English edition v1.3.3

#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

SourceNameExample
Weapontechnique (技法)katana "Horizontal Cut," "Thrust," "Parry"
Armor (some)techniqueo-yoroi "Shoulder Catch," black garb "Stealth"
Consumabletechniquesmoke bomb, powder keg, elixir use
Class/background/general traitKata (型) / aptitude / upkeep / stanceImmovable Formation (stance), Blade of the Wind (aptitude), Duel (Kata)
School (流派)school maneuverreplacement maneuvers by skill grade
Squadtactic (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.

NotationMeaningCorresponding 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)

RuleDescription
Numerical bonuses of the same type: cannot stack.Immovable Formation (Domination +4) + great commander's banner (Domination +2) → only 1 stance can be maintained at a time, so the stacking itself is impossible.
Bonuses of different types: can stack.Immovable Formation (stance, Domination +4) + squad Three-Rank Spear Wall (Tactic:Stance, Domination x1.5) → stack. Stance and Tactic:Stance are separate.
Defense bonuses: armor base value + trait/stance bonuses are added together.Heavy armor (14) + Iron Wall Defense (+2, aptitude) = 16. However, only the highest bonus from the same source applies.
Attack bonuses: all sources are added together.attribute (+3) + proficiency (+2) + stance (+1) + faction trait (+1) = +7.
Domination bonuses: unit base value + stance/trait bonuses are added together.lord (+1.5) + Immovable Formation (+4) + squad (+2) = 7.5. In the Core Zone, apply the cancellation rule (ally-enemy).
Core Principle: effects with the same name cannot stack.If "fear immunity" comes from two sources, apply it only 1 time.
Definition of "same type": the same number (Defense, attack, etc.) coming from the same tag ([stance], [aptitude], etc.).Defense +2 from [stance] and Defense +2 from [aptitude] are different types → add them. 2 Defense +2 effects from [stance] → not allowed (1 stance limit).
One-breath limit bonuses: different sources accumulate. There is no absolute ceiling, but the official balance benchmark is 7.Speed Licensed (+1) + Quick Resolution (+1) = a standard 6~7 combination. Cases of 8 or higher, such as Speed Master (+2) + Asura (+2), are treated as exceptional combinations.

#3. Weapon Techniques (技法)

#Basic Structure

Every weapon comes with the following techniques by default:

SlotTechniqueDescription
Attack Technique Amain-attribute-based attackexample: katana "Horizontal Cut" (Courage-based)
Attack Technique Bsecondary-attribute-based attackexample: katana "Thrust" (Finesse-based)
Defense Techniquethat weapon's defense actionexample: 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 weaponsexample: 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

AxisA Technique (main attribute)B Technique (secondary attribute)
KatanaHorizontal Cut (Courage) — standard damageThrust (Finesse) — [Pierce 2]
YariThrust (Courage) — standard, range 1 zoneSweep (Physique) — check all in same zone (weak)
NodachiHeavy Blow (Courage) — standard + Domination -1Wide Sweep (Finesse) — broad area, check 2 targets simultaneously
TantoThrust (Courage) — standardSlip Inside (Finesse) — [Pierce 3]
TeppoDirect Shot (none) — standard, [Pierce all]Arcing Shot (Wisdom) — ignore cover, designate zone
Unarmed CombatStrike (Courage) — standardGrapple (Physique) — no damage, inflict restraint

#Defense Techniques

WeaponDefense TechniqueEffectReservation Cost / Improvised Cost
KatanaParry2d10+Finesse >= enemy attack. On success, negate.1 / 2
YariCheckMake an attack check against an enemy entering the zone. On hit, stop movement instead of dealing damage.2 / 3
NodachiPressureEnemy attacks in the same zone -1. Passive.2 / 3
TantoEmergency Evasion2d10+Finesse >= enemy attack. On success, negate. Even on failure, damage -1 Wound (minimum 0).1 / 2
Tepponone
Unarmed CombatPush OutAfter an enemy attack, force the enemy to move to an adjacent zone.2 / 3
ShieldShield DefenseDefense +2.1 / 2

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, nodachi, zanbato, and kodachi each have different licensed techniques.

WeaponLicensed TechniqueTypeEffect
UchigatanaOne Flash (一閃)attack3 Energy. When next hit, including if defense or evasion negates the damage, automatic counterattack +2d10+Courage+Swordsmanship. Attack and defense as one.
YariSpear Wall (槍壁)stance2 Energy. While maintained, Domination in your zone +3 (Front Zone +4).
NodachiGreat Rotation (大回轉)attack4 Energy. Check against all enemies in the same zone. Every enemy you succeed against loses 1 Wound.
TantoPierce the Vitalsattack2 Energy. 2d10+Finesse+Ninjutsu >= Defense. On success, 2 Wounds.
TeppoPrecise Shotattack3 Energy. 2-zone range. On success, disable a target body part (GM discretion).
Unarmed CombatChain Techniqueattack2 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. 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 "Seal of Asura." 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.

LimitNotationMeaning
UnlimitedLimit: —freely usable as long as you have Energy
1 Time per BreathLimit: 1 time per breathonly 1 time in one breath
N Times per BreathLimit: 2 times per breathup to N times in one breath
1 Time per RoundLimit: 1 time per roundonly 1 time in one round
1 Time per CombatLimit: 1 time per combatonly 1 time in the entire combat
1 Time per SessionLimit: 1 time per sessiononly 1 time in the entire game session
ConsumedLimit: consumeditem 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 TypeTrait NameAdded BenefitRestriction
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.

CategorySwordsmanship Licensed Maneuver (skill 3 points)Swordsmanship Secret Art (skill 4 points, Master stage)
No School+2 + Swordsmanship weapon defense technique reservation cost -1+3 + no Energy cost when counterattacking
Katori Shinto-ryu+2 + Swordsmanship weapon defense technique reservation -1Attitude of Sen (先の態度) [stance]+3 + free counterattackHeaven-Earth-Man (天地人) [Kata]
Yagyu Shinkage-ryu+2 + Swordsmanship weapon defense technique reservation -1Muto (無刀) [Kata]+3 + free counterattackLife-Giving Sword (活人劍) [Kata]

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 AttributeZone Impact
Rangesome techniques reach "same zone only," some reach "adjacent zones," and some reach "2 zones"
Zone Effectsthe 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 Techniquesthe ronin's "Gale" combines movement + attack. The shinobi's "Shadow Crossing" is an Outside Zone movement technique.
Zone Gimmick LinkageArchery arcing shot +2 from high ground. Unarmed grappling +2 underwater. Ninjutsu poison needle +2 in forests.

#Maneuvers Favored by Each Zone

ZoneFavored ManeuversUnfavored Maneuvers
Front Zoneyari thrust, Spear Wall, Checktanto (weak on the Front Zone)
Core Zonetanto Slip Inside, Unarmed grapple, esoteric monk Seal of Asurayari/nodachi (long weapon Energy +1)
Rear Zoneteppo direct/arcing shot, Archerymelee overall (meaningless if no enemy is present)
Flank Zoneinfiltration techniques, flanking movementsquad orders (few squads)
Outside Zoneshinobi-only techniquesmost others (cannot enter)
High GroundArchery +2, Lightness Skill leap attackmounted (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:

NotationMeaning
[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

SourceManeuverTypeEnergyLimit
KatanaHorizontal Cut (Courage)technique2
KatanaThrust (Finesse)technique2
KatanaParrytechniquereservation 1/improvised 2
CommonMove2
CommonSquad Order1~2
TraitImmovable Formationstance2maintain
TraitFamily Nameaptitude
TraitToughaptitude

→ 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:

AreaChange
All weapon fileseach weapon lists Attack A/Attack B/Defense/Licensed/Masterwork techniques
All traitsreclassified into Kata/aptitude/upkeep/stance
Character sheetadd a "Maneuver List" section
Combat tutorial"What do you do?" → "Which maneuver do you use?"
Balancecontrol DPT through Energy cost/limit by maneuver
Zone gimmicksadd zone-by-zone maneuver bonuses/penalties
Schoolsnew system. Requires skill details + separate school document.
Equipmentmasterwork grade system + masterwork techniques

"Not what you do, but how you do it."