Tetsubo was originally intended to be the “fantasy medieval Japan” supplement for Warhammer, but there were personnel changes at Games Workshop after Jamie Thomson and I were asked to write it. On the week we were due to deliver the manuscript, contacts in the GW offices advised us it would probably no longer fit their publishing plans. And so it turned out. We recovered the rights, and over the years talked about doing it with other publishers, but most of them wanted more of a 1960s Japanese cinema vibe than a Muromachi/Edo style setting.
In lockdown I took advantage of the sudden surfeit of spare time to start converting Tetsubo to Paul Mason’s Outlaws RPG system. I’ll get back to it in the next pandemic, if we haven’t had a nuclear war first. In the meantime, here are a couple of yokai from the book translated into Dragon Warriors rules – or should that be “Tatsu Bushi”? (If you want the original Warhammer stats, they're here.)
Baku
The baku is a powerful quadruped. It is called the Eater of Dreams, and people in rural areas sometimes make offerings so that it will devour their nightmares for them. Nonetheless the baku is not a kami but a physical creature, albeit one with myriad wondrous powers. Its ability is not restricted to consuming evil dreams. It can devour any dream, and characters whose dreams are taken frequently can become irritable or enervated.
If a baku takes up residence in an area it may come close to human habitations by night in order to feed. At all times it exudes a narcotic sorcery – characters who are unaware of its approach must resist with a Psychic Talent roll of difficulty factor 16 or else fall into a deep slumber; the roll is made using d20+2 if the character was already recumbent and ready for sleep.
Characters visited regularly over several nights suffer temporary penalties of −1 from PERCEPTION, Psychic Talent and Reflexes for as long as the baku's visits continue. If the visitations persist for more than a week, characters also start to lose 1 experience point per night. (This only applies to experience built up since the last level break; if it goes on long enough the character will not drop a rank, just lose all their unconverted experience.) If the visitations go on uninterrupted for a month, the victim develops insanity (randomly rolled). If the baku is slain or prevented from reaching its victims, depleted characteristics recover with just a few good nights' sleep but lost experience is gone and must be earned all over again. If an insane victim sees the baku’s dead body, he or she loses their insanity.
Baku are semi-intelligent and have been known to speak in guttural, half-coherent tones. It may be that they do not understand what they say but only regurgitate garbled phrases from the dreams they have eaten. Sometimes baku can be controlled by magic, so players could encounter one as the steed or servant of a powerful wizard.
Physique: The body of a baku resembles a tiger as large as a bull. Its fur is slick black and patterned with green circles like staring eyes. Its head has a long snout like that of a tapir or elephant, usually crested with long slender horns. It has a mane, but its domed forehead is bald (or even, in some accounts, fleshless). This is the appearance of a male baku. Females have a completely different physiognomy, but there are no reliable accounts from which any description could be attempted here.
Behaviour: Baku fear daylight and will always return to their lair before sunrise – usually a burrow or cave, sometimes a deserted temple in thick woodland. Although powerful they are not used to encountering opponents who fight back; any time a baku takes a wound it must make a morale roll or flee; deduct the rank of all opponents it is facing from 25, and the baku must roll the result or less on d20 to stand its ground. Sometimes baku will flee without waiting to be wounded, as they are intelligent enough to recognise there is nothing to be gained in fighting against the odds.
Special rules: A baku given an hour to feast on the dreams of a sleeping spellcaster will cause him or her to suffer the loss of d3 Magic Points the following day. Mystics suffer a penalty of 1 to Psychic Fatigue Checks.
When a baku strikes someone in combat it steals some of the strength of his dream-self. This has no perceptible effect on most people, but against a spellcaster it causes the loss of d6 Magic Points; mystics must roll a Psychic Fatigue Check with the damage they took substituting for spell level. Also, anyone injured must make an Intelligence roll (difficulty factor 14) or fall into a deep sleep until the baku leaves the vicinity.
If the baku is able to feast on dreams it fights with an ATTACK bonus of +3. If thwarted, its ATTACK is as listed.
In retreat, this creature can move ‘like the wind’ according to the description given by Kotei in his Bakemonojin. When the baku is fleeing from combat it moves at three times normal speed.
ATTACK 21 2 x Claws (d8,4) or 1 x Bite (d10,5)
DEFENCE 10 Armour Factor: 4
MAGICAL DEFENCE: 18 Movement: 14m (42m when fleeing)
EVASION: 8 STEALTH: 28
PERCEPTION: 20 (darksight)
Health Points: 2d6+24
Rank Equivalent: 10th
Abilities & Traits:
- Aura of Slumber: Anyone within 10m of a baku who has not already perceived it must make a Psychic Talent check (difficulty factor 16) or fall into a deep sleep lasting 1d6 x 10 minutes unless the sleeper is physically shaken awake.
- Dream Eater: Anyone injured by the baku’s attack must make an Intelligence roll (difficulty factor 14) to avoid falling asleep as above. If a spellcaster, they lose d6 Magic Points; mystics roll Psychic Fatigue.
- Nightmare Parasite: If a baku visits a person repeatedly, the affected individual experiences a penalty of −1 to PERCEPTION, Psychic Talent and Reflexes for as long as the visits continue. If visited for more than a week, they also lose 1 unbanked experience point per night.
- Wary Hunter: Baku are cautious and will retreat if seriously injured. If a baku takes a wound, it must roll [25 minus combined rank of opponents] or less on d20 or flee.
- Windborne Escape: A baku that flees from combat increases its movement to three times normal, vanishing into the night with uncanny speed.
Gaki
Gaki (‘hungry ghosts’) are tormented spirits cursed with an insatiable hunger due to their past sins, resulting in negative karma that means they cannot be reborn. They manifest in different forms depending on their cravings. Someone who stole from the bodies of the dead, for example, might become a corpse-eating gaki.
Bukyo teaches that appetite and desire are the cause of suffering, a doctrine vividly illustrated by the existence of hungry ghosts. For this reason it is sometimes possible for a Bukyo priest to placate a gaki by offering to perform the Segaki rite. This gives the ghost a chance to escape its suffering and be reborn as some lowly creature such as an insect. However, it is difficult for even a devout priest to reason with a gaki in this way because all gaki are effectively insane in human terms.
Physique: Like all ghosts, gaki are not restricted to one form. Sometimes they appear as roiling clouds of black smoke on which their human form is superimposed. This is thought to be a glimpse into Gakido, or the Hell of the Hungry Dead. Sometimes they are reported as having furry limbs or insectoid features, but this may be a subjective impression resulting from the observer's fear of the gaki. More usually, just as a gaki is about to attack, it will take a guise based on its craving. So a ketsu-gaki will manifest a face of wet blood, a chokenju-gaki might wear features molded of clay, and so on.
Behaviour: Gaki find it hard to resist any opportunity to assuage their hunger. To do so the gaki must roll 5 or 6 on d6. If the roll fails, the gaki must feed even if this means putting itself in danger.
Usually the gaki’s locus of haunting will be a graveyard, temple or mansion, and they will not move beyond that, but in some cases it can be a much more extensive area. One notorious gaki that was eventually enlightened by the priest Dogen had been condemned to haunt the entire length of the Shokowado highway, more than two hundred miles from end to end.
Special rules: Gaki cannot be harmed by nonmagical weapons. They can only manifest with any force at night, or occasionally during the daytime if there is a fog, blizzard or thunderstorm.
People surviving an encounter with a gaki commonly develop a phobia – often, strangely, a fear of insects. Any character who succumbs to a gaki’s fright attack acquires a phobia – 50% of entomophobia, 20% arachnophobia, otherwise roll randomly.
Other powers vary according to the type of gaki encountered. The list here is only a framework on which the referee should feel free to build. Many gaki have magical powers as a residue of merit from much earlier incarnations, and no two are entirely alike.
Chokenju-Gaki
The spirits of men who despoiled shrines for the sake of gain, or who took treasure from ancient tombs. They are cursed with a ravenous hunger for grave-clay, funereal offerings and the charred remnants of funeral pyres. A chokenju-gaki will usually be restricted to a graveyard and will not bother anyone who does not intrude on its feasting.
This variety of gaki is prone to taking normal human form by day. Often they will wear the guise of a solitary priest or hermit living in a cottage in the graveyard. They are typically less obsessive and more reasonable during the day, and they may even ask for help if confronted by one who has guessed the truth about them.
At night the chokenju-gaki may take a monstrous form of earth, cerements and mouldered bones, instilling dread in any living creature who sees it. Roll 4d6 for fright attack, and a victim who succumbs will flee in terror or fight at −2 from ATTACK if cornered.
If engaged in combat, the gaki slashes with jagged talons which carry a variant of the Wasting Disease (see The Elven Crystals). Anyone who takes damage must roll Strength or less on d20 to resist the disease, then if they fail roll again each day to recover. Each day of illness causes −1 to both Strength and Health Points. If the character loses a total of half their Strength or more during the whole course of the disease, then even after recovering their appearance will be permanently affected, making their flesh grey and pitted: the character suffers −2 Looks.
ATTACK 20 Talons (d8,5) and disease
DEFENCE 16 Armour Factor: d3
MAGICAL DEFENCE: 15 Movement: 10m (15m)
EVASION: 4 STEALTH: 10
PERCEPTION: 10 (darksight)
Health Points: 3d6+10
Rank Equivalent: 8th
Doku-Gaki
The ghosts of poisoners, doomed to thirst for poison themselves. Anyone who is carrying or brewing any form of poison risks attracting a doku-gaki's attention. The creature is likely to begin its attack by approaching the character while he or she is asleep, usually in the form of a vapour with weak (2d6) toxic or deliriant effect.
Taking a more cohesive form if combat becomes inevitable, it strikes with envenomed claws. Each time it hits and inflicts damage, make a roll for poison of normal strength. The first failed roll results in the victim becoming drowsy (−1 from all rolls), the second in partial paralysis (like a Weaken spell), and the third in death. If rescued in time, the victim will recover from the venom after a day’s rest.
ATTACK 18 Claws (d8,4) and poison
DEFENCE 12 Armour Factor: 3
MAGICAL DEFENCE: 15 Movement: 12m (20m)
EVASION: 5 STEALTH: 20
PERCEPTION: 14 (panoptical)
Health Points: 2d6+12
Rank Equivalent: 7th
Jikininki
A ghoulish creature, usually the ghost of someone who robbed or defiled the dead. Anyone confronting a jikininki unexpectedly is subject to a d20 fright attack that can result in them becoming awestruck – unable to move, speak or attack, though they can still defend themselves. The character can attempt to snap out of it by rolling Intelligence or less on d20 each round, and once they do so there is no need to check again in that encounter.
Jikininki do not kill to eat. They usually crave the flesh of someone who has died from other means, and will only fight if kept from reaching the corpse. A person eaten by a jikininki can never be restored to life.
In areas where a jikininki is known to haunt, some families have acquired the habit of murdering wayfarers whenever someone in their household dies. This ensures that the jikininki's hunger will be assuaged by eating the wayfarer instead of the family member on the first night, allowing the householders time to arrange a cremation the next day. Of course, people who do this kind of thing are only ensuring that they will return as gaki in their next life.
Encounter with a jikininki
All then left the house except the priest, who went to the room where the dead body was lying. The usual offerings had been set before the corpse and a small Buddhist lamp—tomyo—was burning. The priest recited the service and performed the funeral ceremonies, after which he entered into meditation. So meditating he remained through several silent hours, and there was no sound in the deserted village. But when the hush of the night was at its deepest there noiselessly entered a shape, vague and vast, and in the same moment the priest found himself without power to move or speak. He saw that shape lift the corpse, as with hands, and devour it more quickly than a cat devours a rat, beginning at the head and eating everything, the hair and the bones and even the shroud. And the monstrous thing, having thus consumed the body, turned to the offerings, and ate them also. Then it went away, as mysteriously as it had come.
– Koizumi Yakumo, Kwaidan
ATTACK 19 Claws (d8+1,6)
DEFENCE 13 Armour Factor: 4
MAGICAL DEFENCE: 16 Movement: 12m (25m)
EVASION: 4 STEALTH: 18
PERCEPTION: 15 (darksight)
Health Points: 2d10+9
Rank Equivalent: 8th
Ketsu-Gaki
A Yamatese vampire, this is the ghost of a murderer or an excessively cruel and violent person. The presence of a ketsu-gaki induces dread in living creatures: d20 fright attack to induce −2 ATTACK, −1 damage for the duration of the battle. In combat, the ketsu-gaki can either strike normally or else grapple. It will usually do this only when fighting a solitary opponent. A character who is grappled must make an immediate d20 roll trying to score equal to or under the average of their Strength and Reflexes score; if this fails they are paralysed and unable to act for 2d6 rounds. The gaki will make use of this time to drink the paralysed character's blood, extruding a proboscis or long needle-like teeth with which to do this. Each round it spends drinking will drain the victim of 1 ealth Point. When HP reach zero, the victim is discarded and must roll Strength or less on d20 or die at once. If the roll succeeds, the victim is incapacitated and may suffer from recurrent bleeding; assuming they survive, they recover as from normal injury but only get back half their rank in HP each day.
Ketsu-gaki can sometimes appear during the day wearing the appearance they bore in their previous incarnation. While in this manifestation they are able to control their hunger and are effectively just ghosts passing for living people.
ATTACK 22 Claws (d10,4) or grapple
DEFENCE 12 Armour Factor: 3
MAGICAL DEFENCE: 16 Movement: 12m (25m)
EVASION: 4 STEALTH: 13
PERCEPTION: 13 (darksight)
Health Points: 3d6+10
Rank Equivalent: 9th
Kwa-Gaki
Arsonists, particularly those who have set fire to Bukyo temples, are reincarnated as kwa-gaki, or ‘fire-eating ghosts’. All forms of heat and light are consumed by this goblin, including spells such as Dragonbreath and Dazzle as well as the light of lanterns and candles. Such attacks are neutralized within a range of fifteen metres of the kwa-gaki and light sources automatically dim in the same region, with bright firelight guttering to the level of a candle and ordinarily dim illumination dropping to pitch darkness.
The creature’s touch draws heat from the target's body, causing the loss of an additional 1d3 damage from any successful attack.
A kwa-gaki which comes across a sleeping character may try to possess him or her in order to steal bodily warmth over a long period. This process takes 2d6 minutes, but works automatically if the gaki is not interrupted during this time. The character will begin to develop a chill as the gaki first feeds on their body warmth, interspersed with periods of burning fever when the gaki is satiated. This causes the character to be temporarily at −2 to all rolls most of the time, and totally incapacitated while the fever is on them. Normal medical treatment is ineffective, and the character must guess that they have become host to a gaki and seek the aid of a Bukyo priest. If and when the gaki is exorcized, the victim recovers almost immediately.
ATTACK 12+d10 Claws (d8,4) but will usually attempt possession
DEFENCE 12 Armour Factor: 2
MAGICAL DEFENCE: 16 Movement: 10m (20m)
EVASION: 4 STEALTH: 22
PERCEPTION: 14 (darksight)
Health Points: 5d6
Rank Equivalent: 7th
Yokushiki-Gaki
Demonic spirits of carnality, corresponding to the incubi and succubi of Occidental myth. These beings were driven by overwhelming lust when alive, or else acquired bad karma through unnatural sexual practices. By night yokushiki-gaki are able to appear as preternaturally attractive individuals, but this is only an illusion and if encountered at all by day it is in the form of one made hideous by age and depravity.
In its night-time form the yokushiki-gaki can seduce characters of either sex. If the intended victim chooses to resist (they might not even try) roll 4d6 for the force of the attraction, subtract the victim’s rank, and the gaki must roll that or less of d20 to seduce them. If a yokushiku-gaki succeeds in coupling with a character, it drains them of their vitality, and they will awaken the next morning with their Health Points permanently reduced by 1.
A yokushiki-gaki will usually retreat if threatened with combat, though if interrupted in the throes of lovemaking (perhaps by the comrades of its victim, belatedly coming to her assistance) it will lash out violently. If its claws inflict damage on a character it will infect him or her with a disease (roll Strength or less on 3d6 to resist) that causes no HP loss but applies a −5 penalty to Looks for the 1-6 months that the disease lasts. At the same time the gaki will discard its comely appearance, the repugnant sight of its true face instilling dread (2d6 fright check; those succumbing are unable to act for 1-6 rounds) in everyone present. If someone who has had sex with a yokushiki-gaki sees its real face, he or she immediately acquires a form of insanity (randomly rolled).
ATTACK 18 Claws (d8,4)
DEFENCE 12 Armour Factor: 2
MAGICAL DEFENCE: 18 Movement: 15m (25m)
EVASION: 4 STEALTH: 18
PERCEPTION: 13 (panoptical)
Health Points: 2d6+8
Rank Equivalent: 7th
Adventure seeds
The gaki make for fascinating antagonists because they aren't simply monsters to defeat; they have tragic backstories and represent moral lessons about greed, lust, and violence. This provides referees with opportunities to create encounters with ethical dimensions beyond simple combat.
- The Hungry Road: A notorious ketsu-gaki haunts a stretch of highway. Fearful locals have developed the terrible practice of sacrificing travellers whenever a villager dies, to distract the gaki from feasting on the remains of their loved ones.
- The Beautiful Stranger: A yokushiki-gaki has taken up residence in an abandoned house. Several young people from a nearby village have fallen mysteriously ill after reporting encounters with a beautiful stranger.
- A Pious Caretaker: A chokenju-gaki haunts an ancient temple, appearing as an elderly keeper by day, in which form it is unaware of its true nature, but transforming into a monstrous guardian by night to ward off looters and defilers.
If you decide to use any of these hungry ghosts in your campaign, they could lead to interesting scenarios where players might need to:
- Investigate the gaki's origin to properly exorcise it
- Navigate difficult moral choices when encountering villages with disturbing practices
- Help a gaki that appears human by day but struggles with its nature
- Perform the Segaki ritual to give a repentant spirit a chance at rebirth


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