English edition v1.3.3

#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 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 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

StateTriggerEffectRemoval
Poison (毒)when hit by poisoned weapon/poison yomaevery lull (combat) or every hour (non-combat), Wounds decrease by 1Physique>=11 check (each lull) or antidote
Disease (疫)polluted environment, specific yomaevery day, on Physique>=13 failure, Wounds decrease by 1 + attribute -13 days full rest + Medicine>=13
Curse (呪)yoma sorcery, cursed itemvaries (GM setting). Usually check -2 or cannot perform a specific action.Exorcism>=15 or Barrier>=15, or special condition
Bleed (血)makiri/special weaponevery lull, Wounds decrease by 1Physique>=13 or Medicine>=11
Fear (怖)yoma roar, great-yoma domainnext 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 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, 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.

ReputationTitleEffect
-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.

Reputation 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 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.

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 ConnectionsReputation +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

Choices outside the battlefield decide victory on the battlefield.