English edition v1.3.3

#Core Index

Contents

Tale of Spirits and Yokai cover

A tabletop roleplaying game(TTRPG) of small-unit tactics and heroic struggles in a Sengoku age crawling with yoma.

Recommended Reading Order — If you are new, read in order:

1. Cover (30 sec) — title, subtitle, first impression.

2. About (5 min) — why this game is different. Distinctions and promises.

3. Creator's Foreword (5 min) — where these rules came from.

4. Golden Rules (5 min) — table operation, GM judgment, rule errors, and the premise for AI material use.

5. Core Premises (15 min) — the 9 roots of the rules. Stop here and you can still see the whole game.

6. Tutorial (60 min) — the path into your first session. A story of three people meeting at a cafe.


#Game Meta Card

ItemValue
Recommended Players3~5 people (GM 1 + PL 2~4)
Session Length3~4 hours
Base DifficultyMedium (first campaign baseline)
Intended ReadersBeginner-friendly (entry through 01-tutorial is possible)
Base ModeScenario play + squad battle hybrid
Current Versionv1.3.1 (co-VERSION)
Update NotesMajor Updates Guide by Version
Document Authority SystemAuthority Level System

#Production and AI Notice

ItemContent
CreatorShellman
Contact and FeedbackX(formerly Twitter) @ds62hg, @trpg_ds62
Generative AI Use NoticeA substantial portion of this material was produced with help from generative AI(LLM) during planning, drafting, prose organization, and proofreading. The image generation process used the GPT Image 2 model. Claude Code and Codex were used for the Japanese and English translations. Final editing and responsibility for publication belong to the creator. If domestic or international law regarding AI-assisted works changes, that law will be followed.
LicenseUnless otherwise stated, this material is distributed under CC BY-NC-SA 4.0.

#Map Collection

MapLocationUse
6 Regions Overviewco-02-04-regions.mdShows the spatial relationships used by the chapter.
Aohu Keep and Seven Lairsco-09-03-borderkeep.mdShows the spatial relationships used by the chapter.
Archfiend Tomb Levelsco-09-04-tomb-of-the-archfiend.mdShows the spatial relationships used by the chapter.
5 Swordsman Hauntsco-09-09-minamoto-specter.mdShows the spatial relationships used by the chapter.
Kagetsuno Phantom Villageco-09-12-ugetsu-village.mdShows the spatial relationships used by the chapter.

#Expansions and Supplement Volumes

co is the canonical source for the core rules and setting. The following volumes go deeper into specific campaign formats, periods, and subjects. New readers should learn co first, then enter only the axes they need.

AxisVolumeUse
Long Campaignex1 Spirit Realm Drift ChronicleA long open-world campaign where a domain falls into the Spirit Realm.
Optional Rulesex2 Hundred Schools in BloomAlternative traits, schools, small items, spells, squads, and house-rule modules.
Period Expansionex3 Edo Strange TalesEdo-period shogunate concealment systems, factions, opponents, and campaign frames.
Divinityfc01 Chronicle of the SacredDivinities of Japanese myth and deity data.
Sengoku Scentfc02 Sengoku GazetteerPure Scent material for reading Sengoku people, lands, and yoma.
Swordmastersfc03 Lives of Japanese SwordmastersHistorical swordmasters, lord-rank sheets, a swordmaster register, and new schools.
Heianfc04 Heian Night TalesHeian figures, yoma incidents, Onmyodo, and period operation.
Masterwork Armsfc05 Chronicle of Famous BladesMasterwork arms, owner relationships, smiths, and creation guides.
Thought and RPfc06 Three Ways Heart SutraConfucian, Buddhist, Zen, and immortalist thought plus Three Ways and Six Hearts RP support.
Dark Face and Demon Artsfc07 Dark Face Heart SutraDark-face play, demon arts, commentary on the 12 fiend classes, and fiend equipment.
Yoma Lorefc08 Hundred Demons Lore ChronicleThe nature of yoma, ghost stories, period variants, empowered yoma, yoma companions, and PC support.
Region and Travelfc09 Shokoku KenbunrokuA travelogue about the lands, roads, customs, and rumors of Japan's sixty-plus provinces.
Driftersfc10 Jiku DenkitanPeople who came from the modern world to the Sengoku era and modern goods that are gradually depleted.
NPC Registerfc11 Sengoku Jinmeicho60 Sengoku-era NPCs from 1st to 10th dan, dual-build examples, commoner slots, and a build-verification harness.
Castles & Siegesfc12 Josai KobokiScene tools for reading Sengoku castles as assault, defense, infiltration, and ruin-exploration zones.

You can check the role and interdependence of currently public volumes again in the fc Supplement Volume Register.


#One-Shot Articles

zn is the one-shot article line: short, single-topic pieces that assume co as the baseline and add one immediately usable character, subject, tradition, or duel frame.

IssueTopicUse
zn01 Entertainer SpecialPeople on the StageEntertainers, performance arts, props, and performance rules in one article.
zn02 Shrine Priests and MikoThose who prevent in advanceShrine-priest and miko figures, prevention, purification, and support use.
zn03 The House SpecialName, blood, and roofWarrior houses, court houses, names, crests, and house creation.
zn04 Exotic Weapons and Hidden ArmsOutlander armsExotic weapons, hidden arms, and irregular battlefield gear.
zn05 Tale of the Bamboo CutterKaguya-hime and the five treasuresTale-based treasures, guardians, elixir material, and the Kaguya axis.
zn06 People of the LandWildlander supplementWildlander peoples, paths, techniques, and gear.
zn07 Uta SpecialComposing waka, renga, haiku, and jiseiPoetic forms and session-facing composition procedures.
zn08 KirishitanPrayers and hymnsKirishitan material, an alternate path, prayers, and hymns.
zn09 The Journey ContinuesThe road beyond 10th danTranscendent growth and technique expansion after 10th dan.
zn10 HatashiaiThe one-ma duelA duel procedure compressed into one ma, one opponent, and one breath.

#00. Basic Documents

  • Konsei Reiyotan Cover — Cover page collecting title, subtitle, and entry links.
  • About Konsei Reiyotan — Identity declaration for the game. What makes it different from other TRPGs.
  • Creator's Foreword — Production motive, rules that influenced it, and AI-use notice.
  • Golden Rules — Table operation, final GM judgment, rule-error handling, and principles for AI-assisted material.
  • Core Premises — The game's 9 root principles. The root of every rule.
  • Glossary — Index of game term definitions.

#01. Tutorial (Start Here If You Are New)

  1. What Is a Tabletop Roleplaying Game? — OK even if you do not know what a TRPG is.
  2. What Is Konsei Reiyotan? — What is special to this game.
  3. Dice and Checks — How to decide everything with two 10-sided dice.
  4. Making Your Hero — A 7-step character creation walkthrough.
  5. Building Your Warband — Squad composition and command.
  6. First Combat Guide — Hands-on experience with initiative→action→lull.
  7. Creating a Faction (GM) — Guide to making a custom faction.
  8. Example of Play — A reconstruction of an actual session. Reading it is enough to get the feel.

#02. Setting


#03. Core Rules

  • Dice System — 2d10, d100, doubles, Fate Intervention
  • Attributes — Courage/Finesse/Physique/Wisdom/Presence/Fate
  • Checks and Saves — 2d10 checks, Target Numbers, opposed checks
  • Energy and Breath — Energy economy, Overload, interrupts
  • Wounds and Defeat — Wounds, Defense, Critical Hits/Fumbles
  • Combat Flow — initiative→action→lull
  • Maneuver System — Techniques/Kata/aptitudes/upkeep/stances. Every action is a maneuver.
  • Zone Tactics — Maneuver modifiers by zone, exclusive control, build links.
  • Noncombat Rules — movement, exploration, negotiation, rest, poison/curse, environment, reputation
  • Domain Management — kokudaka/popular support/fortifications/troops. Seasonal actions and facility construction.
  • Trade and Commerce — trade routes/prices/black-market deals. War outside the battlefield.

#04. Character


#05. Zones

  • Zone Layout — 8 zones, adjacency, variants
  • Domination — zone control
  • Breakthrough — entering an enemy zone
  • Core Zone — special melee zone + strategy for 6 types + combat examples
  • Zone Gimmick Catalog — terrain/hazard/advantage gimmicks + 6 Core Zone types + 6 Outside Zone types + GM combination table
  • 30 Example Battlemaps — 30 ready-to-use battlefield samples. Structure diagrams/Scent/Law/advice collected together

#06. Units


#07. Weapons and Equipment

  • Weapon Overview — size, formula, special effects
  • Weapon Catalog — 26 general weapons + existing masterworks
  • Masterwork Overview — about 55 masterworks across blades/spears/bows/firearms/short arms/staves/armor/accessories
  • Divine Treasures (神器) — 28 Japanese divine treasures from deities and great yoma. Blessings, curses, devotion techniques.
  • Exotic Divine Objects (異國神物)47 non-Japanese treasures (15 masterworks + 32 divine treasures). Kirishitan, Daoist, Three Kingdoms, Investiture of the Gods, Journey to the West, Chinese myth, Joseon, Ryukyu, Mahabharata, Hindu, Persian, European, and northern objects. The realm of outsiders.
  • Makeshift Weapons — 9 farm-tool/improvised/junk weapons. No masterworks. Tools of desperation.
  • Equipment and Consumables — armor, shields, tools, gold, 5 tactics manuals + 7 secret manual masterworks

#08. GM Tools


#09. Scenarios

  • First Blood — Introductory 1-session scenario + 4 pregens
  • Village of Seven Swords — 7 Samurai × yoma. 3~5 sessions.
  • Borderkeep of the Spirit Realm — Keep on the Borderlands × yoma. Open-world base structure.
  • Tomb of the Archfiend — Tomb of Horrors × yoma. Trap/puzzle dungeon.
  • Class Solo Scenarios — 10 classes, 1 player each. Advance from 1st dan to 3rd dan.
  • Silence of the Dragon Palace — Naval battle module. Waterborne combat + negotiable yoma.
  • Night of the Castle Keep — Political drama. Negotiation/private talks/Three Ways and Six Hearts test.
  • Campaign Seeds — 4 long campaign types
  • Vengeful Spirit of the Minamoto — A duel with a heroic spirit. 3~5 dan. Branches into Divine Treasure acquisition or Elite-rank recruitment
  • Fiend ReincarnationExtremely difficult 1-player adventure. 7~9 dan. Sequentially defeat 5 heroic spirit × fiend hybrids + final sorcerer battle. 6~8 sessions
  • Floral Road Hyakki YagyoOngoing quest. Entertainer Kiyomizu's yoma catalog request. Accumulate yoma observations and reports during other scenarios. At 50 yoma collected, gain the secret manual "Floral Road Hyakki Yagyo"
  • Village of Rain and MoonPsychological horror. 2~3 sessions. 4~7 dan. Homage to Ugetsu Monogatari, ghost stories, and Onibaba. An illusion village made by yoma. Accumulating forgetfulness infection, 9 clues to collect, 4 branch endings. Minimal combat, ethical center of gravity

#10. Fiction Collection — Stories of Konsei Reiyotan


#11. Appendix (d100 Tables)


#99. Expansion Text (For Readers)

#Expansion Classes

#Interpretation Principles · Authority System

#Optional Rules (Variant)

  • Detailed Economy — A 3-currency system of gold, silver, and copper. For tables that want historical mood and more delicate trade scenes