The Yakuza

 

Background:

In a world where existence is earned and not a guarantee it would seem that crime even organized would have faded.  The Yakuza like many others have adapted to these times.  They are no longer seen as the criminals they once were though some prefer to uphold the old ways.  All Yakuza belong to a family though the family structure has no blood relations it is a structured organization built around one purpose order.  They Yakuza go where the government can’t, they are a secret police who care little for governmental laws and as such are not restricted by red tape (such as murder being a crime).  Each family has its own set of rule and like most secret societies these rules supersede those of the outside world.  Yakuza families come from all ranks and status though only the elite have titles of nobilities among the members of their ranks.  It is often said a government can build a river, but only Yakuza can keep it flowing smoothly.

 

Hit Dice:

d6

 

Skills:

Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (history), Knowledge (local), Knowledge (geography), (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha)

 

Skill Points at per level: (8 + Int modifier).

 

Weapon and Armor Proficiency:

Yakuza are proficient with all simple weapons, light armor, and medium armor.

 

 

Class

Base

Fort

Ref

Will

 

Level

Attack Bonus

Save

Save

Save

Special

1

+0

0

2

2

The Mark, Knowledge Base, On the Job

2

+1

0

3

3

Killer Instinct, Evasion

3

+2

1

3

3

Uncanny Dodge, Unbreakable Face

4

+3

1

4

4

Dirty Fighting +4 (2/day), Roll with It (1/day)

5

+3

1

4

4

One with the Family +2

6

+4

2

5

5

Place in the Family (Leadership), Strength of Many (1/week)

7

+5

2

5

5

 

8

+6/+1

2

6

6

Dirty Fighting +6 (3/day)

9

+6/+1

3

6

6

Claim Territory x10 Profession Check

10

+7/+2

3

7

7

One with the Family +4, Roll with It (2/day)

11

+8/+3

3

7

7

 

12

+9/+4

4

8

8

Dirty Fighting +8 (4/day), Strength of Many (1/day)

13

+9/+4

4

8

8

 

14

+10/+5

4

9

9

Claim Territory x20 Profession Check

15

+11/+6/+1

5

9

9

One with the Family +6, Roll with It (3/day)

16

+12/+7/+2

5

10

10

Dirty Fighting +10, 5/day

17

+12/+7/+2

5

10

10

 

18

+13/+8/+3

6

11

11

 

19

+14/+9/+4

6

11

11

Claim Territory x30 Profession Check

20

+15/+10/+5

6

12

12

Dirty Fighting +12 (6/day), One with the Family +8, Roll with It (4/day)

 
 

The Mark

All Yakuza wear tattoos to identify themselves as yakuza and for purpose of rank.  An initiate yakuza gains her first tattoos on her arms.  These markings are very similar to clan and family crest to other yakuza who can identify them with an knowledge base check DC 5.  This is raised to DC 15 if the yakuza is trying to hide or cover her marks.

 

Knowledge Base

All yakuza are members of information networks that can rival even a powerful ninja clan.  New members may tap into the resources of the clan or people under its protection..  They can acquire bits of knowledge this way that would normally not be possible.  To determine the amount of information gained roll a Knowledge Base check 1d20 + Yakuza level + Charisma modifier.  This check can be made only once for any bit of information required.

 

DC

Type of Knowledge

5

Common

10

Uncommon

15

Unusual

20

Rare

25+

Very Rare or Unique

 

On the Job

All yakuza must pretend to fit in with their community and take up some form of craft or profession as a cover act.  They gain knowledge of the profession and a bit of business sense.  At first level every yakuza must pick a profession (which can be an illegal one).  She then gains a number of ranks in that profession equal to her yakuza class level + 3.  She applies her Charisma modifier to all profession checks.  The yakuza may make a profession check once per week.  This is her pay for the week (She can take 10 on this check).  As a member of the yakuza you also know how to squeeze every Tael out of a business gaining the 100% of profession check in tael(gold) instead of the normal 50%.

 

Killer Instinct

Yakuza families can and do have private wars.  When a yakuza is able to identify an opposing family’s member she gets a +2 bonus on weapon attack and damage rolls against them or their allies. Yakuza gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Knowledge (local) checks against opposed yakuza families.

 

Uncanny Dodge

A yakuza is fairly use to dangerous situations and seems to know when its coming.  A yakuza can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

 

Evasion

A yakuza know when to get out of the way.  As such they gain evasion as class ability.  If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless yakuza does not gain the benefit of evasion. This ability can be used even in medium armor.

 

Unbreakable Face

Presentation is everything to a yakuza and no loss of reputation can be tolerated.  A yakuza is now able to add her Charisma modifier to Fort and Will saves.  This bonus applies to any effect except for poisons and diseases no amount of will power can stop natural events.

 

Dirty Fighting

Every yakuza knows one or two dirty tricks.  2/day at 4th level they can use these while engaged in a fight.  Dirty fighting only works in melee.  This damage bonus can be added after the hit is confirmed.  Every four levels a yakuza learns a few new tricks and improves her damage and amount of uses per day. 

 

Roll with It

Given the dangerous life most yakuza live they gain a sixth sense when it comes to danger.  She can now gain Damage Reduction or Energy Resistance equal to ½ her level as an immediate action.  This lasts for 1 round and may be applied to any damage taken as it is taken possibly preventing a fatal wound.  This ability can be use 1/day at 4th, 2/day at 10th, 3/day at 15th, and 4/day at 20th.

 

One with the Family

At this point the yakuza has proved she is useful to the family and is now consider a full member.  This has benefits depending on the type of family she is a member of.  Good yakuza families gain a +2 bonus to diplomacy checks.  Evil yakuza families gain a +2 bonus to intimidate checks.  These bonuses increase to +4 at 10th, +6 at 15th, and +8 at 20th.  Being a member has its benefits.

 

Place in the Family

At this level a yakuza has proven she is a competent leader and is given a small group of recruits to take control of.  She gains the leadership feat for free. 

 

Strength of Many

If you want something done right call in someone who can do it.  This is yet another benefit for being a member of the yakuza.  She can call in an expert with skill ranks in the appropriate skill equal to her class level + 3.  Any checks made by this person are on the behalf of the yakuza’s family so all costs are 75% the normal price.  The yakuza adds her Wisdom modifier to any checks made by the expert.  The expert takes 2d4 hours to summon and this type of service may only be called on 1/week at 6th and 2/week at 12th.  This is only usable in an urban area normally.

 

Claim Territory

A yakuza’s influence is growing within the family she now gains a +1 modifier to her leadership score and increases the income received from her profession checks as her business grows x10 at 9th, x20 at 14th, and x30 at 19th.  Her leadership bonus also increases by +1 at each of these higher levels (to a maximum of +3 at 19th level).

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