismissed 
  from service. Many of these ronin, suddenly bereft 
  of income and food, turned to banditry. They 
  formed 
  bands 
  of 
  kabukimono, 
  looting 
  and 
  plundering unprotected villages. They were a 
  violent, garish lot. The worst of their depredations 
  were directed against the eta and the hinin, for the 
  nobles and the samurai, or asuras, considered the 
  protection of such as we to be beneath them. Better, 
  in their mind, that a hundred unclean die than one 
  of their own suffers inconvenience.
  In those days, the hinin and the eta castes were not 
  as they were now. They were a people apart from 
  each other, though they moved in the same realm. 
  The eta had land and money. Materially, most of the 
  hinin had little but the clothes on their back, living 
  hand to mouth. Yet the majority of the hinin had that 
  which the eta lacked: freedom! We could move 
  where we would in the land, doing as we pleased and 
  answerable to none. This is not to say that we were 
  not afflicted as the eta. The bakuto [lit. gambler] 
  houses in particular were ripe targets and it was not 
  safe for the tekiya vendors.
  It is said that Osa Hideyoshi of Oten-jo in Hamato 
  province, the owner of a prosperous bakuto house, 
  was the first to organize the hinin into a force 
  capable of resisting the kabukimono. Arming those 
  under him with weapons plundered from the asuras, 
  he skillfully drove the gangs from the region around 
  his village. His success spurred on others and soon 
  hinin gangs in various towns and villages throughout 
  Hamato began forming, each pledging allegiance to 
  Hideyoshi-sama, who they named kumicho [lit. 
  boss]. Beyond Hamato, other yakuza gangs began to 
  form, offering protection to hinin and eta alike. As 
  the gangs gained in power and prestige, they began 
  to command respect from the communities in which 
  they operated. It was only natural that the various 
  kumicho began taking control of hinin businesses 
  such as gambling, women, and entertainment. The 
  eta were also brought into the fold, being made to 
  pay for the protection the yakuza were providing for 
  them. As the various kumicho gained in wealth, they 
  proceeded to buy ever more houses and businesses. 
  They hired more men, including some of the very 
  kabukimono they had once fought against. Within 
  time, the yakuza became a force to be reckoned with, 
  one not easily ignored, even by the nobility.
  Yakuza Interests
  Today, the yakuza are well organized, with gangs in 
  every city and hinin-eta village. Some, misinformed, 
  think of the yakuza as criminals. It is not so. Perhaps
  we operate outside of the emperor’s laws, but it was 
  the nobles who cast us out. This is not to say that we 
  are common thieves. We do not condone activities 
  such as burglary, petty theft, or violence against our 
  people. Indeed, should some nefarious individual 
  attempt such a thing in our territory he would soon 
  find himself our enemy. Our primary purpose, as 
  ever, is the defense of the people, and in exchange for 
  this defense, we impose a levy on our eta brethren, 
  though we never require more than we judge a 
  person has the ability to pay. At the same time, the 
  yakuza manage and control almost every aspect of 
  hinin life. Naturally, we maintain bakuto parlors, 
  brothels and taverns. But our interests extend far 
  beyond these things and we earn much profit from 
  theaters, butchery, tanneries and even cemetery 
  maintenance. Any and every aspect of hinin-eta life 
  falls within our purview and we work diligently to 
  protect our interests, both from the government 
  bureaucracy and from rival yakuza gangs seeking to 
  expand their own territory.
  The yakuza also make it a practice to loan out money 
  to our eta-hinin brethren. While some complain about 
  our rates of interest, there are few other lenders 
  willing to take a chance on our people. In truth, we 
  ask little of those we make loans to except that they 
  continue to pay us as they are able. Some less 
  scrupulous yakuza gangs sometimes take advantage of 
  their borrowers, using debt as an excuse to confiscate 
  property, but generally, those who can pay back their 
  debts have little to fear from the yakuza. When an 
  individual cannot repay his loans, arrangements can 
  be made for him, or his family, both male and female, 
  to work off the debt. Many young bo-kan got their 
  start in the gangs while working to repay their 
  parent’s obligations.
  There are several yakuza gangs who maintain warehouses 
  and operate markets. It is a sad truth that the nobles 
  would keep our people poor, ill defended and ill fed, the 
  better to keep us in line. For the sake of survival, it is 
  necessary to learn to move cargo, both goods and people, 
  away from the sight of those who would oppress and 
  abuse us. There are few things the yakuza cannot arrange 
  to buy and sell, should the price be right, and most yakuza 
  gangs have some experience at smuggling.
  Yakuza Organization
  While it is not improper to speak of yakuza gangs, it is 
  important to realize that, in truth, each gang is best 
  thought of as a family. When a man wishes to join the 
  yakuza, he does so through a ceremony akin to a 
  traditional wedding. Within a holy yokinto shrine, the 
  hopeful exchanges sake with the man he would accept 
  as oyabun. Following this ceremony, the new recruit is 
  instructed to think of all within the yakuza gang as his 
  family, closer than even blood kin.
   
   
  Page 4
  
  The kumicho, or boss, of each yakuza gang is 
  formally addressed as the oyabun and is responsible 
  for the actions of all within his “family.” Those 
  underneath him are considered brothers, though 
  their rank within the gang determines if they are 
  Kyodai (big brother) or Shatei (little brother). 
  Naturally, one brother’s superior may well be 
  another brother’s younger “sibling.” In larger gangs, 
  there may even be multiple oyabun, with one oyabun 
  being the kobun, or son, of another, more senior 
  oyabun.
  The yakuza has many different needs, and while it is 
  common for outsiders to associate the yakuza with 
  the image of the bo-kan, not all of our members are 
  young toughs. The yakuza organization possesses 
  many accountants, administrators, litigants, sake 
  servers, and bakuto. Additionally, within our employ, 
  even when they are not a direct part of the family, 
  are 
  the 
  entertainers, 
  geisha, 
  merchants 
  and 
  workmen who serve in the businesses we operate. 
  Few oyabun run all matters themselves. Instead, 
  they choose a first lieutenant, or wakagashira, to 
  assist them in running the gang. These wakagashira, 
  like the kamuchi himself, help shape the attitudes 
  and behavior of each gang.
  When a man joins the yakuza, it is natural for us to 
  consider his women as a part of the family as well.
  Wives, daughters, and even girlfriends of a member 
  are accorded respect according to the respect due 
  their man. Women, with only a few exceptions, never 
  wield great authority within the ranks, excepting that 
  natural influence they may be able, through strength 
  of personality, to exert over their men. Upon rare 
  occasion, if she can find an oyabun to accept her, a 
  woman will formally pledge herself to the group, even 
  to the point of obtaining tattoos on her arms and 
  back. Such women often serve in the bakuto parlors as 
  dealers, or dice casters. Parlors with female dealers do 
  indeed prove popular, no doubt, in part, due to the 
  custom of the dealer being shirtless when casting dice.
  Yakuza Life
  Specific customs may differ wildly from one yakuza 
  gang to another. Some kumicho run their families as 
  one would run a large business conglomerate, where 
  the focus is constantly on profit and new ventures. 
  Other oyabun, especially in the smaller gangs, choose 
  to focus on the individual needs of their people and 
  communities, taking their responsibilities as surrogate 
  parents to heart. The personality and the specific 
  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
  Conduct yourself properly when you wear the 
  insignia of your yakuza family so that shame 
  may not come on our name.
  
  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.
   
  Yakuza Religion and Alignment
  As is true with so much else, the religious 
  inclinations 
  of 
  a 
  yakuza 
  family 
  are 
  largely 
  determined by the leanings of the kumicho. Most 
  yakuza, especially the younger members, are, 
  admittedly, not very spiritual; but a wise oyabun 
  insures that his children pay the proper respects to 
  the kami, whether they want to or not. With all the 
  world against us, why antagonize the spirits as well?
   
  The more spiritual families help maintain a local 
  shrine, making regular donations toward shrine 
  upkeep and the priests’ salaries. Most yakuza gangs 
  fund at least one annual matsuri, with the entire 
  gang helping to carry a mikoshi around the 
  community. Such festivals are as much about 
  building goodwill as they are about appeasing the 
  spirits. These festivals are also some of the few times, 
  outside of the betting parlors, or the public baths, 
  where gang members will openly display their 
  tattoos. Such affairs can be quite raucous, and, 
  among the less religious families, the spiritual 
  celebrations often end in carnal sake-soaked 
  dissipation.
   
  Yakuza have a natural disregard for the laws of the 
  nobility. While we do not openly flaunt our defiance of 
  their edicts, lest we bring down the wrath of the 
  samurai upon our heads, most of our business is in 
  direct contravention of the Shogun’s will. For the 
  most part, the asuras and the nobility are content to 
  let us be. While we like to tell ourselves that this is 
  because they fear our blades, most of us realize that 
  they simply consider us as unworthy of their 
  attentions, perhaps not realizing how much wealth we 
  actually control.
  A yakuza’s exact disposition is often dependent upon 
  his age and rank in the organization. Younger 
  members tend to be more chaotic and free-willed. 
  Older members are frequently set in their ways, and, 
  having gained some authority, believe it proper to 
  honor authority (at least within the gang). While 
  many members are understandably devoted to their 
  own self-interests and self-advancement, and while 
  some gangs have a penchant for cruelty, there are also 
  yakuza who are famed for their generosity and a 
  selfless devotion to their communities. Unfortunately, 
  these folk-heroes are all too few, existing primarily in 
  song and oral traditions.
  Page 6
  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 Adventurers
  It is the nature of the true yakuza to be devoted to a 
  single community. Most gang members dwell with 
  their brothers in a dormitory, going here and there, 
  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 
  be good for the business of the families involved. 
  Such a life, while exciting in its own right, is scarcely 
  conducive to the activities one associates with 
  adventuring. Yet there are those associated with the 
  yakuza who live the life of the traveling adventurer. I 
  would say that such individuals tend to fall into one 
  of three categories.
   
  The first is the sekkou. Loyal to a particular gang and 
  oyabun, these yakuza are trusted to deliver 
  messages, investigate rumors in distant lands, and 
  scout out the activities of those who would oppose 
  us. Yakuza with the loyalty and skills necessary to 
  serve away from the gang are rare commodities, 
  much prized by their oyabun. This is one of the few 
  areas of yakuza life where women are as well 
  represented as men. The missions of the sekkou 
  frequently place them in dangerous situations. 
  Though typically loners by nature, wise sekkou, 
  knowing that two blades are always better than one, 
  learn to ingratiate themselves into the company of 
  adventuring swordsmen so as to have allies when 
  trouble threatens.
  The second sort of yakuza adventurer is the 
  rakugosha, the outcast among outcasts. These are 
  those individuals who have fled their oyabun for one 
  reason or another. While most rakugosha are pitiful 
  sorts, lacking the courage to properly make amends, 
  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.
   
   
  Part 2: Yakuza Characters
  The yakuza are criminal gangs specializing in 
  gambling, prostitution and extortion. They view 
  themselves as protectors of the community, or at least 
  that’s how they describe their activities; but, the 
  majority of them are hard, violent men following a 
  hard, violent code. A campaign realistically focused on 
  a group of yakuza brethren is going to be a dark, 
  sordid affair. In a heroic game, the yakuza are better 
  used as antagonists and obstacles.
  That is not to say that heroic yakuza characters are 
  out of the question. While, as a group, they tend to be 
  evil; any large group of people is going to have some 
  who go against the grain. Perhaps the PC’s 
  involvement with the yakuza is involuntary, the result 
  of a debt incurred by the PC’s father. The PC must 
  work as a sekkou until the debt is repaid. Perhaps the 
  PC, after refusing to take part in some sordid plot, has 
  fled his yakuza family and lives as a rakugosha. Or 
  perhaps the character is not really a member of a 
  gang. The hinin-eta caste is broader than the yakuza 
  itself. Many wandering gamblers and swordsmen of 
  the caste are quite willing to associate with yakuza 
  members, even to the point of working the 
  occasionally odd job, if they feel the cause is just. The 
  character rules that follow do not require PCs to be 
  active members of the yakuza in order to use them, 
  but they do assume the PC has some connection with 
  the nefarious organization.
  Page 7
  Take responsibility for your own actions and 
  your own abilities. Do not compare yourself 
  with either your betters or your inferiors. Never 
  make excuses or shift the blame to others.
  
  Yakuza Traits
  If your GM allows, the following traits may be taken 
  at 1st level by Yakuza characters. Otherwise they 
  must be gained through the purchase of the 
  Additional Traits feat.
  Bakuto Child
  You grew up around a bakuto parlor and have 
  always had a knack for games of chance.
  Benefit You gain a +1 trait bonus to Profession 
  (gambler) and Sense Motive and one of these (your 
  choice) is always a class skill for you.
  Yakuza Bodyguard
  You have spent considerable time working protection 
  detail for high ranking yakuza officials, an occupation 
  which has honed your ability to react aggressively.
  Benefit You gain +1 to initiative checks and a +1 
  trait bonus to Intimidate.
  Eta Child
  Your parents were poor, but hard-working. They 
  taught you that you should never be ashamed of 
  honest labor, no matter how vile others might think it.
  Benefit You gain a +1 trait bonus to Profession (any 
  one) and a +2 trait bonus to Fortitude saves against 
  effects which would sicken or nauseate you.
  Geisha Training (female only)
  Though you ended your training early, you have 
  spent 
  many 
  hours 
  practicing 
  etiquette 
  and 
  performance skills.
  Benefit You gain a +1 trait bonus to Diplomacy and 
  Performance (any one) and one of these (your choice) 
  is always a class skill for you.
  Hinin Performer
  Your parents were constantly traveling, taking their 
  performances from one town to the next; you learned 
  to assist them at an early age.
  Benefit You gain a +1 trait bonus to Performance 
  (any one) and Knowledge (geography) and one of 
  these (your choice) is always a class skill for you.
  Lucky Tattoo
  You were plagued by bad luck until you purchased a 
  “lucky tattoo” from a mysterious traveling artist. On 
  that day, your luck did, indeed, seem to improve for 
  the better.
  Benefit Once per game-session, when called upon to 
  make a d20 roll, you may roll two dice and choose the 
  better result.
  Mystical Tattoo
  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.
  Page 8
  Bow properly and respectfully, but never lower 
  your eyes, unless you bow to your oyabun or 
  another yakuza superior.
   
   
  
  Disguise checks made against a moso suffer a -10 
  penalty. An effect which nullifies sound or renders a 
  moso deaf suppresses this ability. A moso’s ability to 
  audibly discern an individual’s location and identity 
  improves by 5 feet at 5th, 10th, 15th and 20th level.
   
  Bardic Performance: A moso gains the following 
  types of bardic performance.
  Ward: At 1st level, a moso can use his music to guard 
  his listeners against evil influences. When a moso 
  uses this ability, all listeners within 30 feet of the 
  moso’s playing and singing benefit as if affected by 
  protection from evil for the duration of the 
  performance. This ability replaces distraction.
  Counterfear: At 1st level, a moso can use his music to 
  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 
  those already under the effects of fear are allowed a new 
  saving-throw each round. This ability replaces fascinate.
  Song of Life: At 6th level, the moso can use his music 
  to damage undead. For the length of the performance, 
  all undead within 30 feet of the moso must succeed at 
  a Will save each round (where the DC is equal to 10 + 
  1/2 class level + Charisma modifier) or take 2d6 
  points of damage. The amount of damage increases by 
  1d6 every 3 levels to a maximum 6d6 at 18th level. 
  This ability replaces suggestion.
  Dismissal: At 12th level, a moso can use his bardic 
  performance to create an effect identical to dismissal. 
  To use this ability the moso must perform 
  uninterrupted for 4 rounds and the target must hear 
  the song the entire time. This ability replaces soothing 
  performance.
  Soothing performance: A moso gains soothing 
  performance at 18th level in place of mass suggestion.
  Page 9
  Class Archetypes
  The following character class archetypes work well 
  for yakuza characters. Consult your GM before using 
  them.
  Bard (Moso Archetype)
  The moso are blind bards who wander the country, 
  playing for all and sundry. They specialize in 
  religious songs and are sometimes employed to drive 
  evil spirits from a house with their music. In addition 
  to their religious music, they also know a repertoire 
  of secular songs, and it is in this connection that they 
  find themselves working with the yakuza, who 
  regulate all entertainment within their district. Most 
  moso find it easier to cooperate with the yakuza and 
  pay their dues, when required, to a district’s oyabun. 
  The traditional instrument of the moso is the biwa.
   
  Class Skills
  The moso’s class skills are Appraise (Int), Bluff 
  (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), 
  Escape 
  Artist 
  (Dex), 
  Knowledge 
  (all) 
  (Int), 
  Linguistics (Int), Perception (Wis), Perform (oratory, 
  singing, string) (Cha), Profession (Wis), Sense 
  Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), 
  Stealth (Dex), Use Magic Device (Cha).
  Skill Ranks per Level: 6 + Int modifier.
  Weapon and Armor Proficiency: A moso is 
  proficient with all simple melee weapons, plus all 
  one-handed swords. Moso are also proficient with 
  light armor, though not with shields, and can cast 
  bard spells while wearing light armor without 
  incurring the normal arcane spell failure chance. 
  Like any other arcane spellcaster, a moso wearing 
  medium or heavy armor incurs a chance of arcane 
  spell failure if the spell in question has a somatic 
  component. A multiclass moso still incurs the 
  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
  
  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.
   
  Skilled Cheat: A bakuto adds half her class level 
  (minimum +1) to all Sleight Of Hand checks made 
  with dice, cups, cards, or other gambling 
  paraphernalia. This ability replaces trapfinding.
   
  Skilled Gambler: A bakuto adds half her class level 
  (minimum +1) to all Profession (gambling) checks.
   
  Gambler’s Eyes: Beginning at 3rd level, the bakuto 
  adds +1 to all Perception and Sense Motive checks. 
  This bonus increases by an additional +1 every three 
  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.
   
  Rogue Talents: The following rogue talents 
  compliment the bakuto archetype: canny observer, 
  hard to fool, and honeyed words.
   
  Advanced Rogue Talents: The following rogue 
  talents compliment the bakuto archetype: skill 
  mastery, slippery mind, and thoughtful reexamining.
  Page 10
   
  Fighter (Yakuza Bushi Archetype)
  Every oyabun, sooner or later, finds himself wanting to 
  employ professional warriors, or bushi. Bushi are used as 
  private guards, keigo, frontline warriors in gang conflicts, 
  and even as koroshiya. When possible, these fighters are 
  brought into the “family,” but if necessary, traveling 
  mercenaries can find themselves making good money 
  working for the yakuza during times of turmoil and 
  violence.
   
  Class Skills
  The yakuza-bushi’s class skills are Appraise (Int), Climb 
  (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), 
  Knowledge (local), Perception (Wis), Profession (Wis), 
  Ride (Dex), Survival (Wis), and Swim (Str).
  Skill Ranks per Level: 4+ Int modifier.
   
  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 
  medium armors but not with shields.
   
  Quick Response: At 2nd level, the yakuza-bushi learns 
  to react more quickly to threats. He gains a +2 bonus to 
  initiative. This bonus increases by +1 for every four levels 
  beyond 2nd. This ability replaces bravery.
   
  Swift: At 3rd level, the yakuza-bushi’s speed increases by 
  10 feet and he gains a +2 bonus to Acrobatic checks. This 
  ability replaces armor training 1.
   
  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.
  Never hide your hands when talking to a superior. 
  Keep your arms always at your sides.
  
  Rogue 
  Talents: 
  The 
  following 
  rogue 
  talents 
  compliment the kyodai archetype: assault leader, fast 
  stealth, offensive defensive, resiliency, powerful 
  sneak, slow reactions and strong impression.
   
  Advanced Rogue Talents: The following advanced 
  rogue talents compliment the kyodai archetype: 
  another day, crippling strike, deadly sneak, and 
  opportunist.
   
  Rogue Talents
  These rogue talents are available to all rogues, but are 
  particularly suitable for yakuza members.
  Fearsome Tattoos: A rogue with this talent has 
  tattoos which give him a fearsome appearance. When 
  he reveals his tattoos, they give him a +2 bonus to 
  Intimidate checks. This talent can be taken a second 
  time adding an additional +2 to Intimidate checks.
  Read Tells: Once per day, a rogue with this talent can 
  add +10 to a single Sense Motive skill check. This 
  talent can be taken more than once and each time the 
  rogue takes it, he gains an additional use of the ability.
  Samurai Trained: A rogue with this talent has the 
  katana exotic weapon proficiency.
   
  Advanced Rogue Talents
  These advanced rogue talents are available to all 
  rogues, but are particularly suitable for yakuza 
  members.
  Reckless Charge: A rogue with this talent can choose 
  to gain an additional +2 bonus to attack and damage 
  when making a charge attack. This bonus stacks with 
  any other bonuses gained from charging into combat. 
  When using this talent, the rogue loses any AC 
  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 
  opponent who has physically injured him.
   
   
  .
  Page 11
  Rogue (Kyodai Archetype)
  The way of the yakuza can be a hard, violent life, so it 
  is not surprising that many of the yakuza brethren 
  are hard, violent men. These kyodai are less versatile 
  than other rogues but make up for that loss of 
  versatility through their skill at intimidation, 
  extortion and doing harm to those who are in their 
  way. They are especially dangerous when working 
  together.
   
  Class Skills
  The kyodai’s class skills are Acrobatics (Dex), 
  Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy 
  (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate 
  (Cha), Knowledge (local), Linguistics (Int), Perception 
  (Wis), Perform (Cha), Profession (Int), Sense Motive 
  (Wis), Stealth (Dex), and Swim (Str).
  Skill Ranks per Level: 6 + Int modifier.
   
  Weapon and Armor Proficiency: Kyodai are 
  proficient with all simple weapons, plus the kama, 
  longsword, 
  sap, 
  shortbow, 
  short 
  sword 
  and 
  wakizashi. They are proficient with light armor but 
  not with shields.
   
  Family Cant: Each yakuza family has a personal 
  cant with which they can communicate simple 
  messages. At 1st level, a kyodai automatically knows 
  the cant of the gang with which he is affiliated.
  Note: As with any language, each unique cant can be 
  learned by any character willing to spend a rank of 
  Linguistics, so long as she has a teacher or sufficient 
  exposure to the cant. However, teaching a yakuza 
  cant to a non-family member is a severe offense in 
  must yakuza gangs.
   
  Fearsome: The kyodai gains Toughness as a bonus 
  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.
  
  his spells. To prepare a spell for casting, a horimyo 
  ritually transfers the image of the spell onto his skin. 
  Though he uses a needle and a small amount of ink, the 
  process is much faster than the process of creating 
  actual tattoos. Still, at the end of the hour-long 
  preparation, the horimyo possesses one tattoo for each 
  prepared spell and as he uses each spell, the tattoo 
  disappears. Uncast tattoos may be removed the next 
  day as the horimyo prepares his spells for the day.
  A horimyo without access to both his scrolls and a 
  needle and ink cannot prepare his spells for the day 
  unless he has the proper feats.
  Horimyo add scrolls to their selection in a manner 
  identical to how wizards add spells to their spell-
  books. Likewise, a horimyo chooses a school of magic 
  in the same manner as a wizard.
  Cantrips: A horimyo does not require a tattoo to cast 
  a cantrip and may prepare and cast cantrips in a 
  manner identical to a wizard. However, it is possible 
  for a horimyo to ink cantrip tattoos onto his flesh 
  permanently, at the cost of 250 gp per tattoo. These 
  cantrip tattoos do not take up a magic item slot, but 
  they do reduce the number of cantrips he can prepare 
  a day at a 2 for 1 ratio. That is, for every two such 
  tattoos, the number of cantrips the horimyo can 
  prepare a day is reduced by 1. Note that the odd 
  number of cantrip tattoos does not affect his ability to 
  prepare cantrips. Thus the first such cantrip tattoo 
  does not decrease his cantrips per day, but the second 
  does. The third likewise has no effect, but the fourth 
  does.
   
  Bonded Tattoo: Each horimyo begins his career 
  with one powerful magical tattoo (often tattooed on 
  either an arm or the horimyo’s chest). This tattoo 
  grants the horimyo a +3 bonus to a skill of the 
  horimyo’s choice and can be used to store one extra 
  spell per day. The prepared spell must be one spell 
  level lower than the highest spell level he is able to 
  cast (minimum 1st level). Beginning at 4th level, the 
  tattooed bond adds +1 to one of the horimyo’s 
  physical ability scores (Strength, Dexterity, or 
  Constitution). This bonus increases by another +1 
  every 4 levels. This ability replaces arcane bond.
   
  Craft Spell Tattoo: At 1st level a horimyo gains the 
  Craft Spell Tattoo feat as a bonus feat. This ability 
  replaces Scribe Scroll.
   
  Craft Wondrous Tattoo: At 5th level a horimyo 
  gains the Craft Wondrous Tattoo feat. This ability 
  replaces the bonus feat the wizard would normally 
  receive at 5th level.
  Page 12
  Wizard (Horimyo Archetype)
  There are few customs so distinctive to the yakuza as 
  their tattoos. Besides being an indication of an 
  individual’s willingness to suffer pain for the 
  brotherhood, these tattoos serve as signs of status 
  and rank within the yakuza society. Horimonoshi are 
  naturally found wherever there are yakuza, but none 
  are so respected as the Horimyo, occult tattoo artists 
  who have learned to infuse their creations with 
  arcane energies. These spellcasters are capable of 
  casting spells in a manner similar to wizards, but 
  their true power is found in the application of ink to 
  skin. Horimyo are constantly seeking to expand their 
  spell repertoire and are always ready to infuse others 
  with their arcane masterpieces, provided, of course, 
  that the price is right. Some Horimyo adventure for 
  much the same reason as other wizards: to discover 
  new spells. Others are wandering the world, looking 
  for the perfect spot to set up a shop of their own. Still 
  others move from place to place, trying to escape the 
  yakuza lifestyle, or, as often, the wrath of a particular 
  yakuza boss.
  Weapons and Armor Proficiency: Horimyo are 
  proficient with the club, dagger, kama, quarterstaff, 
  and throwing needles. Horimyo are proficient with 
  leather armor and padded armor, but it potentially 
  interferes with their spellcasting, as normal.
  Tattoo Craftsman: One of your available skill 
  points, each time you gain a level of the horimyo 
  class, including at 1st level, must be placed in Craft 
  (tattoo). However, you gain a bonus to Craft (tattoo) 
  equal to half your class level +1. At 7th level, the 
  amount of time it takes for you to create a tattoo, 
  mundane or magical, is halved.
  Spells: A horimyo prepares and cast spells drawn 
  from the sorcerer/wizard spell list. Like the wizard, 
  Intelligence is the chief factor in determining how 
  many spells a horimyo can prepare and how well he 
  can cast them. To prepare and cast a spell, a horimyo 
  must have an Intelligence score at least equal to 10 + 
  the spell level.
  Traditionally, horimyo do not keep spell books. 
  Rather, their known spells, including the appropriate 
  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 
  other horimyo to copy one of their scrolls, most often 
  in return for being allowed access to one of the other 
  horimyo’s scrolls.
  A horimyo may learn any number of spells, but he 
  may cast only a limited number of them a day, as a 
  wizard. To prepare his spells, a horimyo must have 
  eight hours of sleep and an hour in which to ready
  
  per day equal to 1 + his Charisma modifier (minimum 
  1). This ability replaces the bonus feat the wizard 
  would normally receive at 10th level.
  Tattoo Master: At 20th level, as a standard action, 
  the horimyo learns to control and warp the tattoos 
  worn by others, so as to cause the pictures and ink on 
  their skin to painfully turn against them. The target of 
  this ability must have tattoos for the ability to be 
  effective and is allowed a Will save where the DC is 
  equal to 10 + 1/2 the horimyo’s class level + the 
  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 
  the Will save) halves the damage and avoids the 
  shaken effect. When the attack is over, the affected 
  tattoos are blackened and twisted but not removed. 
  The horimyo may use this ability once a day. This 
  ability replaces the bonus feat the wizard would 
  normally receive at 20th level.
  Page 13
  Tattooed Familiar: At 8th level, the horimyo gains 
  the ability to tattoo a chosen animal onto his skin. 
  The animal may be summoned for a number of 
  rounds per day equal to his class level and is 
  statistically identical to a druid’s animal companion, 
  with the hoorimyo’s class level functioning as his 
  effective druid level. If the animal is slain, the 
  horimyo takes 2d6 points of damage and loses the 
  tattoo. The tattoo may not be replaced for 2 weeks. 
  At 15th level the horimyo may have two such tattoos. 
  This ability replaces the bonus feat the wizard would 
  normally receive at 15th level.
   
  Arcanic Energy Transfer: At 10th level, the 
  horimyo gains the ability to sacrifice a prepared spell 
  to make a touch attack with a range of 25 + 5 ft/level 
  which does 2d6 points of force damage per level of 
  the spell sacrificed or 1d8 points of energy damage 
  per level of the spell (fire, acid, cold, or electrical). 
  The horimyo may use this ability a number of times
  
   
  Class Skills
  The machi-yakko’s class skills are Appraise (Int), Bluff 
  (Cha), Craft (Int), Diplomacy (Cha), Disable Device 
  (Dex), 
  Escape 
  Artist 
  (Dex), 
  Intimidate 
  (Cha), 
  Knowledge (history) (Int), Knowledge (local) (Int), 
  Linguistics (Int), Perception (Wis), Profession (Wis), 
  Sense Motive (Wis), Stealth (Dex), Swim (Str), and 
  Use Magic Device (Cha).
  Skill Ranks at each level: 8 + Intelligence 
  modifier.
   
  Class Features
  Weapon and Armor Proficiency: Machi-yakko 
  are proficient with all simple weapons, plus the kama, 
  longsword, sap, shortbow, short sword and wakizashi. 
  They are proficient with light armor but not with 
  shields.
  Page 14
  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.
   
  Alignment: A machi-yakko must possess a lawful 
  alignment. Because of their yakuza background, 
  most machi-yakko are lawful evil or lawful neutral, 
  but there is nothing preventing a machi-yakko from 
  being lawful good.
   
  Hit Die: d8
   
  Requirements
  To qualify to become a machi-yakko, a character 
  must possess all of the following criteria.
  Skills: Bluff 5 ranks, Diplomacy 5 ranks, Knowledge 
  (local) 5 ranks, Sense Motive 5 ranks.
  Feats: Leadership, Toughness
  Special: Must be able to speak a yakuza cant and 
  possess yakuza tattoos.
  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
  
  The 
  Horse: 
  The 
  machi-yakko’s 
  Strength 
  is 
  permanently increased by 2.
  The Shade: This tattoo can be taken twice. The first 
  time it is taken, the machi-yakko gains a +5 bonus to 
  all Stealth checks. The second time it is taken, the 
  machi-yakko can cast invisibility on himself three 
  times a day.
  The 
  Snake: 
  The 
  machi-yakko’s 
  Dexterity 
  is 
  permanently increased by 2.
  The Spear: The machi-yakko gains a +4 bonus to 
  initiative checks.
  The Sword: The machi-yakko gains a +2 bonus to all 
  melee attack rolls made using a sword.
  The Tree: The machi-yakko gains a +10 bonus to CMD 
  when resisting bull rush, overrun and trip attacks.
  The Turtle: The machi-yakko’s natural armor class 
  increases by +2. This tattoo can be chosen more than 
  once and each time it is chosen, its effects stack.
  Gang Profits: By 3rd level, the machi-yakko’s 
  position insures him a continual income. Each week 
  he gains an amount of gp equal to twice his leadership 
  score. At 5th level, the amount of gp he is earning 
  from this ability increases to three times his 
  leadership score and at 10th 
   level it becomes five times his leadership score. If, for 
  any reason, the machi-yakko’s followers are killed or 
  dispersed, this income is reduced to zero until such 
  time as he can gain new followers.
  Sneak Attack: At 3rd level, the machi-yakko gains 
  the sneak attack ability. This ability functions exactly 
  like the rogue ability of the same name and stacks 
  with any sneak attack bonuses granted from other 
  classes. The amount of sneak attack damage dealt 
  increases at 6th and 9th levels.
  Community Father: At 5th level, the machi-yakko 
  is so respected he can take 10 on any Diplomacy or 
  Intimidate checks.
  Skilled Leader: At 7th level, the machi-yakko’s 
  ability to influence others improves. The machi-yakko 
  gains a +2 bonus to all Charisma-based skill checks.
  Page 15
  Community Leader: A machi-yakko adds his class 
  level to all Diplomacy and Knowledge (local) checks.
  Gang Leader: When determining the machi-
  yakko’s leadership score, levels from the machi-
  yakko prestige class count double.
  Tattoo: At 1st level, the machi-yakko gains an 
  enchanted tattoo. The machi-yakko gains an 
  additional tattoo at 2nd level and ever 2 levels 
  thereafter. These tattoos do not take up a magical 
  item slot and can utilize, if needed, preexisting 
  tattoos. The machi-yakko can choose from the 
  following 
  options. 
  Each 
  choice, 
  unless 
  the 
  description indicates otherwise, can be taken only 
  once.
  The Boar: The machi-yakko’s Constitution is 
  permanently increased by 2.
  The Bow: The machi-yakko gains a +2 bonus to all 
  ranged attack rolls made using a bow.
  The Demon: The machi-yakko gains a +5 bonus to all 
  Intimidate checks.
  The Dice: The machi-yakko gains a +1 bonus to all 
  saving throws. Additionally, once per day, the machi-
  yakko can reroll any one failed saving throw.
  The Dragon: This tattoo can be taken twice. The first 
  time it is taken, the machi-yakko gains fire resistance 
  10. The second time it is taken, the machi-yakko 
  gains the ability to breathe fire, three times a day, 
  doing 1d6 damage for every two character levels. If 
  the machi-yakko chooses, this tattoo, when taken, 
  can instead be used in conjunction with electricity, 
  cold, or acid, and multiple forms of the dragon tattoo 
  can be chosen so that the machi-yakko gains more 
  than one type of energy resistance or breath weapon.
  The Fish: This tattoo can be taken three times. The 
  first time, the machi-yakko gains a +5 bonus to all 
  Swim checks. The second time this tattoo is chosen, 
  the machi-yakko gains a swim speed equal to his 
  normal movement rate. The third time, the machi-
  yakko gains water breathing permanently.
  The 
  Flower: 
  The 
  machi-yakko’s 
  Charisma 
  is 
  permanently increased by 2.
  
  Benefit: You gain a +2 bonus to Perception checks. 
  Furthermore, if you succeed on a DC 20 Perception 
  check, you can tell what numbers are showing on any 
  dice you have heard land. When playing gambling 
  games which require you to guess the face of dice, you 
  may add your Perception skill when making a 
  Profession (gambling) check.
  Incorrigible Gambler
  You have long been a gambler, and greatly enjoy the 
  toss of the dice and the jingle of coins exchanging 
  hand.
  Benefit: You gain a +2 bonus to Profession 
  (gambling) and a +2 bonus to both Sense Motive and 
  Bluff checks made in conjunction with a game of 
  chance in which you are involved.
   
  Short Blade Warrior (combat)
  You have trained extensively with smaller swords and 
  can use them to make quick, vicious attacks.
  Prerequisite: BAB +3.
  Benefit: When wielding a light, one handed sword, 
  such as a short sword, dagger or wakizashi, you gain a 
  +2 bonus to initiative and a +1 bonus to damage with 
  that weapon. The initiative bonus applies only so long 
  as the weapon is in your hand and you are making a 
  melee attack.
   
  Smuggler
  You have considerable experience in concealing items 
  and merchandise from the authorities. This 
  experience helps you to know what to look for when 
  you are searching for hidey-holes.
  Benefit: You gain a +1 bonus to bluff and a +4 bonus 
  to Perception to find hidden doors and secret 
  compartments.
  Page 16
  Yakuza Feats
  City Tough
  Your life on the street has made you harder and meaner.
  Prerequisite: 1st level only.
  Benefit: You gain a +2 bonus to Intimidate checks 
  and 2 hit points.
  Country Hooligan
  Your life in the country has been rough and hard, but 
  you have learned to survive, no matter the odds.
  Prerequisite: 1st level only.
  Benefit: You gain a +2 bonus to Survival checks and 
  +1 bonus to Fortitude saves.
  Craft Spell Tattoo (Item Creation)
  You can create spell tattoos.
  Prerequisite: Caster level 1st.
  Benefit: You can create a spell tattoo of any spell 
  you know. Tattooing a spell takes 1/2 hour per DC if 
  its base price is 250 gp or less, otherwise it takes 1 
  hour per DC. To tattoo a spell, you must use raw 
  materials costing half of this base price. You are also 
  able to create enhanced tattoos as if you had the 
  Master Tattoo Artist feat. cost of a spell tattoo is the 
  normal cost of scribing a scroll of that spell plus 50 
  gp for ink and supplies. The spell tattoo may only be 
  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 
  item slot.
  Craft Wondrous Tattoo (Item Creation)
  You can create wondrous tattoos.
  Prerequisites: Craft Spell Tattoo, caster level 3rd.
  Benefit: You can create a wide variety of wondrous 
  tattoos. Crafting a wondrous tattoo takes 1 hour per 
  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.
  
  Tattoo Cost and DC Modifiers By Size
  Tattoo 
  Approximate    
  DC
  Size
  Measurement     Cost
  Modifier
  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
  Small      
  3” by 3”   
  5 gp/DC     
  +1
  Medium 
  6” by 6” 
  10 gp/DC      
  ―
  Large    
  12” by 12”
  20 gp/DC      
  ―
  Huge    
  24” by 24”
  40 gp/DC      
  ―
  Yakuza Spells
  The following spells are especially suitable for Horimyo 
  casters.
  Burning Ink
  School: Transmutation; Level: Brd 4, Sor/Wiz 4
  Casting Time: 1 round
  Components: V, S, M (a needle valued at 1 sp, the needle 
  is destroyed by the spell)
  Range: Close (25 ft. + 5 ft/level)
  Target: One creature possessing tattoos
  Duration: 1 round/ 2 levels
  Saving Throw: Will negates; Spell Resistance: Yes
  This spell turns mundane tattoo ink embedded in the skin 
  into acid. If a creature has no tattoos or the tattoos of the 
  target are enchanted, the spell will not work, nor does the 
  spell function if the target succeeds on a Will save. If the 
  save fails, the target’s tattoos turn against the wearer, 
  dealing 1d4 points of acid damage per your caster level and 
  lasting for a number of rounds equal to half of your caster 
  level, rounded down. The spell ruins the tattoos of the target 
  creature.
   
  Dead Man’s Ink
  School: Universal; Level: Brd 1, Clr 1, Sor/Wiz 1
  Casting Time: 1 minute
  Components: V, S
  Range: Touch
  Target: One dead creature and one target creature
  Duration: Instantaneous
  Saving Throw: None; Spell Resistance: No
  When you cast this spell, you can remove an enchanted 
  tattoo from a slain target and place it upon the skin of a 
  willing subject, including, if you choose, yourself. You 
  cannot use this spell to place an enchanted tattoo which 
  requires an open magic item slot upon a creature which 
  already has that slot occupied by an enchanted tattoo.
  Page 17
  Yakuza Equipment
  The following items are either typical of items one 
  might find on a yakuza member or are in some way 
  associated with the yakuza.
  Loaded Dice: These dice are weighted so that 
  they will nearly always roll the same. A person 
  handling the dice, who succeeds on a Perception 
  check, notices they feel off. The base DC for noticing 
  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 
  those with a DC of 20 would cost 35 gp.) Base Cost 
  10 gp.
  Straw Backpack: This backpack is little more 
  than a woven straw basket with shoulder straps. The 
  pack holds 2 cubic feet worth of material, but it 
  cannot hold more than 20 lbs. worth of material 
  without breaking. The pack is naturally extremely 
  flammable. Cost 2 cp.
  Sword, Cane: A cane sword is essentially a short 
  sword hidden within a walking stick. Drawing the 
  blade from the cane can be done as a swift action (or 
  a free action if the sword wielder has the Quick Draw 
  feat). An observer who sees the cane must succeed at 
  a DC 20 Perception check to identify the item as a 
  weapon. If one handles the weapon, the DC 
  decreases to 10. Cost 45 gp.
  Tattoo Kit: This kit contains steel needles and ink 
  for the purpose of making tattoos. Without such a 
  kit, the tattoo artist must use improvised tools (-2 
  penalty to Craft checks). A kit contains enough ink 
  for 2 medium tattoos. Cost 25 gp. Ink refill 5 gp.
  Tattoo Kit, masterwork: The golden needles 
  in this kit make the application of ink to skin much 
  easier, adding a +2 bonus to the artist’s skill check. 
  The ink for this kit is the same as for a non-
  masterwork kit. Cost 100 gp.
  Tattoos: Tattoos are ubiquitous among the Yakuza, 
  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 
  to 10 + size modifier. Masterwork tattoos and 
  multiple colors increase the DC by +5 each. Tattoos 
  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.
  Remain calm, no matter the danger. Work to 
  solve problems and always further the interests 
  of your yakuza family
   
  
  Fiery Dragon
  Aura moderate evocation; CL 5th
  Slot neck; Price gp 11,000; Weight -
  Description
  This tattoo is most often rendered with a red dragon 
  entwined around the chest and shoulders. Twice a 
  day, the user can breathe a 20 foot cone of fire, doing 
  5d6 points of damage (DC 16 Reflex for half).
  Construction
  Requirements Craft Wondrous Tattoo, fireball; 
  Cost 5,500 gp
   
  Hidden Sword
  Aura moderate conjuration; CL 9th
  Slot 1 hand; Price 3,000 gp plus cost of weapon; 
  Weight -
  Description
  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 
  weapon, and the weapon is then melded to the tattoo, 
  so that it is carried, weightlessly, in the tattoo. A 
  weapon carried in this way may be “drawn” as a free 
  action and “sheathed” at will within the tattoo. Once 
  the weapon for the tattoo is chosen, it cannot be 
  changed without dispelling the tattoo first, though a 
  different weapon can be “sheathed” in this way on 
  each arm and additional weapons can be added to the 
  same hand for twice the cost of the original tattoo.
  Construction
  Requirements Craft Wondrous Tattoo, secret chest; 
  Cost 1,500 gp plus cost of weapon
   
  Mistwalker
  Aura moderate transmutation; CL 5th
  Slot Back/Cloak; Price 15,000 gp; Weight -
  Description
  This tattoo is most often rendered with the large 
  image of a woman, the bottom half of which is misty 
  and ghost-like, inked onto the back of the user. Twice 
  a day, the user can cause their form to shift and waver 
  for 5 minutes , as with blur. Once per day the user can 
  assume a gaseous form for five minutes.
  Construction
  Requirements 
  Craft 
  Wondrous 
  Tattoo, 
  blur, 
  gaseous form; Cost 7,500 gp
   
  Page 18
  Erase Tattoo
  School: Transmutation; Level: Brd 1, Clr 1, Sor/Wiz 1
  Casting Time: 1 minute
  Components: V, S, M, (gem dust with a value equal 
  to twice the value of the tattoo to be removed)
  Range: Touch
  Target: One creature
  Duration: Instantaneous
  Saving Throw: None; Spell Resistance: Yes
  You may use this spell to remove a mundane tattoo 
  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 
  long as the subject is willing, the tattoo is 
  permanently removed upon the completion of the 
  spell. If a subject has more than one tattoo, the spell 
  can affect larger areas of skin at the same time, but 
  the material cost increases accordingly.
   
  The Spreading Mark
  School: Necromancy; Level: Sor/Wiz 5
  Casting Time: 1 round
  Components: V, S, M (a needle and a bit of ash)
  Range: Touch
  Target: One creature
  Duration: Varies
  Saving Throw: Will negates, Fortitude save delays 
  (see spell text); Spell Resistance: Yes
  This spell creates a painful black tattoo which slowly 
  grows, until at last it kills its victim. When the spell is 
  cast, the caster must succeed on a melee touch attack 
  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 
  skin. The tattoo is painful and imposes a -2 penalty 
  to all the target’s d20 rolls. Each day the target must 
  succeed at a Fortitude save or lose 1d4 points of 
  Constitution as the tattoo grows in size. When the 
  target’s Constitution is 0, the tattoo covers the whole 
  body and the target dies. The tattoo can be removed 
  through the successful casting of remove curse, 
  dispel magic or wish (or some similar spell) but until 
  the tattoo is removed, the Constitution damage 
  cannot be healed.
  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 
  priced identically to wondrous items plus 100 gp for 
  the cost of the ink. If a character has a tattoo 
  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.
   
   
  Never back down, no matter the odds. Never 
  give in when negotiating and never show 
  weakness or indecision.
   
  
  a +2 bonus to Initiative and a +4 bonus to all 
  Perception checks.
  Construction
  Requirements Craft Wondrous Tattoo, cat’s grace, 
  owl’s wisdom; Cost 3,000 gp
   
  Shy Maiden
  Aura strong transmutation; CL 8th
  Slot head; Price 20,000 gp; Weight -
  Description
  This tattoo is most often rendered with the large 
  image of a woman inked onto the upper back of the 
  user. The tattoo’s owner has a +2 increase to 
  Charisma and can, at will, assume the form of any 
  Small or Medium woman, as with alter self.
  Construction
  Requirements Craft Wondrous Tattoo, alter self, 
  eagle’s splendor; Cost 10,000 gp
   
  Storm
  Aura moderate transmutation; CL 5th
  Slot bracers/arm; Price 36,000 gp; Weight -
  Description
  This tattoo is most often rendered with the image of a 
  storm cloud and lightning on one arm and
   shoulder. The tattoo’s owner gains Resist Electricity 
  10 and can cast three lightning bolts per day (5d6 
  damage, DC 16).
  Construction
  Requirements Craft Wondrous Tattoo, lightning 
  bolt, resist energy; Cost 18,000 gp
   
   
   
  Page 19
  Oni
  Aura moderate transmutation; CL 5th
  Slot bracers/arms; Price 32,000 gp; Weight -
  Description
  This tattoo is most often rendered with the image of 
  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.
  Construction
  Requirements 
  Craft 
  Wondrous 
  Tattoo, 
  bull 
  strength, resist energy; Cost 16,000 gp
   
  Phoenix
  Aura strong conjuration (healing); CL 15th
  Slot Back/Cloak; Price 32,500 gp; Weight -
  Description
  This powerful tattoo is most often rendered with the 
  large image of a phoenix, inked onto the back of the 
  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.
  Construction
  Requirements Craft Wondrous Tattoo, heal; Cost 
  16,250 gp
   
  Quick Fox
  Aura moderate transmutation; CL 3rd
  Slot neck; Price 6,000 gp; Weight -
  Description
  This tattoo is most often rendered with a fox, resting 
  on the chest and shoulders. The tattoo’s owner gains
  
  Notable Members: This section lists any notable gang 
  members. The listed members are identified by  their role in 
  the gang, followed by their names, alignments, class and level.
  Gang Enterprises: The activities of the yakuza gang 
  within their communities are listed here. All yakuza gangs 
  have gambling as an enterprise. The size of the gang 
  determines how many other ongoing activities they have.
  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 
  item at any one time. The smuggling limit reflects the 
  price of the most expensive item the gang can smuggle 
  into a community for the purpose of selling it to a ready 
  buyer, or for its own use if it has at least a week to 
  gather together the funds. Generally, the smuggling 
  limit is twice the purchase limit, but both amounts are 
  subject to further adjustments based on the gang’s 
  alignment, qualities, size and wealth.
  Yakuza Modifiers
  The difficulty of interacting with yakuza members is 
  represented through four modifiers, each of which affects 
  the use of specific skills. A gang’s default modifiers are -2, 
  but these modifiers are further adjusted by the gang’s 
  alignment, qualities, size and wealth.
  Honor: Honor is a measure of how truthful, loyal 
  and trustworthy a group is and how well the group, as 
  a whole, pressures its individual members into 
  behaving in a manner that reflects well on the whole 
  group. Groups with high honor hold themselves to a 
  higher standard than groups with low honor. The 
  Honor score modifies the DC for all Bluff, Diplomacy, 
  or Intimidate checks made to compel a member of the 
  group into doing something contrary to the group’s 
  personal code. You should also consider the group’s 
  Honor when determining how members of the group 
  react to temptations or bribes.
  Morale: Morale is the measure of a group’s general 
  cheer, optimism and determination. Groups with a 
  high morale are, as a whole, harder to intimidate. 
  Individuals in groups possessing a low morale are 
  more easily cowed and dispersed. The Morale score 
  modifies the DC for all Intimidate checks made 
  against members of the group by those outside the 
  group. You should also consider the group’s Morale 
  when determining how they react to danger.
  Page 20
  Part 3: Creating a Yakuza Gang
  Though there are some commonalities from one 
  gang to another, each yakuza family has its own 
  peculiarities. The oyabun is the primary factor in 
  determining the attitude and actions of the gang as a 
  whole, but there are other factors, including the 
  personality of the second-in-command, the size and 
  wealth of the gang, and the gang’s enterprises.
   
  Yakuza Family Stat Block
  A yakuza gang stat block is organized as follows.
  Name: The name of the yakuza gang is presented first.
  Alignment and Type: The gang’s alignment is the 
  general alignment of its members. Individual 
  members and officers in the gang can be of any 
  alignment, but the majority of the gang will be within 
  one step of the alignment. The gang type indicates 
  both the wealth level (impoverished, poor, typical, 
  prosperous, wealthy) and the overall size of the gang 
  (band, gang, syndicate). (Population) The actual 
  size of the gang is recorded parenthetically.
  Modifiers: A yakuza gang possess modifiers 
  (Honor, Morale, Lore, and Society) which affect the 
  difficulty of specific skill checks made in relation to 
  the gang. A gang’s default modifiers are -2 but these 
  modifiers are further adjusted by the gang’s 
  alignment, qualities, size and wealth.
  Kumicho: The name, alignment, class and level of 
  the gang’s oyabun are listed here. (Kumicho 
  Qualities) Three qualities, describing the overall 
  personality of the kumicho are noted parenthetically.
  Wakagashira: This entry provides the name, 
  alignment, class and level of the gang’s number two 
  man. Additionally the actual job of the number two 
  man, within the gang, is noted. (Wakagashira 
  Qualities) Three qualities, describing the overall 
  personality of the gang’s number two are noted 
  parenthetically.
  Gang Qualities: As with the oyabun and the 
  second in command, three qualities are used to 
  describe the overall personality of the gang. The first 
  of these must be chosen from one of the three 
  qualities possessed by the oyabun and the second is 
  taken from one of the three qualities possessed by 
  the second in command. The third quality is 
  reflective of the gang’s alignment.
  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
  
  protection money from those not directly under its 
  thumb. Besides gambling and extortion, such gangs 
  frequently branch out into one or two other 
  enterprises, such as smuggling, drug-crops, or 
  prostitution.
  Syndicate A syndicate is what you get when a single 
  family has gangs in multiple towns and one or two 
  cities. Each locale will have its own bakuto parlor and 
  offices, but all pay fealty (and a percentage of their 
  profits) to the central kumicho. A 
   syndicate’s gambling profits are often only a small 
  portion of its income, as it has branched out into a 
  number of other profitable vices.
  Major Syndicate Major syndicates control the 
  activities of almost all the yakuza within a large 
  territory. They possess gangs in multiple cities and 
  outright control several towns and villages, with their 
  fingers in as many different ventures as is possible. 
  Such organizations have a tremendous amount of 
  money and power, but those at the top rarely rest 
  easy, for there are always a number of ambitious 
  members eager to carve out a name for themselves, 
  and being so large, conflicts with other yakuza 
  families are inevitable.
  Yakuza Wealth Levels
  There are five possible wealth levels for a yakuza group. The 
  five 
  levels 
  are 
  impoverished, 
  poor, 
  average, 
  prosperous and wealthy. These wealth levels modify 
  the Purchase Limit and Smuggling Limit of each 
  yakuza gang, as described on Table 3.2. Once the 
  wealth level is chosen, multiply or divide the base 
  Purchase and Smuggling Limits as indicated. This 
  adjustment is done before any adjustments indicated 
  by gang qualities. Table 3.2 may also be used to pick a 
  random wealth level, if so desired.
  Page 21
  Lore: Lore is the measure of a group’s overall 
  attitude towards knowledge and scholarly pursuits. 
  Groups with a high Lore modifier are more likely to 
  possess libraries and hold scholars in high regard. 
  Groups with a low Lore modifier are more likely to 
  be taciturn and distrustful of new ideas. The Lore 
  score applies to Diplomacy checks made to gather 
  information from members of the group and 
  Knowledge checks made using the group’s personal 
  resources. You should also consider the group’s Lore 
  when determining how chatty and communicative 
  the members of the group are. (Note that a group’s 
  Lore modifier supersedes the Lore modifier for the 
  community in which the group dwells. That is, when 
  speaking to a member of the group in question, 
  replace the community Lore modifier with the group 
  Lore modifier.)
  Society: Society is a measure of how open-minded 
  and civilized a group is. A group with a low Society 
  modifier is going to be distrustful of those from 
  outside the group and will be more insular. A high 
  society modifier indicates a more cosmopolitan 
  attitude towards outsiders. A group’s Society score 
  should be applied to all Disguise checks made 
  against a member of that group, as well as to 
  Diplomacy checks made against members of the 
  group by outsiders. (Note that a group’s Society 
  modifier supersedes the Society modifier for the 
  community in which the group dwells. That is, when 
  speaking to a member of the group in question, 
  replace the community Society modifier with the 
  group Society modifier.)
  Yakuza Gang Size
  As yakuza families grow larger, they control larger 
  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 
  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
   
  Never be late. Never hesitate. Act with decisiveness.
   
  
   
   
  Table 3.4 Kumicho Qualities
  d20
  d20
  1
  Active
  11
  Romantic
  2
  Bold
  12
  Ruthless
  3
  Gloomy
  13
  Stern
  4
  Hot-Tempered
  14
  Strong
  5
  Jolly
  15
  Stubborn
  6
  Just
  16
  Suspicious
  7
  Lazy
  17
  Superstitious
  8
  Learned
  18
  Thoughtful
  9
  Quiet
  19
  Unpredictable
  10
  Religious 
  20
  Vengeful
  Yakuza Gang Qualities
  ach gang should be assigned three qualities. The 
  first of these is chosen from the three qualities 
  possessed by the kumicho and the second is 
  chosen from the three qualities possessed by the 
  gang’s second in command, the wakagashira. The 
  third quality is taken from Table 3.3, according to 
  the gang’s alignment. Qualities cannot be chosen 
  twice.
   
  Active Bustling with energy, an Active individual is 
  always planning, working, and moving. Groups with 
  this quality are likewise constantly busy. Active 
  Group’s Morale modifier increases by 1 and their 
  Purchase and Smuggling Limits increase by 10%.
  Bold An individual or group with the Bold quality acts 
  decisively and fearlessly. Members of a group with the 
  Bold quality increase their Morale modifier by 2.
  Charitable An individual or group with the 
  Charitable quality frequently gives to the poor and 
  needy. In such a group, Honor, Morale and Society 
  are increased by 1 but the group’s Purchase limit is 
  20% lower.
  Cold An individual with the Cold quality is distant 
  and emotionally unapproachable. Groups with the 
  same quality are aloof towards those outside the 
  group and maintain a facade of passionless efficiency. 
  Groups who are Cold have their Honor quality 
  increased by 1 but their Social modifier decreases by 1.
  Page 22
   
  Yakuza Alignment
  A gang’s alignment describes the overall attitude of 
  the gang at large. Most yakuza organizations are 
  Lawful Evil, but there are exceptions to this rule. The 
  alignment of the gang must be within one step of the 
  alignment of the group’s kumicho, or else the group 
  has the fractured quality. The alignment of the group 
  affects the gang’s modifiers as follows. A lawful 
  alignment increases the group’s Honor by 1. A 
  Chaotic alignment decreases Morale by 1. An evil 
  alignment decreases Honor by 1 and a good 
  alignment increases morale and honor by 1. A 
  neutral alignment increases Lore by 1 (true neutral 
  doubles this increase).
   
  If you wish to randomly determine the alignment of 
  a yakuza official, member, or gang you may use Table 
  3.3. Accompanying each alignment is a list of three 
  possible qualities associated with that alignment. 
  Once alignment has been chosen, choose one of the 
  qualities associated with that alignment and apply it 
  to the individual or gang being created (remember 
  that if the alignment of the group and the group’s 
  kumicho is more than one step apart, the quality 
  chosen must be the fractured quality).
  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
   
  Kumicho and Wakagashira Qualities
  When assigning qualities to the yakuza kumicho 
  (and their second in command), choose one 
  alignment related quality from Table 3.3 and then 
  choose two qualities from those presented on Table 
  3.4. If you desire, Table 3.4 allows you to randomly 
  select these qualities.
  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
   
  
  Page 23
  
  Morale, and Lore modifiers are all decreased by 2 in 
  such a group.
  Lazy When possible, a Lazy man avoids labor and 
  strenuous activity. If intelligent, it is likely that the lazy 
  man seeks to do his work efficiently and quickly, so it 
  does not have to be redone. Lazy groups suffer from a 
  lack of motivation and frequently try to coerce others 
  into doing what has to be done. The Morale modifier in 
  a Lazy group is decreased by 1 and their Purchase and 
  Smuggling Limits are decreased by 30%.
  Learned 
  Learned 
  individuals 
  have 
  studied 
  extensively and are knowledgeable about one or more 
  areas of interest. Groups with the Learned quality 
  value scholars and wisdom. The Lore quality of such 
  groups is increased by 3.
  Meticulous A Meticulous individual is very exact in 
  both his appearance and his record keeping. A group 
  with this quality expects its members to be clean and 
  to maintain good accounts. In a Meticulous group, 
  Honor and Lore are both increased by 1 and Morale is 
  decreased by 1. The Purchase and Smuggling Limits of 
  a Meticulous group are increased by 10%.
  Quiet A man with the Quiet quality does not speak 
  unless what he has something worth saying. Groups 
  who share the Quiet quality are calm and subdued in 
  their dealings. A Quiet group’s Society modifier is 
  increased by 1.
  Religious Whether pious, zealous, or simply devout, 
  a Religious man is concerned with matters spiritual 
  and makes the time to participate in the faith he has 
  chosen. Religious groups give regularly to their faith, 
  participate in festivals and other times of worship, 
  and are respectful of the clergy. The Honor and Lore 
  of a religious group are each increased by 1. The 
  Purchase Limit of such a group is reduced by 10%.
  Riotous A Riotous individual is unruly, wild and an 
  incorrigible carouser. Such people are frequently 
  intoxicated, almost always boisterous, and frequently 
  belligerent. A group with this quality is comprised of 
  wild individuals given to dissipation and carnal 
  excesses. In a Riotous group, Honor is decreased by 2, 
  and Morale and Lore are both decreased by 1. 
  Additionally, the group’s Purchase and Smuggling 
  limits are both reduced by 10%.
  Romantic Sentimental and possibly idealistic, a 
  Romantic finds pleasure in situations and people who 
  capture his imagination. Groups possessing this 
  quality are prone to hero worship and theatrics. 
  Honor and Society are each increased by 1 in a 
  Romantic group.
  Ruthless Trampling on all who come between them 
  and their goals, a Ruthless man, and a Ruthless 
  group, stop at nothing to get their way. A Ruthless 
  group decreases its Honor modifier by 1 but increases 
  its Morale modifier by 1.
  Stern An individual with the Stern quality is hard on 
  himself and on others, expecting the best from each. 
  Stern groups are frequently mirthless, expecting all to  
  conform and do their part as required. A Stern group’s
  Page 24
  Cruel A cruel individual enjoys causing pain in 
  others, whether physical or emotional. Cruel groups 
  seek to hurt those in their community at every 
  opportunity. The Honor and Society modifiers of a 
  Cruel group are decreased by 1, but the Morale of 
  such a group is increased by 1.
  Devious A devious individual is manipulative and 
  scheming. Though not all devious people are liars, 
  one must parse one’s words carefully. Devious 
  groups seek to use those outside the group to their 
  own advantage, and even those within the group 
  must be alert to the machinations of their comrades. 
  Devious groups decrease their Honor by 1 but their 
  Lore Modifier increases by 1.
  Fractured A group with the Fractured quality is 
  being torn apart by internal struggles. All modifiers 
  in such a group are decreased by 2.
  Gloomy Constantly morose, Gloomy individuals 
  wallow in pessimism. Groups with the Gloomy 
  quality are full of such individuals. Morale in Gloomy 
  groups decreases by 1.
  Greedy A Greedy individual covets that which he 
  does not have and seeks monetary success, 
  frequently through less than honorable means. 
  Groups with this quality are likewise focused on the 
  acquisition of worldly wealth, even at the expense of 
  others in their community. The Purchase and 
  Smuggling Limits of such a group are increased by 
  30%.
  Honorable An Honorable individual’s word is his 
  bond. He lives according to his own personal code, 
  even when others fail to do so. Honorable groups 
  likewise have a rigid code of conduct, whether 
  spoken or unspoken and expect each member of 
  their group to live according to this code. The Honor 
  of groups with this quality is increased by 3 and the 
  Morale modifier is increased by 1.
  Hot Tempered Quick to anger, Hot Tempered 
  individuals frequently take out their frustrations and 
  wrath on those around them. When an entire group 
  is Hot Tempered, the community walks gingerly, 
  fearful of displeasing the group. A Hot Tempered 
  group’s Society modifier is decreased by 1.
  Jolly Jolly individuals enjoy their jests. Laughing 
  often, they are seldom seen without a smile. Groups 
  with the Jolly quality are good natured and friendly, 
  at least outwardly. Morale and Society modifiers are 
  both increased by 1 in a Jolly group.
  Just A just individual attempts to insure that people 
  are treated as they deserve to be treated. Just groups 
  attempt to distribute justice to their community, 
  according to the code of the group and the mores of 
  their society. Groups with the Just quality increase 
  their Honor by 2.
  Lawless An individual with the Lawless quality 
  does as he pleases, when he pleases and must be 
  forced to do otherwise. A group with the Lawless 
  quality is out of control. Members barely obey their 
  superiors, and only when their superiors are on hand. Honor, 
  
   
   
  The Role of the Number Two Man
  The kumicho normally chooses his own number two 
  man and this choice both reflects the priorities of the 
  oyabun and helps shape the personality of the gang. 
  The influence of the number two man is reflected in 
  the yakuza stat block in two ways. First, one of the 
  qualities of the gang is drawn from the qualities of the 
  number two. Second, the exact job of the number two 
  may affect either the yakuza gang’s modifiers, or its 
  Purchase and Smuggling Limits. Choose one of the 
  three following roles for the gang’s number two man.
  Accountant The number two man is in charge of 
  keeping the family books and paperwork in order. The 
  choice of an administrator, or accountant, for a 
  number two means the kamushi is focused on profit. It 
  is also a fairly safe choice for the oyabun as accountants 
  only rarely conspire to take control of the family. Gangs 
  with an accountant in the number two position 
  decrease their Morale modifier by 1 and increase their 
  Lore modifier by 1. These gangs also increase their 
  Purchase and Smuggling Limits by 20% each.
  Dealer The number two man still works in the gang’s 
  bakuto parlor, overseeing the betting and sometimes 
  even tossing the dice himself for the customers. The 
  choice of a dealer for a number two man indicates the 
  kamushi is focused on the family’s traditions and the 
  day-to-day activities of the gang. Yakuza families with 
  a dealer as the number two man increase their Morale 
  modifier by 1. These gangs also increase their 
  Purchase Limit by 20%.
  Enforcer The number two man is in charge of family 
  discipline and doling out violence to those that oppose 
  the yakuza. He is a violent man and dangerous to 
  cross. The choice of an enforcer indicates the kamushi 
  wants to keep the community in line, through 
  intimidation and violence if need be. Gangs with an 
  enforcer as the number two man increase their 
  Morale modifier by 1, but decrease their Society 
  modifier by 2. The Smuggling Limit of these gangs is 
  increased by 20%.
  Page 25
  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 
  modifier decreased by 2.
  Superstitious A Superstitious individual holds any 
  number of beliefs concerning the spirit world, luck 
  (and the loss thereof) and the proper way one should 
  act concerning both. Frequently fearful of change 
  and the unknown, Superstitious groups engage in 
  numerous small activities meant to placate the 
  spirits and increase good fortune. Both the Lore and 
  Society modifiers of a group with the Superstitious 
  quality are decreased by 1.
  Thoughtful A Thoughtful man thinks before acting 
  and is frequently given to introspection and 
  philosophy. Groups possessing the Thoughtful 
  quality are seldom rash, but plan efficiently before 
  setting themselves into motion. The Lore of a 
  Thoughtful group is increased by 1 and the 
  Smuggling Limit of such a group is increased by 
  20%.
  Unpredictable Some Unpredictable people are 
  crazy, others may simply be purposefully erratic. 
  Either way, one is hard pressed to tell how they will 
  react to any given situation. When a group has the 
  Unpredictable quality, its members tend to be violent 
  and wild, exulting in anarchy and chaos. An 
  Unpredictable group’s modifiers are all decreased by 
  1. Additionally, Purchase and Smuggling Limits are 
  both reduced by 10%.
  Vengeful An individual or group with the Vengeful 
  quality never allows a slight or hurt to rest, but 
  makes sure to return cut for cut and hurt for hurt, 
  tenfold. They constantly pursue vendettas against 
  their enemies, both real and imagined. Morale in a 
  Vengeful group is increased by 1 but Society is 
  decreased by 1.
  Vicious A Vicious individual thinks little of hurting 
  others and is given to savage moods and vindictive 
  vendettas. Brutal and violent, groups with the 
  Vicious quality possess a bloody reputation. Morale 
  in a Vicious group is increased by 1, but Society is 
  decreased by 2.
  
   not go along with their program of mutual communal 
  defense, or, upon occasion, burning down the homes 
  or businesses of the same. Just as they are willing to 
  advance credit in their bakuto parlors, yakuza groups 
  often make business loans to members of their 
  community, but, again, the interest rates they charge 
  are typically high, and those who cannot repay must 
  frequently give over their wives, sons or daughters.
   
  Entertainment The yakuza traditionally control the 
  entertainment industries, if such exist, within the 
  communities they occupy. Street theaters, geisha, 
  acrobats, wrestlers and the like are all brought into 
  the yakuza organization, and forced to pay fees for the 
  privilege of performing. In towns or cities with actual 
  theaters, the yakuza gang often owns the property, 
  allowing only those entertainers loyal to them to 
  perform within.
  Prostitution While not all yakuza gangs operate 
  brothels, most of the larger families do. The women 
  are seldom there voluntarily. While some have been 
  kidnapped, or are supporting drug habits, most are 
  “working” off debts run up by their husbands or 
  fathers.
  Smuggling While all yakuza gangs have some 
  experience with smuggling contraband, a few operate 
  regular smuggling rings, making scheduled runs. 
  Weapons, drugs, luxury items, and even food are all 
  transported out of the sight of government officials 
  and the taxman. Gangs involved in smuggling often 
  deal in shoddy or stolen goods as well, though they 
  almost never steal, or condone stealing, from the 
  community in which they are stationed.
  Page 26
  Gang Enterprises
  Each yakuza gang maintains a bakuto parlor. As the 
  gang grows in size and influence, it regularly 
  branches out into a number of other nefarious 
  enterprises, generally starting with extortion and 
  prostitution and then moving onto narcotics, 
  smuggling, entertainments, and sometimes even 
  assassinations. Beyond these endeavors, each gang is 
  also likely to operate a number of more mundane 
  businesses associated with the hinin-eta castes. 
  These legitimate businesses are expected to be 
  profitable but also serve as fronts when necessary for 
  the gang.
   
  Bakuto Parlor Every yakuza gang maintains at 
  least one bakuto parlor, a gambling establishment 
  which frequently serves double duty as a gang 
  meeting hall, main office and sake house. The exact 
  nature of the gambling offered may vary from one 
  location to another, but dice games are fairly 
  ubiquitous. Many yakuza gangs are willing to 
  advance credit to their customers, so long as the 
  customer is a member of the community, but the 
  interest on these advancements is high and often 
  lead to the debtor selling his own family members to 
  the yakuza so that the debt may be worked off.
   
  Extortion After the bakuto parlor, most yakuza 
  organizations quickly move into the extortion 
  business, charging a fee to local businesses for the 
  privilege 
  of 
  the 
  yakuza’s 
  protection. 
  Those 
  individuals who do not cooperate voluntarily can 
  expect to suffer assaults upon their persons and their 
  property until they capitulate. The yakuza are not 
  above kidnapping the women of those men who do
  
   
  Wakagashira Simoro Hako LN expert 6 (accountant) 
  (cold, gloomy, stubborn)
  Gang Qualities gloomy, meticulous, superstitious
  Notable Members
  Chief Dealer Damku LE rogue 5
  Chief Enforcer Tapeka Akune fighter 6
  Madame Sapira Rin NE expert 3
  Gang Enterprises Bakuto Parlor, Extortion, Prostitution
  Purchase Limit 1,300 gp; Smuggling Limit 2,600 gp
   
  Poor Band of Yakuza Smugglers
  Toa-ikka
  NE poor yakuza band (25 members)
  Honor -4, Morale +1, Lore -1, Society -5
  Kumicho Eizo Katabachi LE ranger 6 (stern, stubborn, 
  vicious)
  Wakagashira Tomeo Yoshida NE rogue 4 (enforcer) 
  (greedy, ruthless, superstitious)
  Gang Qualities devious, ruthless, stubborn
  Notable Members
  Chief Accountant Shiroo Godai NE expert 3
  Gang Enterprises Bakuto Parlor, Smuggling
  Purchase Limit 250 gp, Smuggling Limit 600 gp
   
  Big City Syndicate
  Shingitokaze-kai
  LE prosperous yakuza syndicate (250 members)
  Honor -1, Morale +0, Lore -1, Society -4
  Kumicho Atjime Kitayama LE rogue 7/ machi-yakko 7 
  (learned, meticulous, romantic)
  Wakagashira Atjime Ota LE rogue 7/machi-yakko 2 
  (dealer) (active, devious, jolly)
  Gang Qualities active, meticulous, vicious
  Notable Members
  Chief Accountant Kabo LN rogue 6
  Chief Enforcer Atjime Nishaniwa LE fighter 10
  Gang Enterprises Bakuto Parlor, Drugs, Entertainment, 
  Extortion, Prostitution
  Purchase Limit 9,750 gp, Smuggling Limit 16,500 gp
  Page 27
  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
  d20
  d20
  1
  take (bamboo)
  11
  midori (green)
  2
  kage (shadow)
  12
  kin (golden)
  3
  hisui (jade)
  13
  kogoshi (celestial)
  4
  hono (flame)
  14
  hogosha (guardian)
  5
  kuroi (dark)
  15
  sogo-na (glorious)
  6
  warui (wicked)
  16
  ideai-na (great)
  7
  dai-ichi (prime)
  17
  osoroshi (dreadful)
  8
  kura (black)
  18
  chidarake (bloody)
  9
  aka (red)
  19
  goyona (audacious)
  10
  aoi (blue)
  20
  un-ga (lucky)
   
  Table 3.6 Japanese Nouns
  d20
  d20
  1
  kumo (spiders)
  11
  ni-no-iri (sunset)
  2
  borei (spectres)
  12
  akuma (devils)
  3
  tora (tigers)
  13
  no-o (phoenix)
  4
  hebi (serpents)
  14
  tatsu (dragon)
  5
  okami (wolves)
  15
  ino-shi-shi (boar)
  6
  sasori (scorpions)
  16
  taika (authority)
  7
  taka (hawks)
  17
  han-dan (judgment)
  8
  kaze (wind)
  18
  inago (locusts)
  9
  kaminari (thunder)
  19
  shi-shi (lions)
  10
  bofuu (tempest)
  20
  cho-cho (butterflies)
  Table 3.7 Japanese Group Descriptor
  d6
  1
  Ikka (family)
  2-4
  Kai (association)
  5-6
  Gumi (association)
  Sample Yakuza Gangs
  Typical Small Town Yakuza Gang
  Takeakuma-gumi
  LE typical yakuza gang (75 members)
  Honor -1, Morale -5, Lore -1, Society -3
  Kumicho Hatake Komosa LE rogue 7 (meticulous, 
  quiet, superstitious)
  
  Z A W A I Z U M I
  250 feet
  Mountain Village
  1
  2
  3
  4
  5
  6
  Page 28
  
  Village Locations
  The following are some of the more notable locations 
  in the village.
  1. Amuro’s The village simply refers to this 
  sprawling building as “Amuro’s” The kumicho has 
  added onto it several times over the past fifteen years, 
  the most recent addition being the collection of rooms 
  used to house Amuro’s female “guests” during the 
  day. The front rooms of the building serve as a 
  gambling parlor and there are several rooms on the 
  second floor for more private entertainment. Drink 
  and credit both flow freely within the establishment, 
  and the mood is normally merry, though a discerning 
  individual soon realizes much of the mirth is forced 
  and desperate.
  2. The Tannery The Homaku family owned this 
  tannery, ideally situated downwind from the rest of 
  the village, for many years; but five years ago, 
  Homaku Shou, son of the village elder, ran up great 
  debts to Oshiro Amuro and was forced to hand over 
  the deeds to the family business. Homaku Shou still 
  runs the tannery from day to day, but he is little more 
  than a glorified slave, indentured to the yakuza. The 
  yakuza gang keeps its smuggled goods in one of the 
  rooms of the tannery, a room which is always 
  guarded. Much to Shou’s horror, his youngest son, 
  Tatsuoa, has recently joined the yakuza gang, 
  accepting Amuro as obuyan.
  3. The Village Shrine This small shrine sees little 
  traffic for most of the year, but Hamashi Nobuo works 
  diligently to maintain it. Ironically, in all the village, it 
  is the murderous Takeshi who is most mindful of his 
  spiritual duties. He visits the shrine every morning to 
  offer incense and prayers. From time to time Nubuo 
  publicly expresses his disapproval of the yakuza, but 
  thus far Takeshi has refused to take action against the 
  priest.
  4. The Village Elder This small dwelling houses 
  Homaku Kurou, the patriarch of the Homaku family 
  and the oldest man in the village. Even before his son 
  lost the deed to the family business, Kurou had come 
  to realize how detrimental the yakuza’s presence in 
  the village was to the lasting well being of the 
  community. He has secretly sought some method to 
  drive the gang from the community, thus far in vain.
  5. Keiji’s Before the arrival of the yakuza, Keiji 
  provided sake for the village. Keiji still serves sake for 
  anyone visiting his place, but he does not actively seek 
  business, instinctively recognizing that to do so might 
  be bad for his health.
  Page 29
  Part 4: Zawaizumi ,
  Yakuza Mountain Village
   
  Zawaizumi is a village nestled in the scenic foothills of the 
  mountain. An abundance of wildlife, coupled with a 
  multitude of freshwater streams, has allowed the village, 
  for many years, to live off of the profits of its hunters and 
  leatherworkers. Unfortunately, for the last ten years, life in 
  the village has been less than idyllic. About fifteen years 
  previously, bandits began to plague the region and the 
  villagers, fearing for their safety, found themselves turning 
  to Oshiro Amuro for protection. Amuro was from a 
  different village, but he agreed to help if he was allowed to 
  set up a bakuto parlor in the village so that he might “have 
  a place in which he could peacefully spend his few 
  remaining years.” Amuro-san arrived with thirty men, 
  built his bakuto house and declared the whole village 
  under his protection.
   
  At first the village was glad of its decision. Besides the 
  promise of security, the “retired” yakuza boss brought 
  entertainment 
  and 
  merriment 
  to 
  the 
  village. 
  His 
  establishment offered cheap sake, pleasant music and easy 
  credit. It was only when several of the villagers found 
  themselves deeply in debt to the kumicho that they 
  realized their mistake, but by then it was too late. 
  Currently more than twenty of the village women have 
  been confiscated by Amuro as “collateral” on debts owed to 
  him. A lucky few are allowed to go home during the day, 
  the rest are housed on the premises. Periodically a 
  husband or father objects to the situation, only to be cut 
  down by Amuro’s wakagashira, a violent swordsman 
  named Takeshi.
   
  Beyond running his establishment, the kumicho has also 
  established the village as an epicenter of smuggling and as 
  a hideaway for yakuza members fleeing prosecution 
  elsewhere. Illicit goods are brought into the village weekly, 
  over the mountain, only to be shipped out with the 
  monthly shipment of treated furs and prepared leather.
  Zawaizumi, Yakuza Village
  LN Village
  Corruption +1; Crime -2; Economy -1; Law +1; 
  Lore +1; Society -4
  Qualities notorious, rumor mongering citizens
  Danger 10
  Demographics
  Government overlord (kumicho)
  Population 190 (99 % humans; 1% hengeyokai)
  Notable NPCs
  Kumicho 
  Oshiro 
  Amuro 
  LE 
  rogue 
  7/machi-yakko 3
  Priest Hamashi Nobuo LG cleric 5
  Village Elder Homaku Kurou LN expert 4
  Marketplace
  Base Value 650 gp; Purchase Limit 3,750 gp; 
  Spellcasting 3rd
  Minor Items 2d4; Medium Items 1d4; Major 
  Items -
  
  have dwelt in the village for over three decades, working 
  their humble garden, raising pigs, and quietly aiding 
  their neighbors, they are not human. Rather, both are 
  hengeyokai wizards of the rabbit clan. Two weeks ago, 
  one of Amuro’s men captured a young hengeyokai girl, 
  Saki’s niece in fact, as the girl was coming to visit her 
  aunt. Delighted with this acquisition, Amuro has placed 
  her in his brothel, though she has, thus far, only been 
  required to provide light entertainment and wait upon 
  guests. The two hengeyokai are horrified, but fearful of 
  rescuing her themselves. They have sent word to their 
  clan concerning the problem, hoping for heroes to 
  rescue the innocent maiden.
  ...Meanwhile, though the gang rarely purchases or 
  smuggles true treasure (silk, spices and weapons 
  comprise the bulk of the “merchandise” Amuro’s gang 
  carts over the mountain each week; while the weapons 
  are illegal, the silk and spices are shipped thus to 
  avoid the Imperial fees and road taxes), recently, one 
  of the smugglers, while purchasing the goods on the 
  far side of the mountain, had the opportunity to 
  purchase a golden omamori, which he proudly gave to 
  his oyabun. Amuro, recognizing the amulet as an 
  arcane treasure, now wears it, at all times, attached to 
  his sword. However, though the omamori does confer 
  protection, it is also cursed (see sidebar) and it is only 
  a matter of time until it causes the whole village to 
  erupt in violence and bloodshed.
  Izumioshiro Ikka
  LE prosperous yakuza gang (55 members)
  Honor -2, Morale +0, Lore -2, Society -6
  Kumicho Oshiro Amuro LE rogue 7/machi-yakko 2 
  (devious, ruthless, vengeful)
  Wakagashira Takeshi LE Fighter 10 (enforcer) (hot 
  tempered, religious, vicious)
  Gang Qualities hot tempered, vengeful, vicious
  Notable Members
  Chief Accountant Daimicho Arata LN expert 4
  Chief Dealer Sukota NE rogue 6
  Madame Oshiro Harumi LE rogue 4
  Gang Enterprises Bakuto Parlor, Prostitution, Smuggling
  Purchase Limit 1,500 gp; Smuggling Limit 3,600 gp
  Oshiro Amuro, Kumicho of the Izumioshiro-ikka
  At sixty five years old, Oshiro Amuro is a thin man, 
  with close-cropped white hair, a pleasant smile, and 
  a devious heart as black as pitch. Though he 
  habitually maintains a facade of pleasant geniality, 
  he is ruthless in his dealings, and, when angered, his 
  cruel expression is all the more terrifying for its calm 
  serenity. Despite his bloody nature, Amuro generally 
  avoids dirtying his own hands with violence, much 
  preferring to leave such matters to his wakagashira, 
  Takeshi. Amuro genuinely, and possessively, regards 
  Zawaizumi as his retirement village, and he fully 
  plans on dying (though not for many more years) 
  peacefully in his bed surrounded by lovely women.
  Page 30
  6. The Beekeeper Yoho no Gozu faithfully follows 
  in the footsteps of his ancestors, gathering honey 
  from the bee hive in the ancient oak growing on his 
  property. While the frugal beekeeper has kept 
  himself out of debt and financially free of Amuro’s 
  tentacles, his family has still suffered and Gozu is a 
  man full of grief and anger. Gozu’s daughter, Atsuko, 
  became attached to a handsome young kyodai 
  named Hiroyuki, who plied the girl with gifts. One 
  evening, a month ago, an intoxicated Hiroyuki took 
  the maiden to meet his “younger brothers,” who, 
  along with Hiroyuki, beat and raped her through the 
  night. In the morning, when at last she could flee, 
  Atsuko took her life by throwing herself into a deep, 
  rocky ravine northwest of the village.
  Adventuring in Zawaizumi
  Despite the fact that Amuro ostensibly settled in the 
  village so that he might drive away the bandits, other 
  than a few token “patrols” around the village, the 
  yakuza gang has done little to actually keep the 
  bandits at bay, nor, until recently, was there an 
  apparent need for them to do more. Their mere 
  presence has acted as a deterrent and the bandits 
  wisely sought other prey. Now, however, a series of 
  Amuro’s shipments into the village have gone 
  missing, as have the men who were carrying the 
  goods over the mountain. Amuro suspects one of the 
  bandit gangs and must now find individuals willing 
  to comb the mountain for the bandit’s village. In 
  truth, the problem lies not with bandits, but with 
  tengu who dwell in hidden villages further up on the 
  mountain. The smugglers, of late, have come too 
  close to one of their villages and the tengu have 
  begun ambushing the shipments.
  ...Meanwhile, village elder, Homaku Kurou, has been 
  discreetly sending his youngest son into nearby 
  villages to spread tales concerning the great 
  treasures the gang hides in the tannery. Thus far, the 
  tales have attracted little attention, but the old man 
  trusts that greed may ultimately lead to the arrival of 
  warriors who will be able to drive the yakuza from 
  the village.
  ...Meanwhile, a yakuza shatai has been found dead, 
  his body broken on the rocks in the ravine where 
  young Atsuko took her life. While Takeshi suspects 
  the beekeeper, Gozu, the truth is that the ghost of 
  Atsuko, hungry for vengeance, now haunts the road 
  between Amuro’s and the ravine. The undead spirit 
  presents an interesting dilemma for would be ghost-
  hunters: should her murderous quest be aided or 
  thwarted?
  ...Meanwhile, one elderly couple in the village, Sabuo 
  and Saki, are not quite what they seem. Though they
  
  Page 31
  Oshiro AmuroCR9 (XP 6,400)
  Male human rogue (kyodai archetype) 7 / machi-
  yakko 3
  LE medium humanoid
  Init +1; Perception +14
  Defense
  AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 
  natural)
  hp 72 (10d8+27)
  Fort +5, Ref +9, Will +6
  Defensive Abilities evasion, uncanny dodge; 
  Resist Fire 10
  Offense
  Spd 30 ft.
  Melee +1 wakizashi +11/+6 (1d6; 18-20)
  Special Attacks Sneak Attack +5d6
  Tattoos The Demon, The Boar
  Statistics
  Str 8, Dex 12, Con 12, Int 17, Wis 12, Cha 14
  Base Atk +7; CMB +6; CMD +14
  Feats 
  Dodge, 
  Leadership 
  (16), 
  Skill 
  Focus 
  (Intimidation, Profession [gambler]), Toughness, 
  Weapon Finesse, Weapon Focus (wakizashi)
  Skills Acrobatics +15, Appraise +15, Bluff +16, 
  Diplomacy +19, Intimidate +27 (+29 if tattoos are 
  visible), Knowledge (history) +15, Knowledge (local) 
  +20, Perception +15, Profession (gambler) +18, 
  Sense Motive +15, Use Magic Device +14
  Languages Common, Goblin, Infernal, Kaidanese, 
  Yakuza Cant
  SQ community leader, gang leader, gang profits, 
  strength in numbers
  Rogue Talents Fearsome Tattoos, Finesse Fighter, 
  Read Tells,
  Gear Enchanted Oni Tattoo (increase strength by 4 
  twice a day), amulet of natural armor +2, +1 
  wakizashi, the golden omamori of Tsudoki no 
  Takeyama (current DC 12)
   
  The Golden Omamori of Tsudoki no 
  Takeyama
  Aura Strong Enchantment; CL 15th; Identify DC 40
  Slot none; Weight 1/4 lb.
  Description
  In ancient times, Tsudoki, a powerful kami of 
  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
  claimed the omamori for himself. Over the years, 
  the golden omamori has passed from hand to 
  hand, blessing some, but causing others to 
  suffer.
  A thin rectangle of gold, one inch wide and two 
  inches long, the golden omamori of Tsudoki no 
  Takeyama is emblazoned with runes of fortune 
  and has a small hole near its top so that it might 
  be hung from a belt, tied to weapon, or even 
  worn about the neck. Any character who carries 
  the omamori upon his person benefits from a +1 
  bonus to all d20 rolls. However, all characters 
  within 100 feet of the omamori, including the 
  bearer, must succeed at a DC 5 Will save or be 
  compelled, as with suggestion, to engage in an 
  act of violence by making a melee or ranged 
  attack which will, if successful, deal damage 
  against the first individual to insult, slight or 
  harm them. Those who successfully make their 
  save are immune to the effects of the talisman 
  for 24 hours. Those who fail their save and 
  subsequently engage in an act of violence are 
  allowed make a new Will save to be free of the 
  compulsion. Failure indicates that they are 
  compelled to attack the next individual to insult, 
  slight or harm them. This continues until the 
  affected person at last makes his Will save, or he 
  himself is slain. If the wearer of the omamori 
  engages in any violent or greedy activity, the DC 
  of this Will save is increased by 1 for each such 
  act.
  The bearer of the omamori, once it is worn, will 
  not willingly part with the talisman, and if the 
  talisman is forcefully removed from the bearer, 
  will seek to regain it, using whatever means 
  necessary. If the bearer of the omamori is slain, 
  the DC of the Will save resets to 5.
  Cure
  To be free of the talisman, the bearer must 
  submit 
  to 
  an 
  atonement 
  spell, 
  cast 
  in 
  conjunction with a successful remove curse (DC 
  26). Once the bearer is free of the omamori, the 
  DC of the Will save resets to 5.
  
  businesslike. The men who work for him know better 
  than to try to embezzle the house’s money, for more 
  than one shatei has been severely beaten for having 
  the temerity to attempt such a thing.
   
  Sukota
  CR 5 (XP 1,600)
  Male rogue (bakuto) 6
  NE Medium humanoid
  Init +7; Perception +10
  Defense
  AC 14, touch 14, flat-footed 14 (+3 Dex, +1 dodge)
  hp 39 (6d8+12)
  Fort +3, Ref 8, Will +1
  Defensive Abilities evasion, uncanny dodge
  Offense
  Spd 30 ft., other types of movement
  Melee masterwork short sword +9 (1d6; 19-20/x2)
  Special Attacks sneak attack +3d6
  Statistics
  Str 10, Dex 17, Con 12, Int 14, Wis 8, Cha 14
  Base Atk +4; CMB +4; CMD 18
  Feats Dodge, Improved Initiative, Skill Focus 
  (profession [gambling], sense motive),Weapon 
  Finesse, Weapon Focus (short sword)
  Skills Appraise +8, Bluff +11, Diplomacy +11, 
  Intimidate +11, Knowledge (local) +11, Perception 
  +10, Profession (gambling) +13, Sense Motive +12, 
  Sleight of Hand +12 (+15 with dice, cups, cards), 
  Stealth +12, Swim +9
  Languages Common, Kaidanese, Yakuza Cant
  SQ gambler’s eyes (+2), skilled cheat, skilled gambler
  Rogue Talents finesse fighter, hard to fool, read 
  tells
  Gear enchanted fiery dragon tattoo, masterwork 
  short sword
   
  Page 32
  Takeshi, Wakagashira of the
  Izumioshiro- Ikka
  Takeshi, a psychotic killer who delights in feeling his 
  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 
  handsome, with long, black hair, Takeshi dresses 
  stylishly in black kimonos; but he cannot hide his 
  vicious personality. Despite his murderous ways, 
  Takeshi is quite religious, visiting the village shrine 
  daily to offer incense and prayers. He has never 
  killed a priest, nor is he eager to do so, though he 
  would if pressed to it.
   
  Takeshi
  CR 9 (XP 6,400)
  Male human fighter (yakuza-bushi) 10
  LE Medium humanoid
  Init +7 (+9 with short blade); Perception +9
  Defense
  AC 21, touch 15, flat-footed 16 (+6 armor, +3 Dex, 
  +2 dodge); ACP -2
  hp 85 (10d10+30)
  Fort +9, Ref +6, Will +2
  Defensive Abilities quick response, swift
  Offense
  Spd 40 ft.
  Melee wakizashi +17/+11 (1d6+8; 18-20/x2)
  Special Attacks leaping attack (if Takeshi moves 
  more than 5 feet prior to attacking, he gains a +2 
  bonus to attack and damage rolls)
  Statistics
  Str 16, Dex 16, Con 14, Int 10, Wis 8, Cha 12
  Base Atk +10; CMB +13; CMD 27
  Feats Alertness, Cleave, Combat Reflexes, Critical 
  Focus, Dodge, Greater Weapon Focus (wakizashi), 
  Mobility, Power Attack, Short Blade Warrior, Spring 
  Attack, 
  Weapon 
  Focus 
  (wakizashi), 
  Weapon 
  Specialization (wakizashi)
  Skills Acrobatics +5, Appraise +13, Intimidate +14, 
  Knowledge (local) +8, Perception +9, Profession 
  (gambling) +12, Sense Motive +1
  Languages Kaidanese
  SQ weapon training (light blades +2, heavy blades 
  +1)
  Gear +2 leather lamellar armor, kurodeba (+2 
  wakizashi), enchanted hidden sword tattoo 
  (kurodeba)
  Sukota, Yakuza Chief Dealer
  A rotund man with a hearty laugh and a wide smile, 
  Sukota welcomes anyone and everyone into his 
  bakuto parlor. His jovial nature is matched only by 
  his avarice and Sukota will cheerfully slit a man’s 
  throat for the contents of his purse if he thinks he 
  can get away with it. When not dealing with guests 
  to the bakuto house, Sukota is far more serious and
   
  Kurodeba
  Aura moderate transmutation; CL 9th;
  Slot none; Price 12,000 gp; Weight 2 lbs.
  Description
  Kurodeba measures 27 inches long, with a 19-
  inch, single-edged blade of black steel and a full 
  tang. The sword’s collar, guard and buttcap are 
  fashioned from the same black steel as the blade 
  and the wooden handle is wrapped with cords of 
  black silk. Kurodeba functions as a +2 wakizashi 
  which, when gripped, also grants its user a +1 
  dodge bonus to AC and an additional +2 bonus 
  when confirming critical hits.
  Construction
  Requirements Craft Magic Arms and Armor, 
  cat’s grace, keen; Cost 6,000 gp
   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
  
  Oshiro Harumi
  CR 3 (XP 800)
  Female human rogue 4
  LE Medium humanoid
  Init +2; Perception +7
   
  Defense
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 26 (4d8+8)
  Fort +2, Ref +6, Will +1
  Defensive Abilities evasion, trap sense +1, uncanny 
  dodge
  Offense
  Spd 30 ft.
  Melee type +5 (1d4-1)
  Special Attacks sneak attack +2d6
  Statistics
  Str 8, Dex 14, Con 12, Int 13, Wis 10, Cha 18
  Base Atk +3; CMB +2; CMD 14
  Feats 
  Skill 
  Focus 
  (Diplomacy, 
  Profession 
  [prostitution]), Weapon Finesse
  Skills Appraise +7, Diplomacy +14, Disable Device 
  +9, Intimidate +11, Perception +7, Perform (dance, 
  sing) +11, Profession (prostitution) +7, Sense Motive 
  +7, Sleight of Hand +9
  Languages Kaidanese, Yakuza Cant
  SQ trapfinding
  Rogue Talents charmer, read tells
  Gear masterwork dagger
  Daimicho Arata, Chief Accountant of the 
  Izumioshiro-ikka
  When he was younger, Daimicho Arata found himself 
  deeply in debt to the yakuza and, as a result, was drafted 
  into their service as a bookkeeper, a job at which he 
  excels. Now a much older man, Arata tries to tell himself 
  that he has nothing to do with the wickedness around 
  him, but he cannot quite bring himself to believe it, and 
  each night, after he has finished his work, he drinks 
  himself into a sake-fueled bliss of unconsciousness, 
  upstairs at Amuro’s. Arata has for the last four years, 
  been having an affair with Amuro’s wife, Harumi. He is 
  smitten by her beauty and she views it as an opportunity 
  to strike out at her husband.
   
  Daimicho Arata CR 2 (XP 600)
  Male human expert 4
  LN Medium humanoid
  Init +0; Perception +0
  Defense
  AC 10, touch 10, flat-footed 10
  hp 18 (4d8)
  Fort +1, Ref +1, Will +4
  Offense
  Spd 30 ft.
  Statistics
  Str 10, Dex 10, Con 8, Int 15, Wis 11, Cha 12
  Page 33
  Hiroyuki, Kyodai of the Izumioshiro-ikka
  Hiroyuki has a handsome face and a honeyed 
  tongue, especially when he is charming a woman, 
  but the beauty is only skin deep. A masochistic 
  misogynist, Hiroyuki sees each woman as a 
  challenge, but once a woman has succumbed to his 
  charms, he has no further use for her. When 
  conducting gang business, Hiroyuki relishes the 
  opportunities afforded him to threaten, cower and 
  intimidate those that resist the will of his oyabun. 
  (Note: Hiroyuki’s stats can be used for any of the 
  kyodai in the Izumioshiro-ikka.)
   
  Hiroyuki 
  CR 4 (XP 1,200)
  Male rogue (kyodai) 5
  LE medium humanoid
  Init +1; Perception -1
  Defense
  AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 
  dodge)
  hp 32 (5d8+10);
  Fort +1, Ref +5, Will +0
  Defensive Abilities evasion, uncanny dodge
  Offense
  Spd 30 ft.
  Melee wakizashi +5 (1d6+1; 18-20/x2)
  Special Attacks sneak attacks +3d6
  Statistics
  Str 12, Dex 13, Con 10, Int 9, Wis 8, Cha 14
  Base Atk +3; CMB +4; CMD 15
  Feats Dodge, Improved Initiative, Skill Focus 
  (Intimidate), Toughness, Weapon Focus (wakizashi), 
  Weapon Finesse
  Skills Bluff +11, Diplomacy +11, Intimidate +16 (+18 
  when tattoos are exposed), Perception +8, Profession 
  (gambling) +8, Stealth +10
  Languages Kaidanese, Yakuza Cant
  SQ strength in numbers (+1)
  Rogue Talents fearsome tattoos, finesse fighter
  Gear masterwork wakizashi, masterwork leather 
  lamellar armor, loaded dice
   
  Oshiro Harumi, Madame of the 
  Izumioshiro-ikka and Amuro’s Wife
  Growing up in a yakuza family, Harumi was thrust 
  into prostitution from a very young age. Her beauty 
  allowed her to marry well within the yakuza, but 
  she has never been able to leave the sordid life of the 
  brothel, nor would it ever now cross her mind to do 
  so. Harumi hates nearly everyone, her husband in 
  particular, but she masks her hatred behind a calm, 
  cold 
  exterior. 
  Nevertheless, 
  she 
  uses 
  every 
  opportunity to take out her anger on the girls under 
  her care, berating and beating them whenever they 
  give her an excuse to do so.
  
  Homaku Tatuosa CR 1 (XP 400)
  Male rogue (kyodai) 2
  NE Medium humanoid
  Init +5; Perception +4
  Defense
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 13 (2d8+4)
  Fort +1, Ref +4, Will -1
  Defensive Abilities evasion
  Offense
  Spd 30 ft.
  Melee masterwork short sword +4 (1d6+1)
  Special Attacks sneak attack +1d6
  Statistics
  Str 13, Dex 13, Con 12, Int 10, Wis 8, Cha 9
  Base Atk +1; CMB +2; CMD 13
  Feats Improved Initiative, Toughness, Weapon Focus 
  (short sword)
  Skills Acrobatics +6, Bluff +4, Intimidate +5, 
  Knowledge (local) +5, Perception +4, Profession 
  (gambling) +4, Profession (tannery) +4, Stealth +6
  Languages Kaidanese, Yakuza Cant
  Rogue Talents fast stealth
  Gear leather armor, masterwork short sword
  Page 34
  Base Atk +3; CMB +3; CMD 13
  Feats Skill Focus (Appraise, Knowledge [local], 
  Profession [accountancy])
  Skills Appraise +10, Diplomacy +8, Intimidate +8, 
  Knowledge (history) +9, Knowledge (local) +12, 
  Linguistics 
  +9, 
  Perception 
  +7, 
  Profession 
  (accountancy) +12, Sense Motive +7
  Languages Common, Draconic, Giant, Goblin, 
  Kaidanese, Sylvan, Yakuza Cant
  Gear none
  Homaku Tatuosa, shatei of the 
  Izumioshiro-ikka
  The youngest son of tanner Homaku Shou, Tatuosa 
  grew to think of his father as weak, when his father 
  lost the tannery to Amuro. Soon afterwards, he left 
  his family and pledged himself to Amuro. Since that 
  time, Tatuosa has worked hard to prove himself to 
  his new family, fully embracing all their ways. 
  (Note: Tatuosa’s stats can easily be used for any of 
  the younger yakuza members.)
   
  
  Page 35
  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 36
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  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
   
  
  KD10
  K A I D A N
  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
  THE WAY OF THE YAKUZA
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/Kaidan/Kaidan - Way of the Yakuza.pdf