#Technique and Kata System (技法と型, Maneuver System)
Contents
This is not a loop of "move-attack." Every action is a maneuver. A weapon's technique, a trait's Kata, the maintenance of a stance — combat is a chain of choices.
Related Entries: Energy and Breath · Weapon Compendium · Classes · Skills
This document defines the common structure and classification of combat maneuvers. Weapons, traits, equipment, and squad tactics follow this standard.
#1. What Is a Maneuver?
#Scent
Everything a warrior does in battle — the angle of a sword cut, the timing of a spear thrust, the footwork used to evade, even the tone of an order given to retainers — is an independent technique. Even with the same katana in hand, "cut" and "thrust" are different movements, and they shine in different situations.
#Law
Maneuver = every individual action executable during combat.
"Movement" is a maneuver, "katana horizontal cut" is a maneuver, and "throw smoke bomb" is a maneuver. On their breath, characters choose and execute from the list of maneuvers they possess.
#2. Sources of Maneuvers: 6 Sources
| Source | Name | Example |
|---|---|---|
| Weapon | technique (技法) | katana "Horizontal Cut," "Thrust," "Parry" |
| Armor (some) | technique | o-yoroi "Shoulder Catch," black garb "Stealth" |
| Consumable | technique | smoke bomb, powder keg, elixir use |
| Class/background/general trait | Kata (型) / aptitude / upkeep / stance | Immovable Formation (stance), Blade of the Wind (aptitude), Duel (Kata) |
| School (流派) | school maneuver | replacement maneuvers by skill grade |
| Squad | tactic (戰術) | squad's unique combat action. Triggered by the commander's squad order. |
#2.5. Squad Tactic Notation (戰術表記)
Squad tactics are maneuvers triggered by the commander's squad order. They follow the same structure as individual maneuvers, but apply at squad scale.
| Notation | Meaning | Corresponding Individual Maneuver |
|---|---|---|
[Tactic:Kata] | squad active tactic | [Kata] — commander spends Energy |
[Tactic:Stance] | squad maintained formation | [stance] — 1 at a time; released on release/movement |
[Tactic:Aptitude] | squad passive trait | [aptitude] — always applies |
Together with a faction's faction trait (→ Faction Map), tactics make squads more than simple "movable Domination": they become tactical assets that expand combat choices.
→ Tactic details: Unit Operations §Squad Tactics
#2.7. Bonus Stacking Rules (Stack Limits)
| Rule | Description |
|---|---|
| Core Principle: effects with different names from different sources can stack. | Differently named effects from feats, weapons, Divine Artifacts, and schools apply together. |
| Same name and same effect type: cannot stack. | If "fear immunity" comes from multiple sources, apply only the most favorable one. |
| Slot limits: apply separately from stacking rules. | Only one [stance] can be maintained at a time, so even differently named stances cannot coexist. [stance] and [Tactic:Stance] use separate slots. |
| Defense bonuses: add armor base value and differently named bonuses from feats and stances. | Heavy armor (14) + Iron Wall Defense (+2, aptitude) = 16. If the name and type match, apply only the highest value. |
| Attack bonuses: add bonuses with different names and sources. | Attribute (+3) + skill (+2) + stance (+1) + faction-based bonus (+1) = +7. |
| Domination bonuses: add the unit's base value and differently named stance and feat bonuses. | Commander (+1.5) + Immovable Formation (+4) + squad (+2) = 7.5. In the Core Zone, apply the offset rule (allied minus enemy). |
| One-breath limit bonuses: different sources accumulate, but the total is capped at 10. The official balance benchmark is 7. | Speed Licensed (+1) + Quick Resolution (+1) = a standard 6~7 combination. Treat 8~10 as exceptional peaks such as Advent, oni relics, Prestige, or scenario-specific effects. |
#2.8. Common Rule for Borrowed Techniques
Only borrowing, imitation, or copying effects that link directly to this section follow the contract below. This rule does not automatically alter unrelated effects with similar names.
| Item | Common Rule |
|---|---|
| Eligible Target | One innate active [technique] or [Kata] written directly in the source unit or class block. Any witnessing, selection, or designation condition required by the borrowing effect must also be met. |
| Excluded Targets | [aptitude], [stance], [upkeep], [Licensed], [Masterwork], [Devotion], squad tactics or orders, Renown Titles or capstones, equipment-derived techniques, summoning or transformation techniques, unique resources, unique conditions, boss stages, and scenario-only powers cannot be borrowed. |
| Prerequisites | Borrowing does not create equipment, unique resources, conditions, consumables, or summoned units. If the borrower does not currently meet a prerequisite for the original execution, that technique cannot be selected. |
| Cost and Check | Pay both the borrowing effect's own cost and the original technique's Energy cost. Use the original type, timing, target, range, check, and limit, but use the borrower's attributes and skills. Apply any check modifier stated by the borrowing effect last. |
| Combined Limits | Follow both the original limit and the borrowing effect's limit. If either one prevents use, the technique cannot be executed. |
An individual effect must state directly which item it changes if it departs from this common contract. Permission to borrow and execute a technique once does not permanently teach the original technique or grant a right to borrow it again.
#3. Weapon Techniques (技法)
#Basic Structure
Every weapon comes with the following techniques by default:
| Slot | Technique | Description |
|---|---|---|
| Attack Technique A | main-attribute-based attack | example: katana "Horizontal Cut" (Courage-based) |
| Attack Technique B | secondary-attribute-based attack | example: katana "Thrust" (Finesse-based) |
| Defense Technique | that weapon's defense action | example: katana "Parry" (reservation/improvised) |
| Licensed Technique (conditional) | unlocked when the relevant weapon skill is Licensed (3 points)+ | example: uchigatana "One Flash" (expert-only attack) |
| Masterwork Technique (masterwork weapons only) | exclusive to masterwork-grade or higher weapons | example: the "Bloodlight" of the famous sword "Muramasa" |
Core Point: Even the same "katana attack" differs between "Horizontal Cut (Courage)" and "Thrust (Finesse)." They are different maneuvers. The right choice changes by situation.
#Two Axes of Attack Techniques
| Axis | A Technique (main attribute) | B Technique (secondary attribute) |
|---|---|---|
| Katana | Horizontal Cut (Courage) — standard damage | Thrust (Finesse) — [Pierce 2] |
| Yari | Thrust (Courage) — standard, range 1 zone | Sweep (Physique) — check all in same zone (weak) |
| Zanbato/Nodachi | Horse-Cut (Courage) — bonus damage against mounted targets | Rising Cut (Physique) — makes the target Defenseless until its next breath |
| Tanto | Thrust (Courage) — standard | Slip Inside (Finesse) — [Pierce 3] |
| Teppo | Direct Shot (none) — standard, [Pierce all] | Arcing Shot (Wisdom) — ignore cover, designate zone |
| Unarmed Combat | Strike (Courage) — standard | Grapple (Physique) — no damage, inflict restraint |
#Defense Techniques
| Weapon | Defense Technique | Effect | Reservation Cost / Improvised Cost |
|---|---|---|---|
| Katana | Parry | 2d10+Finesse+Swordsmanship >= enemy attack. On success, negate. | 1 / 2 |
| Yari | Check | Make an attack check against an enemy entering the zone. On hit, stop movement instead of dealing damage. | 2 / 3 |
| Zanbato/Nodachi | Blade-Body Block | 2d10+Physique >= enemy attack. On success, negate the hit. On a defensive critical, seal the enemy weapon for 1 round. | 2 / 3 |
| Tanto | Emergency Evasion | 2d10+Finesse >= enemy attack. On success, negate. Even on failure, damage -1 Wound (minimum 1). Treat the opponent's Critical Hit as an ordinary success. | 1 / 2 |
| Teppo | none | — | — |
| Unarmed Combat | Push Out | After an enemy attack, force the enemy to move to an adjacent zone. | 2 / 3 |
| Shield (手盾) | Shield Defense | 2d10+Finesse >= enemy attack. On success, negate. Maintains worn Defense +1. | 1 / 2 |
Defense roll types: active-parry type (Parry, Cross Guard, naginata Parry, etc.) rolls 2d10 + attribute + skill (Swordsmanship, Spearmanship, etc.) for high reliability. Pure defense-or-dodge type (scabbard block, Emergency Evasion, etc.) rolls 2d10 + attribute, and many reserved defenses receive Defense +1 while the reservation is held. Makeshift weapon defense grants Defense +1 + partial reduction but no full negation, while a Small Shield (手盾) grants Defense +1 + negation on success. Only the teppo (firearm) rolls 2d10 + Archery without an attribute.
#Weapon Licensed Techniques (Unlocked at Related Skill Licensed or Higher)
Additional techniques unlocked when the weapon's related skill (Swordsmanship, Spearmanship, etc.) is Licensed (3 points) or higher. Even inside the same sword family, uchigatana, zanbato/nodachi, and kodachi each have different licensed techniques. Zanbato and nodachi are two names for the same weapon and use the same licensed technique.
| Weapon | Licensed Technique | Type | Effect |
|---|---|---|---|
| Uchigatana | One Flash (一閃) | attack | 3 Energy. When next hit, including if defense or evasion negates the damage, automatic counterattack +2d10+Courage+Swordsmanship. Attack and defense as one. |
| Yari | Spear Wall (槍壁) | stance | 2 Energy. While maintained, Domination in your zone +3 (Front Zone +4). |
| Zanbato/Nodachi | Cut in Two (一刀兩斷) | attack | 4 Energy. 2d10+Courage+Swordsmanship+1 >= Defense. 2 Wounds; 3 Wounds on a critical. Once per round. |
| Tanto | Pierce the Vitals | attack | 2 Energy. 2d10+Finesse+Ninjutsu >= Defense. On success, 2 Wounds. |
| Teppo | Precise Shot | attack | 3 Energy. 2-zone range. On success, disable a target body part (GM discretion). |
| Unarmed Combat | Chain Technique | attack | 2 Energy. Strike + grapple in one action. 1 Wound + restraint. |
#Masterwork Techniques (Masterwork Weapons Only)
A masterwork (名品) grade or higher weapon has 1 additional unique technique. This technique can be used when the weapon's skill is Master (4 points) or higher.
Example: famous sword "Muramasa" — Bloodlight (血光): when a critical hit triggers, additional 1 Wound + bleed. 1 time per round.
#4. Trait Classification: Kata, Aptitude, Upkeep, Stance
Class/background/general traits are classified into the following 4 types + technique.
#Kata (型)
Active maneuver. Activated by spending Energy within a breath.
[Kata] Declare Duel (一騎討ち)
Energy: 2 | Limit: 1 time per round
Effect: Designate 1 enemy lord/elite in the same zone. Until the next round, both sides can attack only that target. Both sides' attacks +2.
#Aptitude (素養)
Passive. Constant benefit just from learning it.
[aptitude] Blade of the Wind (風の刃)
Effect: Energy -1 (minimum 1) when moving into a zone/Core Zone where enemy Domination is higher. Free entry/exit for the Core Zone.
#Upkeep (整備)
Lull-phase-only action. Activated between rounds.
[upkeep] Flower of the Battlefield (戰場の花)
Timing: Lull phase | Limit: 1 time per lull
Effect: Restore 1 Wound to 1 ally, or restore 1 squad Cohesion.
#Stance (構え)
Maintained passive. Once declared, the effect continues until released. You can maintain only 1 stance at a time.
[stance] Immovable Formation (不動の陣)
Declaration: 2 Energy (simultaneous with the Check posture) | Maintain: until release is declared
Effect: Allied Domination in the zone +3 (Front Zone +4). Enemy Breakthrough Target Number +2. Cannot move.
Release: free action (0 Energy). Or automatically released when you move.
Core of Stances: only 1 at a time. You cannot maintain "Immovable Formation" while also maintaining "Guard Stance." Seal of Shura is an
[aptitude], so it does not use the stance slot. Changing stance is a tactical decision.
#Technique (技法) — Item-Derived
Maneuvers from weapons/armor/consumables. See the weapon technique section above.
[technique] Smoke Bomb (煙幕)
Energy: 1 | Limit: consumed (1 use)
Effect: All ranged attacks in that zone automatically fail. Lasts 1 round.
#5. Usage Limit System
Every technique and Kata specifies a usage limit.
| Limit | Notation | Meaning |
|---|---|---|
| Unlimited | Limit: — | freely usable as long as you have Energy |
| 1 Time per Breath | Limit: 1 time per breath | only 1 time in one breath |
| N Times per Breath | Limit: 2 times per breath | up to N times in one breath |
| 1 Time per Round | Limit: 1 time per round | only 1 time in one round |
| 1 Time per Combat | Limit: 1 time per combat | only 1 time in the entire combat |
| 1 Time per Session | Limit: 1 time per session | only 1 time in the entire game session |
| Consumed | Limit: consumed | item is consumed (1 use) |
Basic weapon techniques (Horizontal Cut, Thrust, etc.) are usually unlimited or 1~2 times per breath. Licensed/masterwork techniques are usually 1 time per round or N times per combat. Trait Kata range by grade from 1 time per round to 1 time per session.
#6. School (流派) System
#Scent
Sengoku martial arts have countless schools. The swordsmanship of Katori Shinto-ryu (香取神道流), the spear art of Hozoin-ryu (寶藏院流), the swordsmanship of Yagyu Shinkage-ryu (柳生新陰流) — even with the same katana, each school uses a completely different sword.
A school replaces the maneuvers granted by skill proficiency stages. It is stronger, but binds you to the school's restrictions.
#Law
#Learning a School
- Cost: 1 trait slot (instead of a class trait or general trait).
- Timing: character creation or advancement.
- Limit: only one school per skill. Different skills may each have different schools.
- Effect: the Licensed maneuver and secret art (Master-stage maneuver) of that skill are replaced by school-specific maneuvers.
#Types of Schools
| School Type | Trait Name | Added Benefit | Restriction |
|---|---|---|---|
| Famous School | "Disciple of ○○-ryu" | Negotiation +2 with dojos/classmates across the land. Lodging/information. | Must uphold the school's honor. Risk of expulsion. |
| Secret Transmission | "Heir of ○○" | Connection to a powerful master NPC. Advice/support in crisis. | Must carry out the master's tasks. The master may have enemies. |
| Self-Taught Style | "Nameless Sword" | "Cannot be read" by the first opponent faced — opponent suffers -2 when choosing a defense technique. | Benefit applies only to the first duel. After that, others study it. |
#School Maneuver Replacement Example
School Replacement — replaces the Licensed/secret-art maneuvers of a skill (技能):
Core Point: A school replaces the skill's Licensed maneuver and secret art (Master-stage maneuver). It has no relation to the weapon licensed technique slot (such as uchigatana One Flash). A school is a transmission of a skill, not a weapon's usage method.
| Category | Swordsmanship Licensed Maneuver (skill 3 points) | Swordsmanship Secret Art (skill 4 points, Master stage) |
|---|---|---|
| No School | +2 + Swordsmanship weapon defense technique reservation cost -1 | +3 + 0 Energy ([Kata]) counterattack, once per round |
| Katori Shinto-ryu | +2 + | +3 + |
| Yagyu Shinkage-ryu | +2 + | +3 + |
The check bonuses (+2/+3) are always kept. What the school changes is the trait portion after the bonus.
The uchigatana's weapon licensed technique "One Flash" is always usable regardless of school. One Flash is not a skill maneuver; it belongs to the uchigatana subtype as a technique.
#7. Interactions Between Zones and Maneuvers
#Return of Zone Tactics
The maneuver system is designed so zones matter.
| Maneuver Attribute | Zone Impact |
|---|---|
| Range | some techniques reach "same zone only," some reach "adjacent zones," and some reach "2 zones" |
| Zone Effects | the yari's "Spear Wall" reaches full effect only on the Front Zone. The tanto's "Slip Inside" works only in the Core Zone. |
| Zone Binding of Stances | "Immovable Formation" is bound to that zone. If you move, it ends. |
| Entry/Exit Techniques | the ronin's [aptitude] "Gale" grants +2 to the next attack immediately after moving. The shinobi's "Shadow Crossing" is an Outside Zone movement technique. |
| Zone Gimmick Linkage | Archery arcing shot +2 from high ground. Unarmed grappling +2 underwater. Ninjutsu poison needle +2 in forests. |
#Maneuvers Favored by Each Zone
| Zone | Favored Maneuvers | Unfavored Maneuvers |
|---|---|---|
| Front Zone | yari thrust, Spear Wall, Check | tanto (weak on the Front Zone) |
| Core Zone | tanto Slip Inside, Unarmed grapple, esoteric monk Seal of Shura | yari/zanbato-nodachi (long weapon Energy +1) |
| Rear Zone | teppo direct/arcing shot, Archery | melee overall (meaningless if no enemy is present) |
| Flank Zone | infiltration techniques, flanking movement | squad orders (few squads) |
| Outside Zone | shinobi-only techniques | most others (cannot enter) |
| High Ground | Archery +2, Lightness Skill leap attack | mounted (cannot enter) |
#8. Maneuver Notation Convention
All maneuvers are written in the following format.
[type] Name (kanji)
Energy: N | Limit: ○○ N times | Check: 2d10+attribute+proficiency >= target
Range: same zone / adjacent / 2 zones
Effect: (effect description)
Zone Bonus: (additional effect in a specific zone, if any)
Type Notation:
| Notation | Meaning |
|---|---|
[technique] | weapon/armor/consumable-derived maneuver |
[Kata] | trait-derived active maneuver |
[aptitude] | passive |
[upkeep] | lull-only |
[stance] | maintained (1 at a time) |
[school] | school replacement maneuver |
#9. Character Maneuver List
Write the list of maneuvers possessed on the character sheet. In combat, the character can choose only from this list.
#1st-Dan Samurai (Katana, Swordsmanship Trained) Example
| Source | Maneuver | Type | Energy | Limit |
|---|---|---|---|---|
| Katana | Horizontal Cut (Courage) | technique | 2 | — |
| Katana | Thrust (Finesse) | technique | 2 | — |
| Katana | Parry | technique | reservation 1/improvised 2 | — |
| Common | Move | — | 2 | — |
| Common | Squad Order | — | 1~2 | — |
| Trait | Immovable Formation | stance | 2 | maintain |
| Trait | Family Name | aptitude | — | — |
| Trait | Tough | aptitude | — | — |
→ When Swordsmanship becomes Licensed (3 points): (1) gain the skill Licensed maneuver "Swordsmanship weapon defense technique reservation cost -1." (2) If holding an uchigatana, the uchigatana licensed technique One Flash becomes available. → When learning the school "Katori Shinto-ryu": the skill Licensed maneuver (Swordsmanship weapon defense technique reservation -1) is replaced by Attitude of Sen. The uchigatana licensed technique One Flash is a weapon technique, so it can be used alongside it.
#10. Ripple Effects
When this maneuver system is introduced, the following change:
| Area | Change |
|---|---|
| All weapon files | each weapon lists Attack A/Attack B/Defense/Licensed/Masterwork techniques |
| All traits | reclassified into Kata/aptitude/upkeep/stance |
| Character sheet | add a "Maneuver List" section |
| Combat tutorial | "What do you do?" → "Which maneuver do you use?" |
| Balance | control DPT through Energy cost/limit by maneuver |
| Zone gimmicks | add zone-by-zone maneuver bonuses/penalties |
| Schools | new system. Requires skill details + separate school document. |
| Equipment | masterwork grade system + masterwork techniques |
"Not what you do, but how you do it."