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Black Tokyo Legends: Fur of the Yokai Written by Chris A. Field All images in this PDF are public domain ukiyo-e and shunga woodcuts, produced in Japan between the late 17th and mid 19th Centuries. They were provided via Wikimedia Commons. www.otherversegames.blogspot.com Fully compatible with the PFRPG.
About the Cover Due to the explicit nature of this release, the 3.5 OGL Logo designed by Louis Porter Jr. has been used. This product is fully compatible with the 3.5 OGL and the most popular, currently published version of that rule set.
Black Tokyo and the Tatakama The concepts presented here had their origins in Black Tokyo, a guide to playing hentai inspired horror/adventure using the D20 Modern ruleset. This sourcebook deals with monsters and demons in their natural habitat, on the far side of the dimensional barrier that separates the endless twilight of the Tatakama from the skyscrapers and bullet trains of Black Japan. This sourcebook provides new ways to use the character creation system found in Fursona: The Definitive Guide to Creating Anthropomorphic Characters, released by Otherverse Games in 2011. It is not a standalone sourcebook and it also heavily references the upcoming Races of the Tatakama sourcebook.
Japan has a long history of strange hybrid monsters, of ghosts and spirits that are half animal and yet, somehow, half human. Some of these creatures are famous, and appear in popular culture outside of Japan- sexy Kitsune, cunning Tengu and other hybrid folk. Others are obscure but no less impressive for that- the great, earthquake causing namazu, the Tanuki and their endlessly mutable testicles, and other strange creatures.
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Instead of being humanoids, henge are considered Fey with the Anthro subtype.
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As four is an unlucky number, all henge receive five (5) build points with which to purchase Major and Minor Racial traits.
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All henge must select one disadvantage, however. They do not receive build points for this mandatory disadvantage.
This sourcebook describes how to integrate the freeform ‘furry’ character creation system described in Fursona: The Definitive Guide to Creating Anthropomorphic Characters (Otherverse Games, 2011), into a hentai-inspired campaign set in the Tatakama. It is a companion to the upcoming Black Tokyo Legends: Races of the Tatakama, and some concepts only hinted at here will be fully explored in that release.
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All henge are wise in the ways of the spirit world. They receive a +2 racial bonus on Knowledge (religion) checks, even if they are otherwise impious brutes.
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Finally, henge may select the Half Willing Prey template as a Disadvantage, earning two (2) build points, or may choose this as their mandatory disadvantage. Characters from the Kitsune or Tanuki optional orders may choose the Wishing Beast template instead, in the same manner.
The Anthros of Japanese Folklore Anthropomorphic creatures are traditionally referred to as henge. Henge can take the form of any of the orders found in Fursona: The Definitive Guide to Creating Anthropomorphic Characters, and are seen as half-spirit creatures. These creatures might take any number of forms and can come from any strata of society. A horse-faced spirit-creature might be a peasant rice farmer, tending her fields in the endless twilight of the Tatakama, or may be a noble samurai warrior sworn to the service of a local daimyo. If you wish to give the anthros in your campaign a more uniquely Japanese flavor, and make them henge in spirit, not just in name, modify the Fursona creation system in the following ways.
Using the Races of the Tatakama as Orders Some of the new races found Black Tokyo Legends: Races of the Tatakama can easily be converted over to Orders for use with the Fursona character-builder. That sourcebook includes full details about these new Orders’ cultures, and outlook.
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Daughters of the Kirin The Daughters of the Kirin are chase and athletic unicorn girls. They are sired on champion mares by their lusty but heroic divine father, the Eastern god known as the Kirin. The Daughters of Kirin are courageous forces for good, protected by ivory armor and a gleaming golden horn which they use as adeptly as a knight’s lance. As an Order Ability Score Modifiers: +2 STR, -2 INT, +2 CHA Enhanced Senses: lowlight vision Racial Feats: Run and Endurance Free Minor Racial Traits: Racial Skill Focus (Handle Animal) Free Major Racial Traits: Natural Armor Favored Major Racial Traits: Adamant Laced, Attribute Excellence (STR), Call of the Wild, Disease Immunity, Hoof Stamp, Life Focus, Natural Armor, Pounce, Powerful Build, Powerful Kick, Strong Life Force, Tireless
Alternatively, you can simply consider Daughters of the Kirin to be members of Order: Equis.
Kitsune Kitsune are glamorous and seductive tricksters able to take the form of a sleek fox when they wish to move unseen. They tend to be a bit selfish, a bit greedy, and more than a bit vain. A fox’s tail peeks from beneath the hem of their kimonos even in woman-shape. As an Order Ability Score Modifiers: -2 STR, -2 CON, +4 DEX, +2 CHA. Enhanced Senses: lowlight vision Racial Skills: +2 Bluff, +4 Climb, may use either STR or DEX as key attribute for Climb checks. Free Major Racial Traits: Wyld Shape (fox) Favored Major Racial Traits: Flexibility, Hunter’s Bane, Jinx, Larcenous *, Lifefocus, Natural Weapons, Odd Type, Pounce, Scurry, Silver Tongued, Unaging *describes a racial trait found in Fursona II
Tanuki
Order: Inugami
Tankui are rotund little shapeshifters that can become a Japanese raccoon-dog, a useful trick for skipping out on a bar tab. The race is infamous for their swollen, magical testicles, and the shapeshifters are equally wise and vulgar.
Inugami are ghostly dog sprits, known for their greed, hunger and visciousness when threatened. Even the most good hearted Inugami will take what he needs without concern for the desires of others. Heroic Inugami might become bold tomb raiders and dungeon delvers, killing and stealing from only the guilty and the monstrous, while others become fearsome brigands and rapists. Inugami are well respected, and sometimes even liked among the monstrous Ironclub Oni race. While no match for an Ironclub physically, Inugami are cunning and sadistic enough to earn respect.
As an Order Ability Score Modifiers: -2 DEX, +4 CHA. Enhanced Senses: scent Racial Skills: +2 Stealth, 1 free rank in Perform (comedy) per 4 ranks in any other Perform skills. Free Major Racial Traits: Wyld Shape (Japanese raccoon-dog) Favored Major Racial Traits: Chameleon Skin, Defensive Stench, Disease Immunity, Jinx, Inugami make natural Rogues and Larcenous *, Scurry, Silver Tongued, Speak Spell Rangers, and experienced Inugami often take up Mimicry *, Squick, Toxin Immunity, Unaging the assassin’s blade. Inugami spellcasters usually * describes a racial trait found in Fursona II become sorcerers of demonic bloodline.
New Anthro Orders The following new breeds of Anthro are common across the Tatakama, and might also be found in other worlds. 1. Inugami (greedy and viscous dog ghosts) 2. Lamia (proud and physically powerful snake anthros) 3. Namazu (catfish gods that relish wanton destruction) 4. Raiju (arrogant but courageous lightning spirits) 5. Slime (dull witted amoeba-like creatures) 6. Tsukumogami (humble household objects imbued with a soul) 7. Yokai (chaotic, animalistic goblins)
Appearance: Inugami are horrific, dog-like beings, unnatural and cruel. Their bodies and souls are created from the sacrifice of dogs by dark wizards. The Inugami’s head floats free a few inches from the severed stump of its neck, the wounds of which drip endless trails of cold black blood. Their snarling, saliva soaked mouths are wreathed in stinking black flames. Inugami often dress in fire-blackened samuari’s armor, and carry massive weapons. Type: Inugami, unlike other Anthro creatures, have the Undead type. They have all the traits common to Undead Player Characters. Undead Player Characters Undead player characters have all the traits common to Undead (described fully in The Bestiary), with one notable exception. As thinking beings, with true souls, Undead player characters remain vulnerable to mind-influencing effects. An Undead player character’s Hit Die, base attack bonus and base saves are determined by its character class.
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Ability Score Modifiers: +2 STR, +2 DEX, CON, -2 WIS. Inugami are lean and hungry, physically adept and nimble. However, their shriveled black souls are tinged with madness. As Undead, Inugami have no Constitution score.
Undercommon, Abyssal, Goblin, Infernal or Orc as a bonus language.
Racial Skills: Inugami are terrifying beyond all imagination, and are skilled hunters. The dogspirits receive a +2 racial bonus on Intimidate and Survival checks.
Bacteria Colony, Blindsight, Bloodfeeder, Blood Lust, Execution Beast, Ferocity, Natural Armor, Size: Lage, Stone Regard, Spell Howl *, Winged Flight * describes a racial trait found in Fursona II
Enhanced Senses: Inugami possess the scent special quality. Alignment: Heroic and kind Inugami are so rare, in all the Tatakama’s history, only two poems have been sung of such creatures. Virtually every Inugami is an example of an especially cruel and greedy evil alignment. Languages: Inugami begin play speaking Common and Gnoll, and consider the Gnoll race to be ‘lesser cousins’ to their own undead glory. Extremely intelligent Inugami can select
Favored Racial Traits: The following major racial traits are favored by members of this order.
Order: Lamia Intelligent, determined and friendly, the snakelike Lamia race are known as stalwart heroes and trustworthy lovers. Lamia adventurers often accompany other anthro and humanoid heroes on great quests, and are on fairly good terms with the powerful Daughters of Kirin. Less adventurous Lamias can be found in small, orderly villages across the Tatakama. Some Lamia clans are fishermen, who live in stilt cities near the water’s edge, while brown scaled Lamia
of the plains and savannahs are creatures of the desert and grasslands.
truly evil creatures, and easily recognized by their dark green or obsidian scales.
Lamia place great emphasis on family, honor and duty to their clan and their nation. Lamia families are matriarchal, and some Lamia clans, especially those who share a border with their proud, Bloodstrong Man allies, practice incest as ritual and magic. Lamia heroes are most often clerics, fighters, paladins, and inquisitors. Among magicians, wizards far outnumber sorcerers or divine spellcasters.
Languages: Lamia speak Common fluently. Extremely intelligent Lamia can select Sylvan, Dwarven, Gnome, or Undercommon as a bonus language.
Appearance: Lamia are scaled, reptilian beings whose torso ends in a long, serpentine tail that stretches more than twice as long as a man is tall. Lamia have colorful scales with complex decorative patterns across their chest, shoulders and their cobra-like hoods. Lamia have proud, handsome and humanlike scaled faces with tiny fangs. Females of the species tend to have functional, lactating breasts that nourish the race’s helpless, live young. Ability Score Modifiers: +2 STR, -2 DEX, +2 INT. Lamia are intelligent and physically fit, with disciplined minds and heroic physiques. They are a bit too big to be truly graceful, however. Minimum Size: Lamia are powerfully built and must be at least size: Medium.
Quadruped (EX): Lamia have snake-like lower bodies that provide them with extraordinary stability. Lamia cannot be tripped and receive a +2 racial bonus to their Combat Maneuver Bonus and Combat Maneuver Defense score. A Lamia’s lifting and carrying limits are double those of a bipedal humanoid of the same size. Favored Racial Traits: The following major racial traits are favored by members of this order. Acidic Blood, Attribute Excellence (STR), Burrower, Chameleon Skin, Constrict, Fast Healing I, Flexibility, Multiple Arms, Powerful Build, Size: Large, Strong Life Force, Tireless, Toxin Immunity, Tremorsense, Venom
Order: Namazu The chaotic and destructive Namazu are a race of god-touched catfish folk. These goliath fish-beings are known for their incredible strength- a strength so great its said the Namazu can cause devastating earthquakes merely by thrashing its massive bulk.
Racial Skills: Lamia are wise in the ways of nature and the hunt, and receive a +2 racial bonus on Survival checks. Their culture has a proud This order is similar in both size, power, and lifecycle to Piscia Major (described in arcane tradition, and receives a +1 racial bonus Fursona II). However, Namazu have truly on Spellcraft checks. legendary strength, a penchant for wanton destruction, and a knack for rebuilding what Enhanced Senses: Lamia can flick out their they’ve destroyed- all the better to knock the forked tongues and taste the air, receiving the world down again. Namazu favor the barbarian scent quality. or fighter’s path, but a few become especially dangerous war-wizards, wreaking untold havoc Alignment: Lamia are lawful, honorable creatures, who can be trusted to hold to the letter with area effect spells, the more destructive the better. of any agreement they enter into. Most tend towards a good alignment. A few Lamias are
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they can afford, which, though clean will be dented and repaired as a result of its wearer’s violent lifestyle. Most carry workingman’s tools among their gear, such as hammers, axes, saws, wrenches and so forth.
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Ability Score Modifiers: +2 STR, +2 CON, -2 CHA. Namazu are phenomenally strong, more durable than river boulders and monstrously violent. Their chaotic tendencies and love of mass destruction make Namazu unwelcome in polite society- or any society at all really.
Appearance: Namazu resemble powerfully built, muscular catfish men, with slippery, oil soaked black, white and grey physiques. Their rubbery lips are wide and always curled upwards in a faint, sadistic smirk, as if the creature is always pleasantly reminiscing about some past carnage. Long, drooping whiskers and tiny, mischievous eyes give the Namazu an appearance that is almost a parody of a samuari’s proud mustache. Most Namazu are found in the heaviest armor
Racial Skills: Namazu anthros receive a +2 racial bonus on Swim checks; they are slow, plodding swimmers. The creatures relish causing destruction, but also have a deep compulsion to help rebuild the cities they destroymostly so they’ll have something to smash tomorrow. Namazu receive a +4 racial bonus on Craft (structural) checks; they make skilled masons and carpenters. Enhanced Senses: Namazu anthros receive lowlight vision and Darkvision with a 60 ft rangethey are adapted to the dark of the deep ocean. Alignment: Namazu feel a call to destroy, demolish and pillage, a compulsion that goes all the way down to their marrow. Namazu are deeply chaotic creatures, with a pugnacious and
rotten disposition. A few of the smarter Namazu embrace chaos as a means to overturn corrupt social order, to destroy the homes and property of the wealthy while sparing the poor, and are an especially violent breed of chaotic good. The vast majority of the race are chaotic neutral, however. Languages: In addition to Common, Namazu are fluent in a blubbery dialect of Aquan. Amphibious (EX): Namazu anthros can survive indefinitely under water, and cannot drown. Favored Racial Traits: The following major racial traits are favored by members of this order. Adrenal Surge, Blindsight, Burrower, Constrict, Constructor Secretion, Defensive Stench, Disease Immunity, Ferocity, Natural Armor, Powerful Build, Powerful Kick, Size: Large, Tireless, Tremorsense, Unaging, Water Mastery* *describes a racial trait found in Fursona II
Order: Raiju Raiju are creatures of primal, elemental lightning and thunder. Their conception is heralded by a single crack of thunder, somewhere far in the distance, and their birth is attended by thunderstorms lasting more than a day. Like the Daughters of Kirin, Raiju anthros are the descendents of a god, Raijin, the Beast of Thunder. Like their divine ancestor, Raiju are bold, impetuous and courageous. No Raiju will ever run from a fight, nor turn down a challenge. Most tend to be foolhearty, but most are fairly noble, if insufferably arrogant. Raiju anthros most often become Paladins, and have a fierce rivalry with the Daughters of Kirin, challenging their horse-sister counterparts to deeds of valor. Raiju spellcasters are most often sorcerers from an elemental bloodline, or else specialized evokers with a penchant for lightning magic.
Appearance: Riaju anthros are unusual hybrid creatures, a mix of cat, eagle and man in roughly equal measure. The anthros’ powerful bodies are sheathed in gleaming green or sky blue scales. Most stand taller than an ordinary human, and are broader and more muscular than even the mightiest warrior. Raiju have almost feline faces, and their piercing eyes crackle with lightning. Raiju are equally comfortable in a fine silken kimono or a platemail harness. Ability Score Modifiers: +2 CHA. Raiju are well rounded, physically and emotionally, and are known for their arrogance, pride and noble bearing. Racial Skills: Raiju are highly disciplined, tactically minded soldiers at heart. Raiju receive a +2 racial bonus on Knowledge (history) and Knowledge (nobility) checks. Enhanced Senses: Raiju receive Darkvision with a 60 ft range. Alignment: Most Raiju are neutral or lawful good, but this does not make them especially pleasant. Most Raiju are arrogant, class conscious, boastful and belligerent. Languages: Raiju begin play speaking Common and Auron. Highly intelligent Raiju may select Celestial, Sylvan or any elemental language as a bonus language. Electrical Immunity (EX): Raiju are immune to electrical damage. Favored Racial Traits: The following major racial traits are favored by members of this order. Adamant Laced, Air Mastery *, Attribute Excellence (DEX), CE: Eagle Host, Ferocity, Lifefocus, Natural Armor, Phoenixborn, Pincers, Spell Howl *, Toxin Immunity, Voltaic Skin, Winged Flight *describes a racial trait found in Fursona II
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Order: Slime Slimes are among the most common form of life- there exist thousands of variations on the basic slime body-plan, a puddle of thick, viscous gelatin that absorbs organic matter and dissolves it down to its base components. These amoeboid creatures are intensely colorful, and naturalists know that a Slime’s coloration is a decent clue to the creature’s abilities: from the basic green slime to the highly magical rainbow slime, no other collection of species, save perhaps the super fecund insects, displays as much variation as the slime. Slime anthros are only more intelligent than their inhuman ancestors, still driven by simple instincts. When they hunger, they usually dissolve a cat or rabbit, though more ‘civilized’ Slime anthros can usually be convinced to absorb the proteins in a humanoid lover’s sexual secretions, a process intensely pleasurable for both the Slime and the mammal involved. Slime anthros tend to be fairly submissive, content to linger in the shadow of more intelligent, more aggressive heroes, but can be especially fierce opponents if a favorite companion or even their territory is threatened. Appearance: Slime anthros maintain a mostly humanoid form composed of several dozens gallons of undifferentiated, monochromatic biomass. The creatures tend to forget about maintaining the fine details of their form when not actively concentrating on that body partunless a Slime needs fingers to perform fine manipulation, she’ll likely have a simple mitten like ‘hand’ at the end of her arm-pseudopods, or might melt into a puddle of colorful and slippery slime when lounging. Most Slimes adopt extremely cute humanoid faces resembling a petite humanoid girl’s and quite a few Slimes have brightly colored bio-luminescent eye spots or lures somewhere on their bodies. Type: Unlike other Anthros, a Slime Anthro’s default type is Aberration.
Ability Score Modifiers: +2 DEX, +4 CON, -4 INT. Their undifferentiated bodies represent the simplest and most evolutionary robust form of life in existence, and Slime anthros move with a boneless grace, but…. how best to put this… they’re absolute fucking morons. Racial Skills: Slime anthros receive a +8 racial bonus on Escape Artist checks; they can effortlessly contort their liquid bodies in endlessly inventive ways, and most actually enjoy squeezing into tight spaces or unusually shaped containers. Enhanced Senses: Slime anthros can feel vibrations resonating in their nuclei, and depend on their sense of hearing far more than their rather basic sense of sight. Slime anthros receive tremorsense with a 30 ft range. Alignment: Slime anthros tend to be true neutral- they do not like inflicting pain and have no interest in dominating others, but they are too simple-minded to follow complex laws or social mores. Most just want to be fed, and to receive attentions from their more humanoid companions. Languages: Slimes speak a broken, childlike form of Common. Very few can be called articulate. Slimes do not receive bonus languages for having a high intelligence score; very few of the creatures have a high enough attribute for this to be an issue. Amphibious (EX): Slime anthros can survive indefinitely under water, and cannot drown. Favored Racial Traits: The following major racial traits are favored by members of this order. Acidic Blood, Bacteria Colony, Blindsight, Chemical Burn, Constrict, Constructor Secretion, Disease Immunity, Fast Healing I, Flexibility, Pheromone Negation, Strong Life Force, Squick, Toxin Immunity, Unaging, Water Mastery* * describes a racial trait found in Fursona II
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Order: Tsukumogami Tsukumogami are little household spirits that have animated a beloved object, in use for at least a century of service. This spirit has brought the object to a strange life, and given it a roughly animal-like or barely humanoid form. An old cooking kettle might sprout furry legs and a monkey’s tail, a pair of sandals might grow eyes, a nose and a long beard, a samuari’s heirloom scabbard might become a strange, too-thin woman with a need to be penetrated…. Tsukumogami are helpful, submissive and fairly passive. Like Slimes, they make great sidekicks, trailing along in the wake of great adventures and loyally surviving a master. Submissiveness is bound into the wood-flesh or marble bones of a Tsukumogami. Many Tsukomagi become Rogues- they are creatures of civilization and have a knack for moving unnoticed among humanoids. A few becomes Clerics, mostly following gods of artifice, art and labor, while others become great yet humble
Wizards with a talent for creation and magical artisanship. Appearance: Tuskumogami have no set shape. What they were before receiving a soul determines the form their body takes today. Most are small and squat, with few of the Order standing larger than a 7 year old human child. They have metallic, porcelain, stone or wood skin, often marred by cracks or chips- they saw a lot of service in their century of non-life, and the marks of their duty are worn proudly as thinking beings. They have features that verge on parody, comically elongated noses, wide, fat lips, oddly proportioned eyes. Most walk upright but quite a few run on all fours, especially when excited. Maximum Size: Tsukumogami are Small creatures. They cannot become larger than size Small. Ability Score Modifiers: +2 DEX, -2 CON, +2 INT. Tsukumogami are clever, quick witted and dexterous, but they are frail and fragile.
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Racial Skills: Tsukumogami receive a +8 racial bonus on Stealth checks in urban environments. This racial bonus increases to +12 in areas where broken or discarded items are the norm, such as garbage middens, crowded junk shops or the homes of the obsessive or insane.
Order: Yokai
Alignment: Tsukumogami can be any alignment. They are created from discarded things, which may include discarded morality. The alignment of their last owner tends to shape a Tsukumogami’s moral outlook more than any other factor.
The Yokai Order encompasses an entire legendary, mythological demons with animalistic traits. The Yokai order can create bizarre, hybrid creatures that blend the traits of several different animal species into a blood-curdling whole. Yokai are tricksters, predators and cunning monsters, more comfortable in the forests and swamps of the Tatakama then in more civilized regions. However, more than a few Yokai venture into the villages and cities of humanity to play tricks or devour unwary maidens, and these foul, odd creatures like nothing better than bedeviling clerics and holy men.
Languages: Tsukumogami speak Common in a pidgin, rhymey manner, and tend to verge on gibbering incoherence even at the best of times. Highly intelligent Tsukumogami may select Dwarven, Gnome, Goblin, Orc or Terran as bonus languages.
Yokai often become Barbarians, Rangers and Rogues. Those that become spellcasters usually take up the wizardly path- they are usually too ugly and stunted to become great sorcerers. Druids tend to be more common than clerics, but not by too wide a margin.
Stuffed (EX): Tsukumogami, as artifacts come to life, receive the Stuffed major racial trait at no cost. They are durable and hard to destroy.
Appearance: No two Yokai are alike. These strange, stunted little goblins take a wide array of forms, and display an astounding variety of strange powers. Most have visibly animalistic features, that they display proudly. Most possess frightful fangs, leonine manes, impressive horns. Others might have feathers, scales or a kappa’s turtle shell or tengu’s crowlike beak and talons. Most Yokai have ugly, gnarled faces twisted in a perpetual sneer, and genitals as unforgettably strange as they are disgusting.
Enhanced Senses: A Tsukumogami’s weird little eyes give the creature lowlight vision.
Object Guise (SU): Tsukumogami receive the Object Guise minor racial trait at no cost, which represents the item they were before awakening to life. Favored Racial Traits: The following major racial traits are favored by members of this order. Alchemical Synthesis*, Blindsight, Burrower, Chameleon Skin, Continual Evolution, Darts, Defensive Stench, Disease Immunity, Jinx, Larcenous*, Multiple Arms, Natural Armor, Odd Type, Pincers, Scurry, Toxin Immunity. * describes a racial trait found in Fursona II
Maximum Size: Yokai are restricted to Size: Small, and cannot be made larger. Ability Score Modifiers: +2 STR, +2 DEX, -2 CHA. Yokai are freakishly strong for their size, nimble as a stalking cat, but they are crude and menacing, even when they are trying to be on their best behavior. Racial Skills: Yokai are skilled in many things, but too undisciplined to ever be considered true masters in anything they try. Yokai receive a +1
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racial bonus on Stealth, Survival and Intimidate checks as well as 1 Knowledge check of choice. Enhanced Senses: Yokai receive lowlight vision. Alignment: Yokai are fundamentally chaotic little troublemakers. Most are chaotic neutral or chaotic evil. The few chaotic good Yokai are considered the weaklings and runts of the pack, and are subject to every imaginative cruelty their more sadistic brothers and sisters can dream up. Languages: Yokai speak Common. Those with a high Intelligence can choose Infernal, Abyssal, Aklo or Undercommon as bonus languages. Favored Racial Traits: The following major racial traits are favored by members of this order. Acidic Blood, Adrenal Surge, Alchemical Synthesis *, Bloodfeeder, Blood Lust, Burrower, Constrict, Continual Evolution, Death Gaze *,
Defensive Stench, Execution Beast, Jinx, Maddening Chitter, Multiple Arms, Odd Type, Pincers, Pounce, Scurry, Spell Howl *, Stone Regard, Squick, Turtling Defense, Venom, Winged Flight * describes a racial trait found in Fursona II
The Social Standing of Monsters Even the Tatakama’s henge and weird anthro creatures have a place in its society, and like any other character in a Tatakama campaign, select a Cultural Template to represent their place in society. Inugami are monsters that dwell in the wastelands, and exist only to cause human suffering. They are considered the vilest form of
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burakumin, creatures closely associated with death and foulness.
betters. Others become ninja, and kill as silently as a bat, swooping down on a moth.
Lamia have a reputation for honor and hardwork, and many are considered heimin. Lamia farmers, inn-keepers, watchmen and skillful blacksmiths are common. Many of the boldest serpent-folk have been elevated to the rank of samurai for their valor and honor.
New Racial Traits
Namazu are usually either burakumin or heimin. In prosperous human communities, they can find a place as day laborers, masons or carpenters, though in poorer lands, they do eta-work: burying the dead, slopping waste, tanning leather. A very few have bought their way into the ranks of the minor nobility, but they are neither liked nor trusted at court. Raiju are fighters without equal, and many become legendary samuari. A few are adopted into the royal court as nobility. Once every few centuries, a Raiju child is born to one of the daughters of the Imperial Family- though the woman usually dies as lightning rips apart her womb, her thunder-child is a powerful, high born hero. Slimes…. Slimes have no conception of human social roles. Some live in the forest with the primitive Ainu people, but most dwell in the sewers as burakumin. Few have any conception that are an oppressed underclass, knowing no other way to live, and having few wants in life. Tsukumogami can come from any strata of society. An eta’s old, rusting shovel can become a burakumin Tsukumogami, as could an Ainu’s kimono, a heimin’s wood-working set, a ninja’s grappling hook or slippers, or a noble’s sake bowl. The favored toy of an Imperial prince or princess might even come to life and protect the royal child on their adventures. Yokai are chaotic, dull-witted and violent. Most see no shame in being burakumin, and relish shocking, horrifying or embarrassing their social
The new major and minor racial traits here come from a variety of Asian myths, not purely Japanese folklore. Some are conversions of talents, optional racial traits and Hentai feats to found in Races of the Tatakama. Others are original and strange as the myths that inspired them.
New Minor Racial Traits Demon Hunter’s Semen (SU) 1 Point You have been blessed by luminous semen that can strengthen a lover against demonic violence. For one hour after accepting your semen into their body, characters receive a +1 luck bonus on all saving throws against spells and effects generated by creatures of the Outsider type. Fertile Skin (EX) 1 Point Restricted: female gender only You can become pregnant from semen introduced into any orifice, or even splashed upon your skin or hair. Your entire body is as fertile as a vagina. Fog Walker (SU) 2 Points You are surrounded by swirling, chill mists and ever-shifting shadows. Any time you have concealment of any kind, your concealment is improved by one step.
Gooey Lubrication (SU) 1 Point If you think about it, you can make your orgasmic burst as gooey and cloying as sovereign glue. Once per day, you can either ejaculate or drip your sexual fluids on an object, which is treated as if splashed with a single vial of sovereign glue. Ground Fighter (EX) 2 Points Your unique anatomy allows you to engage in combat from a prone position without penalty. Half Demon Pussy (SU) 2 Points Restricted: Female gender only An oni ancestor hides somewhere in your heritage. Your tainted bloodline gives you insatiable lusts, driving you to half crazed with a need to fill your pussy. Your half-demon viscera squirm, writhe and reorganize themselves around
the shafts that penetrate you in hopes of driving it deeper. For an hour after any penetrative sexual encounter, you have a 15% chance to ignore the effects of critical hits, as if you had a lesser version of the light fortification armor feature. This fortification does not stack with fortification from other sources, such as spells or equipment. Horrific Beauty (EX) 1 Point Though as hideous as a monster from a nightmare, you exude a strange allure. You treat your CHA penalty as an equivalent bonus on Bluff and Diplomacy checks made for seduction and romance. Lesser God of Good Fortune (SU) 2 Points Requires: Lucky You are a jolly minor god or goddess, a benevolent animal spirit that brings good fortune to those around you. Any allied creature that spends at least 24 hours in your presence receives a +1 luck bonus to all saving throws for the next day, or until the creature next sleeps. Namahage (SU) 1 Point Restriction: lawful creatures only You are a ritual disciplinary spirit, charged by heaven with ensuring that children properly behave. You automatically succeed on Intimidate checks against children, and you can intimidate a child into behaving properly, working hard and obeying their parents for an entire year with a single hostile grimace and a loud shout. Object Guise (SU) 2 Points You have the ability to transform your body into some ordinary, forgettable object and thus hide. You may take the form of a teakettle, umbrella, paper lantern, or virtually
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any other common form. At will, as a standard action, you assume the form of a single household object. In this form, you are immobile and gain Hardness 4, though you retain your own Hit Points and full sensory capability. You can remain in object form as long as you wish, and may return to your true form at will, as a move equivalent action. Once your object guise is chosen, it cannot be changed. Omorashi (EX) 2 Points You have a twitchy little bladder, and when it fills up, all you can think of is rushing to a private place to piss. Each hour, roll a D6; on a roll of 1 you need to pee- badly! (Assuming you’re not fatally dehydrated or something.) Until you pee, your distraction causes you to suffer a -1 morale penalty on attack rolls, skill checks and saving throws. However, until you pee, all your movement modes are increased by +5 ft. If you suffer a critical hit while holding your pee, you automatically piss, ending this effect. Phallic Tongue (EX) 1 Point Stretch your tongue out with a lustful thought, and it transmutes into a long, slimy penis, always erect. Regardless of your birth gender, this strange second penis can enjoy penetrative sex, and even impregnate a woman. Your phallic tongue can stretch several feet, but is not strong or dexterous enough to be used to manipulate objects. Whether this strange ability is a source of pride or shame is a matter of personal choice. Pleasurable Touch (EX) 2 Points A single touch from your sensual paws can bring a screaming orgasm. As a melee touch action which must make skin-to-skin contact, the anthro can induce a powerful orgasm. The target is considered shaken for 1d4 rounds from intense pleasure.
Requires: Attractive Pheromones or Gifts of Ecstasy feat Pleasurable Price (SU) 2 Points Your orgasm has a value greater than gold. If you cast (or assist an allied spell caster in casting) any spell with an expensive material component worth 1,000 GP or more, if you orgasm immediately prior to casting the spell, it is considered a material component worth 1,000 GP. Sense Faithlessness (SU) 1 Point You can easily see the spiky black aura wrapped around a has cheated on his wife, or a cuckolding wife. You automatically know if a humanoid, monstrous humanoid or giant creature has ever been unfaithful to its spouse (s) or betrothed. Your strange sight provides no details on the infidelity, only that the event occurred. This is considered to be a divination effect equal to a first level spell. Smell Eater (SU) 2 Points Like the legendary jiki-ke-gaki, a ghost that devours smells both pleasant and smell, your strange body absorbs all scent from the air around you. The scent special ability fails to function within one mile of your presence, and for one hour after you leave an area. If you have scent yourself, the ability is unaffected. Spider’s Biwa (EX) Requires: Spinarettes 2 Points You pluck the silken strings of a lute or biwa as expertly as you manipulate the strands of your webbing. You may use your spinarettes an additional time per day for every rank you have in Perform (stringed instrument). In addition, any time you make a Perform (stringed instrument) check, roll 2d20 and take the better of two results.
Tantric Conditioning (SU) 2 Points The anthro is a creature created by the gods, and trained by temple prostitutes and back alley whores alike to take pleasure and gain wisdom from lust. If the anthro has a consensual encounter with a living, sentient creature, the anthro gains XP as if he or she defeated that creature in combat.
New Major Racial Traits Ame-Furi-Kozo (SU) 3 Points You are a spirit of rainfall and the unquiet sky. You summon drenching, torrential downpours merely by wishing for them. At will, as a full round action, you may summon a brief, light rain that spills about ½ inch of rain per hour over an area several miles in diameter, which lasts 1d4x15 minutes. You may only summon this rain in a specific area once per day; you can call the rain, not the floods. Favored By: Daughter of the Kirin, Draconis, Medusazoa, Manazu, Octopod, Piscia (any), Reptilia, Slime Bamboo Spirit (SU) 4 Points You have a strong connection to the natural element of wood, making your spirit as supple and resilient as a shoot of ripe bamboo. Your fur, feathers or scales have a greenish or brown tint, and your bones have the texture of bamboo. Like bamboo, you cannot easily be cut. You receive Damage Reduction 5/piercing or bludgeoning. You are a being of primal nature, and cast any spell on the Druid class list at +1 caster level.
Craft a Tamatebako (SU) You have learned a great secret of the Dragon-Turtle God, Ryujin, and may craft a small laquored box which contains a man’s immortality. These mysterious artifacts are called tamatebako. Crafting a tamtebako requires a DC 18 Craft check, and 500 GP worth of fine wood and lacquerer, and takes at least 2d6 days to complete. Each tamtebako must be crafted for a specific mortal, whose name must be intricately inscribed upon the inner lid of the box, and is useless to anyone else. Any creature who owns a tamatebako becomes immortal, having no maximum age and suffering no ability score penalties for aging, though bonuses for wisdom and experience continue to accrue. The immortality is only permanent under two conditions: the magical box must remain intact and unopened. The box has Hardness 2 and 10 HP. Only the box’ rightful owner can open it, no other force in the cosmos will pry its lid off. However, if the box is ever opened or destroyed, its owner immediately perishes, and is considered to have died from old age. Favored By: Cetaca, Crocodila, Dinosaura, Draconis, Durabilis, Octopod, Lagandelphis, Raiju, Reptilia, Slime Drowsy Pelt (SU) 4 Points Your fur is soft and pleasantly scented, like the softest silken bedsheets. Anyone touching your pelt for more than one round becomes more and more drowsy. Each round the character must succeed at a WILL Save (base DC 12 + your CHA modifier), which increases by +1 for each round the contact is maintained. If the save fails, the target is affected by a sleep spell cast by a sorcerer of your total character level. You must be unarmored or lightly armored to use this ability. Favored By: any naturally furred order, Kitsune, Taunki, Raiju
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Masterful Performer (SU) 4 Points You were blessed with the glorious song of the morning dove, and have the skill to become one of the most famous kabuki players in all the Tatakama. Once per day, when making any perform check, you may attempt a masterful performance. You must declare the use of this ability before making the Perform check. Roll a d20 as normal for the check; if the die result is 15 or greater, you make a Masterful Performance. Reroll the check using 1d100 (or percentile dice). If the result is greater than 15, it replaces your initial skill check result, allowing you to craft a performance your audience will dream of for the rest of their lives. If the percentile dice result is less than 15, use the original die roll instead. Favored By: Aves (any), Cetaca, Draconis, Kitsune, Lagendelphis, Lymantria, Micromonstria, Yokai Multiplicity of Wealth (SU) 4 Points Requires: Lesser God of Good Fortune, Lucky You are a spirit that brings great wealth and prosperity to those who are kind to you! Your fur has a golden sheen. Once per day, you can touch a single container holding coins- a coin-purse, treasure chest, merchant’s coin drawer, or even a great daimyo’s treasure vault. For every 100 GP worth of coins within, roll 1d20 and add the result, in GP to the treasure pile. Favored By: Aves (minor, major), Capricornis, Equis, Namazu, Piscia Major, Porca, Raiju, Simian Major, Tanuki, Yokai
Spirit of the Monkey King (SU) 4 Points You are the descendant of the capricious and bold Monkey King, a god of tricks, travel and trespass. Like your divine ancestor you are nimble, courageous and impudent in equal measure, and sometimes even stunningly compassionate. You gain the following Minor Racial Traits as part of the ‘monkey king’ package: Expert Climber, Prehensile Tail.
Your descent from the Monkey King has made you a bold and reckless adventurer. You automatically succeed at any Acrobatics check made to tumble, and may attempt Escape Artist checks to slip bindings or manacles as a full round action. Favored By: Simian Minor, Simian Major Tengu’s Blasphemy (SU) 4 Points You are one of the diverse breed of spiritfolk known as tengu. Though the most famous of your race are bird-like creatures, others take the form of monkey-men, leering old men with penises for noses, or even stranger shapes. All tengu, however are as blasphemous as they are wise, and take great pleasure making holy men question their faith. As a full round action, you may pose a blasphemous riddle to any character capable of casting divine spells. Doing so forces both you and the targeted cleric to make a Knowledge (religion) check, the higher of which wins the debate. If you win, the targeted cleric becomes unable to cast any divine spells for a number of rounds equal to your CHA modifier, as his faith is briefly shaken. If the cleric wins this debate, your own confidence is shaken, and you cannot use this ability again for 24 hours. Favored By: Aves (any), Capricornis, Felis Minor, Inugami, Kitsune, Piscia, Simian Minor, Tanuki, Yokai
Hentai Feats as Racial Traits The following Hentai feats, described fully in Black Tokyo Legends: Races of the Tatakama, may be selected as major racial traits. If the game master wishes to allow other Hentai feats, use these converted feats as a guide for the conversion work. These specific feats were
chosen as alternate racial traits because they explicitly reference anatomy, and seem rather like natural (or unnatural) mutations. These racial treats are treated as racial bonus feats, and are available even if the character does not meet the feat’s prerequisite. Having this racial trait counts as having the feat for the purpose of meeting the requisites for other abilities. Blood Breeds Monsters (SU) 3 Points When wounded, automatically summon weak monsters. Favored By: Annelida, Arachnae, Inugami, Lovecraftia, Micromonstria, Namazu, Tsukumogami, Xenomorphia, Yokai Dark Lover’s Carapace (SU) 4 Points Grow armor that grows denser after an act of sexual violence. Favored By: Arachnae, Arthropoda, Capricornis, Crocodila, Dinosaura, Draconis, Durablis, Lagendelphis, Lovecraftia, Lycos, Pachyaderma, Octopod, Raiju, Taurus, Xenomorphia, Yokai Eerie Dexterity (EX) 3 Points Unearthly dexterity and flexibility. Favored By: Annelida, Arachnae, Aves (any), Canis Minor, Felis (any), Giesellis, Inugami, Lamia, Lovecraftia, Lymantria, Medusazoa, Octopod, Orphidia, Piscia (any), Raiju, Reptilia, Rodentia, Simian Minor, Slime, Tsukumogami, Xenomorphia, Yokai Hungerblood (SU) 3 Points When wounded, blood ensnares attackers. Favored By: Aves Carrion, Crocodila, Dinosaura, Draconis, Medusazoa, Namazu, Octopod, Slime, Xenomorphia, Yokai
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Mother to Demons (SP) 4 Points Restricted: female gender only Give birth to a variety of monstrous servants. Favored By: Arachnae, Cetaca, Canis (any), Capricornis, Draconis, Equis,Giesellis, Lagendelphis, Lamia, Lovecraftia, Lycos, Octopod, Ursinis, Xenomorphia Painted with Seed (SU) 3 Points Accept cum on your body to gain mystical power. Favored By: Aves (melodia, minor), Canis Minor, Daughter of Kirin, Equis, Felis Minor, Giesellis, Kitsune, Lamia, Lymantria, Micromonstria, reptilian, Rodentia, Simian Minor, Slime, Tsukumogami Phallic Spear Technique (SU) 4 Points Restricted: male gender only Transform your penis into a deadly weapon. Favored By: Arthropoda, Aves Major, Canis Major, Dinosaura, Draconis, Equis, Felis Major, Lycos, Octopod, Pachyaderma, Porca, Simian Major, Taurus, Tanuki, Ursinis Puzzle of Flesh (SU) 4 Points Transform your body parts into independent scounts. Favored By: Annelida, Giesellis, Inugami, Lovecraftia, Medusazoa, Octopod, Slime, Tanuki, Xenomorphia, Yokai Regenerative Womb (SU) 3 Points Restricted: female gender only Heal and break curses through vaginal sex. Favored By: Aves (any except carrion), Cetaca, Canis Major, Capricornis, Draconis, Daughter of Kirin, Durabilis, Equis, Felis Major, Lagendelphis, Lycos, Lymantria, Micromonstria, Namazu, Pachyaderma, Piscia Major, Rodentia, Simian Major, Ursinis, Taurus, Xenomorphia
Serpentine Mane (SU) 3 Points Prehensile hair. Favored By: Artiodactylya, Aves Melodia, Canis Major, Equis, Felis Major, Giesellis, Kitsune, Lycos, Micromonstria, Medusazoa, Tsukumogami, Ursinis, Yokai Unbirth (SU) 4 Points Restricted: female gender only Suck enemies into your vulva to unmake them. Favored By: Annelida, Arachnae, Aves Carrion, Crocodila, Dinosaura, Draconis, Inugami, lamia, Lovecraftia, Medusazoa, Namazu, Octopod, Reptilia, Slime, Xenomorphia, Yokai Vaginal Prison (SU) 4 Points Requires: Unbirth Restricted: female gender only Trap enemies within your vulva. Favored By: Annelida, Arachnae, Aves Carrion, Crocodila, Dinosaura, Draconis, Inugami, lamia, Lovecraftia, Medusazoa, Namazu, Octopod, Reptilia, Slime, Xenomorphia, Yokai Womanly Suffocation (SU) 3 Points Restricted: female gender only Suffocate an unsuspecting foe inside your body. Favored By: Annelida, Arachnae, Dinosauria, Durabilis, Giesellis, Lagendelphis, Lamia, Lovecraftia, Medusazoa, Pachyaderma, Piscia Major, Porca, Rodentia, Simian Major, Slime, Taurus, Ursinis, Yokai Wombscrape (SU) 4 Points Requires: Phallic Spear Technique Restricted: male gender only Use your weapon-penis to rape and dominate. Favored By: Arthropoda, Aves Major, Canis Major, Dinosaura, Draconis, Equis, Felis Major, Lycos, Octopod, Pachyaderma, Porca, Simian Major, Taurus, Ursinis, Xenomorphia
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New Disadvantages The creatures of Japanese folklore (and more modern hentai tales) are defined by their weaknesses even more so than by their strengths. Bound By Stone (SU) You can be repelled by a kaname-ishi, an otherwise ordinary boulder inscribed with holy kanji and symbols. A kaname-ishi must be a boulder of large size and at least 300 lbs, and must be properly sanctified, requiring a DC 12 Knowledge (religion) check. Once sanctified, a kaname-ishi retains its power over henge with
this disadvantage for one year. Local clergy often repaint these holy stones seasonally, to protect their villages and temples. You treat a kaname-ishi as an invulnerable, impassable wall, which extends in a straight line from the stone, in all directions (meaning you cannot easily fly over or burrow beneath the stone) to a distance of ½ mile. You cannot pass this barrier by any physical means, though you may teleport or otherwise magically travel past the barrier stone. You cannot harm the stone by any mundane or magical means, though allies without this disadvantage may attempt to move to destroy the stone normally.
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Cucumber Curse (SU) If a character inscribes his or her name on an ordinary cucumber and leaves it either within your sight or an area you are known to frequent (a lair, a favorite hunting ground, a geisha-house you frequent, a rice stand you own, or so forth), they receive a kind of divine protection from your wrath. For one month, you suffer a -5 luck penalty on all attack rolls against the character whose name is inscribed on the cucumber. Only one name can be applied per cucumber, but there is no limit to the number of creatures who can gain protection from you in this manner. Fortifying Water (SU) The top of your skull is crested with a hollow bowl filled with magical water. With a successful CMB check while grappling, an adversary can spill this water (which will not spill in any other manner). If this happens, you are considered exhausted until you can pour at least a gallon of water into your head-bowl. Killing Chastity (SU) You have been bound by strictures of chastity and celibacy, either by choice or by birth. Each time you have a consensual sexual encounter, you permanently lose 1d4 Hit Points. If the encounter is nonconsensual, you instead lose 1d6 HP, and if you commit an act of rape yourself, you lose 2d4 HP. Pleasurably Limp (EX) Your ability to resist stops the moment pleasure caresses your body. You suffer a -10 penalty to your CMB and CMB if your opponent can make a successful grapple attempt to stimulate your genitals during the grapple. Your CMD is set to zero (0) for one hour after you orgasm. Rice Counter (SU) You are a strangely obsessed with counting grains of rice. If a handful (or more) of uncooked rice is tossed in your presence, you will immediately begin counting the spilt grains, becoming helpless and unaware of your
surroundings until your compulsive task is complete. It takes you 1d6 minutes to count a handful or small bag of rice, 2d6 minutes to count the contents of a large bowl or sack, or 1d6x10 minutes to count a big barrel or mansized sack of rice. You can reduce the time spent counting with a successful DC 10 Intelligence check, reducing the counting time by one round per point by which you beat the check. Repelled by Faith (SU) You cannot bring yourself to harm those of great faith. You suffer a penalty on ranged and melee attack rolls (though not area effect attacks) against a target equal to that target’s ranks in Knowledge (religion), if any. Shadow Bound (SU) Darkness reaches out cold hands that snatch at your clothes and pull your hair. You consider any area of dim illumination or worse to be difficult terrain. Sickened by Death (SU) Your own strange lifeforce is weakened by the presence of the unburied dead. You are considered nauseated as long as you remain within 500 ft of any unburied or unburned humanoid or monstrous humanoid corpse. Snakes of Karma (SU) Your body is host to a endless nest of serpents, which wriggle out of unhealing sores in your arms and legs. This strange curse is punishment for severe misdeeds in a previous incarnation. Unless your limbs are tightly bound or bandaged, any time you bathe or swim, 1d6+1 venomous snakes emerge from your body and begin to hunt. These snakes will not harm you, but will otherwise act as ordinary animals, though they will show a disturbing preference for attacking your allies and family.
Spittle Burned (SU) Simply spitting in your face causes you agonizing pains. An adjacent creature can spit upon you (a ranged touch attack with a 5 ft maximum range) once per round as a free action, causing you 1d6 points of acid damage. Note that spit not passed in anger burns slightly, but causes no harm. You can be kissed or orally pleasured, though such activities are almost as painful as they are pleasurable. Stiff Legged (EX) The creature’s legs do not bend as supplely as a man’s. The creature can only move in straight lines. It requires a move action to change the direction it is facing. Twinned Karma (SU) An enemy who hates you enough to kill herself will inevitably take you with her. By speaking your full name while within 60 ft of you, any creature can temporarily bind your life force to theirs. This effect lasts until the end of the current encounter, or until you receive a remove curse. While the effect is active, if the bound creature harms herself by any means, you suffer an identical amount of damage. Weak Minded (EX) You make a poor excuse for a spell caster. You automatically fail checks to maintain concentration on a spell or spell-like ability when damaged or distracted.
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