#Core Premises (基礎前提, Axioms)
Contents
This document is the root of every rule in Konsei Reiyotan. If the following 9 premises change, every lower rule changes with them. When creating a new rule, you must ground it in these premises, and no rule may exist in conflict with them.
Canon Declaration. This document is a Canon document that defines the highest-level premises of Konsei Reiyotan. If a lower rule, appendix, fiction, or balance document conflicts with these premises, this document takes priority. Conflicts in lower documents are treated as errors and are corrected according to the procedure in
co-99-meta/co-99-01-authority.md.
Related Items: Golden Rule · Glossary · Wiki Home · Authority System
#Premise 1: The 10-Sided World (十面體世界)
#Scent — Faces of Fate
In the turmoil of the Sengoku age, the arc of a warrior's blade contains ten branching possibilities. When two dice with ten faces collide, the curve their sum traces holds the truth of this world — that most things pass in ordinary ways, but very rarely, miracle and ruin arrive.
#Law — Rules
- Dice Used: Only two 10-sided dice(d10). No other polyhedral dice are used at all.
- Basic Check (2d10): Roll two 10-sided dice at the same time and add them together.
- Range: 2 ~ 20
- Average: 11
- Distribution: bell curve (extreme values are rarer)
- Formula:
2d10 + modifier >= Target Number - Percentile Check (d100): Use the same two 10-sided dice, but read one as the tens digit and one as the ones digit.
- Range: 01 ~ 00(=100)
- Distribution: flat (all values have equal probability)
- Uses: detailed result tables, encounter tables, treasure tables, and so on
- No Damage Dice: If the hit check succeeds, Wounds decrease immediately without a separate damage roll.
- Rounding: In all numerical calculations, round decimals to the nearest whole number (0.5 rounds up). No exceptions. See Checks and Saves §Rounding for details.
Design Intent: Two 10-sided dice are enough to resolve every check in this game. Two d10s in your pocket are sufficient.
#Premise 2: Doubles and Fate (雙目與命運)
#Scent — Twin Eyes
When you roll 2d10, there is a moment when both dice show the same number. It is as if two strands of fate meet at one point. In that moment, an ordinary strike becomes a critical blow, and a small mistake turns into fatal ruin.
There are also those who can twist this intersection of fate by force of will. That is Fate(運).
#Law — Rules
Double (雙目)
Triggers when both dice show the same face on a 2d10 roll. (Examples: 3-3, 7-7, 10-10)
- Chance: 10% (10 of 100 possible combinations)
| Condition | Result | Name |
|---|---|---|
| Double + check success | Critical Hit: 2Wounds or a special effect | 会心 |
| Double + check failure | Fumble: Defenseless, weapon breakage, etc. | 失着 |
| Double 10 (sum 20) + success | Heavenly Mandate: see Decisive Moment Table(d100) | 天命 |
| Double 1 (sum 2) + failure | Karmic Retribution: see Fatal Mistake Table(d100) | 業報 |
Fate Intervention (運命介入)
A character with the Fate(運) attribute may adjust the value of one die by +1 or -1 immediately after rolling 2d10.
- Uses: a number of times per combat equal to the Fate modifier, but at least 1 time even if the Fate modifier is below 1. Fate+3 gives 3 uses; Fate+0 gives 1 use.
- Adjustment range: increase or decrease one d10 by 1. (You cannot lower 1 to 0 or raise 10 to 11: the value must remain in the 1~10 range.)
- Examples:
- Raise a total of 12 to 13, crossing the success boundary.
- Change 4-5 to 5-5, creating a double and triggering a Critical Hit.
- Change 3-3(a failed double) to 3-4, avoiding a Fumble.
- A double 10 created by Fate Intervention also counts as Heavenly Mandate.
Design Intent: Fate(運) is "the number of times the goddess of luck smiles." It is not a passive bonus, but a resource the player actively spends at a decisive moment. If you fail to use it when you should, it is wasted; if you use it too early, it is gone when you truly need it. That tension is the essence of Fate(運).
#Premise 3: Universal Wounds System (戰力體系)
#Scent — The Weight of Wounds
In this world, a warrior's toughness is measured not by a number, but by how many fatal wounds they can endure while still standing. One ashigaru falls to a single cut, while a battle-tested Veteran takes three fatal wounds and still grits their teeth without letting go of the blade. And a legendary warlord — bloodied from head to toe — still takes the enemy commander's head.
#Law — Rules
- Hit points do not exist. Every unit has only a Wounds(戰力) value. Wounds are "the number of fatal wounds the unit can endure." At 0, the unit falls.
- Defense(防備): armor base value + shield/stance bonuses. An attack hits only if
2d10 + modifier >= Defense. Base 10(unarmored)~16(heavy armor). → Equipment - If an attack that beats Defense hits → base 1 Wound decrease.
- Critical Hit or special weapon/trait → 2 or more Wounds decrease.
- Wounds reach 0 → incapacitation or death. (Details)
Base Wounds by Rank:
| Rank | Wounds | Defense | Basis |
|---|---|---|---|
| Mob | 0 (instant death) | — | Removed by attack declaration |
| Minion | 1 | yes | Hit = instant death |
| Veteran | 2~3 | yes | fixed value |
| Elite | 3~4 | yes | fixed value |
| Lord | 3 + Physique(體) | yes | can grow |
Design Intent: Because there are no damage dice, combat tempo is fast. "Did it hit or not?" is everything, and tactical judgment through Defense and Energy becomes the core of survival. The fear of an ashigaru dying in one blow and the pressure of an oni warrior still standing after five hits are expressed through the difference of one value.
#Premise 4: Energy, Breath, and Maneuvers (活力·呼吸·技法)
#Scent — Where Breath and Technique Cross
The moment you take up a blade, your breathing changes. Inhale, cut, exhale, block. What you can do in one breath is limited — what will you choose inside it? You see the enemy raise a kanabo. Will you cut now, evade, or set a counter in advance and wait?
Combat in this game is not a repetition of "move-attack." A warrior with a katana has a "side cut," a "thrust," and a "parry," and each shines in an entirely different situation. If the enemy wears heavy armor — a "thrust" that pierces Defense. If the enemy rushes in — a "parry" that receives them with the blade. This chain of choices creates combat.
#Law — Rules
- Energy(活力): an action resource and the count timeline inside a round. Maximum
10 + Finesse(技). - Count: proceeds in descending order from the highest Energy. Enemies and allies act in alternation.
- One Breath: consecutive action limit on your count = base 5 Energy. Can be expanded by skills/equipment/special effects. There is no absolute system cap, but official balance principles assume it should not exceed 7.
- Maneuvers: every action is chosen from maneuvers(technique/Kata/stance/aptitude/upkeep). "Movement" and "attack" are both maneuvers.
- Reservation: declare a defensive maneuver within one breath(prepaying Energy). If reserved in advance, execution cost is 0. If improvised, cost is 1.5 times.
- Weapon = Tactic: even the same katana has different techniques depending on form. See Weapon Catalog.
- School: replaces a skill's Licensed maneuver and secret art(the alternative maneuver at the Master stage) with stronger school maneuvers. See Schools.
Design Intent: The essence of combat is not "move-attack repetition," but "which maneuver will you choose in this breath?" Weapons determine tactics, zones determine advantage and disadvantage, and Energy determines timing.
→ Details: Energy and Breath · Maneuver System · Zone Tactics
#Premise 5: Zone Battlefields (區域戰場)
#Scent — The Breath of the Battlefield
A battlefield is not a chessboard on graph paper. The chaos behind a collapsed castle wall, a narrow clash on a bridge, a detached force circling beyond the forest — the space of battle is divided into living, breathing units called zones. Each zone has initiative that allies and enemies struggle to claim, and the push and pull of that initiative determines the shape of the battle line.
#Law — Rules
- No grid. Maps are divided into Zone units.
- Basic zones: [ally Rear Zone] — [ally Front Zone] ⇌ [enemy Front Zone] — [enemy Rear Zone]
- Special zones: Core Zone, Flank Zone, Outside Zone — each has its own entry conditions and gimmicks.
- In each zone, control is determined by a Domination value.
- The master(GM) may freely delete, add, or reshape zones to change the form of the battlefield.
Design Intent: The point is not to count squares, but to judge "which zone will we control?" The unit of tactics becomes not "move 1 square," but "hold the Front Zone vs enter the Core Zone."
→ Details: Zone Layout
#Premise 6: 5 Unit Ranks (部隊階級)
#Scent — The Hierarchy of the Battlefield
Dozens or hundreds of beings are tangled together on a battlefield. Tracking every soldier one by one is impossible, and unnecessary. A swarm of lesser yoma drawn by the smell of blood scatters with one cut, while an ashigaru squad moves in order at one command from its commander. The only beings that truly require individual tracking are the heroes and monsters of the battlefield.
#Law — Rules
Five ranks adjust the management complexity of enemies and allies.
| Rank | Wounds | Individual Tracking | Action Method |
|---|---|---|---|
| Mob | 0 | none (numbers only) | Dies instantly when attacked. Set dressing. |
| Minion | 1 | squad unit | Has only Defense. Hit = instant death. Operated in squads. |
| Veteran | 2~3 | squad or individual | 1 Wound per hit. 2 Wounds on critical. |
| Elite | 3~4 | individual | Has its own Energy pool. Enemy lieutenant tier. |
| Lord | 3+Physique | individual | Player characters and enemy commanders. Full attributes/Energy/Wounds. |
Design Intent: Mobs and Minions are "background," while Elites and Lords are "protagonists." Instead of managing 50 ashigaru one by one, you can group them as one "5-man spear squad" that provides Domination +2, combining the grandeur of large-scale battle with tabletop manageability.
→ Details: Unit Ranks
#Premise 7: 6 Attributes, Each with Its Own System Link (六能力値)
#Scent — Six Powers
Heroes in this world are measured by six qualities: the courage to face enemies without fear, the finesse to place the blade tip precisely, the physique to stand after being cut five times, the wisdom to read the battlefield at a glance, the presence to seize the hearts of retainers, and the fate to return alive from death's threshold.
Depending on which quality is strongest, the same battlefield is fought in entirely different ways.
#Law — Rules
There are 6 attributes. For PCs and ordinary characters, the base modifier range is -3 ~ +3; for yoma, heroic spirits, and bosses, the values specified by their rank or template take priority.
| Attribute | Kanji | Core Linked Systems | Noncombat Use |
|---|---|---|---|
| Courage(勇) | Courage | attack modifier, Breakthrough checks, fear resistance | intimidation, duel declarations, morale maintenance |
| Finesse(技) | Finesse | Energy maximum(10+Finesse), Initiative order, precise actions | locks, traps, acrobatics, stealth |
| Physique(體) | Physique | Wounds calculation(3+Physique), Overload resistance, heavy armor adaptation | marching, poison resistance, plague |
| Wisdom(智) | Wisdom | command Energy efficiency, sorcery power, terrain reading | textual interpretation, strategy, logic in negotiation |
| Presence(美) | Presence | Domination aura bonus(+Presence), negotiation, morale encouragement | charm, art, lies |
| Fate(運) | Fate | Fate Intervention(dice ±1), Critical Hit setup, life-or-death check support | gambling, lucky discoveries |
Design Intent: Every attribute has a distinct role in combat. There are no "dump stats." Courage/Finesse/Physique handle direct combat, Wisdom/Presence handle unit operations, and Fate handles dramatic turns.
→ Details: Attributes
#Premise 8: The Dual Structure of Scent(香) and Law(法)
#Scent — The Pleasure of Reading
A rulebook is not a dictionary. When a player reads their character's technique, it should not merely say "+2 bonus"; it should bring to mind "what kind of person has this technique." What stance does a Licensed swordsman take when gripping a blade? How does the battlefield appear in the eyes of a Master archer?
At the same time, when the rule must be referenced quickly during play, the numbers alone must be clear.
#Law — Rules
Every entry in the wiki is made of two layers:
- Scent(香, Flavor): meaning within the setting, narrative description, RP usage examples. It conveys what that entry is in the world. It should give a "feel" even when read alone.
- Law(法, Rules): pure mechanical numbers, check formulas, Energy costs, and conditions. For reference during play.
These two layers coexist on the same page, but are clearly separated. They are divided into ### Scent and ### Law sections.
Design Intent: Scent answers "why do I want to play this game?" Law answers "how do I play this game?" Both are necessary, and if they are mixed together, neither functions properly.
#Concrete Examples
| Entry | Scent (香) | Law (法) |
|---|---|---|
| Samurai 1st-dan trait "Immovable Formation" | Blade drawn, one foot forward and one foot back. A stance where one's presence fills the entire Front Zone. A declaration: "I will not move one step from here." | [stance]. Declare with 2 Energy, maintain. Allied Domination in that zone +3(Front Zone +4), enemy Breakthrough Target Number +2, cannot move. Ends if you move or release the stance. |
| Onmyoji 1st-dan "Shikigami Service" | The core of Onmyodo: calling and commanding spirits, beasts, and lesser kami through spells. A shikigami moves by the caster's will. | [Kata]. 2 Energy. Summon 1 shikigami. The shikigami has Wounds 1, Defense 12, Domination +1, and moves through the onmyoji's 0 Energy([Kata]) control action. Control is capped at 2 times per round. |
| Ronin 1st-dan "Blade of the Wind" | The freedom of one without a lord. Narrow roads and tangled battlefields alike are passed through like wind. | [aptitude]. Energy -1(minimum 1) when moving into a zone/Core Zone with higher enemy Domination. Free entry/exit for the Core Zone. |
| Double + success | The moment the two eyes of fate meet at one point. An ordinary strike becomes a Critical Hit, and the blade cuts bone. | Two dice on 2d10 show the same face + Target Number reached. Base 1 Wound → 2 Wounds. Additional effects by weapon/trait. |
How to Read: You may read only Scent to get the feel, or only Law to resolve the check. When you read both together, you can finally understand why this rule has this number. This is the editorial principle of the Konsei Reiyotan rulebook. → Rulebook polishing principles
#Premise 9: Setting — A Sengoku Age Swarming with Yoma
#Scent — About This World
The time is Sengoku. Above a land stained by the ambitions of lords, the gate to the Spirit Realm(靈界) has opened. Oni(鬼) descend from the mountains, tengu(天狗) watch from the sky, and vengeful spirits rise from heaps of corpses on the battlefield. Human war is now also war against yoma(妖魔).
In this chaos, daimyo armies hire exorcists, onmyoji command shikigami, and those from foreign lands face yoma with the power of gunpowder. Players become commanders of this age of war, leading small elite forces to subjugate yoma — or to use the power of yoma.
#Law — Rule Basis
- Historical Basis: Japan's Sengoku period(15th~16th centuries). A status society where samurai, ashigaru, warrior monks, merchants, artisans, and entertainers coexist.
- Supernatural Elements: Japanese yokai tradition + esoteric Buddhism/Onmyodo. Exorcism, barriers, shikigami, and sorcery exist.
- Numerical Basis: OSR(B/X, OSE) data converted into a Sengoku-period context.
- Oni = Ogre (Wounds 4, Defense 14)
- Tengu = Harpy (Wounds 3, Defense 13)
- Ashigaru = 1HD human (Minion, Defense 12)
- Official 18 classes(Base 6 + Expansion 12)(+ 12 fiend types): derived from the social structure of the Sengoku period. Warriors(samurai/ronin/shinobi), spiritual(onmyoji/esoteric monk/Pure Land monk/shugenja/feng shui master), rear-line(scholar/merchant/artisan/entertainer), outside(foreigner/wildlander), nonhuman(hanyo/arahitogami/autonomous automaton/puppeteer).
Design Intent: Not D&D's "sword and sorcery," but "blade and yoma." The differences from Western fantasy lie in the hierarchy of status society, the inhuman threat called yoma, and the scale of small-unit tactics.
#Dependencies Between Premises
Premise 1 (10-sided dice) ──→ Premise 2 (doubles/fate) ──→ Premise 7 (Fate attribute)
│ │
└──→ Premise 3 (wounds) ──┘
│
Premise 4 (Energy) ─────┤
│
Premise 5 (zones) ──┤──→ entire combat system
│
Premise 6 (ranks) ──┘
Premise 7 (attributes) ──→ numerical links to Premises 3, 4, and 5
Premise 8 (scent/law) ──→ applies to wiki-wide formatting
Premise 9 (setting) ──→ Scent(香) text + class/monster design basis
If this document changes, every lower rule document must be reviewed again.