#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 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
| 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 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
| 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 | better 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 yoma | On 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 item | varies (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 weapon | every lull, Wounds decrease by 1 | 2d10 + Physique >= 13 or 2d10 + Wisdom + Medicine >= 11 |
| Fear (怖) | yoma roar, great-yoma domain | next 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 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, 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.
| Fame | 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. |
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:
| 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 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.
| 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 | Fame +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 |
#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.