Yokai icon

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

LevelAptitude DiceBase Class Feats
1d4Arcane Fire
2d4Yokai Magic, Base Bracket Pool
3d4Arcane Fire Alterations, Base Bracket Pool
1

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 ARC

Range: 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.

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

TypeLevel UnlockCost (ARC)
Innate01
Novitiate21
Mystagogue42
Ascendant63
Thaumaturge84
Magus105
Arcanum126
2

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 ARC

When an ally you can see fails a Fortitude Defense Roll, allow them to re-roll, taking the higher result.

Flameborn

AP: 1 | QA | 2 ARC

Duration: 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 ARC

Duration: 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 ARC

Range: 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 | QA

Passive: 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

Passive

You 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 ARC

When you Weave a Spell regain HP equal to 1 roll of Arcane Fire.

Fortified Spell Weaving

Passive

Gain +3 on Concentration Checks to maintain a Spell.

Surge

AP: 1 | QA | 1 Charge

You can regain ARC equal to your Endurance Stat.

Weave Reversal

AP: 1 | QA

Forget 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.

3

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 icon

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 icon

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 icon

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 →