Iiso


A series of islands off the west coast of the main continent. Iiso was once a whole, unified kingdom, but an ongoing dispute over royal succession has splintered the country into five smaller kingdoms, each ruled by one of Iiso's five most powerful lords.

The former royal capital, the central island of Qi'in, is unclaimed by the five houses and is retained by a powerless Regency that has little sway over the larger, much more powerful Five Houses.

Humans and an assortment of demihumans (korobokuru, hengeyokai and spirit folk) and humanoids (ogre-magi, kappa, tengu, bakemono and tokebi) are native to Iiso. Few other races are found on the islands, as Iisoan culture is traditionally very isolationist and untrusting of outsiders. Iisoans are sometimes found at the Armistice Academy as instructors, as many young and overly enthusiastic Pallinites have an unusual fixation on samurai, ninja, katana and all things Iisoan, finding such unique cultural staples "exotic" and "fascinating."

(DM's Note: Anybody who, at any time, and in any context, uses the word "Oriental" in reference to Iiso will be severely punished)

Geopolitical Background

Iiso was once a dominant world power, but since the collapse of its central government a generation ago and the rise of the Five Houses, other nations like Pallin have taken center stage. With the internal feuding steadinly progressing toward a climax, Iiso has little concern for the rest of the world, and so it risks being left behind.

Internal Background

There are, effectively, six governments in Iiso. The "official" government is that of the Regency, which is supposedly holding the throne until the royal succession can be determined. In reality, the Regent is near to powerless, and remains as merely a symbol of the central government's long eroded power.

Beyond the main island of Qi'in, the Five Houses hold sway. Each house has one or two islands under its power, and fields impressive armies of samurai and warships. The houses each have their own motivations for militarism: some are pursuing a claim to the Royal Throne, while others simply wish to defend themselves and their sovereignty from the rulers of the other houses. Any legitimacy behind any of the Five Houses' claims has been obscured by the passage of time, and the countless inter-house skirmishes that have taken place between the islands since the last King passed away.

  • House Ukana rules the three Northmost islands of Han, Song and Xin. Its ruler, Lord Yamatachi, is actually a foreigner who was adopted into the Ukana clan by its previous Lord. Currently, the Ukana are seeking an alliance through marriage with House Huang.
  • House Agusami rules the large island of Momoyama. Ruled by Lord Gurin, the Agusami have been the most aggressive toward pursuing a claim on the throne. Agusami's armies have occassionally been known to carry Pallinite firearms, leading many to believe that Lord Gurin has made pacts with foreign mercenaries and pirates.
  • House Hirada rules the twin islands of Nara and Heian. Lord Hironobu simply wishes his clan and people to be left alone. Like Agusami, the Hirada have sometimes been seen carrying foreign weapons, or boasting foreign military advisors. Unlike the Agusami, however, the Hirada are open about the alliance between Greenton's Captain Red Magnus and Lord Hironobu.
  • House Gohda rules the islands of Kamakura and Edo. Lord Takamaru believes he holds the most legitimate claim to the Throne, as he is a distant cousin of the late King Xing. Gohda's armies are famous for their employ of ninja; it is believed that House Gohda has more ninja serving its cause than any of the other Five Houses.
  • House Huang rules the three large Southern islands of Joseon, Baekje and Silla. One of three major lords overtly seeking to ascend the Throne, Lord Jung Kyu fields talented officers from across Kulm and beyond to lead his army. He has also entered into an alliance with the Ukana clan. Some of the fiercest fighting in Iiso has taken place on the open plains of Eastern Qi'in between samurai armies of Huang and Agusami.

Allowable Races


Iisoan Humans

The dominant race throughout Iiso. The humans of the islands tend to have dark hair and epicanthic folds on their eyes, with skintones ranging from pale white to a deep tan. Several wild hair colors and styles have popped up over the last few generations, including mundane blonde and the more outlandish green, bright red, blue and purple (with pink showing up from time to time in females). Iisoan hairstyles range from the conservatively traditional (including topknots for members of the Samurai social class) to outlandish and strange by any cultural standpoint (think Anime).

Ability Score Adjustments: None.

Class Restrictions:

Multi-Class Allowances: Humans may dual-class. Human Ninjas are always split-classed characters. (a split-class is where a character advances in two classes at once, but receives separate experience awards for each class [as opposed to a multi-classed character, who divides all experience awards between the classes he/she advances in])

Kit Allowances: None.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Humans move at rate 12.

Bonus Languages: Common.

Special Advantages:
None.

Special Disadvantages:
None.

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Bakemono

A Goblinoid race native to the islands of Kamakura, Edo, Momoyama, Nara and Heian. The Bakemono used to be a menace to society, but several Bakemono clans have been integrated into human society (especially in Momoyama). The Bakemono have no uniform appearance; they have varying colors to their hides and varying amounts of hair, scales or feathers. They are, however, all about Goblin-sized and, despite their misshapenness, are easy to know on sight for what they are.

Ability Score Adjustments: -1 Strength and Charisma, +1 Dexterity and Constitution.

Class Restrictions:

Multi-Class Allowances: Bakemono may be split-class Bush-Wu Jen characters. (a split-class is where a character advances in two classes at once, but receives separate experience awards for each class [as opposed to a multi-classed character, who divides all experience awards between the classes he/she advances in])

Kit Allowances: None.

Hit Dice: By class.

Natural Armor Class/Move Rate: 6; Bakemono move at rate 6.

Bonus Languages: Bakemono, Oni, Common.

Special Advantages:
Mining Detection: Bakemono can detect new or unusual construction underground 25% of the time.
Scavengers: Bakemono of any class have a Bushi's ability to find random loose equipment. Their base chance for success is 30%, rising to 40% in a medium-sized village, 50% in a large village, 55% in a small town, 60% in a large town and 90% in a major city.
Armor Optimization: Bakemono are able to make crude coverings for themselves out of almost any material that serve as makeshift armor. This is reflected in their Armor Optimization proficiency, which they have for free at first level. Makeshift armor crafted by Bakemono cannot be worn by other races -- and most of the time, it cannot be worn by Bakemono other than the one who created it, due to each Bakemono's unique body structure.

Special Disadvantages:
Light Sensitivity: Bakemono, like their Goblin cousins, dislike bright light, although they do not suffer an attack roll penalty for it. Still, when in light equivalent to a Continual Light spell or brighter, Bakemono do suffer a -1 penalty to all saves against Fear and Morale effects.

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Hengeyokai

Hengeyokai are a race of shapechanging animals that are often friendly/allied with humanity. There are several clans of Hengeyokai, each one associated with a specific animal type. The Hengeyokai of all the various animal clans live throughout the Iisoan islands; some clans are associated with specific regions as guardians, while other sites (shrines, villages, etc) boast a single Hengeyokai defender.

Ability Score Adjustments: By clan (see below)

Class Restrictions:

Multi-Class Allowances: Hengeyokai may be split-class characters. (a split-class is where a character advances in two classes at once, but receives separate experience awards for each class [as opposed to a multi-classed character, who divides all experience awards between the classes he/she advances in]) They may split-class with the following combinations: Bushi-Wu Jen, Kensai-Wu Jen, Kensai-Shukenja, Shukenja-Wu Jen.

Kit Allowances: None.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Hengeyokai have a land movement rate of 12 in human form.

Bonus Languages: Hengeyokai, the Tongue of Animals, Common.

Special Advantages:
Infravision: 120' range, only in Animal and Bipedal forms.
Shapechanging: Hengeyokai can change between any of their three forms (Human, Animal and Bipedal forms) once per day per level.
Animal Clan: Hengeyokai belong to one of 12 animal clans. Depending on their clan, Hengeyokai in Animal form could have different base armor classes, movement rates or natural attacks, per the table below.

Clan

Alignment Tendencies

Natural Attacks

AC

Move

Fly

Swim

Ability Adjustments

Carp

Good

Nil

7

Nil

Nil

12

+1 Wis, -1 Str

Cat

Chaotic

Claws x2 (1d3)

9

12

Nil

Nil

+1 Dex, +1 Wis

Crab

Any

Pincer (1d3)

8

3

Nil

6

+2 Str, -2 Cha

Crane

Good

Beak (1d2)

9

6

12

Nil

+1 Wis, -1 Dex

Dog

Good

Bite (1d6)

9

12

Nil

Nil

+1 Con, -1 Int

Duck

Good

Nil

7

6

12

9

+1 Cha, -1 Dex

Fox

Evil

Bite (1d3)

6

15

Nil

Nil

+1 Int, -1 Wis

Hare

Good

Nil

5

18

Nil

Nil

+1 Wis, -1 Str

Monkey

Chaotic

Nil

6

12

Nil

Nil

+2 Dex, -2 Wis

Raccoon Dog

Evil

Bite (1d6)

9

9

Nil

Nil

+2 Str, -2 Wis

Rat

Evil

Bite (1d3)

5

9

Nil

Nil

+2 Con, -2 Cha

Sparrow

Good

Peck (1)

3

3

15

Nil

+2 Cha, -2 Con

Special Disadvantages:
Form Limitations: Hengeyokai do not have all of their abilities in all of their forms. Below are the things each form can do:

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Kappa

Mischievous little humanoids who vaguely resemble bipedal turtles, Kappa (like Bakemono) have historically bedevilled humanity. In Momoyama, the Agusami clan has undertaken great efforts to "civilize" the Kappa, and now throughout the Eastern islands of Momoyama, Nara and Heian a more peaceful strain of the race may be found.

Ability Score Adjustments: +3 Dexterity, -1 Wisdom, -2 Charisma

Class Restrictions:

Multi-Class Allowances: Kappa may split-class as Bushi-Wu Jen. (a split-class is where a character advances in two classes at once, but receives separate experience awards for each class [as opposed to a multi-classed character, who divides all experience awards between the classes he/she advances in])

Kit Allowances: None.

Hit Dice: By class.

Natural Armor Class/Move Rate: 3 (front) -2 (rear); Kappa have a land movement rate of 6 and swim at rate 18.

Bonus Languages: Kappa, Common.

Special Advantages:
Amphibious: Kappa can breathe both water and air.
Natural Attacks: Unarmed Kappa can make two claw attacks in a round (1d4 damage each).
Water Immunity: Kappa are immune to water-based spells. This does not include spells incorporating Ice.
Regeneration: When their head bowl is filled (see below), Kappa regenerate 1 hit point per round. Kappa cannot regrow severed limbs, but can rejoin such limbs to their bodies if he is left undisturbed for a period of 1d4+1 weeks.
Martial Arts: Kappa receive free proficiency in a martial art at first level. They do not receive any maneuvers for free, but must purchase them with proficiency slots.
Death Curse: If a Kappa is killed in battle, it has a 5% chance to release a Death Curse on the opponents who defeated him during his final battle.

Special Disadvantages:
Distaste for Weapons: Kappa prefer using their claws or martial arts in melee. They are so uncomfortable using weapons that they sustain a -1 penalty to hit with them.
Experience Penalty: Kappa require twice the normal amount of experience to rise in level.
Salt Water: Kappa have an extreme aversion to salt water, and exposure to salt water for extended periods of time is usually fatal.
Head Bowl: Kappa can have their head bowls emptied of water only if an opponent rolls a successful bend bars/lift gates roll for this purpose, or executes an appropriate martial arts maneuver. Even then, the Kappa is allowed to make a save vs. breath weapon to avoid emptying the bowl. Should the bowl empty, the Kappa's Strength, Constitution and Dexterity instantly drop by 8 points, and the Kappa loses 2 hit points per round until the water is restored.

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Korobokuru

A race of hairy, diminutive Dwarfkin found throughout the Iisoan islands. Together with humans, Spirit Folk and Hengeyokai, Korobokuru make up the demihuman core of Iisoan society. Unlike most Dwarves, Korobokuru are found mostly in the forestlands and jungles of the Iisoan islands.

Ability Score Adjustments: +1 Strength and Constitution, -2 Intelligence.

Class Restrictions:

Multi-Class Allowances: Korobokuru may split-class as a Bushi-Wu Jen or Bushi-Yakuza. (a split-class is where a character advances in two classes at once, but receives separate experience awards for each class [as opposed to a multi-classed character, who divides all experience awards between the classes he/she advances in])

Kit Allowances: None.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Korobokuru move at rate 6.

Bonus Languages: Korobokuru, Common.

Special Advantages:
Korobokuru Resistances: Due to their hardy, non-magical natures, Korobokuru are exceptionally resistant to poisons and spells. Against such attacks, Korobokuru gain a +1 bonus to save for every 4.5 points of Constitution.
Infravision: 120 foot range.
Racial Enmities: Born from a pure hatred instinctively driven into the Korobokuru race, Korobokuru gain a +1 bonus to hit Bakemono, Goblins, Goblin Rats, Hobgoblins and Tokebi. When attacked by Ogres, Trolls, Oni, Ogre-Magi, Giants or Titans, Korobokuru gain a +4 AC bonus.
Naturalist Skills: Korobokuru have a 66% chance to correctly identify any normal plant or animal.

Special Disadvantages:
Language Barrier: Korobokuru, in addition to their own language and the Common tongue, may only learn the languages of Hengeyokai and Spirit Folk. Any other languages are beyond their ability to master.

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Ogre-Magi

This race has been native to Iiso for centuries. They are related to both Ogres and Oni, and are perhaps the result of interbreeding between the two races. Iisoan Ogre-Magi are the leaders among Iisoan humanoids, and have historically been associated with leading raiding bands of Bakemono and Tokebi. Now, and especially in Momoyama, the Ogre-Magi is somewhat more civilized.

Ability Score Adjustments: +1 Strength and Intelligence, -2 Wisdom.

Class Restrictions:

Multi-Class Allowances: Ogre-Magi may split-class as Bushi-Wu Jen or Kensai-Wu Jen. (a split-class is where a character advances in two classes at once, but receives separate experience awards for each class [as opposed to a multi-classed character, who divides all experience awards between the classes he/she advances in])

Kit Allowances: None.

Hit Dice: By class, +5 hit points at first level.

Natural Armor Class/Move Rate: 4; Ogre-Magi move on land at a rate of 9.

Bonus Languages: Ogrish, Oni, Common.

Special Advantages:
Spell-like Powers: As they rise in level, Ogre-Magi develop the following innate spell-like powers: 1) Gaseous Form 1/day; 2) Invisibility at will; 3) Sleep 1/day; 4) Darkness 10' radius at will; 5) Polymorph into a humanoid 4' to 12' in height; Cone of Cold 1/day (60' long, 20' diameter cone for 8d8 damage [save vs. spells for half]).
Regeneration: At third level, Ogre-Magi gain the ability to regenerate wounds at the rate of 1 hp/round.
Morale Bonus: Ogre-Magi have a +1 bonus to save against fear effects.

Special Disadvantages:
Size: Ogre-Magi take damage as large-size creatures.
Experience Penalty: Ogre-Magi require twice the normal amount of experience to advance in level.

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Spirit Folk

These are the issue of humans and various nature spirits, and come in three general types: River (one of whose parents was a River spirit), Sea (the spawn of a Sea spirit) and Bamboo (the spawn of an Earth/Bamboo/Forest spirit). Spirit Folk have the physical forms of superlatively beautiful humans, and mix well in human society; several Kings of Qi'in in times past have been Spirit Folk.

Ability Score Adjustments: None.

Class Restrictions:

Multi-Class Allowances: None.

Kit Allowances: None.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Spirit Folk move on land at speed 12. River and Sea Spirit Folk also swim at speed 12.

Bonus Languages: Spirit Folk, Common, and see below.

Special Advantages:

(Bamboo Spirit Folk)
Infravision: 120' range.
Naturalist Skills: 75% chance to identify normal plants, 50% chance to identify normal animals.
Pass without Trace: Bamboo Spirit Folk can move alone on foot through woodland, forest or grasslands without leaving a trail. If travelling with others, the Spirit Folk imposes a penalty of -20%/-4 to attempts to follow the group's trail.
Hide in Shadow: When in woods or forest only; 75% chance.
Forest Animal Languages: Each time the spirit folk gains a level, he learns the language of one forest animal (player may choose).
Earth Affinity: +1 bonus to save vs. magic and spells dealing with the elements of earth and wood.
Sacred Grove: All Bamboo Spirit Folk are tied by way of their life forces to a specific grove of bamboo. If the grove is destroyed, the character dies instantly. When the character enters the grove, however, he is instantly cured of all wounds and diseases.

(River Spirit Folk)
Infravision: 120' range.
Swimming: River Spirit Folk can swim at their normal movement rate, and can breathe normally in any type of fresh water. When swimming, all items they carry, including unprotected paper or scrolls, remain perfectly dry, even if submerged.
Lower Water: Once per day, the Spirit Folk may lower the water level in rivers and streams by a depth of 10 feet. The effect lasts 5 rounds.
Languages: River Spirit Folk speak the language of all fishes and aquatic animals.
Water Affinity: +1 bonus to save vs. magic and spells dealing with the element of water. This does not include ice-based spells.
Sacred River: The life force of a River Spirit Folk is tied to a single river as it lies on its natural banks. Water drawn from the river or diverted for irrigation is no longer considered part of the river. Being within the banks of this river cures a River Spirit Folk of all wounds and diseases instantly. Likewise, changes in the flow of the river also weaken the character, temporarily lowering his hit points and ability scores. Major flooding makes the character wild and uncontrollable. Damming and other engineering changes make the character progressively weaker until he finally dies.

(Sea Spirit Folk)
Infravision: 120' range.
Swimming: Sea Spirit Folk can swim at their normal movement rate, and can breathe normally in salt water. When swimming, all items they carry, including unprotected paper or scrolls, remain perfectly dry, even if submerged.
Predict Weather: Once per day, the Spirit Folk may predict weather for the next 24 hours with a 75% chance of being right.
Languages: Sea Spirit Folk speak the language of the Sea Lords.
Fire Resistance: +1 to save vs. fire attacks/spells.
Favor from the Sea: Once per year, the Sea Spirit Folk may ask for a favor from the sea (a violent storm, fair sailing winds, rain, the recovery of a particular item from the ocean floor, etc.). The Sea Spirit Folk must ask for a specific thing, and should two Spirit Folk make conflicting requests, neither will be granted.
Gift from the Sea Lord: If a Sea Spirit Folk raises his honor to 85, the Sea Lord grants him a gift.

Special Disadvantages:

(River Spirit Folk)
Fire Weakness: -1 to save vs. fire effects.

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Tengu, Crow

Crow-like humanoids, long viewed as a pest to human society, Crow Tengu are gnome-sized creatures whose attitudes and behavior toward mankind lie somewhere between the pranksterish faerie and the raiding goblinoid. Their feathers are typically brightly colored, usually in shades of green, yellow or red.
Tengu tribes are often lead by the slightly more refined Humanoid Tengu.

Ability Score Adjustments: +2 Dexterity, -4 Charisma.

Class Restrictions:

Multi-Class Allowances: Crow Tengu may split-class as Bushi-Wu Jen or Kensai-Wu Jen. (a split-class is where a character advances in two classes at once, but receives separate experience awards for each class [as opposed to a multi-classed character, who divides all experience awards between the classes he/she advances in])

Kit Allowances: None.

Hit Dice: By class.

Natural Armor Class/Move Rate: 6; Crow Tengu move on land at speed 9, and fly at rate 24 (C).

Bonus Languages: Tengu, Common.

Special Advantages:
Natural Attacks: Unarmed, Tengu can make a slashing attach with their crow beaks for 1d8 damage.
Spell-like Powers: Crow Tengu can cast Polymorph Self and Shout 1/day each. The number of times per day they may use their spell-like powers increases every even level, to a maximum of 4/day at 6th level.
Languages: Tengu can speak the tongues of all animals.
Mimicry: Tengu can perfectly mimic any voice they have heard before.

Special Disadvantages:
None.

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Tengu, Humanoid

Humanoid Tengu lead the tribes of Crow Tengu. They stand slightly taller than Crows (dwarfish height), and have normal human faces save that their skin is usually either red or blue and their noses are exceptionally long. The wings that sprout from their shoulder blades are stunted and much less mobile than those of Crow Tengu.

Ability Score Adjustments: +1 Dexterity, +1 Intelligence, -2 Charisma.

Class Restrictions:

Multi-Class Allowances: Humanoid Tengu may split-class as Bushi-Wu Jen, Kensai-Wu Jen, Kensai-Shukenja, Wu Jen-Shukenja or Kensai-Wu Jen-Shukenja. (a split-class is where a character advances in two classes at once, but receives separate experience awards for each class [as opposed to a multi-classed character, who divides all experience awards between the classes he/she advances in])

Kit Allowances: None.

Hit Dice: By class.

Natural Armor Class/Move Rate: 4; Humanoid Tengu move on land at speed 12, and fly at rate 15 (C).

Bonus Languages: Tengu, Common.

Special Advantages:
Natural Attacks: Unarmed, Tengu can bite for 1d6 damage.
Tengu War Fan: At 5th level, a Humanoid Tengu can construct a fan from their brightly colored wing feathers. This magical fan can serve as a normal katana when folded. When fanned out, it has three magical powers, each of which is usable 3/day. First, it can create a wind equal to a Wind Breath spell. Second, it can cast a Quickgrowth spell. Third, it can cause the abnormal growth or shrinkage of an opponent's facial feature (the nose and ears are most common).
Languages: Tengu can speak the tongues of all animals.
Mimicry: Tengu can perfectly mimic any voice they have heard before.
Spell-like Powers: Humanoid Tengu gain the following spell-like powers as they rise in level:

  1. At first level, a Humanoid Tengu can use Ghost Light 1/round, and Misdirection 1/turn. It can turn Invisible 1/day.
  2. At 2nd level, a Humanoid Tengu can cast Polymorph Self, Shout and Phantasmal force each 1/day. They are also able to go Invisible 2/day.
  3. At 3rd level, the Humanoid Tengu can use Reward or Ancient Curse 1/week. It can now go Invisible 3/day.
  4. At 4th level, the Humanoid Tengu can now use its Polymorph Self, Shout and Phantasmal Force each 2/day. It can go Invisible 4/day.
  5. At 5th level, the Humanoid Tengu can use its Polymorph, Shout and Phantasmal Force powers 3/day. It can become Invisible 5/day.

Special Disadvantages:
Experience Penalty: Humanoid Tengu require twice the normal amount of experience to advance in level.

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Tokebi

A race of goblinoids, filling a local niche similar to that of orcs or hobgoblins. Tokebi have brightly colored skin (most commonly red or blue) and have one to three horns sprouting from the tops of their heads. Tokebi can have one or two eyes; in the case of one-eyed Tokebi, the eye is situated in the center of their faces, like that of a cyclops. Tokebi noses tend to be broad, and sometimes are upturned and pig-like, and their mouths are filled with fangs. Often, Tokebi have large underbiting tusks. Tokebi hands and feet have fewer digits than those of humans: common is three fingers/toes, but it is not unheard of for a Tokebi to have only two digits on its hands or feet (though its hands and feet will always be symmetrical).
While not normally especially violent, human incursions into their lands have given the Tokebi a distrust and hatred for humans and demihumans (and samurai in particular). Tokebi associate well with Oni and Bakemono, and are believed by scholars to be distantly related to Hobgoblins.

Ability Score Adjustments: +1 Strength, -1 Charisma

Class Restrictions:

Multi-Class Allowances: Tokebi may split-class as Bushi-Wu Jen, Kensai-Wu Jen or Sohei-Wu Jen. (a split-class is where a character advances in two classes at once, but receives separate experience awards for each class [as opposed to a multi-classed character, who divides all experience awards between the classes he/she advances in])

Kit Allowances: None.

Hit Dice: By class.

Natural Armor Class/Move Rate: 8; Tokebi move on land at rate 12.

Bonus Languages: Tokebi, Oni, Common.

Special Advantages:
Mining Detection: Tokebi can detect new or unusual construction or shifting/sliding walls underground 40% of the time.
Samurai Enmity: Tokebi have a +1 bonus to their attack rolls against Samurai and Ronin.
Weapon Affinity: Tokebi favor clubs and maces in combat, such that they have a +1 bonus to hit with these weapons. They can muster a hard-swing with these weapons; a Tokebi swinging hard will suffer a -1 initiative penalty in favor of an additional +2 to damage.

Special Disadvantages:
None.

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