#Glossary (用語辭典)
Contents
This document is the single source of definition for every game term in Konsei Reiyotan. When another document explains a term, it should link here.
⚠ This document is for reference. If this is your first time reading, start with the Tutorial.
Related Items: Core Premises · Wiki Home
#Core Combat Loop Relationship Diagram
Round begins
↓
Everyone resets to maximum Energy (Energy = 10+Finesse)
↓
Counts descend (highest Energy first)
↓
Your count → one breath (base limit 5, expandable)
│ ├ Active: execute maneuver (attack/move/squad command)
│ └ Reservation: prepay defensive maneuver → trigger at 0 Energy on an enemy breath
↓
Enemy count → enemy breath
↓
Everyone at Energy 0 → lull (recovery/environment/yoma intrusion)
↓
Next round
#Dice and Checks
2d10: The basic check method: roll two 10-sided dice at the same time and add them together. Range 2~20, average 11, bell curve. → Dice System
d100 (percentile): Read two 10-sided dice as the tens digit and ones digit. Range 01~00(100). → Dice System
Double (雙目): On a 2d10 roll, both dice show the same number. 10% chance. Triggers a Critical Hit or Fumble. → Dice System
Critical Hit (会心): Double + check success. A critical hit. 2 Wounds or a special effect. → Wounds and Defeat
Fumble (失着): Double + check failure. A fumble. Defenseless, weapon breakage, and similar results. → Wounds and Defeat
Heavenly Mandate (天命): Double 10(sum 20) + success. A decisive great success. → Dice System
Karmic Retribution (業報): Double 1(sum 2) + failure. A fatal great failure. → Dice System
Fate Intervention (運命介入): Spend the Fate(運) attribute to adjust the value of one d10 by ±1. → Dice System
Target Number (目標値): The minimum total required for a check to succeed. Base 11. → Checks and Saves
#Attributes
Courage (勇): Spirit and martial force. Attack modifier, Breakthrough checks, fear resistance. → Attributes
Finesse (技): Manual skill and agility. Maximum Energy(10+Finesse), initiative order. → Attributes
Physique (體): Toughness and endurance. Wounds calculation(3+Physique), Overload resistance. → Attributes
Wisdom (智): Cunning and sorcery. Command Energy efficiency, sorcery power. → Attributes
Presence (美): Bearing and charm. Domination aura bonus(+Presence), morale encouragement. → Attributes
Fate (運): Fortune. Fate Intervention(dice ±1), usable a number of times per combat equal to the Fate modifier, minimum 1 time. → Attributes
Modifier (修正値): A bonus or penalty derived from an attribute. The base range for PCs and ordinary characters is -3 ~ +3. → Attributes
#Combat — Actions
Energy (活力): The action resource inside a round and the count timeline. Maximum 10+Finesse. Resets each round. → Energy and Breath
Overload (過負荷): Triggers when Energy spent within one breath exceeds the current limit(base 5). Check: 2d10 + Physique - excess >= 11. On success, the limit for the next 1 breath is 3. On failure, all remaining Energy for the round is wiped out + Defenseless. → Energy and Breath
Breath (呼吸): The unit for consecutive actions on your own count. The base limit is 5 Energy, and skills/equipment/special effects can expand it. Exceeding it causes Overload. → Energy and Breath
Round (間合): 1 round of combat. The cycle is everyone resets Energy → counts proceed → everyone reaches 0 → lull. → Combat Flow
Count: The action order, proceeding in descending order from the highest Energy. Enemies and allies interleave. → Combat Flow
Reservation (豫約): Prepaying a defensive maneuver within a breath. It triggers at 0 Energy on an enemy breath. If not reserved, it is improvised(1.5 times cost). → Energy and Breath
#Combat — Damage
Wounds (戰力): The number of fatal wounds a unit can endure. Lord rank = 3+Physique. A hit usually reduces this by 1. At 0, the unit is incapacitated. → Wounds and Defeat
Defense (防備): The value that blocks attacks. An attack hits if 2d10+attack modifier >= Defense. → Wounds and Defeat
Defense Bypass Tags: Effects that bypass defense use 3 families: [Pierce N](ignore N points of armor/shield only, minimum 10) / [Direct N](ignore N points of non-armor bonuses, armor protection remains) / [Incorporeal](bypass Defense itself, with graded immunity by the defender's exorcism stage). Defense -N is a Defense debuff, and [Break] is an equipment-damage auxiliary effect that permanently applies the listed [Pierce N] reduction until repair. → Wounds and Defeat §Defense and Penetration System
Defenseless (無防備): Release the stance you are maintaining and take Defense -4. You cannot use defensive reservations, evasion, or counterattack-type defensive techniques. → Wounds and Defeat
Critical Expansion (会心擴張): Only when an explicit trait, divine item, or expansion effect says so, a successful check also counts as a Critical Hit if the two dice differ by exactly 1. Basic ambushes do not use Critical Expansion. → Double
Incapacitated (戰鬪不能): Wounds 0. The unit falls and can no longer act. → Wounds and Defeat
#Combat — Phases
Initiative Phase (先攻, Initiative): Determines count order at the start of a round. Highest Energy acts first. → Combat Flow
Action Phase (行動): The main phase in which units spend Energy to act. → Combat Flow
Lull Phase (小康, Lull): After a round ends, handle recovery, buffs, and environmental variables. → Combat Flow
Retreat (戰場離脫): A 3 Energy maneuver. Exit the battlefield from your own Flank Zone or your own Rear Zone. If an adjacent enemy is present, resolve an opposed pursuit check with 2d10+Finesse. If accompanying a squad, make a Cohesion check 2d10+Presence >= 11. → Retreat
Honor-bound Class (名譽職): A class category that suffers follow-up penalties when retreating. The basic honor-bound classes are samurai, Pure Land monks and arahitogami, and heroic spirits from warrior lineages. For the detailed classification and follow-up, see → Class Honor Classification
Independent Class (獨立職): A wide range of classes whose identity does not conflict with battlefield retreat. Most classes outside the basic honor-bound classes fall here, and they have no retreat follow-up penalty.
Conditional Honor-bound Class: A class that is basically independent, but may receive honor-bound follow-up because of training, service status, faction discipline, or school discipline. Examples: a shugenja's training vow, an esoteric monk belonging to an order, a court onmyoji, or a license holder of Jigen-ryu or Kan-ryu.
#Zones
Zone (Zone, 區域): A spatial unit dividing the battlefield. There is no grid. → Zone Layout
Domination (Domination, 制壓): The value of control over a zone. Calculated from unit quality and quantity. → Domination
Breakthrough (Breakthrough, 突破): Entering a zone where enemy Domination is higher. This risks extra Energy cost or Defenseless. Three stages: Target Number 11/14/16. → Breakthrough
Blockade (封鎖): A state in which one side has reached the Domination cap of a narrow path. The opposing side cannot enter that zone by normal movement. The only forced method is Blockade Breakthrough Target Number 15(on failure, Defenseless + cannot enter until your next count). During a blockade, as a zone property, all blockers gain long weapons +1 / short weapons -1. 1 unit designated as the Blockader(封鎖者) also gains Defense +1. If the blockading side's Domination falls below the cap, the blockade automatically ends. → Narrow Path §Blockade
Blockader (封鎖者): The 1 representative unit declared by the blockading side when the blockade triggers. That unit gains Defense +1. If it falls or retreats, the blockading side immediately declares the next blockader(as long as the blockade is maintained). This is the narrative anchor of "the one holding the bridge."
Core Zone (心府): An extreme melee zone where friend and foe cannot be distinguished. Special entry conditions, Domination cancellation, friendly fire. → Core Zone
Front Zone (前列): The zone where both sides fight directly. The allied Front Zone and enemy Front Zone are directly adjacent. → Zone Layout
Rear Zone (後列): A safe zone behind the Front Zone. Archers and commanders wait here. → Zone Layout
Flank Zone (外廓): A side route for going around the enemy. → Zone Layout
Outside Zone (外部): A special hidden zone outside the battlefield. → Zone Layout
#Unit Ranks
Mob: Wounds 0. The weakest beings, killed by an attack declaration alone. → Mob
Minion: Wounds 1. Has Defense. A hit kills it instantly. Operated in squads. → Minion
Veteran: Wounds 2~3. Each hit reduces Wounds by 1. → Veteran
Elite: Wounds 3~4. Has its own Energy pool. Enemy lieutenant tier. → Elite
Lord: Wounds 3+Physique. Player characters and enemy commanders. → Lord
Term Use Principle — the place of "mob" and "boss"
In rules contexts(checks, effect calculations, Target Numbers, stat blocks, and so on), always use only the official terms Mob/Minion/Veteran/Elite/Lord. Gaming shorthand such as "mob," "boss," "boss-tier," or "final boss" is not rules terminology.
In narrative and dialogue contexts(fiction logs, scenario description, campaign flow explanation), common shorthand may be used freely. Interpret it as follows:
- "mob" ≈ many Mobs or a Minion squad (the specific rank is determined by context or the linked stat block)
- "boss" ≈ an Elite-rank or Lord-rank enemy (a representative enemy positioned at the scenario endpoint)
- "final boss" ≈ a Lord-rank hostile force at the climax of a campaign
If a check or effect depends on how a shorthand term is interpreted, the side that reduces it to rules terminology takes priority.
Squad (Squad, 部隊): A unit that operates Minions/Veterans as a group. Has Cohesion. → Squad Operations
Individual Unit (個別部隊): A unit operated as 1 person = 1 block. It is not a target for squad commands, general command, squad tactics, or Cohesion. Shikigami, puppets, Elite-rank lieutenants, and Lord-rank PCs fall here. → Individual Unit Rules
Cohesion (Cohesion, 結束力): A squad's morale/durability. At 0, the squad enters Rout. → Cohesion
Rout (崩壞): Cohesion 0. Squad members have broken, fled, or hidden. Wounds may remain, and the Lord can rescue them at each lull with a Presence(美) check. They automatically regroup after combat. → Rout
Destruction (潰滅): Wounds 0 or an explicit special effect has physically wiped out the squad. It cannot return during combat. After combat, it must be rebuilt by spending gold + seasonal time. Named lieutenants are permanently lost. → Destruction
#Weapons
Overburdened (過積載): Carrying a large amount of baggage or an obviously heavy object directly, without a squad or mount. Maximum Energy -1, Infiltration -2. → Equipment §Baggage and Overload
Size Category: A weapon's physical size. Affects Energy cost inside the Core Zone. → Weapon Overview
- Short Weapon (短): Energy -1 inside the Core Zone. (daggers, etc.)
- Standard (標準): No modifier inside the Core Zone. (katana, etc.)
- Long Weapon (長): Energy +1 inside the Core Zone. (spear, nodachi, etc.)
- Ranged (遠): Can shoot into an adjacent zone. Risk of friendly fire in the Core Zone. (bow, teppo, etc.)
#Three Ways and Six Hearts
Three Ways and Six Hearts (三道六心): An alignment system based on Confucianism, Buddhism, and Daoist/Shinto thought. Used instead of D&D's 9 alignments. → Three Ways and Six Hearts
Way of Rites (禮道): Rooted in Confucianism. Order, loyalty, human ethics. "What is the human way?" → Three Ways and Six Hearts
Way of Emptiness (空道): Rooted in Buddhism. Compassion, karma, liberation. "Why does suffering exist?" → Three Ways and Six Hearts
Way of Mystery (玄道): Rooted in Daoism/Shinto. Nature, harmony, spirits. "Is the world complete as it is?" → Three Ways and Six Hearts
Loyalty (忠): The bright heart of the Way of Rites. Preserves order. → Three Ways and Six Hearts
Hegemony (覇): The dark heart of the Way of Rites. Forces order. → Three Ways and Six Hearts
Compassion (慈): The bright heart of the Way of Emptiness. Embraces suffering. → Three Ways and Six Hearts
Void (虛): The dark heart of the Way of Emptiness. Lets everything go. → Three Ways and Six Hearts
Truth (眞): The bright heart of the Way of Mystery. Becomes one with the world. → Three Ways and Six Hearts
Demon (魔): The dark heart of the Way of Mystery. Follows instinct. → Three Ways and Six Hearts
No Heart (無心): A state inclined toward none of the ways. One who has lost the path, or has not yet found it. → Three Ways and Six Hearts
Heart Shift (心轉): The heart turns from the bright side to the dark side, or the reverse. → Three Ways and Six Hearts
#Supplemental Combat Rules
Combo Fatigue (連擊疲勞): Starting with the 4th strike against the same target in the same round, hit -2 cumulative. Resets when the target changes. → Wounds and Defeat, Balance Standards
Faith (信仰): A resource exclusive to Arahitogami. Starts at 3, maximum 10. Fuel for divine abilities. → Arahitogami
#Maneuver System
Maneuver: Any individual action that can be executed during combat. There are 6 sources: techniques/Kata/aptitudes/upkeep/stances + squad tactics. → Maneuver System
Technique (技法): A maneuver derived from a weapon/armor/consumable. Each weapon has Attack A/Attack B/Defense/License/masterwork techniques. → Weapon Catalog
Kata (型): An active maneuver derived from a trait. Spend Energy to activate it. → Maneuver System
Aptitude (素養): Passive. Always active once learned. → Maneuver System
Upkeep (整備): A maneuver used only during the lull phase. → Maneuver System
Stance (構え): A maintained passive. Only 1 can be active at a time. → Maneuver System
School (流派): A martial school that replaces a skill's License maneuver and secret art(the replacement maneuver at Master rank). → School System, School Data
Secret Art (秘技): The dedicated maneuver by which a school replaces the basic Master maneuver at Master rank. It is separate from a masterwork technique. → School System
Austerity (苦行): Exclusive to Shugenja. Strengthens techniques by voluntarily reducing Wounds. 1st realm(-1 Wound/+2), 2nd realm(-2/+4/+1 damage), 3rd realm(-3/+6/+2 damage/[Pierce All]). → Shugenja
Puppet (傀儡): Exclusive to Puppeteer. A remotely controlled combat doll. Operates using the user's Energy. → Puppeteer
#School Terms
Famous School (有名門派): A type of school. Dojo/fellow-school negotiations across the land +2. Excommunication follows dishonor. → School System
Secret Master, Secret Transmission (秘人秘傳): A type of school. A bond with a master NPC. If the master dies, the secret art remains incomplete. → School System
Self-Taught Style (自己流): A type of school. Self-taught. "Cannot be read"(-2) against a first-time opponent. → School System
Excommunication (破門): Being expelled from a famous school. Lose school license/secret art, return to basic maneuvers, slots are not refunded. → School System
#Faith and Philosophy
Shinto (神道): Japan's native polytheism. Kami dwell in all things. Spiritual foundation for arahitogami and wildlanders. → Faith in the Sengoku Period
Buddhism (佛教): Teachings of compassion and liberation. In the Sengoku period, both the foundation of exorcism and a political force. Esoteric monks/Pure Land monks/shugenja. → Faith in the Sengoku Period
Onmyodo (陰陽道): Daoism + yin-yang five phases + Japanese native sorcery. The scholarly foundation of onmyoji. → Faith in the Sengoku Period
Confucianism (儒教): A system of human ethics. Root of bushido. Root of the Way of Rites(禮道) in Three Ways and Six Hearts. → Faith in the Sengoku Period
Kirishitan (吉利支丹): Christianity. Faith in the single God from beyond the sea. Has its own Three Ways: Way of the Lord(信/狂). → Faith in the Sengoku Period
Heterodox Trait: A variant trait outside orthodox doctrine. Powerful, but carries social costs and changes in Three Ways and Six Hearts. → Faith in the Sengoku Period §7
Cult (邪教): An extreme faith group such as yoma worship, apocalyptic doctrine, or fanaticism. An NPC faction or path of corruption. → Faith in the Sengoku Period §8
Fanaticism (狂信): A special rule for cult squads. Cohesion fixed at 5. If the cult leader is incapacitated, all members kill themselves. → Faith in the Sengoku Period
Kegare (穢): Impurity(不淨). Pollution by death/blood/yoma. The Shinto interpretation of spiritual contamination. → Faith in the Sengoku Period
Kamuy (神威): The dignity and power of the kami revered by Emishi/wildlanders. The axis of conflict between wildlander kamuy faith and Shinto/Way of Mystery. → Faith in the Sengoku Period
#Conditions (Additional)
Sleep (睡眠): Cannot act. Defense -4. Ends immediately when hit. → Condition List
Spiritual Pollution (靈汚染): Lose 1 Wound each lull. Removed by Exorcism>=13 or staying inside a barrier. → Condition List
Grudge Mark (怨標): Exclusive to specific vengeful spirits. Lose 1 Wound each lull. Removed by Exorcism>=15 or resolving the grudge. → Condition List
Mantra Corrosion (眞言侵蝕): After using a Shingon Exorcism school technique. Negotiation/Command -3. Ends automatically at the end of that round. → Condition List
Possession (憑依): A yoma controls the target. Friend/foe alignment changes. Removed by Exorcism>=15 or a vajra strike. → Condition List
Holy Fire (聖火): Yoma inside the zone lose 1 Wound each lull. Harmless to humans. The goma rite field of the Shugendo school. → Condition List
#Domain Management
Kokudaka (石高): A domain's rice production. The basic unit of food supply and economic power. → Domain Management
Popular Support (民心): The support level of the domain's residents. 0~10. Low values risk uprising. → Domain Management
Fortress Rating (城砦): A domain defense facility. Rank 1(wooden palisade)~4(great castle). Defense bonus + additional siege rounds. → Domain Management
Seasonal Action: A strategic action chosen each season in domain management. Facility construction/squad recruitment/trade, and so on. → Domain Management
#Squad Tactics
Tactic (戰術): A combat action held by a squad. Activated by the commander's squad command. The 6th source of maneuvers. → Squad Operations §Squad Tactics
[Tactic:Kata]: A squad's active tactic. Activated by spending the commander's Energy. → Maneuver System §2.5
[Tactic:Stance]: A squad's maintained formation. Only 1 at a time, released when moving. → Maneuver System
[Tactic:Aptitude]: A squad's passive trait. Always applied. Includes faction traits. → Squad Operations
Faction Trait (陣營基盤): A faction-shared passive [aptitude]. Built into Minion~Elite ranks, treated as a Lord-rank trait, and learnable by PCs. → Faction Map §Faction Traits
Tactics Manual (戰術書): A book that permanently adds 1 [Tactic:Kata] to a squad. Can be copied. → Equipment §Tactics Manual
Secret Manual (秘傳書): Permanently adds a [Tactic:Stance/Aptitude] to a squad. Unique item, cannot be copied. → Equipment §Secret Manual
Elite Armament (精銳武裝): A gold investment that gives the whole squad +1 to checks. → Squad Operations §Squad Equipment
Squad Advancement: Advancement through combat experience: Mob→Minion→Veteran→Elite→Lord. → Squad Operations §Squad Advancement
#Dual Build
Dual Build (二重構成): Main class + secondary class. "Borrow" secondary class traits. Total cap 10 dan. Declared at 3rd dan+. → Progression System §Dual Build
Multiclass Renown Title: A Tatsujin (10th dan) trait exclusive to Dual Build. Synergy between two classes. → Progression System
#Fiend Classes
Fiend Class (魔人職業): A hybrid of 2 existing classes. Villain-only(PC possible). Extreme strengths and weaknesses. 12 types. → Villain Play Guide
Humanity (人間性): A resource exclusive to Shurado. Starts at 10, -1 each combat. 0 = turns into an NPC oni(character lost). → Shurado
This glossary is updated whenever the wiki expands.