English edition v1.3.3

#Checks and Saves (判定と耐性)

Contents

2d10 + modifier >= Target Number. This one line runs through every check in Konsei Reiyotan.

Related Entries: Dice System · Attributes · Basic Axiom §1 · Glossary

Supporting Axiom: Axiom 1 (10-sided world)


#Basic Checks

#Scent — Between Blade and Fate

Every action on the battlefield depends on a check: drawing a blade to cut an enemy, balancing on a collapsing bridge, resisting a yoma spell. In all those moments, two 10-sided dice decide fate.

Skilled characters almost never fail in ordinary situations. That is the stability guaranteed by the bell curve. But in extreme situations, even Tatsujin can fail. That is when Fate Intervention is needed.

#Law — Rule

2d10 + attribute modifier + (proficiency bonus) >= Target Number
  • 2d10: add them (2~20, average 11)
  • Attribute Modifier: the attribute related to the action (-3 ~ +3)
  • Proficiency Bonus: bonus based on the proficiency rank of the relevant skill (-2 ~ +3; Saint automatically succeeds)
  • Target Number: difficulty set by the GM, or the target's Defense.

#Decimal Handling — Always Round (端數處理)

In every numerical calculation in this game, decimals are rounded (0.5 rounds up). No exceptions.

CaseCalculationResult
Lord (+1.5) + Immovable Formation (+4) Domination5.56
Squad loses 1.5 members1.52
Half of a 5-person squad (squad Cohesion reduction condition)2.53
Recover 1.5 Wounds1.52
Reduce Energy by 0.50.5 → apply minimum 1minimum remains 1
Target Domination 7.5 vs allied 5.5difference 2.02

No Exceptions: This applies equally to numerical calculation on every wiki page. There is no rule that "keeps decimals as they are." If a fractional result appears, round immediately, then continue to the next calculation.


#Target Number Reference Table

#Scent — Feeling Difficulty

Crossing a river is easy. Crossing a rapid is hard. Climbing upstream against a waterfall is something no one attempts unless they are a master.

#Law — Rule

DifficultyTarget NumberDescriptionModifier 0Typical Expert +3
Very Easy5failure is nearly impossible94%99%
Easy7even a beginner generally succeeds85%97%
Normal9requires some skill70%90%
Standard11base Target Number; an average challenge55%79%
Hard13challenging even for trained characters36%64%
Very Hard15requires master-grade ability21%45%
Extreme17realm of Tatsujin10%28%
Impossible19close to a miracle3%15%

Set every Target Number on the odd grid above (5/7/9/11/13/15/17/19). Because the average of 2d10 is 11, modifier +0 succeeds at "standard" 55% of the time, but an actual PC rolls a typical +3 from attributes plus proficiency — the right "Typical Expert" column is the real felt success rate (standard 79%).

GM Target-Number Setting Guidance: For a character's core areas (specialized skills and primary attributes), use Standard 11 (expert 79%); for a true challenge, use Hard 13 (expert 64%); use Very Hard 15 or above rarely. Only in areas with no attribute or proficiency is the "Modifier 0" column actually felt.


#Careful Preparation

Variant. This optional rule applies only when the GM adopts it. It does not replace the Canon check rules.

#Scent — One Attempt at Full Readiness

Crossing rapids is one thing. Crossing rapids after tying ropes, choosing footholds, and reading the current is another. Checks during an adventure usually represent urgent moments, but some attempts begin after enough time and preparation to reach full readiness.

#Law — Rule

The GM may allow Careful Preparation when the scene provides enough time, tools, help, and practice before the check.

Trigger Conditions:

  • The character must have the relevant skill at Novice or higher. This cannot be used with an untrained skill.
  • The scene must provide enough preparation time.
  • This does not apply to ordinary attack, evasion, or save checks during combat.
  • It can apply to combat techniques only in prepared scenes such as demonstrations, instruction, or tests.

Effect:

  • Double the proficiency bonus from the relevant skill.
  • Novice +0 → +0
  • Trained +1 → +2
  • Licensed +2 → +4
  • Master +3 → +6
  • The final modifier cap of +10 still applies.
  • Doubles on success are handled normally.
  • Doubles on failure are reduced by one step.
  • Karmic Retribution → Fumble
  • Fumble → ordinary failure

Retry Limit:

Careful Preparation is already an attempt made after enough preparation. A failed Careful Preparation cannot be immediately retried under the same conditions. To try again, the character must identify the cause of failure and prepare again as needed.


#Attack Check (Hit)

#Scent — The Moment the Blade Reaches

At the instant a warrior drives the sword point between gaps in the enemy's armor, what they feel is resistance: cutting through leather, glancing along iron, parting flesh. That sensation is a "hit." Defense is the size of that resistance; the higher it is, the harder it is for the blade to reach.

#Law — Rule

2d10 + Courage (勇) + proficiency >= target Defense
  • Success: hit → reduce 1 Wound (base)
  • Double + success: Critical Hit → reduce 2 Wounds
  • Failure: miss
  • Double + failure: Fumble → Defenseless, etc.

No Damage Dice: On a hit, Wounds decrease immediately with no separate damage roll. The attack check is the damage check.


#Save Checks

#Scent — The One Who Endures

When poison spreads through the body, when a yoma spell gnaws at the mind, when the heat of an explosion burns the skin, enduring that threat is not an active action but the strength of existence itself.

#Law — Rule

2d10 + relevant attribute >= Target Number

Proficiency generally does not apply (exceptions can exist through traits).

Save TypeRelated AttributeExamples
Physical SavePhysique (體)poison, disease, overload, extreme environments
Mental SaveCourage (勇)fear, intimidation, yoma madness
Reflex SaveFinesse (技)traps, explosions, avoiding falling rocks
Spell SaveWisdom (智)spells, curses, mental control

#Opposed Checks

#Scent — Clash of Wills

Sometimes the Target Number is not a fixed value, but the other side's check: dragging someone away, negotiation, stealth versus Perception, spell versus resistance. The wills of two beings collide head-on.

#Law — Rule

Both sides roll 2d10 + modifier. Higher result wins. On a tie, the defending side (the passive side) has the advantage.

  • Attack vs evasion: attacker (2d10+Courage) vs defender (2d10+Finesse)
  • Stealth vs Perception: infiltrator (2d10+Finesse) vs guard (2d10+Wisdom)
  • Negotiation vs resistance: speaker (2d10+Presence) vs listener (2d10+Wisdom)

Applying Doubles: Doubles trigger during opposed checks as well. Both sides can roll doubles, and in that case Critical Hit vs Critical Hit can collide and create a dramatic result (GM discretion).


#Modifier Sum Limit

#Law — Rule

The final modifier applied to one check cannot exceed +10. After calculating all bonuses and penalties, if the final value exceeds +10, treat it as +10.

Because of this cap, 2d10+10 = 12~30. Even against Target Number 19 (Extreme), success is possible at about 72% (2d10 ≥ 9). Tatsujin can make the impossible possible, but not 100% certain.


Every check operates on the 2d10 foundation of Dice System.