#Energy and Breath (活力と呼吸, Energy & Breath)
Contents
Energy is both an action resource and time. The count ticks down, and enemies and allies alternate as they choose maneuvers.
Canon — one-breath Energy economy. This document defines the final rules for one breath, the Energy economy, overload, transfer, reservation, 0 Energy maneuvers, and the short-weapon Core Zone bonus. Related summary:
co-11-01-quick-reference.md. For the authority system, seeco-99-meta/co-99-01-authority.md.
Related Entries: Basic Axioms §4 · Maneuver System · Zone Tactics · Combat Flow
#The Dual Role of Energy
#Scent
The fast cut first, and the slow counter later. But even a fast character cannot pour everything into one breath. And every motion has a name: "horizontal cut," "thrust," "parry," "spear wall." Choosing one of those names is combat.
#Law
- Maximum Energy =
10 + Finesse (技) - Action Resource: spent each time a maneuver is executed.
- Count Timeline: higher remaining Energy acts earlier.
- Reset to maximum at the start of each round.
#Count Progression
Round starts: everyone at maximum Energy
↓
Count: descending from highest Energy
→ the character at that Energy executes "one breath"
→ choose and combine from the maneuver list
→ spend Energy → next count
→ enemies act between turns as well
↓
everyone at Energy 0 → lull
On a tie, descending Finesse (技). If still tied, allies act first.
#One Breath (一呼吸)
#Law
When your count arrives, the default value for the consecutive execution limit is Energy 5. Skills, equipment, and special effects can expand this limit (see §One-Breath Expansion in this document). When expanded, the overload threshold uses the current limit value.
Within one breath, choose and combine from your own maneuver list:
- attack techniques (weapon Attack A/Attack B)
- reserved defense techniques (weapon defense techniques)
- Kata (active maneuvers from traits)
- movement maneuvers
- squad orders
- stance declaration/release
#Breath Combination Examples
| Strategy | Maneuver Combination | Energy Total |
|---|---|---|
| Balanced offense/defense | uchigatana horizontal cut (2) + horizontal cut (2) + reserve parry (1) | 5 |
| Mobile strike | sprint (3) + ninjato straight thrust (2) | 5 |
| Front Zone guard | spear wall stance (2) + reserve suyari harry (2) | 4 |
| Core Zone melee | kodachi flurry cut (1) + flurry cut (1) + flurry cut (1) + reserve emergency dodge (1) | 4 |
| Commander type | squad order: advance (2) + squad order: volley fire (2) | 4 |
| Overload | zanbato demon-cleave (3) + rising cut (3) | 6 → overload! |
#Reservation (豫約)
#Scent
"In this breath, I am holding my blade in a parrying stance." That is reservation. If you prepare your posture in advance, you can answer enemy attacks naturally; if you react in haste, your body pays more.
#Law
During your own breath, you may declare a defense technique as reserved. Pay the Energy up front.
| State | Defense Technique Execution Cost |
|---|---|
| Reserved | 0 (already paid) |
| Improvised Reaction | 1.5 times base (rounded) |
Reservation Ends: at the start of your next breath. At the end of the round.
Trigger Count: A reserved defense technique is spent after 1 trigger. To use the same defense technique again, pay the improvised reaction cost. If you intend to block multiple times, reserve each defense technique during your breath and pay each Energy cost separately.
Core Point: Reservation is a defense technique attached to a weapon: a katana's "parry," a yari's "harry," a shield's "shield defense," and so on. Without a weapon, there is no defense technique to reserve (except the martial arts "shove").
#Overload (過負荷)
#Law
Trigger: Energy spent within one breath > current limit. Base limit = 5. It is expanded by explicit effects such as swift-decision armor, Speed, Mikkyo monk Asura, or wildman Kamuy Descent.
Check: 2d10 + Physique (體) - excess >= 11
| Result | Effect |
|---|---|
| Success | Maneuver is performed. Immediately after, limit is reduced to 3 for 1 breath only. |
| Failure | Maneuver is performed. For this round, all remaining Energy is lost + Defenseless. |
#Energy Cost Handling (活力費用處理)
#Scent
Before one raises a blade, every motion has weight. Not even a finger in one breath is free. Even the lightest motion, even a single swing of the blade, must pay that weight.
#Law
#Rule 1: Absolute Floor (絶對下限)
The execution cost of every maneuver is minimum 1 Energy. No bonus can break this floor.
Exception 1 — Reserved Defense Technique. A reserved defense technique declared during your own breath costs 0 Energy when triggered (already paid). Details: §Reservation.
Exception 2 — 0 Energy Active Maneuver. A [Kata] maneuver whose effect text explicitly says "0 Energy" (for example, samurai guard stance or onmyoji shikigami command) does not spend Energy. However, it automatically gains a cap of 2 times per round. Details: §Rule 3.
Exception 3 — Energy Transfer (Scholar). A scholar transfers their own Energy to an ally at 1:1 (total unchanged). Transferred Energy is treated as normal Energy and does not fall under the "0 Energy maneuver" limit.
Exception 4 — Shikigami/Puppets. The caster pays their own Energy so that a shikigami/puppet acts. The shikigami/puppet is treated as having 0 Energy of its own. Applies to remote actions by onmyoji and puppeteers.
Exception 5 — Short-Weapon Core Zone Bonus. The -1 Energy bonus for a short weapon (dagger/kodachi/ninjato, etc.) entering the Core Zone is stopped by the minimum 1 Energy floor; instead, the Combo Fatigue penalty is weakened from -2 → -1. Details: §Rule 4.
Explicit Exception Summary Table (0 Energy Allowed):
- Triggering a reserved defense technique (already paid during the breath)
- Releasing a stance (free action)
- Always-on [aptitude] effects
- [Kata] maneuvers whose effect text explicitly says "0 Energy." Cases that pay a non-Energy cost, such as gold, Faith, or condition cost, also belong here (for example: samurai guard stance, onmyoji shikigami command, merchant mercenary hiring/war bonds)
- Energy received through a scholar's Energy transfer (already paid by the giver) — transferred Energy is treated as normal Energy
- Shikigami/puppets act using the caster's Energy (caster spends Energy; shikigami/puppet itself is 0)
0 Energy Source Principle: A new 0 Energy execution is recognized as canon only after it is added to the list above. Actual effects in individual class, equipment, and spell documents should use short source labels such as 0 Energy(reservation), 0 Energy([Kata]), 0 Energy(transfer), 0 Energy(control), or 0 Energy(stance release). Words such as "free," "no cost," or "immediate" are not 0 Energy maneuvers unless listed.
#Principle: Source Independence and Same-Name Non-Stacking
This principle is the same as
../co-99-meta/co-99-02-core-principles.mdPrinciple 1, and applies across the whole Energy economy.
Effects with different names from different sources (techniques, weapons, divine items, schools) stack. If effects with the same name and same type overlap, apply only the most favorable one.
When an effect that already guarantees an "automatic" result overlaps with another "automatic" effect of the same type, only one meaningful effect remains and the other disappears. An effect that removes the check (automatic success) also removes "all penalties applied to the check" (such as Combo Fatigue). However, independent additional effects (such as +1 Wound on a critical hit) stack separately if their sources differ.
#Principle: Unit Autonomy and Acting by Proxy
This principle is the same as
../co-99-meta/co-99-02-core-principles.mdPrinciple 2.
A unit acts with its own Energy. When a controller moves a unit that has no Energy of its own (shikigami, puppet, squad), the controller uses a control action with their own Energy.
- Shikigami/Puppets: they have 0 Energy of their own. The caster's control action shares the cap of 2 0 Energy [Kata] maneuvers per round from Rule 3. Even if there are N units, the caster can control at most 2 times per round.
- Squad Orders: Separate track with its own cost (1~2 Energy). Basic squad orders are unrelated to the 0 Energy maneuver cap. However, if a specific effect explicitly says a squad order is executed as
0 Energy([Kata]), follow that effect's limit. - Puppets: individual units. They are not squads, so they cannot be targets of squad orders, general command, or squad tactics.
- Transfer: 1:1 transfer only to allies that have their own Energy. Cannot transfer to Energy 0 units (shikigami, puppets, squads). Transferred Energy is the recipient's normal Energy, but the recipient's cap of 2 0 Energy maneuvers per round remains based on the recipient (transfer does not increase the cap).
#Rule 2: Energy Penalty Offset First
Energy reduction effects (-1, -2, etc.) are applied to the weapon's base cost, then minimum 1 is guaranteed. Penalties (+1, +2) and bonuses (-1, -2) are all summed before calculating the final result.
Calculation Order: final Energy = base Energy + total penalties - total bonuses. If the result is lower than 1, raise it to 1 Energy.
Examples:
- Dagger thrust (1) + Core Zone bonus (-1) = 0 → minimum 1 applies, so 1 Energy. (When Rule 4 applies, compensation comes from reduced Combo Fatigue.)
- Yari thrust (2) + Core Zone penalty (+1) - Takenouchi-ryu license (-1) = 2 Energy
❌ Common Misapplication Example (reference only; do not apply in play):
- Treat katana horizontal cut (2) + retainer command squad-order discount (-1) as 1 Energy.
- Why It Is Wrong: the -1 discount from retainer command is a reduction only for squad-order maneuvers. It does not apply to personal attack techniques (horizontal cut).
- Correct Result: horizontal cut remains 2 Energy. The retainer command discount applies only to squad orders issued within the same breath.
#Rule 3: 0 Energy Active Maneuvers (Special)
Some technique/school/capstone effects allow [Kata] maneuvers to be used at 0 Energy. These effects are subject to the following automatic limits:
- Automatically granted 1 time per round: granted even if the text does not state a limit
- Total cap on 0 Energy maneuvers in one round: up to 2 times (even from different sources)
- Actual execution-site notation: each document's 0 Energy effect states its trigger condition, limit, and allowed source from this document.
Example Maneuvers:
- Samurai [stance] guard stance — automatic counterattack
- Onmyoji [Tactic:Kata] shikigami command — squad order cost waived
- 0 Energy([Kata]) maneuvers that separately pay gold, Faith, or condition costs (merchant mercenary hiring/war bonds, arahitogami blessing, etc.)
- 0 Energy counterattacks from some capstone techniques (Sword Saint, etc.)
Exception: Energy received through a scholar's Energy transfer is treated as normal Energy, so it does not fall under the "0 Energy maneuver" limit.
#Rule 4: Short-Weapon Core Zone Bonus
When a short weapon such as a dagger, martial arts, kodachi, kaiken, makiri, or ninjato enters the Core Zone, the Energy -1 bonus is stopped by the minimum 1 Energy floor. Therefore:
- Energy itself remains the same (a 1 Energy weapon is still 1 Energy)
- Instead, Combo Fatigue penalty decreases from -2 to -1 (4th hit -1, 5th hit -2, 6th hit -3...)
- Short weapons are already light weapons; in the Core Zone they are not faster, but less tiring
Scope of Application:
- dagger/tanto/kaiken/makiri/martial arts/bare hands/kodachi/ninjato
- staff/vajra are staff types, not short weapons → does not apply.
- bow/teppo are ranged → Core Zone use itself is limited
Stacking with Seal of Shura — the Mikkyo monk [aptitude] Seal of Shura cuts melee attack Energy in the Core Zone by an additional -1 (Core Zone §Combat Modifiers). If two sources overlap, as with a Mikkyo monk entering the Core Zone with a short weapon:
- Energy is stopped at minimum 1 (the Rule 2 floor remains. Short weapon -1 + Seal of Shura -1 does not become 0 Energy).
- Only -1 Combo Fatigue reduction applies. Effects with the same name do not stack, so even if the two sources overlap, they do not accumulate to -2 (Principle 1).
- The Seal of Shura effect itself does not disappear. In situations where base Energy rises due to another factor (long weapon Core Zone +1, squad-order added cost, improvised defense 1.5 times, etc.), it remains active as a -1 reduction.
Calculation Examples:
- Dagger thrust (1) + Core Zone (-1) + Seal of Shura (-1) = -1 → minimum 1 applies, so 1 Energy. Combo Fatigue reduction -1 (same even though two sources overlap).
- Staff heavy strike (2, staff type) + Seal of Shura (-1) = 1 Energy. Seal of Shura acts as a reduction. Short-weapon reduction does not apply (staff is a staff type).
- Dagger thrust (1) + Core Zone (-1) + Seal of Shura (-1) + Outside Zone movement penalty (+1) = 0 → minimum 1 applies, so 1 Energy. This is a case where Seal of Shura's -1 offsets the penalty and acts as a reduction.
→ Details: Weapon Catalog §Short Weapons, Wounds and Defeat §Combo Fatigue
#One-Breath Expansion
| Source | Effect | Condition |
|---|---|---|
| Speed (dedicated skill) license | one-breath total +1 (→6) | Dedicated Skill Speed 3 points |
| Speed master | one-breath total +2 (→7) | Dedicated Skill Speed 4 points |
| Mikkyo monk "Asura" (7th dan) | one breath +2 in Core Zone | Core Zone only |
| Wildman "Kamuy Descent" | one breath +2 during descent | 1 round only |
| Swift-decision armor | one breath +1 (→6) | Defense 11 |
Stacking Rule: One-breath limit bonuses from different sources stack. Effects with the same name do not stack.
Reference Cap: There is no absolute system cap. However, the reference cap for official balance is 7, and 8 or higher should be treated as exceptional, such as descent, wandering treasure, or scenario-specific special effects.
The overload threshold also follows the current limit. Example: the overload threshold for someone wearing swift-decision armor is
one breath > 6. If Speed master (+2) and Asura (+2) overlap in the Core Zone, the overload threshold rises with the actual limit.
#Energy Cost Reference (Common Maneuvers)
For individual weapon techniques, see Weapon Catalog. Below are common maneuvers.
| Maneuver | Energy | Notes |
|---|---|---|
| Walk (move) | 2 | adjacent zone |
| Sprint | 3 | move + next attack/Kata check in the same breath +1. Energy cost does not increase. |
| Leap | 3 | high ground ↔ normal zone movement; requires Lightfoot/magic |
| Mounted gallop | 1 | mounted state |
| Stealth movement | 3 | move + maintain infiltration |
| Breakthrough | 3 | enter enemy-controlled zone + Courage check |
| Free entry into Core Zone | 2 | ronin/Mikkyo monk/shinobi |
| Force breakthrough into Core Zone | 3 | 2d10 + Courage >= 13 (fixed Target Number) |
| Forced exit from Core Zone | 4 | automatic, no check |
| Enter the Outside Zone | 0~2 | shinobi 0, infiltration master 2 |
| Squad order | 2 (Wisdom +2→1) | advance/volley fire/shield wall, etc. |
| Declare stance | varies by stance | only 1 may be maintained at once |
| Release stance | 0 | free action |
Energy falls. What will you choose on the next breath?
