English edition v1.5

#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).

AttributeCore Combat FunctionDerived Value
Courage (勇)attack modifier, breakthrough, fear resistance
Finesse (技)initiative order, precision actionsEnergy maximum = 10+Finesse
Physique (體)overload resistance, heavy armor adaptationWounds = 3+Physique
Wisdom (智)spell power, terrain readingCommand Energy: if Wisdom +2 or higher, 1 Energy; otherwise 2 Energy
Presence (美)morale boost, negotiationDomination aura: if Presence is positive, add that much (Presence +2→Domination +2)
Fate (運)Fate Intervention, luck checks, survival checksIntervention 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

UseCheckNotes
Representative Attack A(Courage-based technique)2d10 + Courage + relevant skill >= DefenseThe technique's specified attribute takes priority
Breakthrough check2d10 + Courage >= Breakthrough Target Number(11/13/15)Enter an enemy-controlled zone
Force entry into Core Zone2d10 + Courage >= 13Non-free-entry classes (fixed Target Number)
Fear resistance2d10 + Courage >= yoma fear valueOn 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

UseEffect
Energy Maximum10 + Finesse modifier (example: Finesse +2 → 12 Energy)
Initiative orderDescending 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 check2d10 + 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.

An esoteric 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

UseEffect
Wounds calculation3 + Physique modifier (example: Physique +2 → 5 Wounds)
Overload resistance2d10 + 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 adaptationOffset heavy armor Energy penalty by Physique modifier
Poison/disease resistance2d10 + 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

UseEffect
Squad Order Energy costBase 2 Energy. If Wisdom +2 or higher, 1 Energy.
Spell check2d10 + Wisdom + proficiency >= Target Number
Terrain reading2d10 + Wisdom >= Target Number (ambush detection, etc.)
Tactical identification2d10 + 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 wildlander 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

UseEffect
Domination auraIf a Lord/Elite is in the zone, allied Domination +Presence. If Presence is 0 or lower, no bonus. Presence +2 gives +2.
Negotiation check2d10 + Presence + Negotiation >= target resistance
Intimidation check2d10 + Courage + Intimidation >= target resistance
Morale boostDuring lull phase, 2d10 + Presence >= 11 → recover squad Cohesion
Disguise/impersonation2d10 + 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

UseEffect
Fate InterventionAfter a 2d10 roll, adjust one d10 by ±1. Uses per battle equal to Fate modifier, minimum 1 use.
Fate Intervention usescreate doubles, cross the success threshold, avoid fumbles, induce Heavenly Mandate, etc.
Noncombat: luck check2d10 + Fate >= Target Number (chance discovery, gambling, etc.)
Post-battle survival checkAfter 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.