#Attributes (能力値)
Contents
Six qualities define a hero. Each attribute has its own role in both combat and exploration, and none can be discarded.
Related Entries: Basic Axioms §7 · Checks and Saves · Dice System · Glossary
Supporting Axiom: Axiom 7 (6 attributes)
#Overview
There are 6 attributes. For PCs and ordinary characters, the default modifier range is -3 ~ +3. For yoma, heroic spirits, and bosses, values stated by their grade or template take precedence, and +4 or higher may be used if needed.
They are assigned at character creation, and increase by +1 at every even dan (段).
| Attribute | Core Combat Function | Derived Value |
|---|---|---|
| Courage (勇) | attack modifier, breakthrough, fear resistance | — |
| Finesse (技) | initiative order, precision actions | Energy maximum = 10+Finesse |
| Physique (體) | overload resistance, heavy armor adaptation | Wounds = 3+Physique |
| Wisdom (智) | spell power, terrain reading | Command Energy: if Wisdom +2 or higher, 1 Energy; otherwise 2 Energy |
| Presence (美) | morale boost, negotiation | Domination aura: if Presence is positive, add that much (Presence +2→Domination +2) |
| Fate (運) | Fate Intervention, luck checks, survival checks | Intervention uses: equal to Fate modifier (minimum 1 use) |
#Courage (勇)
#Scent — Embodiment of Spirit
The one who charges first onto the battlefield. The one who does not blink at an oni's roar. A character with high Courage (勇) drives in the heaviest and sharpest blow when holding a blade, and does not fear forcing a path through the enemy line.
A warrior with Courage +3 raises allied morale simply by standing on the field, and enemies hesitate even to meet his gaze. By contrast, a scholar with Courage -2 may have a brilliant mind, yet freezes the moment a blade comes flying.
RP Uses: declaring duels, intimidation, charge cries, mental resistance against yoma fear, stopping subordinates from fleeing.
#Law — Rule
| Use | Check | Notes |
|---|---|---|
| Melee attack modifier | 2d10 + Courage + proficiency >=Defense | Basic hit check |
| Breakthrough check | 2d10 + Courage >= 11 | Enter enemy Domination zone |
| Force entry into Core Zone | 2d10 + Courage >= 13 | Non-free-entry classes (fixed Target Number) |
| Fear resistance | 2d10 + Courage >= yoma fear value | On yoma encounter |
#Finesse (技)
#Scent — Like Flowing Water
A character with high Finesse (技) moves as naturally as flowing water. Drawing the blade, cutting the enemy, twisting away: the sequence happens within one breath. Being able to take more actions in the same time means survival in combat.
A shinobi with Finesse +3 can cut three times in one breath and still have room to move. An oni with Finesse -2 leaves a long opening after a single swing of the kanabo.
RP Uses: lockpicking, trap disarming, acrobatics, stealth movement, musical performance, precision work.
#Law — Rule
| Use | Effect |
|---|---|
| Energy Maximum | 10 + Finesse modifier (example: Finesse +2 → 12 Energy) |
| Initiative order | Descending Energy (10+Finesse). Initiative +N is an initiative modifier added only to the first-breath count at battle start; it does not increase actual Energy. |
| Exit Core Zone check | 2d10 + Finesse >= 11 |
| Precision action (stealth, traps, etc.) | 2d10 + Finesse + proficiency >= Target Number |
#Physique (體)
#Scent — The One Still Standing Wins
The most important thing on the battlefield is not flashy technique. It is standing until the end. A character with high Physique (體) is cut by blades, struck by kanabo, and pierced by poisoned arrows, yet clenches their teeth and does not let go of the sword.
A Mikkyo monk with Physique +3 is scarred from head to toe, but rises every time. A body that can withstand six fatal wounds is not gained through training alone; it is also the result of clinging to life.
RP Uses: long marches, poison resistance, plague, enduring torture, survival in extreme environments, drinking contests.
#Law — Rule
| Use | Effect |
|---|---|
| Wounds calculation | lord: 3 + Physique modifier (example: Physique +2 → 5 Wounds) |
| Overload resistance | 2d10 + Physique - excess >= 11. On failure, all remaining Energy for this round is lost + Defenseless |
| Exit Core Zone (alternative) | 2d10 + Physique >= 11 (can choose instead of Finesse) |
| Heavy armor adaptation | Offset heavy armor Energy penalty by Physique modifier |
| Poison/disease resistance | 2d10 + Physique >= Target Number |
#Wisdom (智)
#Scent — Eyes that Read the Battlefield
A character with high Wisdom (智) is already winning before drawing a blade. They read weaknesses in enemy formations, judge the advantages and disadvantages of terrain, and place subordinates in the exact position with a single command. For spellcasters, it is also the power to understand and control the spiritual world.
A scholar with Wisdom +3 can predict the enemy's next round with one sweep of the battlefield. His squad command is made with a single word (Energy 1), and soldiers begin moving before the word has even finished.
RP Uses: strategy planning, scholarly knowledge, cipher reading, historical research, logical persuasion in negotiation, spell research.
#Law — Rule
| Use | Effect |
|---|---|
| Squad Order Energy cost | Base 2 Energy. If Wisdom +2 or higher, 1 Energy. |
| Spell check | 2d10 + Wisdom + proficiency >= Target Number |
| Terrain reading | 2d10 + Wisdom >= Target Number (ambush detection, etc.) |
| Tactical identification | 2d10 + Wisdom >= Target Number (usually 11, skilled commander 13, great commander 15). Read enemy intent, weakness, and ambushes. |
#Presence (美)
#Scent — By Standing There
Presence (美) is not mere appearance. It is presence. When a character with high Presence stands in a zone, allies straighten their backs on their own, and enemies unconsciously step back. Charisma on the battlefield is as powerful a weapon as a blade.
When a samurai with Presence +3 stands in the Front Zone, allied Domination in that zone visibly rises. By contrast, a wildman with Presence -2 may be strong, but their presence does not raise allied morale.
RP Uses: negotiation, disguise, bribery, speeches, recruiting mercenaries, urging an enemy commander to surrender, entertainer performances.
#Law — Rule
| Use | Effect |
|---|---|
| Domination aura | If a lord/commander is in the zone, allied Domination +Presence. If Presence is 0 or lower, no bonus. Presence +2 gives +2. |
| Negotiation/intimidation check | 2d10 + Presence + proficiency >= Target Number |
| Morale boost | During lull phase, 2d10 + Presence >= 11 → recover squad Cohesion |
| Disguise/impersonation | 2d10 + Presence >= observer Perception |
#Fate (運)
#Scent — A Blessing that Creates Debt
Fate (運) is neither talent nor effort; it is what the world owes that person. A blade glances away from a gap in armor, a collapsing castle wall opens just enough space for one person to pass, and an enemy sword grazes past a vital point.
But heavenly luck is finite. Each time it is used, the debt owed to the world increases by one. A character with Fate +3 can cause three miracles per battle, but at the fourth crisis, there is nothing to do but pray.
RP Uses: gambling, chance discovery, premonition, "I almost died just now" narration, dramatic turns at decisive moments.
#Law — Rule
| Use | Effect |
|---|---|
| Fate Intervention | After a 2d10 roll, adjust one d10 by ±1. Uses per battle equal to Fate modifier, minimum 1 use. |
| Fate Intervention uses | create doubles, cross the success threshold, avoid fumbles, induce Heavenly Mandate, etc. |
| Noncombat: luck check | 2d10 + Fate >= Target Number (chance discovery, gambling, etc.) |
| Post-battle survival check | After falling at Wounds 0, survive if 2d10 + higher of Physique or Fate >= 11. |
Difference from Other Attributes: Courage through Presence are modifiers that apply constantly, while Fate is a resource actively chosen and spent. Higher Fate gives more choices, and also supports luck checks and survival checks. Low Fate still guarantees the last 1 intervention, but lowers the odds of lucky events outside combat and survival after falling.
Every attribute operates on the 2d10 system in Checks and Saves.