English edition v1.3.3

#Classes (職業, Classes)

Contents

A single hub that groups the 33 classes by the role (役割) they perform. You choose first by "what you do on the battlefield," not "what you want to become."

Related Items: Skill System · Progression · Renown Titles · Class Compendium (cross-reference table) · Villain Guide


#How to Read This

Classes are sorted first by role (what you do on the battlefield), not concept (samurai or onmyoji). Each class lists both a role (main axis) and a concept (sub-tag).

  • Role (main axis) = the tactical position you fill in the party. One of the 9 role groups.
  • Concept (sub-tag) = the identity with which you fill that position.

New players choose only from the basic 6 classes. Because the basic 6 classes cover all the core roles across the 9 role groups, you can build a balanced party with just the 6. Open the expansion, outsider, and fiend tiers with the GM once you are comfortable.


#The 4-Tier Structure

Classes are divided into 4 tiers by selectability and place in the setting.

TierClass CountCharacterSelection
① Basic 6 Classes6The skeleton of the Sengoku age. An entry set covering the core of all 9 role groups.recommended for new players
② Expansion 12 Classes12Variations and intensifications of the basic 6. They sharpen the same role, or fill niche roles.free choice (GM approval recommended)
③ Outsider 3 Classes3Those who do not belong to this age. They borrow existing roles through the Adaptation mechanic.GM permission (Adaptation only)
④ Fiend 12 Classes12Those who gained an extreme at the cost of abandoning humanity. Derived from "mirror combinations" of the basic classes.GM permission (NPC by default, PC possible)

①+② = the 18 official classes (players choose freely). ③ Outsiders and ④ Fiends are GM-permission territory.

No. 19, the Villain Guide, is not a class but a meta guide for running fiends (only its number sits in the fiend range).


#Tier 1 — Basic 6 Classes (Entry Set)

A role-complete entry set. The six classes each take one core position: Front Zone, mobility, assassination, sorcery, melee, and support. These six alone complete a party with no missing role.

ClassRole (main axis)Concept (sub-tag)Core Attributes1st-Dan TraitCore Zone Entry
01 samuraiFront Zone / Defenseguardian of bushidoCourage/PhysiqueImmovable Formationforced Breakthrough
02 roninMobility / Assassinationblade of the wind (mobile)Courage/FinesseBlade of the Windfree
03 shinobiMobility / Assassinationshadow assassinFinesse/FateShadow Crossingfree
04 onmyojiSorcery / Summoningshikigami masterWisdomShikigami Controlforced Breakthrough
05 esoteric monkCore Zone / Meleeclose-range exorcistCourage/PhysiqueSeal of Asurafree
06 Pure Land monkSupport / Healingmorale bufferPresence/PhysiqueShield of Amidaforced Breakthrough

Role ↔ basic 6 class correspondence (at entry, this table alone suffices):

Core RoleBasic 6 Class in ChargeOne Line
holds the Front Zonesamuraithe line hardens just by standing there
strikes fastroninmobile strikes unbound by formation
targets the rearshinobifrom outside into the enemy rear, assassination and scouting
uses sorceryonmyojicommands shikigami to control the battlefield from the rear
fights in the Core Zoneesoteric monkbare-handed slaughter in the most dangerous place
sustains alliesPure Land monklets the line endure through morale, cohesion, and healing

#Tier 2 — Expansion 12 Classes

Variations and intensifications of the basic 6. They dig the same role sharper (e.g. gaijin = dedicated ranged), or fill niche roles the basic 6 only touch shallowly (e.g. feng shui master = terrain control). Player free choice, but since their concepts are strong, GM approval is recommended.

ClassRole (main axis)Concept (sub-tag)Core Attributes1st-Dan TraitCore Zone Entry
07 shugenjaCore Zone / Meleeausterity self-harm burst damagePhysique/CourageVow of Fudo Myoofree
08 feng shui masterControl / Terrainley-line manipulatorWisdomTwist Ley Lineforced Breakthrough
09 scholarSupport / Healingtactical staff officer (Energy transfer)WisdomDivine Calculation and Ghostly Strategyforced Breakthrough
10 merchantSocial / Economycontroller of goldPresence/WisdomGolden Leverageforced Breakthrough
11 artisanControl / Terrainbuilder of walls and trapsPhysique/WisdomKarakuri Fieldworksforced Breakthrough
12 entertainerSupport / Healingrequiem bufferPresence/FateBattlefield Flowerforced Breakthrough
13 gaijinRanged / Bombardmentteppo sniperCourage/FinesseForeign Gunpowder + Outsider Affinityforced Breakthrough
14 wildlanderCore Zone / Meleebare-handed wild warriorCourage/PhysiqueHand of Kamuyfree
15 hanyoDivine / Shiftertransformation warriorCourage/FateYoma Bloodfree
16 arahitogamiDivine / Shifterruler of the divine domainPresence/WisdomManifest Divine Authorityforced Breakthrough
17 autonomous automatonFront Zone / Defensemachine tankPhysique/WisdomMechanical Bodyforced Breakthrough
18 puppeteerControl / Terrainremote puppet operationWisdom/FinesseWar of Stringspuppets only free

#Expansion Class Selection Guidelines (GM and Player)

ClassStrengthCautionRecommended Partners
shugenjaself-harm burst damage, free CoreWound consumption accumulatesrecovery lead (entertainer/Pure Land monk)
feng shui masterrearranges battlefield zonesweak solo firepowerFront Zone lead (samurai/ronin)
scholarEnergy transfer, 2 times squad commandno personal combat powerall Front Zone allies
merchantmanipulates enemies/allies with goldpowerless when resources run outartisan (supply synergy)
artisanpreempts barricades and trapsresources vanish if installations are destroyedautonomous automaton (tanking/repair synergy)
entertainermaintains Cohesion/Woundsweak solo firepowerwhole squad-operation party
gaijinexotic sacred objects, teppo snipingdisadvantaged in negotiation/etiquettescholar/merchant (mediation)
wildlanderfree Core, bare-handed slaughterdisadvantaged in civilized negotiationnegotiation lead (merchant/scholar)
hanyooverwhelming when transformedallied Cohesion penaltyPure Land monk (Cohesion management), onmyoji (yoma knowledge)
arahitogamiwide-area divine buffsFaith resource managementPure Land monk/entertainer (Faith upkeep)
autonomous automatonmany immunities, tankingcannot recover, cannot use Fateartisan (repair)
puppeteersafe main body, expendable-puppet tacticsreproduction burden if all puppets are destroyedartisan (repair support)

#Tier 3 — Outsider 3 Classes (異邦人, Outsiders)

Those who do not belong to this age. They arrive without knowing the techniques of their own age, and blend into the battlefield by borrowing the 1st-dan through 5th-dan traits of other classes through the Adaptation mechanic. Their fixed role is weak; their defining trait is filling roles by borrowing them. GM-permission territory.

ClassRole (main axis)Concept (sub-tag)Core Attributes1st-Dan TraitAdaptation Path
32 modern personSupport / Healinganalytical staff officerWisdom/PresenceForesightnoncombat skills → combat growth
33 heroic spiritDivine / Shifterdivine-item warrior (variable)variableMemory of a Previous Lifedivine-item search quest
34 celestialDivine / Shifteranti-yoma purifierall +1 (decaying)Heavenly Lightdescent → ascension curve

Adaptation rules, stage bonuses, and penalties: Progression §Adaptation. Adaptation and dual build are mutually exclusive.


#Tier 4 — Fiend 12 Classes (魔人職業, Villain Classes)

GM permission required. NPC villains by default, but PCs are possible depending on campaign theme. They gain extreme strengths at the cost of abandoning humanity. Each fiend class derives from a mirror combination of 2 basic classes. For operating principles, see the Villain Play Guide.

#Common Features of Fiends

  • Hybrid origin: derived from a "mirror combination" of 2 basic classes (e.g. Shurado = samurai × esoteric monk).
  • Humanity resource: some fiend classes (Shurado, Jikiniki, etc.) spend Humanity or a similar resource, and at 0 they turn into NPC oni (character loss).
  • Social cost: most stand outside the honor code. Inability to negotiate or serve ordinary NPCs is the default.
  • Three Ways and Six Hearts: many are fixed to a specific dark heart (Hegemony/Void/Demon). Their heart-change paths are narrowed too.
ClassRole (main axis)Mirror CombinationCore Attributes1st-Dan TraitCore Zone Entry
20 ShuradoCore Zone / Meleesamurai×esoteric monkCourage/PhysiqueOni Corefree
21 DokuchushiMobility / Assassinationshinobi×onmyojiFinesse/WisdomCurse-Insect Controlinfiltration penetration
22 itakoSorcery / Summoningarahitogami×onmyojiWisdom/PresenceKuchiyoseforced Breakthrough
23 JikinikiCore Zone / Meleehanyo×wildlanderCourage/PhysiqueCorpse Absorptionforced Breakthrough
24 KaibutsuControl / Terrainesoteric monk×arahitogamiPhysique/WisdomSokushinbutsuimpossible (static)
25 KekkaSupport / Healingentertainer×roninPresence/CourageBlood Danceforced Breakthrough
26 Shikome-no-TsukaiSorcery / Summoningonmyoji×esoteric monkWisdom/PresenceShikome Controlforced Breakthrough
27 TatarigamiControl / TerrainPure Land monk×arahitogamiWisdom/PresenceFaith Absorptionbarrier erosion
28 TengushiMobility / Assassinationwildlander×feng shui masterFinesse/WisdomTengu Wingsfree (flight)
29 TesshinFront Zone / Defenseautonomous automaton×artisanPhysique/FinesseTriple Armamentforced Breakthrough
30 YorijinControl / Terrainscholar×gaijinWisdom/FinesseYoma Analysisforced Breakthrough
31 ZakkashoSocial / Economymerchant×artisanPresence/WisdomGeneral Storeforced Breakthrough

Fiend references — play guide: Villain Play Guide · samples: Integrated Fiend Samples · fiction: Episode 15: Battle for the Hannyakai · enemy compendium: §Fiend Villains


#The 9 Role Groups — Comprehensive Placement of the 33 Classes

Classes that take the same role are grouped together. Tier notation: basic=①, expansion=②, outsider=③, fiend=④. When the party is missing a role, find a substitute class from this table.

Role GroupWhat It DoesClass (Tier)
Front Zone / Defenseholds the line and blocks enemy breakthroughssamurai① · autonomous automaton② · Tesshin④
Mobility / Assassinationdives in fast to strike the rear and weak pointsronin① · shinobi① · Dokuchushi④ · Tengushi④
Core Zone / Meleeslaughters in the most dangerous melee zoneesoteric monk① · shugenja② · wildlander② · Shurado④ · Jikiniki④
Sorcery / Summoningcommands shikigami and the dead to fight remotelyonmyoji① · itako④ · Shikome-no-Tsukai④
Support / Healingupholds allies' morale, cohesion, Wounds, and EnergyPure Land monk① · scholar② · entertainer② · modern person③ · Kekka④
Control / Terraincontrols battlefield zones and enemy actionsfeng shui master② · artisan② · puppeteer② · Kaibutsu④ · Tatarigami④ · Yorijin④
Ranged / Bombardmentfires from beyond range, ignoring armorgaijin②
Social / Economybuys and sells war with gold, supply, and informationmerchant② · Zakkasho④
Divine / Shifteroverwhelms with authority beyond the humanarahitogami② · hanyo② · heroic spirit③ · celestial③

How to read this: the basic 6 classes (①) take the core anchor of 6 of the 9 role groups (Front Zone, mobility, assassination, sorcery, melee, support). The remaining 3 role groups (Control/Terrain, Ranged/Bombardment, Social/Economy) get dedicated classes from the expansion tier and up. In other words, even with the basic 6 alone, no central combat role is left empty.


#Class Selection Guide (by Role)

  • If you want to fight directly at the front: samurai, autonomous automaton / ronin, esoteric monk, wildlander
  • If you like ambush and assassination: shinobi, ronin
  • If you want to handle magic and yoma: onmyoji, feng shui master, esoteric monk
  • If you want to improve team survivability: Pure Land monk, entertainer, scholar
  • If you want to manipulate the battlefield itself: feng shui master, artisan, puppeteer
  • Special roles such as ranged and economy: gaijin (sniping), merchant (economy)
  • Nonhuman concepts: hanyo, autonomous automaton, arahitogami, puppeteer

#Class Trait Structure

Each class gains the following traits according to advancement:

Dan (段)Traits Gained
1st danunique 1st-dan trait (automatic) + 4 starting automatic skills (1 Trained + 3 Novice)
3rd dan1 class trait (choose from 3rd-dan list)
5th dan1 class trait (choose from 5th-dan list)
7th dan1 advanced class trait (choose from 7th-dan list)
9th dan1 advanced class trait (choose from 9th-dan list)
Tatsujin1 advanced class trait + Renown Title

→ Check starting automatic skills at the top of each class page for the unique 1st-dan class transmission, and the body below for trait options by dan. To see all 33 classes' trait options by dan at a glance, use the Class Compendium (cross-reference table).


#Honor Classification and Retreat Follow-up

The Retreat rule applies penalties differently depending on a class's honor status. The basic principle is that most classes are non-honor classes.

#Basic Honor Classes (名譽職)

A small set of classes for whom the gaze of bushido or a faith/divinity community defines flight as shame.

Bushido Line:

  • samurai — core of bushido. Loyalty to the lord is the basis of the retreat taboo.

Faith and Divinity Line:

  • Pure Land monk — guarantor of faith for the believer community. Retreat in front of believers = collapse of the community's faith.
  • arahitogami — dignity of divinity. If they flee while believers are watching, divine authority itself is damaged.

Legendary Lineage:

  • Among heroic spirits, warrior lineages — heroic spirits who were warriors in life, such as Minamoto no Yoshitsune or Karna. Saints, sages, and strategist-type heroic spirits count as non-honor classes.

#Conditional Honor Classes — Shift by Practice or Service

The following classes are non-honor by default, but adopt an honor code themselves depending on practice stage or service status. GM and player decide by agreement during character setup.

ClassConditionNotes
shugenjahas imposed discipline on themselves as an ascetic practitionerpersonal practice context. Self-discipline, not social honor
esoteric monkformal member of an order (Hiei/Koya)independent practitioners remain non-honor
scholarserving as a military staff officer as a learned retainerif focused on scholarship, remains non-honor
onmyojicourt-direct family (Abe no/Tsuchimikado)independent onmyoji are non-honor

#Basic Non-Honor Classes (獨立職)

All other basic, expansion, fiend, and outsider classes. Retreat does not conflict with class identity.

  • Basic and expansion: ronin, shinobi, feng shui master, merchant, artisan, entertainer, gaijin, wildlander, hanyo, autonomous automaton, puppeteer.
  • All 12 fiend classes. Fiends stand outside social honor codes.
  • Outsiders: modern person, celestial, heroic spirits who are not warriors.

#Shift by External Discipline — Faction and School Rules

Even a basic non-honor class receives honor-class-equivalent penalties + added responsibility during that battle if the internal rules of their faction or school forbid retreat.

  • Faction rule examples: daimyo's direct "no retreat" order, mercenary companies with military law, religious armies (Ikko-ikki, armed warrior monks), secret societies (Hannya society, etc. — execution only if secrets are leaked).
  • School rule examples: Jigen-ryu (no stepping back), Kan-ryu (One Spear Pierces Heaven, advance only). Applies only to Licensed holders.
  • Additional faction responsibility: exile from domain, order to commit seppuku, license revocation, expulsion, execution, etc., imposed at GM discretion to fit campaign context.

#Unavoidable Retreat — Follow-up Exemption Conditions

Even an honor class or conditional honor class can retreat without follow-up penalty if one of the following is true:

  1. Commander order — lord/superior explicitly orders retreat, such as "live and report."
  2. Escort of protected target — a protected NPC exists, and continuing combat would cause that NPC's death.
  3. Strategic withdrawal — the GM recognizes that withdrawal is the correct answer in the scenario context.
  4. Unanimous agreement — the entire party agrees to retreat on reasonable grounds.

#Retreat Follow-up Penalties

Non-honor classes have no follow-up penalty. Honor classes, conditional honor classes, and characters under external discipline receive the following basic penalties when none of the exemption conditions apply.

  • Fame -1.
  • Three Ways and Six Hearts check: characters with Loyalty (忠) or Hegemony (覇) hearts make a check to shift toward Void (虛).
  • Squad Cohesion -1 (one-time at the start of the next combat).
  • Lord affinity -2 (if they have a lord).

#Additional Responsibility from External Discipline

Retreat under faction or school discipline may add the following responsibilities on top of the basic penalties.

  • Violation of daimyo discipline: exile from domain / order to commit seppuku / family censure.
  • Violation of mercenary contract: contract deposit seized / mercenary guild reputation falls.
  • Leaving a religious army: expulsion / loss of Faith resource / hostility from related faction.
  • Violation of school rules such as Jigen-ryu or Kan-ryu: license revocation / expulsion from fellow disciples.
  • Accompanied by secret-society secret leakage: execution or designation as a target of pursuit.

#GM Notes

  • This follow-up is not an item to check immediately during combat, but a cleanup item after the session.
  • Repeated violations can have long-term effects on Renown Title review, lord trust, and school relationships.

Detailed combat procedure: co-03-06-combat-flow.md §Retreat.


#Whole-Document Cross-Reference Map


A class is the character's beginning, not the whole of them. First decide the role you will take on the battlefield — concept is the question of how you fill that position. Even the same samurai becomes a different person depending on the path they walk.