#Core Index
Contents

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
| Item | Value |
|---|---|
| Recommended Players | 3~5 people (GM 1 + PL 2~4) |
| Session Length | 3~4 hours |
| Base Difficulty | Medium (first campaign baseline) |
| Intended Readers | Beginner-friendly (entry through 01-tutorial is possible) |
| Base Mode | Scenario play + squad battle hybrid |
| Current Version | v1.3.1 (co-VERSION) |
| Update Notes | Major Updates Guide by Version |
| Document Authority System | Authority Level System |
#Production and AI Notice
| Item | Content |
|---|---|
| Creator | Shellman |
| Contact and Feedback | X(formerly Twitter) @ds62hg, @trpg_ds62 |
| Generative AI Use Notice | A 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. |
| License | Unless otherwise stated, this material is distributed under CC BY-NC-SA 4.0. |
#Map Collection
| Map | Location | Use |
|---|---|---|
| 6 Regions Overview | co-02-04-regions.md | Shows the spatial relationships used by the chapter. |
| Aohu Keep and Seven Lairs | co-09-03-borderkeep.md | Shows the spatial relationships used by the chapter. |
| Archfiend Tomb Levels | co-09-04-tomb-of-the-archfiend.md | Shows the spatial relationships used by the chapter. |
| 5 Swordsman Haunts | co-09-09-minamoto-specter.md | Shows the spatial relationships used by the chapter. |
| Kagetsuno Phantom Village | co-09-12-ugetsu-village.md | Shows 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.
| Axis | Volume | Use |
|---|---|---|
| Long Campaign | ex1 Spirit Realm Drift Chronicle | A long open-world campaign where a domain falls into the Spirit Realm. |
| Optional Rules | ex2 Hundred Schools in Bloom | Alternative traits, schools, small items, spells, squads, and house-rule modules. |
| Period Expansion | ex3 Edo Strange Tales | Edo-period shogunate concealment systems, factions, opponents, and campaign frames. |
| Divinity | fc01 Chronicle of the Sacred | Divinities of Japanese myth and deity data. |
| Sengoku Scent | fc02 Sengoku Gazetteer | Pure Scent material for reading Sengoku people, lands, and yoma. |
| Swordmasters | fc03 Lives of Japanese Swordmasters | Historical swordmasters, lord-rank sheets, a swordmaster register, and new schools. |
| Heian | fc04 Heian Night Tales | Heian figures, yoma incidents, Onmyodo, and period operation. |
| Masterwork Arms | fc05 Chronicle of Famous Blades | Masterwork arms, owner relationships, smiths, and creation guides. |
| Thought and RP | fc06 Three Ways Heart Sutra | Confucian, Buddhist, Zen, and immortalist thought plus Three Ways and Six Hearts RP support. |
| Dark Face and Demon Arts | fc07 Dark Face Heart Sutra | Dark-face play, demon arts, commentary on the 12 fiend classes, and fiend equipment. |
| Yoma Lore | fc08 Hundred Demons Lore Chronicle | The nature of yoma, ghost stories, period variants, empowered yoma, yoma companions, and PC support. |
| Region and Travel | fc09 Shokoku Kenbunroku | A travelogue about the lands, roads, customs, and rumors of Japan's sixty-plus provinces. |
| Drifters | fc10 Jiku Denkitan | People who came from the modern world to the Sengoku era and modern goods that are gradually depleted. |
| NPC Register | fc11 Sengoku Jinmeicho | 60 Sengoku-era NPCs from 1st to 10th dan, dual-build examples, commoner slots, and a build-verification harness. |
| Castles & Sieges | fc12 Josai Koboki | Scene 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.
| Issue | Topic | Use |
|---|---|---|
| zn01 Entertainer Special | People on the Stage | Entertainers, performance arts, props, and performance rules in one article. |
| zn02 Shrine Priests and Miko | Those who prevent in advance | Shrine-priest and miko figures, prevention, purification, and support use. |
| zn03 The House Special | Name, blood, and roof | Warrior houses, court houses, names, crests, and house creation. |
| zn04 Exotic Weapons and Hidden Arms | Outlander arms | Exotic weapons, hidden arms, and irregular battlefield gear. |
| zn05 Tale of the Bamboo Cutter | Kaguya-hime and the five treasures | Tale-based treasures, guardians, elixir material, and the Kaguya axis. |
| zn06 People of the Land | Wildlander supplement | Wildlander peoples, paths, techniques, and gear. |
| zn07 Uta Special | Composing waka, renga, haiku, and jisei | Poetic forms and session-facing composition procedures. |
| zn08 Kirishitan | Prayers and hymns | Kirishitan material, an alternate path, prayers, and hymns. |
| zn09 The Journey Continues | The road beyond 10th dan | Transcendent growth and technique expansion after 10th dan. |
| zn10 Hatashiai | The one-ma duel | A 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)
- Tutorial Folder Entrance — How to read and an 8-chapter roadmap.
- What Is a Tabletop Roleplaying Game? — OK even if you do not know what a TRPG is.
- What Is Konsei Reiyotan? — What is special to this game.
- Dice and Checks — How to decide everything with two 10-sided dice.
- Making Your Hero — A 7-step character creation walkthrough.
- Building Your Warband — Squad composition and command.
- First Combat Guide — Hands-on experience with initiative→action→lull.
- Creating a Faction (GM) — Guide to making a custom faction.
- Example of Play — A reconstruction of an actual session. Reading it is enough to get the feel.
#02. Setting
- Setting Overview — Sengoku period + yoma. A world of blades and yoma.
- Three Ways and Six Hearts — An alignment system based on Confucianism, Buddhism, and Daoist thought. 忠/覇/慈/虛/眞/魔.
- Faction Map and Troop Types — 13 major factions, unique troop types, and encounter packages by rank.
- Lands of the Sengoku — Climate, yoma, factions, and campaign mood for 6 regions.
- Daily Life in the Sengoku — Food, status, travel, seasons, and dreams. Noncombat flavor.
- Sengoku Timeline — 100 years of history. From Spirit Realm tremors to the present.
- Relationship Map — Major NPC relationship network. Alliance/hostility/master-disciple/secret deals.
- Faith in the Sengoku Period — Shinto/Buddhism/Onmyodo/Confucianism/Kirishitan. Heterodox traits. Cult rules.
#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
- Character Creation — 7-step creation procedure
- Backgrounds (13 Types — Includes 6 Recommended for Beginners) — Origins and crossroads. Includes expanded backgrounds such as child of the Spirit Realm, drifter, battlefield orphan.
- Progression System — 10-dan cross-growth, general traits, and the Adaptation mechanic
- School System — School structure and acquisition rules.
- School Data — Swordsmanship 4 + Spearmanship 2 + Unarmed Combat 1 + Ninjutsu 2 + Archery 2 + Sorcery 2 + Exorcism 2 + Gunnery 2 + Medicine 1 = 18 detailed entries
- Renown Titles — The 3 ultimate choices of a Tatsujin
- Character Sheet — Printable record sheet
- Expanded Support Sheets — Public record sheets attached when using
exandfcexpansions - Classes (33 Classes — Role-Group Hub) — choose by role across 4 tiers (Base 6 · Expansion 12 · Outsider 3 · Fiend 12). New players start from the Base 6.
- Skills (36 Types) — 5-stage proficiency
- Skill List — Reference for 30 general skills (the 6 exclusive skills are separate documents)
- Sample Characters — 54 sheets for the 18 official classes + 12 fiends + 3 outsiders + heroic spirit catalog
- Dual Build — Multiclassing. Main + secondary class. 12 dedicated Renown Titles.
- Fiend Classes (12 Types) — Villain-only expansion classes + villain play guide
- Outsider Classes (3 Types): Modern Human · Heroic Spirit · Celestial — Those who do not belong to this age. Adaptation mechanic.
#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
- Unit Ranks — 5-rank comparison table
- Mob · Minion · Veteran · Elite · Lord
- Squad Operations — squad tactics([Tactic:Kata]/[Tactic:Stance]/[Tactic:Aptitude]), Cohesion, command, advancement, generic squads(mercenary/militia/bandit), equipment rules
#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
- GM Tools Folder Entrance — Overview of reference material for running the game.
- GM Starting Guide — Where Should I Read First? — Introductory document on what a new GM should read first and keep open
- GM Assembly Guide — Building a Session — Practical assembly procedure that binds goal, battlefield, enemies, and reward into a session
- GM Campaign Guide — Long-Term Operation and Expansion — Long-term operation document connecting factions, regions, long hooks, domains, and trade
- Encounter Design — combat difficulty, composition
- Yoma Catalog — about 50 yoma stat blocks
- OSR Conversion — converting B/X data
- Zone Modification — GM battlefield variants
- Balance Standards — DPT calculation, breath limits
#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 Reincarnation — Extremely difficult 1-player adventure. 7~9 dan. Sequentially defeat 5 heroic spirit × fiend hybrids + final sorcerer battle. 6~8 sessions
- Floral Road Hyakki Yagyo — Ongoing 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 Moon — Psychological 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
- Fiction Folder Entrance — Scent/Law dual structure, Fiction-Only declaration, and character index.
- Episode 1: One Breath on the Bridge — Energy/count/reservation/technique choice
- Episode 2: Sutra of the Core — Core Zone tactics/incorporeal/Cohesion
- Episode 3: Shadow and Thunder — Outside/infiltration/teppo/scholar transfer
- Episode 4: Twin Eyes of Fate — doubles/Fate Intervention/Three Ways and Six Hearts/hanyo
- Episode 5: Mechanical Heart — autonomous automaton/repair/artisan/merchant/pseudo-emotion
- Episode 6: Weight of Gold — noncombat/negotiation/gold/reputation/travel
- Episode 7: Earth Vein — zone modification/faith/barrier/noncombat exploration
- Episode 8: End of Austerity — austerity/self-sacrifice/vajra/underwater zone
- Episode 9: Thread and Heart — puppet operation/Split Existence/Backlash/Outside Zone+Core Zone
- Episode 10: Weight of Schools — school license/secret art/gunnery/Holy Fire zone/Three Ways and Six Hearts conflict
- Episode 11: Sakai Night Market — noncombat/negotiation/urban yoma/reputation/Three Ways and Six Hearts branch
- Episode 12: Prayer in the Graveyard — underground yoma/austerity/barrier/resolving resentment/exorcism links
- Episode 13: Gate of the Spirit Realm — Spirit Realm yoma/mixed currents/yumekui/barrier sealing/faith/Fate Intervention
- Episode 14: Winter Eve — domain management/trade/facility construction/squad recruitment/seasonal action
- Episode 15: Assault on Hannyakai — infiltration battle against 4 of the 12 fiend types(Shurado/Kekka/Tatarigami/Jikiniki). Predation, Faith Reversal, Blood-Red Dance stacks
- Episode 16: Those Who Crossed the Age — 3 outsider types(modern human/heroic spirit/celestial) appear together. Divine object [Understanding] path, authority descent curve, Adaptation mechanic
#11. Appendix (d100 Tables)
- Quick Reference — Combat summary sheet + table of 18 schools
- Condition List — Single-page reference for every condition
- Heavenly Mandate Table (d100) — great success results
- Karmic Retribution Table (d100) — great failure results
- Yoma Encounter Table (d100) — yoma intrusion during the lull phase + 4 regional variants
- Loot Table (d100) — post-combat rewards
- Name Generator — d100 character names
- NPC Personality Generator — d10 x2 outer/inner nature + 13-faction trait tables
- Tactics Guide & FAQ — player tactical advice + school-by-school/yoma-by-yoma counterplay
- Maneuver Cards — printable maneuver reference cards
- Maneuver Catalog — complete index of core rulebook maneuvers (1,226 entries · 14 alphabetical sections · source links included)
- Class/Trait Catalog — cross-reference for 1/3/5/7/9 dan choices, Core Zone entry, and squad tactics across 33 classes
- Arms and Divine Object Catalog — cross-reference by equipment axis for basic weapons, masterworks, Japanese divine treasures, exotic divine objects, and tactics manuals
- Enemy Catalog — fast search by role/environment/tag for yoma templates and fiend enemy classes
- Squad and Tactics Catalog — generic squads, support squads, faction tactics, advancement, and mass-battle hub
- Background and Renown Title Catalog — full long-term growth lineage for 13 backgrounds and the 3-source Renown Title system
#99. Expansion Text (For Readers)
#Expansion Classes
- Expansion Classes — Supplementary Data — the 4-tier overview and role-group classification are unified into the class hub. This document holds only supplementary data such as outsider selection guidance. 12 fiend classes, 3 outsider classes.
#Interpretation Principles · Authority System
- Core Interpretation Principles (6 Principles) — Higher principles for rule crashes and cross-build interpretation
- Authority Level System — Canon/Summary/Variant/GM discretion/Fiction-Only/Archive
- Copyright and Use Permission — Creator credit, CC BY-NC-SA 4.0, generative AI and image generation notice
- fc Supplement Volume Register — The roles and reading axes of current public volumes from
fc01throughfc12
#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