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USAGI YOJIMBO
MONSTERS!
An Usagi Yojimbo Role Playing Game Sourcebook
TM
CREDITS
This book
contains material
written for use with
the Usagi Yojimbo
Roleplaying Game
and other Fuzion-
powered products.
Author: Jared Smith
Additional Material: Jason P. Prince and Mark
Arsenault
Cover Art: Stan Sakai
Cover Coloring: Tom Luth
Cover Design: Mark Arsenault
Interior Illustrations: Stan Sakai
Editor: Mark Arsenault
Editorial Contributions: Geoff Berman and Jason
P. Prince
Layout: Mark Arsenault
Author’s Dedication: For my brother Jason and
the adventures we’ve shared.
This book also
contains additional
material written for
use with the
D20 System
and FUDGE.
Copyright 2000 by Gold Rush Games. All rights reserved under International Copyright Convention. Gold Rush Games is a division of Gold
Rush Entertainment, Inc.
Usagi Yojimbo and all characters and their likenesses are trademarks owned by and/or copyright by Usagi Studios. Used under license; all
rights reserved.
Instant Fuzion and Fuzion are trademarks of The FUZION Labs Group. Used under license; all rights reserved. All situations, incidents and
persons portrayed within are fictional and any similarity without satiric intent to individuals living or dead is strictly coincidental.
“D20 System” and the “D20 System” Trademark logo are Trademarks owned by Wizards of the Coast and are used with permission. The use
of the D20 System Trademark and other copyrights and trademarks owned by Wizards of the Coast is done according to the terms of the D20
System Trademark License Agreement version 1.0. A copy of this License can be found at www.wizards.com.
Published and distributed by Gold Rush Games, PO Box 2531, Elk Grove, CA 95759-2531; (916) 684-9443 (Tel/Fax);
GoldRushGames@aol.com. Visit our web site at www.goldrushgames.com .
Visit the Usagi Yojimbo Dojo, the official Usagi Yojimbo web site at www.usagiyojimbo.com . Stock # U101E
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TABLE OF CONTENTS
INTRODUCTION .................. 3
MONSTERS IN THE USAGI
YOJIMBO RPG .................... 3
Reflections and Shadows ........... 4
Scriptures as Protection .............. 4
Fighting Monsters ........................ 5
GM Tips ......................................... 5
Notes for the GM .......................... 6
Format of This Book .................... 6
NEW SPECIES, JOBS AND
SPECIAL ABILITIES ............. 7
New Species ................................. 7
Boar ............................................. 7
Ferret ........................................... 7
Goat ............................................ 8
Lion ............................................. 8
New Jobs ...................................... 9
Sohei ........................................... 9
Bonze/Ama (Priest/Nun) ........... 10
New Skills ................................... 10
Buddhism .................................. 10
Folklore ......................................11
Physician ....................................11
New Special Abilities ................. 12
Exorcism ................................... 12
THE MONSTERS ................. 13
Bakemono-sho ........................... 13
Beast, The ................................... 14
Hannya ........................................ 16
Hebi ............................................. 18
Jikininki ....................................... 21
Jikumo ......................................... 22
Kappa .......................................... 24
Mukade ........................................ 27
Nue .............................................. 29
Obakemono ................................ 30
Oni ............................................... 32
Tako-oni ...................................... 34
Tengu ........................................... 37
Yurei ............................................ 39
CONVERSION NOTES........... 42
UY: Monsters for FUDGE ........... 42
D20 System Stats ....................... 42
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INTRODUCTION
MONSTERS IN
JAPAN
Monsters of all sorts fill books and domi-
nate children’s stories. Country peasants
and townspeople alike have to deal with
monsters of one sort or another. Monsters
fill their night tales and appear with a dan-
gerous regularity. Ghost stories are not only
for children.
The original, “indigenous” gods of Japan,
called kami, are lumped together under the
heading Shinto, or “Way of the Gods.” These
kami interact with many monsters, as leg-
ends go. These monsters may be either ad-
versaries or even servants of the kami. In-
deed, some kami are considered monsters,
just as some monsters are regarded as
kami.
In Shinto belief, spirits inhabit most things,
from mountains to people, filling the world
with the supernatural. The introduction of
Buddhism to Japan in the 6th century added
many more monsters to Japanese mythol-
ogy. The many levels of Buddhist hell are
filled with ghosts suffering various punish-
ments for sins in their past life. The Japa-
nese version of Hell, called Yomi, is the
realm of the spirit Emma. Yomi is the place
where the spirits of evil people are punished.
Evil demons called oni serve Emma in Yomi.
As a rule, only spirits and kami can travel
back and forth between Yomi and the sur-
face world-our world. Ghosts from Yomi of-
ten visit the surface world, sometimes just
to cause mischief, and other times to inflict
severe torment on some poor soul.
Monsters are often blamed for causing
earthquakes and other mysterious or unex-
plained events, as well.
For an overview of the early history of the
origins of Usagi’s world and kami see UY3
#13 and #14 (RP UYB12).
MONSTERS IN
THE USAGI
YOJIMBO RPG
In the Usagi Yojimbo Roleplaying Game,
monsters are as common as they are in “his-
torical” Japanese myths.
This book presents many of the monsters
that Miyamoto Usagi has encountered in his
travels. Monsters are known to inhabit ar-
eas such as geographical boundaries
(gates, bridges, rivers, forests and such) as
well as places of spiritual importance (like
abandoned shrines and temples, places
where a death has occurred, and so on).
Usagi has encountered several monsters in
one notoriously haunted forest, known as
the Tangled Skein.
While a Usagi Yojimbo RPG adventure
works perfectly well without a single mon-
ster in it, monsters and the supernatural add
an unknown and dangerous element that
can add mystery and horror.
If you do decide to use monsters, magic
and the supernatural, please remember the
words from the Usagi Yojimbo RPG: “...over-
exposure to the fantastic will make it mun-
dane.” It is suggested that monsters and the
supernatural be used sparingly in your
games so this does not happen. This should
ensure that they are all the more forceful
and mysterious when they are encountered.
When portraying monsters in the Usagi
Yojimbo RPG, remember that good story
can come from allowing players to discover
and exploit monsters’ weaknesses. Chal-
lenge players’ wits as opposed to their lucky
dice rolling.
In many of Usagi’s adventures it is discov-
ering these weakness that leads him to vic-
tory, even with his superb swordsmanship.
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In game terms,
sutras must be writ-
ten by a Priest.
Writing sutras on
an object requires
20 minutes for each
limb, or a person’s
head, or a sword, or
any item of similar
size. It takes two
hours to write
sutras over a
Reflections and
Shadows
Reflections and shadows reveal the true
nature of supernatural beings, including spir-
its and legendary crea-
tures (such as
kitsune). Any
creature that
has changed
its shape or is
otherwise dis-
guised as a
normal person
will still cast a
shadow in the
shape of the
creature’s origi-
nal form.
For example,
if a kitsune has
shape-changed the form of a beautiful
young maiden, anyone viewing its shadow
will see the shape of a small fox! Likewise,
any creature’s reflection will be seen as the
creature’s true self. A hideous oni disguised
as an old farmer would still cast a reflection
appearing as an ugly demon.
person’s entire body.
The type of protection sought from the
sutras must be declared to the GM before
the work begins. Sutras can be written to
render a person invisible to spirits and su-
pernatural monsters or
they can be written to
render the object or
person invisible to
them. Both types of
sutras prevent the
person or item from
being possessed.
In order to receive
the protection of-
fered by sutras, they
must be written on
the item or person/
creature to be pro-
tected. But the
sutras only protect that which
they are written on.
For instance, in the famous story Hoichi
the Earless, Hoichi had sutras written on his
body in order to be rendered invisible from
ghosts that were haunting him. A priest
wrote sutras all over Hoichi’s body, except
for his ears. When the ghost came for Hoichi
again, he saw only Hoichi’s ears. Angry at
not finding the rest of Hoichi, the ghost took
Hoichi’s ears-tearing them right off Hoichi’s
head-and left.
Weapons inscribed with sutras allow the
weapon to inflict damage on spirits and
ghosts, even when they are non-corporeal
and immune to normal weapons or other
physical attacks.
Sutras as Protection
The sacred texts or scriptures of Buddha,
called sutras, have power over monsters.
Sutras can protect a person from physical
harm and render one invisible to the mon-
sters. Sutras also serve as a shield against
possession.
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Fighting
Monsters
Many of Usagi’s
encounters with
monsters are
more than just a
series of swings
and thrusts.
When fighting
monsters Usagi
is usually on the
move, running
from powerful
magical attacks, helping others away from
harm and waiting for that moment where he
can strike a decisive. In several instances
Usagi’s own sword has been the target of
attacks and knocked free of his grasp. For-
tunately for Usagi he carries two swords.
The lesson here from the Usagi Yojimbo
comics is to run combats in a descriptive
way that rewards creative efforts. If, when
running combat, players focus too much on
their choice of combat Strategy and rolling
dice, rather than painting a mental picture
of their actions, then some of the atmo-
sphere and feel of the comics will certainly
be lost. This can make these most tense
moments less interesting and exciting.
With monsters this is especially true be-
cause no fight with monsters is the same
and the fear they generate comes from the
unexpected and unknown. It is highly rec-
ommended that the GM and players use the
scenery around them in their fights. Allow-
ing players to discover and exploit mon-
sters’ weaknesses during a fight can help
build tension as the fight goes against the
heroes, until they can turn the tables on
their foes.
The GM is encouraged to reward player
ingenuity with bonuses to their attacks (+1
to +3 to the player’s die roll) if they man-
age to come up with clever ways to put
monsters at a disadvantage during the
fight.
Many of the monsters in this book have
more than one attack form (for example:
a bite attack and a claw attack). Monsters
usually only use one attack form per Phase,
and those that have multiple attacks per
Phase are indicated in their description.
All damage from monster attacks is lethal
or killing damage, unless described as an
attack that does Stun damage.
A GM must decide which attack form(s) a
monster will use when they are deciding
strategies. If a monster looses a limb their
Combat stat is reduced by 2. If it was a leg
their Movement drops by 2 as well.
GM TIPS
Preparing Your Players
If you decide to use monsters in your game
you should prepare the players. Tell them
that you may be using monsters in the game
and that monsters are “real” in your adven-
tures, just as they are in the Usagi Yojimbo
comics.
Monster Write-ups
The descriptions and game statistics of the
monsters in this book should be regarded
as stereotypes and guidelines only. Just as
every samurai is different, so should each
monster be different and unique. Compar-
ing these monsters to the ones in the Usagi
Yojimbo comic books should point out some
differences in their nature, motivation and
powers. With this in mind, feel free to modify
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