
Yokai
“Yokai… You know what we always called you? Heavy-metal mages. End-of-all-eras stuff. Hunting the Infernal? Guarding another Realm? Exorcisms! Seriously, you Yokai, you never do anything small, do you? When do you find time to have a drink between saving the universe from creatures that shouldn't even exist?”
The Yokai
Bound not by bloodline, ancient tome, or heritage. A Yokai is made when a mortal reaches into a place that should have unmade them, takes hold of what lives there, and refuses to let go.
Most who attempt it die. Some keep walking afterward, and the thing walking is not who went in. The few who come through intact are found, eventually, by someone who came through before them. There is no school and no application. There is a teacher, there is you, and there is the question of whether you are still the one deciding.
Their Arcane Fire is not Woven, and it cannot be Countered or Dispelled. It was never aimed at the world. It is what they carry, coming out.
Some have heard the whispers of Tetorlaious's abyssal powers. Some have felt the burn of the Infernal Domains and the Celestial Stratum. Some have glimpsed the cosmic energy of the Arcanium itself. It does not matter which one called. Adamah is a speck of dust in a very large universe of magic, and every Yokai has stood close enough to that fact to feel it.
They carry secrets they may not fully understand. Nobody thanks them. Almost nobody knows.
Master your demons, or be consumed by them.
HP Dice
+1d10 per level
HP at 1st Level
Base HP + 10 + Endurance Stat
HP at Leveling
1d10 + Endurance Stat
Optimal Core Stat
Endurance & Intuition
Aptitude Dice
1d4
MAB
4
Gear Aptitude
Light and Medium Armor, Shields, Simple Weapons, Martial Melee Weapons, Magnum, Assault Shotgun.
Magic Aptitude
At level 2 you gain Aptitude in the Magic Skill. If you already have it, gain +2 to your Aptitude Points in the Magic Skill.
Level Summary
| Level | Aptitude Dice | Base Class Feats |
|---|---|---|
| 1 | d4 | Arcane Fire |
| 2 | d4 | Yokai Magic, Base Bracket Pool |
| 3 | d4 | Arcane Fire Alterations, Base Bracket Pool |
All Consuming Flame
The primordial force of Arcane Fire reveals itself to you. Drawing directly from the pulsating energy of the Azturium—a boundless well of creation within Einsol's core—you harness this raw, untamed magic.
Arcane Fire
AP: 2 | CA | 1 ARCRange: 8 m
Make a Ranged Spell Attack as you shape your Arcane Fire into one of the following forms:
Cone
4 × 3 meters wide. Targets all creatures within the area.
Beam
Single Target. Ignores Partial Cover.
On Hit: Deal 1d8 Pure Magic Damage. (Pure Magic Damage ignores Resistance and Immunities unless otherwise stated.)
Not a Spell: Arcane Fire is not considered a Spell and cannot be Nullified, Countered, or Dispelled by standard anti-magic effects.
Amplification: You may spend 2 ARC Points to increase the Damage by +1d8 per use.
Whenever you deal maximum damage on an Arcane Fire attack (rolling an 8 naturally), your next Arcane Fire Attack Roll ignores all Cover and has +2.
Yokai Magic
Upon reaching level 2, you awaken your connection to the arcane forces that flow through the world. You gain the ability to learn and Weave Innate and Novitiate Spells.
Yokai Object Weaving
As the Yokai's powers come from within or a connection to something larger than yourself, you cannot Weave from an object.
Spell List Access
You may weave Innate and Novitiate Spells from the General Spell List.
Weaving Ability Modifier
Use Endurance for Spell Effects, Encoding, and the Spell Loom.
Arcane Points (ARC)
Your ARC Pool: 5 + your Level + Endurance Stat.
Memorized Spells
You may memorize a number of spells equal to: 4 + your Level + Endurance Stat.
Spell Weaving Check
Some spells require the target to roll against your Spell Weaving to determine if an effect takes hold or how strong the effect is. Targets must make a Defense Roll against your Spell Weaving: d20 + MAB.
Spell Level & Cost
| Type | Level Unlock | Cost (ARC) |
|---|---|---|
| Innate | 0 | 1 |
| Novitiate | 2 | 1 |
| Mystagogue | 4 | 2 |
| Ascendant | 6 | 3 |
| Thaumaturge | 8 | 4 |
| Magus | 10 | 5 |
| Arcanum | 12 | 6 |
Base Bracket Pool
At level 2, you gain one Feat from the Base Bracket Pool. At level 3, you gain a second. These Feats are categorized to support a variety of playstyles.
Defensive Feats
Enduring Presence
AP: 1 | R | 2 ARCWhen an ally you can see fails a Fortitude Defense Roll, allow them to re-roll, taking the higher result.
Flameborn
AP: 1 | QA | 2 ARCDuration: 2 Rounds. For the Duration gain Resistance to Thermal Damage and add your WAM to your Non-Magical Attack Rolls.
Fortitude Reinforcement
AP: 1 | R | 1 ARCDuration: Until the end of your next Turn. Range: 1 m. All Allies within Range of you gain a bonus to their Defense Rolls equal to your Fortitude Modifier.
Offensive Feats
Arcane Lance
AP: 2 | CA | 2 ARCRange: 8 m (line or single target). Make a Ranged Spell Attack against each creature in the line (if using a line) or one creature within Range. On Hit: Deal 2 Arcane Fire Dice. On Critical Hit: You regain 1 ARC.
Guns over Spells
AP: 1 | QAPassive: Gain Aptitude with 3 Martial Firearm Weapons. Once per Round, on a successful Firearm Attack you can make an Additional Attack with that weapon with a -1 to hit.
Utility / RP / Mobility Feats
Amplify Magic
PassiveYou may now spend ARC to Amplify the effects of a Spell. See each spell’s description for any relevant effects of the Amplify Feat.
Arcane Regeneration
AP: 1 | QA/R | 1 ARCWhen you Weave a Spell regain HP equal to 1 roll of Arcane Fire.
Fortified Spell Weaving
PassiveGain +3 on Concentration Checks to maintain a Spell.
Surge
AP: 1 | QA | 1 ChargeYou can regain ARC equal to your Endurance Stat.
Weave Reversal
AP: 1 | QAForget any Memorized Spell and regain ARC equal to the Spell’s ARC Cost, OR Spend ARC equal to the Spell’s ARC Cost to instantly Memorize it.
The Piercing Fire
You revel in the magical power of the path of the Yokai, and your connection to your power grows stronger. Your understanding of Arcane Fire increases, and you gain new ways to wield it.
You also select your second Feat from the Base Bracket Pool.
Arcane Fire Alterations
Choose one of the following permanent enhancements to your Arcane Fire.
Sanctity’s Seal
When targeting an Extra-Planar Creature (such as Ur’zhaan, Lum’eil, Elohim, or similar), you deal +1 Arcane Fire Dice of bonus damage.
When targeting a Possessed Mortal, if you roll a Critical Success on your Arcane Fire Attack Roll, the extraplanar entity is shoved out of the mortal’s body until the end of your next Turn.
Shield of the Guardians
At the start of each day, while only wearing Light Armor you gain THP equal to your Level + your MAB.
You may expend 1 additional ARC during an activation of Arcane Fire to recharge 1d4 THP to this shield immediately.
Abyssal Ward
When you damage a creature with Arcane Fire, they must make a Fortitude Defense Roll against your Spell Weaving. On failure, they are Restrained until the end of their next Turn.
Subclass Options
At Level 4, you choose your subclass; the specialization that defines your Yokai's identity and unlocks unique paths, feats, and ultimate powers.

Abyssal Warden
They did not go looking. Grief tore the hole, something came through, and they survived it for no reason anyone has ever found. What they carry now is both weapon and sentence.
View Subclass →
Disavowed
What remains of the original oath. They draw on celestial and infernal power while bowing to neither, sealing rifts with Marks burned into their own flesh.
View Subclass →
Merkabah
Something crossed over when they accepted the invitation. Now they see the Weave itself, and it keeps count of everything they do with it.
View Subclass →