English edition v1.5

#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.md is this document's Summary, and the numbers in co-10-fiction/* are for scene presentation only (Fiction-Only). See co-99-meta/co-99-01-authority.md for 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:

TerrainOn FootMountedNotes
Highway (maintained road)30 ri50 risafe. Low encounter chance.
Mountain path15 ri20 riencounter check every day.
Wild ground (no road)10 ri15 riencounter check every half-day.
Waterway (boat)40 riNavigation 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 2d10 + 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

ActionCheckExample Target Numbers
Search room2d10 + Finesse + Perception11 (ordinary), 13 (hidden), 17 (magical concealment)
Detect trap2d10 + Finesse + Perceptionby trap difficulty
Disable trap2d10 + Finesse + Disableby trap difficulty
Track traces2d10 + Wisdom + Survival11 (clear), 14 (faint), 17 (concealed)
Decipher document2d10 + Wisdom + Bearing or Stratagem11 (ordinary), 15 (archaic/code)
Identify yoma2d10 + Wisdom + Exorcism or Sorcery11 (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

SituationTarget ResistanceNotes
friendly NPC7almost automatic success
neutral NPC11basic
wary NPC13persuasion required
hostile NPC17+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 TypeTimeEffectCondition
Short Rest1 hourrecover 1 Woundsafe place
Overnight Camp8 hoursrecover 2 Wounds. Reset all Energy.campsite/building
Full Rest3 daysrecover all Woundsvillage/castle
Rest with Treatment3 days + Medicineall Wounds + remove poison/diseasedoctor or apothecary required

Camping Risk: d100 encounter check when camping outdoors (01~15: yoma attack; if the watch fails 2d10 + higher of Finesse or Wisdom + Perception >= 11, the attackers gain an ambush).

Herbs/Elixirs: see Equipment List. Effects increase when used outside combat (herb: Wounds 2→3).


#Poison, Disease, Curse

#Law — Unified Rules

StateTriggerEffectRemoval
Poison (毒)when hit by poisoned weapon/poison yomaevery lull (combat) or every hour (non-combat), Wounds decrease by 1better of (2d10+Physique or 2d10+Wisdom+higher of Medicine/Poisoncraft, DC differs by poison, retry each lull) or antidote (automatic success)
Disease (疫)polluted environment, specific yomaOn infection, the source designates 1 attribute to take -1. If unspecified, the GM chooses 1 attribute fitting the symptoms. Each day, on 2d10 + Physique >= 13 failure, lose 1 Wound. The same disease does not stack; apply its attribute penalty and daily check only once.3 days of full rest + 2d10 + Wisdom + Medicine >= 13. Removing the disease also ends the attribute penalty.
Curse (呪)yoma sorcery, cursed itemvaries (GM setting). Usually check -2 or cannot perform a specific action.2d10 + Wisdom + Exorcism >= 15, 2d10 + Wisdom + Barrier >= 15, or a special condition
Bleed (血)makiri (wildling 3rd-dan aptitude)/special weaponevery lull, Wounds decrease by 12d10 + Physique >= 13 or 2d10 + Wisdom + Medicine >= 11
Fear (怖)yoma roar, great-yoma domainnext round attack -2. Squads suffer Cohesion -1.2d10 + 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 techniquesautomatic at the start of your next action. If a lull comes first, removed in the lull

#Environment and Weather

#Law

EnvironmentEffect
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, 2d10 + Physique >= 11 or lose 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 2d10 + Finesse + Lightness >= 13. +2 if using rope.

#Fame (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 Fame score. It starts at 0.

FameTitleEffect
-5 or lowerOutlawguards called when entering villages. Merchants refuse trade. Bounty.
-4~-1Suspicious PersonNPC negotiation -2. Lodging may be refused.
0Unknownbasic.
1~3Known NameNPC negotiation +1. Access to commissions.
4~6NotableNPC negotiation +2. Can gain audience with a daimyo. Mercenary resource support.
7~9HeroNPC negotiation +3. Squad recruitment cost halved. Eligible for background capstone.
10+LegendNPCs automatically cooperate. Can found a faction. Candidate for Tatsujin capstone narrative.

Fame's eligible and candidate labels grant narrative access only. They do not waive the dan, skill, background, or selection requirements in Mastery and Prestige. Automatic cooperation likewise cannot force an NPC to violate their own survival, convictions, or explicit hostile relationship.

Fame Changes:

ActionChange
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 Fame: Fame 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.

ActivityEffectRequired Time
Trainingexperience mark on 1 skill (bonus +1 point when advancing)7 days
Treatment/Recuperationrecover all Wounds + remove poison/disease3 days
Equipment Repairrepair broken weapon/armor. If an artisan, can improve it.3 days
Gather Informationroll d100 → GM provides 1 clue for the next scenario5 days
Build ConnectionsFame +1 (that faction). Or NPC favor +1.7 days
Earn Gold2d10+related skill >= 11: gain d10 gold7 days
Teachtrain 1 squad: base Cohesion +1 (max 5)7 days
Researchgain knowledge related to yoma/history/sorcery. GM provides information.7 days
Build/Fortifyadd facility to base (barricade, watchtower, barrier, etc.)14 days
Pilgrimagepilgrimage to shrine/temple. Chance for Three Ways and Six Hearts shift (心轉).14 days

#Experience Marks

  • A character can hold only one experience mark in total and names one skill when gaining it. If the character already has a mark, further training cannot add another.
  • When allocating the next even-dan +2 skill points, consume the mark to grant an additional +1 point to its named skill. If it cannot be consumed or is not used, it remains until the next even dan.
  • This additional point still obeys the skill maximum, skills eligible for Master Rank, and the cap on skills at Licensed rank or higher. It cannot be banked above a cap or converted into another bonus.

Choices outside the battlefield decide victory on the battlefield.