#Progression (成長體系)
Contents
A 10-step level structure called dan (段). Odd dan build identity; even dan strengthen fundamentals.
Related Entries: Classes · Skills · Renown Title · Attributes
#Scent — The Path of Advancement
From a novice warrior first standing on the battlefield to a battle-tested commander, there are ten moments of realization. At odd dan, battlefield realization is engraved as "traits"; at even dan, constant training raises the foundations called "attributes and skills."
1st dan is a greenhorn who has just taken up the sword. 5th dan is a warrior whose name is known. A Tatsujin (10th dan) is a legend whose name rings across Sengoku.
#Law — 10-Step Alternating Progression Table
| Dan (段) | Fundamental Growth | Trait Gained |
|---|---|---|
| 1st dan | initial skill setup (see Skill System) | [class 1st-dan inherent trait] (automatic) + 1 [background trait] + 1 [general trait] |
| 2nd dan | attribute +1 / skills +2 points | — |
| 3rd dan | — | 1 [class trait] (3rd-dan list) + 1 [general trait] |
| 4th dan | attribute +1 / skills +2 points | — |
| 5th dan | — | 1 [class trait] (5th-dan list) + 1 [background growth] or [general trait] |
| 6th dan | attribute +1 / skills +2 points | — |
| 7th dan | — | 1 [advanced class trait] (7th-dan list) + 1 [general trait] |
| 8th dan | attribute +1 / skills +2 points | — |
| 9th dan | — | 1 [advanced class trait] (9th-dan list) + 2 [background growth] or [general trait] |
| Tatsujin | attribute +1 / skills +2 points | 1 [advanced class trait] + 1 Renown Title trait |
#Specialized Class 1st-Dan Setup
The class inherent training at 1st dan (1 Trained + 3 Novice) is written in starting automatic skills at the top of each class document.
#Freedom of Trait Choice — Lower-Dan Traits Can Be Chosen
When you gain a new trait slot on advancement, you may choose traits from lower dan as well as traits from the current dan.
| Advancement Timing | Class Trait Pool Available |
|---|---|
| 1st dan (creation) | 1st-dan class traits |
| 3rd dan | 1st-dan or 3rd-dan class traits |
| 5th dan | 1st-dan, 3rd-dan, 5th-dan class traits |
| 7th dan | 1st-dan, 3rd-dan, 5th-dan, 7th-dan class traits |
| 9th dan | 1st-dan, 3rd-dan, 5th-dan, 7th-dan, 9th-dan class traits |
| Tatsujin (10th dan) | class traits from every dan + Renown Title trait |
Principles:
- You cannot take the same trait twice (except traits explicitly marked repeatable, such as "Tough").
- General trait slots can always choose freely from all general traits (no stage restriction).
- Choosing a lower-dan trait has narrative justification: "the character trained longer and strengthened fundamentals."
- A 5th-dan samurai can choose the 3rd-dan trait "Declare Duel" in a 5th-dan class trait slot.
- A 7th-dan scholar can choose the 5th-dan trait "Overall Command" in a 7th-dan slot, if they did not already take it at 5th dan.
- A 9th-dan character can use a 9th-dan slot on the general trait "Tough."
#Fundamental Growth Details (Even Dan)
- Attribute +1: add +1 to 1 desired attribute (maximum cap +3).
- Skills +2 points: freely allocate 2 skill points. Watch proficiency caps:
- Licensed-or-higher (Licensed / Master / Saint) counts share one cap: 1 at Dan 1, +1 per even-dan promotion (Dan 2, 4, 6, 8, 10) — 1/2/3/4/5/6 at Dan 1/2/4/6/8/10.
- Master (4 points) is possible from Dan 2 and only among the 6 class-allowed skills. Saint (5 points) is Tatsujin (Dan 10) only.
#Trait Types
#Class Traits
Choose from the 3/5/7/9 dan lists on each class page. These strengthen the class's tactical identity.
#Advanced Class Traits
Unlocked from 7th dan. Powerful abilities that significantly bend combat rules. Choose from each class's advanced list.
#General Traits
Can be gained regardless of class. General-purpose combat/exploration abilities. Each trait is classified into one of the 5 maneuver types.
| Trait | Type | Effect | Notes |
|---|---|---|---|
| Tough (剛忍) | [aptitude] | Wounds +1 | repeatable (max 2 times) |
| Swift (迅速) | [aptitude] | Energy maximum +1 | repeatable (max 2 times) |
| Lucky One (幸運兒) | [aptitude] | Fate Intervention uses +1 | repeatable (max 2 times) |
| Skilled (熟練) | [aptitude] | +1 point to 1 skill | Master restriction remains |
| Two-Sword Style (二刀流) | [aptitude] | when equipped in two-sword style, can use the techniques of two weapons in one breath (total Energy must stay within the one-breath limit). Swing both hands at once. | only tanto/katana. Prerequisite for Two-Sword Combined Strike. |
| Two-Sword Combined Strike (二刀合擊) | [Kata] | Energy = total of both weapons' Attack A Energy (example: katana 2 + kodachi 1 = 3). Both hands strike together as a single action. Two checks are independent (apply each weapon's attribute+proficiency). | 1 time per round. Requires Two-Sword Style [aptitude]. |
| Mounted Combat (騎馬戰鬪) | [aptitude] | attack +1 while mounted, mounted movement 1 Energy | requires Horsemanship Trained |
| Shield Technique (盾術) | [aptitude] | Defense +2 when using shield (instead of base +1) | |
| Heavy Armor Adaptation (重甲適應) | [aptitude] | heavy armor Energy penalty -1 | |
| Master of Evasion (回避の達人) | [aptitude] | interrupt evasion reservation cost -1 | |
| Focus (集中) | [stance] | enhanced checking posture. Energy 1 (declaration). While maintained, additional Domination +1 in same zone, cannot move. Occupies 1 stance slot. | |
| War of Endurance (持久戰) | [upkeep] | automatically recover 1 Wound during lull | |
| Field Command (野戰指揮) | [aptitude] | squad attack +1 bonus when triggering a squad order | |
| Danger Sense (危機感知) | [aptitude] | automatic reaction to ambush/surprise (ambush immunity) | |
| Yoma Knowledge (妖魔知識) | [aptitude] | attack +1 against yoma, GM automatically reveals 1 weakness | |
| Indomitable (不屈) | [aptitude] | Physique (體) +3 on incapacitation checks (passive trigger) | |
| Battlefield Instinct (戰場の勘) | [aptitude] | initiative modifier +2 at combat start | |
| Foreign Adaptation (異國適應) | [aptitude] | gain deep understanding of one foreign culture. Can use devotion techniques from that culture's foreign divine items (if Three Ways and Six Hearts align). | repeatable (different culture each time). Gaijin can adapt to 2 cultures at once with 1 slot. Requires narrative contact with that culture. |
#Background Traits / Background Growth
Traits provided by Backgrounds. Gained at 1st dan and 5th/9th dan.
#Advancement Conditions
#Scent
Advancement is not simply accumulating experience points. It is realization on the battlefield, a moment of growth at the border of life and death. GM and players decide advancement by agreement.
#Law — Rule
| Condition (choose at least 1) | Notes |
|---|---|
| complete 2~3 combats (GM discretion) | basic condition |
| achieve narrative milestone | personal goal, major event, etc. |
| realization tied to skill use | "survived a crisis through Swordsmanship," etc. |
| GM declares at session end | milestone method |
#Schools and Progression
#When Schools Are Learned
A school is learned by spending 1 trait slot. It can be learned at the following times:
| Timing | Condition | Notes |
|---|---|---|
| character creation (1st dan) | relevant skill Trained (2 points)+ | invest 1 general trait into a school |
| advancement (odd dan) | relevant skill Trained (2 points)+ | invest 1 class/general/background trait slot |
#Unlocking School Maneuvers
School maneuvers are tied to skill proficiency:
| Skill Stage | No School | With School |
|---|---|---|
| Trained (2 points) | +1 bonus | same (+ school added benefit) |
| Licensed (3 points) | +2 + skill-specific maneuver | +2 + replace with school Licensed maneuver |
| Master (4 points) | +3 + skill-specific maneuver | +3 + replace with school secret art |
| Saint (5 points) | automatic success | automatic success (school additional benefits apply only when an individual document states them) |
A school replaces the skill's Licensed maneuver and secret art (Master-stage maneuver). Weapon technique slots (uchigatana One Flash, zanbato One Stroke, etc.) are unrelated to schools.
#Changing Schools / Expulsion
| Situation | Result |
|---|---|
| Expulsion (famous school) | lose school Licensed/secret art. Return to basic maneuver. Trait slot is not returned. |
| Master's Death (secret transmission) | secret art incomplete. Licensed maneuvers usable only up to Licensed. If you find the master's will, unlock secret art. |
| Changing School | impossible. Once learned, a school cannot be changed. Cannot re-enter after expulsion. |
| Multiple Schools | possible only for different skills. Cannot have 2 schools for the same skill. |
#Growing Without a School
Even without learning a school, the basic techniques of Licensed/Master remain usable. Schools are a choice. In builds where trait slots are precious (many traits required), a build without a school may be better.
#Dual Build (二重構成, Dual Build / Multiclass)
#Scent — Two Paths
Kagura Nobutsuna is both samurai and scholar. Honganji Shonin is both a Pure Land monk and an arahitogami. Some people find one path insufficient, and walk two paths.
A dual build borrows the traits of a secondary class on top of the primary class. You can use the power of both classes, but neither reaches its extreme. The total cap of 10 dan does not change.
#Law — Dual Build Rules
#Learning Conditions
| Item | Rule |
|---|---|
| Timing | declare at 3rd dan or higher. Dual build is not allowed at 1st dan. |
| Prerequisite | must meet the prerequisite attributes/skills of the secondary class (table below). |
| Declaration | declare "secondary class: ○○" on advancement (odd dan). Cannot change afterward. |
| Cap | primary class + secondary class total capped at 10 dan. Example: primary 7th dan / secondary 3rd dan = 10 dan. |
#Secondary Class Prerequisites
| Secondary Class | Prerequisite Attributes | Prerequisite Skills |
|---|---|---|
| samurai | Courage +2 | Swordsmanship Trained (2 points)+ |
| ronin | Finesse +2 | Swordsmanship or Unarmed Combat Trained+ |
| shinobi | Finesse +2 | Ninjutsu Novice (1 point)+ |
| esoteric monk | Physique +2 | Exorcism Novice+ |
| onmyoji | Wisdom +2 | Sorcery Trained+ |
| feng shui master | Wisdom +2 | Barrier Novice+ |
| Pure Land monk | Presence +2 | Exorcism or Negotiation Trained+ |
| gaijin | Finesse +1, Courage +1 | Archery Novice+ |
| scholar | Wisdom +2 | Military Science Trained+ |
| merchant | Presence +2 | Negotiation Trained+ |
| artisan | Physique +1, Wisdom +1 | Disable Trained+ |
| entertainer | Presence +2 | Bearing Trained+ |
| wildlander | Physique +2, Courage +1 | Unarmed Combat Trained+ |
| hanyo | Fate +1 | yoma bloodline (background or GM permission) |
| automaton | — | PCs cannot take automaton as secondary class (because they are not machines) |
| arahitogami | Presence +2, Wisdom +1 | faith-related background or GM permission |
| shugenja | Physique +2 | Exorcism Trained+ |
| puppeteer | Finesse +2, Wisdom +1 | Disable Novice+ |
#What You Gain from a Secondary Class
| Item | Rule |
|---|---|
| Trait borrowing | at odd dan (advancement), replace 1 general trait slot with a class trait from the secondary class. |
| Borrowing range | only up to the secondary class's 1st/3rd/5th-dan trait lists. 7th-dan+ advanced traits cannot be borrowed. |
| Skills | Master (4 points) can also be reached in the 6 skills allowed by the secondary class. |
| Schools | can learn schools for skills related to the secondary class. |
| Renown Title | cannot learn the secondary class's Renown Title. Instead, can learn a dual-build-exclusive Renown Title (see below). |
#What You Do Not Gain from a Secondary Class
| Item | Rule |
|---|---|
| primary class's 1st-dan automatic trait | cannot gain the secondary class's 1st-dan automatic trait. |
| 7th-dan+ advanced traits | cannot borrow advanced traits from the secondary class. |
| free Core Zone entry | even if the secondary class is ronin/esoteric monk/shinobi, follow the primary class's entry rule. |
| class capstone (Renown Title) | secondary class Renown Title unavailable. Only dual-build-exclusive Renown Titles. |
#Dual-Build-Exclusive Renown Titles (Tatsujin, 10th Dan)
When a dual-build character reaches 10th dan (Tatsujin), they gain 1 unique Renown Title trait based on the primary+secondary combination. This is a state possible only at the border between two classes, impossible to classify as either one.
| Primary Class | Secondary Class | Renown Title | Effect |
|---|---|---|---|
| samurai | scholar | Confucian General (儒將) | Squad Order costs 0 Energy ([Kata]). Your checking posture effect also applies to squads. "Blade and book became one." |
| samurai | esoteric monk | Nio (仁王) | When hitting yoma, always 2 Wounds + free Core Zone entry. "A Buddhist guardian took up the sword." |
| ronin | shinobi | Fuma (風魔) | Outside Zone↔anywhere for 0 Energy ([Kata]) + 3 Wounds on ambush + maintain infiltration. "Wind and shadow as one." |
| esoteric monk | arahitogami | Dharma Body (法身) | automatic Exorcism success inside sacred ground + constant Holy Fire + Wounds recovery +1/lull. "A living kami-buddha." |
| onmyoji | scholar | Astronomical Officer (天文官) | reveal all enemy deployment + first breath actions at combat start + add 2 shikigami. "One who reads the heavens." |
| Pure Land monk | entertainer | Dharma Music (法樂) | fusion of sutra and song. During lull, everyone recovers 2 Wounds + Cohesion +2. "Amida's song." |
| gaijin | artisan | Gunsmith (銃匠) | create teppo on the spot during combat (3 Energy). Reload teppo for 0 Energy ([Kata]). "They make both gun and bullet." |
| merchant | shinobi | Black Merchant (黑商) | reveal all enemy information at combat start + bribe 1 enemy squad with 3 gold (turn them). "The underworld of money and information." |
| scholar | feng shui master | Geomantic Strategist (地略家) | freely transform zones (0 Energy) + allied x1.5 when calculating Domination. "One who makes the battlefield." |
| wildlander | hanyo | Great Kamuy (大神威) | transformation always on + summon kamuy (1 time per combat, 1 Elite-grade NPC) + earth barrier. "A human who became kamuy." |
| arahitogami | onmyoji | Divine Power (神通) | shikigami are strengthened to Elite-grade inside sacred ground (Wounds 4, Defense 14) + Faith links with shikigami (spend 1 Faith → shikigami recover all Wounds). |
| feng shui master | esoteric monk | Ley-Line Master (靈脈師) | freely manipulate ley lines (create/destroy zones) + barriers link with ley lines (barrier-zone ley line automatically active). |
GM Note: The table above is an example of major combinations. For combinations not listed, GM and player should design a unique Renown Title together. Principle: "weaker than the ultimate ability of either class, but possessing a unique synergy that neither has."
From 1st dan to Tatsujin. Ten moments of realization make a legend. For one who walks two paths — there is an eleventh realization.
#Adaptation (適應) — Expansion Classes Only
#Scent — Learning by Those Not of This Age
Some do not belong to this age. A modern person swallowed by a Spirit Realm rift, a heroic spirit summoned from another time and space, a celestial fallen from the divine realm into the present world. They do not know this age's martial arts. They do not know samurai sword forms, esoteric mudras, or feng shui earth veins.
But they learn. They watch allies fight on the battlefield, stand against enemy techniques, and make the skills of this age their own. This is adaptation — not formal apprenticeship, but observation and imitation on the battlefield.
#Law — Adaptation Rules
#Eligible Classes
Only modern humans, heroic spirits, and celestials (the 3 outsider classes) can use this. The official 18 classes (Base 6 + Expansion 12) and fiend classes cannot use it (use dual build instead).
Adaptation and dual build are mutually exclusive. Classes using adaptation cannot use dual build, and classes using dual build cannot use adaptation.
#Adaptation Slots
| Item | Rule |
|---|---|
| Slot conversion | on advancement, can convert 1 general trait slot into an adaptation slot |
| Borrowing range | 1 trait from the 1st~5th-dan traits of any of the official 18 classes (Base 6 + Expansion 12) |
| Borrowing limit | cannot borrow fiend traits, Renown Title traits, or school maneuvers |
| 1st-dan automatic trait | cannot be borrowed (it is each class's core identity) |
#Adaptation Penalty
Because this imitates the techniques of this age, it is slightly less efficient than the original.
| Trait Type | Penalty |
|---|---|
| [Kata] / [stance] / [upkeep] | Energy cost +1 |
| [aptitude] | converted to 1 time per round limit (even if originally always-on, it becomes 1 time per round) |
#Specialization Bonus
If you borrow 2 or more traits from the same class, the penalty is waived from the 2nd trait onward.
Beyond observation lies mastery. The more deeply you learn one class's techniques, the closer you come to the original.
| Number Borrowed from Same Class | Penalty |
|---|---|
| 1 | applies |
| 2+ | waived from the 2nd onward |
Example: If a modern human borrows the samurai 3rd-dan trait "Declare Duel" through adaptation, it has Energy +1 penalty. If they later also borrow the samurai 5th-dan trait "Guarding Stance" through adaptation, Guarding Stance has no penalty (2nd borrowed trait from the same class).
#Principle: Adaptation Conversion Limits Only Frequency
This principle is identical to
../co-99-meta/co-99-02-core-principles.mdPrinciple 5.
Traits borrowed through adaptation keep the original trigger conditions. Only frequency changes.
- [Kata]/[stance]/[upkeep]: Energy cost +1. Conditions and effects remain as written.
- [aptitude]: "always" → "1 time per round." Original trigger conditions (for example: infiltrating, holding a specific weapon, maintaining a specific stance, etc.) are preserved. If the conditions are not met, the trait does not trigger in that round.
This rule creates no additional interpretation. "Adaptation does not create new rights not written in the original." Example: a celestial who borrows the shinobi 3rd-dan [Ambush] through adaptation cannot claim, while not infiltrating, that "the adapted version is unconditional automatic critical." The original requires infiltration, so the adapted version also requires that condition.
#Scent of Adapted Traits
Traits borrowed through adaptation may use the original name and scent as written, or may be reinterpreted through the character's own age/culture. Mechanical effects are the same (after applying penalties).
- Modern human borrows Immovable Formation → "defensive position construction" (modern tactical term)
- Heroic spirit (Karna) borrows Declare Duel → "Indra's Duel" (Indian mythic interpretation)
- Celestial borrows Tough → "Residual Divinity" (remaining divine power)