The yakuza consider themselves to be the defenders of their communities, civil servants who keep the peace and ensure tranquility and order. Historically, machi-yakko was the designation given to those individuals who banded together against the predations of the kabukimono. Today, the machiyakko is a title of respect for prominent yakuza, typically oyabun. Because of their position within the yakuza, the machi-yakko receive a great deal of respect from their community and have ready access to family resources. Utilizing enchanted tattoos, these yakuza leaders can be fearsome opponents in combat, though most opponents must first fight an army of underlings if they wish to challenge a machiyakko.
However, the machi-yakko’s real power is in their ability to manipulate and influence others.
Role The machi-yakko is a prominent member of a yakuza family. He works well as a behind-the-scenes mastermind, rarely venturing forth to do the gang’s dirty-work himself, though his enchanted tattoos give him an edge when he is forced to draw his blade.
Hit Die: d8
To qualify to become a machi-yakko, a character must fulfill all of the following criteria:
Alignment: A machi-yakko must possess a lawful alignment. Because of their yakuza background, most machi-yakko are lawful evil or lawful neutral, but there is nothing preventing a machi-yakko from being lawful good.
Special: Must be able to speak a yakuza cant and possess yakuza tattoos.
The machi-yakko’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Points at Each Level: 8 + Int modifier.
|Level||BAB||Fort Save||Ref Save||Will Save||Special|
|1||+0||+0||+1||+1||Community leader, gang leader, tattoo|
|3||+2||+1||+2||+2||Gang profits, sneak attack +1d6|
|6||+4||+2||+3||+3||Tattoo, sneak attack +2d6|
|9||+6||+3||+5||+5||Sneak attack +3d6|
The following are class features of the machi-yakko prestige class.
Weapon and Armor Proficiency
When determining the machi-yakko’s leadership score, levels from the machi-yakko prestige class count double.
At 1st level, the machi-yakko gains an enchanted tattoo. The machi-yakko gains an additional tattoo at 2nd level and ever 2 levels thereafter. These tattoos do not take up a magical item slot and can utilize, if needed, preexisting tattoos. The machi-yakko can choose from the following options. Each choice, unless the description indicates otherwise, can be taken only once.
The Boar: The machi-yakko’s Constitution is permanently increased by 2.
The Bow: The machi-yakko gains a +2 bonus to all ranged attack rolls made using a bow.
The Demon: The machi-yakko gains a +5 bonus to all Intimidate checks.
The Dice: The machi-yakko gains a +1 bonus to all saving throws. Additionally, once per day, the machiyakko can reroll any one failed saving throw.
The Dragon: This tattoo can be taken twice. The first time it is taken, the machi-yakko gains fire resistance 10. The second time it is taken, the machi-yakko gains the ability to breathe fire, three times a day, doing 1d6 damage for every two character levels. If the machi-yakko chooses, this tattoo, when taken, can instead be used in conjunction with electricity, cold, or acid, and multiple forms of the dragon tattoo can be chosen so that the machi-yakko gains more than one type of energy resistance or breath weapon.
The Fish: This tattoo can be taken three times. The first time, the machi-yakko gains a +5 bonus to all Swim checks. The second time this tattoo is chosen, the machi-yakko gains a swim speed equal to his normal movement rate. The third time, the machiyakko gains water breathing permanently.
The Flower: The machi-yakko’s Charisma is permanently increased by 2.
The Horse: The machi-yakko’s Strength is permanently increased by 2.
The Shade: This tattoo can be taken twice. The first time it is taken, the machi-yakko gains a +5 bonus to all Stealth checks. The second time it is taken, the machi-yakko can cast invisibility on himself three times a day.
The Snake: The machi-yakko’s Dexterity is permanently increased by 2.
The Spear: The machi-yakko gains a +4 bonus to initiative checks.
The Sword: The machi-yakko gains a +2 bonus to all melee attack rolls made using a sword.
The Turtle: The machi-yakko’s natural armor class increases by +2. This tattoo can be chosen more than once and each time it is chosen, its effects stack.
By 3rd level, the machi-yakko’s position insures him a continual income. Each week he gains an amount of gp equal to twice his leadership score. At 5th level, the amount of gp he is earning from this ability increases to three times his leadership score and at 10th level it becomes five times his leadership score. If, for any reason, the machi-yakko’s followers are killed or dispersed, this income is reduced to zero until such time as he can gain new followers.
At 3rd level, the machi-yakko gains the sneak attack ability. This ability functions exactly like the rogue ability of the same name and stacks with any sneak attack bonuses granted from other classes. The amount of sneak attack damage dealt increases at 6th and 9th levels.
At 7th level, the machi-yakko’s ability to influence others improves. The machi-yakko gains a +2 bonus to all Charisma-based skill checks.
The Way of the Yakuza Copyright 2011, Steven D. Russell and Michael Tumey, all rights reserved; Author Jonathan McAnulty.