#Non-Combat Rules (非戰鬪規則)
Contents
The world keeps turning outside the battlefield. Rules for travel, searching, negotiation, and rest.
Canon — non-combat checks. This document is the final rule for negotiation, intimidation, perception, disabling, document deciphering, medicine, and tracking Target Numbers. The table in
co-11-01-quick-reference.mdis this document's Summary, and the numbers inco-10-fiction/*are for scene presentation only (Fiction-Only). Seeco-99-meta/co-99-01-authority.mdfor the authority system.
Related Entries: Checks and Saves · Attributes · Skill List
#Movement and Travel
#Scent — Sengoku Roads
Mountain paths are dangerous, plains are long, and the sea is unpredictable. In this world where yoma wander, going from A to B is itself an adventure.
#Law
Daily Travel Distance:
| Terrain | On Foot | Mounted | Notes |
|---|---|---|---|
| Highway (maintained road) | 30 ri | 50 ri | safe. Low encounter chance. |
| Mountain path | 15 ri | 20 ri | encounter check every day. |
| Wild ground (no road) | 10 ri | 15 ri | encounter check every half-day. |
| Waterway (boat) | 40 ri | — | Navigation skill required. |
Wilderness Encounter Check: GM rolls d100. Use the Yoma Encounter Table, or a wilderness-only table supplied by the scenario.
Forced Travel: multiply daily travel distance by 1.5. In exchange, everyone suffers Wounds -1 on arrival (fatigue). On Physique>=11 success, no fatigue.
#Searching and Investigation
#Scent — See with the Eyes, Touch with the Hands
You search ruins, read traces of yoma, and find hidden doors. Searching is as important as combat.
#Law
| Action | Check | Example Target Numbers |
|---|---|---|
| Search room | 2d10 + Finesse + Perception | 11 (ordinary), 13 (hidden), 17 (magical concealment) |
| Detect trap | 2d10 + Finesse + Perception | by trap difficulty |
| Disable trap | 2d10 + Finesse + Disable | by trap difficulty |
| Track traces | 2d10 + Wisdom + Survival | 11 (clear), 14 (faint), 17 (concealed) |
| Decipher document | 2d10 + Wisdom + Bearing or Stratagem | 11 (ordinary), 15 (archaic/code) |
| Identify yoma | 2d10 + Wisdom + Exorcism or Sorcery | 11 (ordinary yoma), 13 (rare), 17 (ancient) |
Time: searching one room = about 10 minutes. Searching an entire building = about 1 hour. If rushed, check -2.
#Negotiation and Social Interaction
#Scent — Words Sharper than Blades
Sengoku negotiation contains both courtesy (禮) and threat (威). Be rude to a daimyo's messenger and you have war; flatter a merchant in the right way and information comes out.
#Law
Basic Negotiation: 2d10 + Presence(美) + Negotiation >= target resistance
| Situation | Target Resistance | Notes |
|---|---|---|
| friendly NPC | 7 | almost automatic success |
| neutral NPC | 11 | basic |
| wary NPC | 13 | persuasion required |
| hostile NPC | 17+ | very difficult |
| yoma (negotiable species) | 15+ | differs by species/individual |
Intimidation: 2d10 + Courage(勇) + Intimidation >= target resistance. On success, forced obedience. On failure, relationship worsens.
Deception: 2d10 + Presence(美) + Deceit vs target 2d10 + Wisdom(智) + Perception. Opposed check.
Influence of the Three Ways and Six Hearts: If the NPC's heart (心) and the player's heart match, negotiation +2. If they are direct opposites, -2.
#Rest and Recovery
#Scent — Time Heals Wounds
When battle ends, the body must rest. Sleep one night and light wounds heal; rest several days and deep wounds close. But a yoma curse is not cured by time alone.
#Law
| Rest Type | Time | Effect | Condition |
|---|---|---|---|
| Short Rest | 1 hour | recover 1 Wound | safe place |
| Overnight Camp | 8 hours | recover 2 Wounds. Reset all Energy. | campsite/building |
| Full Rest | 3 days | recover all Wounds | village/castle |
| Rest with Treatment | 3 days + Medicine | all Wounds + remove poison/disease | doctor or apothecary required |
Camping Risk: d100 encounter check when camping outdoors (01~15: yoma attack; if watch Perception>=11 fails, ambush).
Herbs/Elixirs: see Equipment List. Effects increase when used outside combat (herb: Wounds 2→3).
#Poison, Disease, Curse
#Law — Unified Rules
| State | Trigger | Effect | Removal |
|---|---|---|---|
| Poison (毒) | when hit by poisoned weapon/poison yoma | every lull (combat) or every hour (non-combat), Wounds decrease by 1 | Physique>=11 check (each lull) or antidote |
| Disease (疫) | polluted environment, specific yoma | every day, on Physique>=13 failure, Wounds decrease by 1 + attribute -1 | 3 days full rest + Medicine>=13 |
| Curse (呪) | yoma sorcery, cursed item | varies (GM setting). Usually check -2 or cannot perform a specific action. | Exorcism>=15 or Barrier>=15, or special condition |
| Bleed (血) | makiri/special weapon | every lull, Wounds decrease by 1 | Physique>=13 or Medicine>=11 |
| Fear (怖) | yoma roar, great-yoma domain | next round attack -2. Squads suffer Cohesion -1. | Courage >= 11 check (immediately on infliction) |
| Defenseless (隙) | fumble, failed breakthrough, etc. | release maintained [stance], Defense -4 (debuff), cannot use defense reservations, evasion, or counterattack-type defense techniques | automatic at the start of your next action. If a lull comes first, removed in the lull |
#Environment and Weather
#Law
| Environment | Effect |
|---|---|
| Night (夜) | all checks -2 (normal only adjacent if carrying a light). Infiltration +3. Yoma encounter chance 2 times. |
| Rain/Snow (雨雪) | ranged attacks -2. Movement (outdoors) +1 Energy. Fire attacks unavailable. |
| Fog (霧) | ranged attacks -3. Infiltration +3. Blocks sight at 2 zones or more. |
| Poison Fog (毒霧) | every round, Physique>=11 or 1 Wound. Immune with talisman/barrier. |
| Fire (火) | that zone, every lull, 1 Wound (everyone). Destroys barricades/buildings. |
| Swamp (沼) | movement +1 Energy. Mounted movement unavailable. |
| Cliff (崖) | cannot pass unless Lightness Skill>=13. +2 if using rope. |
#Reputation (名聲)
#Scent — A Name Moves the World
In the Sengoku era, a name is power. The name of a warrior who defeats yoma spreads through villages, reaches daimyo ears, and eventually rings across the realm. The name of one who burns a village also spreads — together with fear.
#Law
Characters and parties have a Reputation score. It starts at 0.
| Reputation | Title | Effect |
|---|---|---|
| -5 or lower | Outlaw | guards called when entering villages. Merchants refuse trade. Bounty. |
| -4~-1 | Suspicious Person | NPC negotiation -2. Lodging may be refused. |
| 0 | Unknown | basic. |
| 1~3 | Known Name | NPC negotiation +1. Access to commissions. |
| 4~6 | Notable | NPC negotiation +2. Can gain audience with a daimyo. Mercenary resource support. |
| 7~9 | Hero | NPC negotiation +3. Squad recruitment cost halved. Eligible for background capstone. |
| 10+ | Legend | NPCs automatically cooperate. Can found a faction. Candidate for Tatsujin capstone narrative. |
Reputation Changes:
| Action | Change |
|---|---|
| rescue village | +1~2 |
| defeat great yoma | +2~3 |
| complete daimyo mission | +1 |
| seal Spirit Realm gate | +3~5 |
| pillage/burn village | -2~4 |
| betray allies | -3 |
| collude with yoma (if exposed) | -2~5 |
Faction-Specific Reputation: Reputation can be tracked separately by faction. You may be a hero in Kagura Domain and an outlaw to the Ikko-ikki.
#Downtime Activities (Between Sessions)
#Scent — Daily Life Between Battles
Between adventures, what does a character do? Sharpen the blade, repair armor, practice new techniques, and build connections in town.
#Law
If the table establishes that "several days have passed" between sessions, each player chooses 1 downtime activity.
| Activity | Effect | Required Time |
|---|---|---|
| Training | experience mark on 1 skill (bonus +1 point when advancing) | 7 days |
| Treatment/Recuperation | recover all Wounds + remove poison/disease | 3 days |
| Equipment Repair | repair broken weapon/armor. If an artisan, can improve it. | 3 days |
| Gather Information | roll d100 → GM provides 1 clue for the next scenario | 5 days |
| Build Connections | Reputation +1 (that faction). Or NPC favor +1. | 7 days |
| Earn Gold | 2d10+related skill >= 11: gain d10 gold | 7 days |
| Teach | train 1 squad: base Cohesion +1 (max 5) | 7 days |
| Research | gain knowledge related to yoma/history/sorcery. GM provides information. | 7 days |
| Build/Fortify | add facility to base (barricade, watchtower, barrier, etc.) | 14 days |
| Pilgrimage | pilgrimage to shrine/temple. Chance for Three Ways and Six Hearts shift (心轉). | 14 days |
Choices outside the battlefield decide victory on the battlefield.