#Skill System (技能體系)
Contents
36 skills and 5 proficiency stages. Skills define "what a character can do."
Related Entries: Attributes · Checks · Classes · Progression · Dedicated Skills
#The 5 Proficiency Stages (技能段階)
#Scent — The Path of Arts
A novice begins by learning how to hold the blade. A trained practitioner has the basics in the body. A licensed practitioner has proof of recognition by a teacher, while a master is known by name in that field. And a saint (聖人): that is no longer a human art.
#Law — Rules
| Stage | Invested Points | Check Bonus | Special Benefit | Limit |
|---|---|---|---|---|
| Novice (入門) | 1 | +0 | removes untrained penalty | — |
| Trained (習得) | 2 | +1 | — | — |
| Licensed (免許) | 3 | +2 | tactical benefit by skill (Energy savings, etc.) | shared Licensed-or-higher count cap (see ※) |
| Master (名人) | 4 | +3 | powerful benefit that bends Energy rules | Dan 2+ · 6 class skills · shares Licensed+ count |
| Saint (聖人) | 5 | automatic success | mythic ability | Tatsujin-only trait |
Untrained Penalty: If you use a skill without even Novice, the check takes a -2 penalty.
※ Licensed-or-higher (Licensed / Master / Saint) count 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. Licensed, Master, and Saint all draw from this one shared cap. Master is possible from Dan 2 and only among the 6 class-designated skills; Saint is Tatsujin (Dan 10) only.
#Initial Skill Points (1st-Dan Characters)
| Source | Points | Notes |
|---|---|---|
| Class-specific transmission | 3 Novice + 1 Trained | Automatically assigned. See Starting Automatic Skills in each class document for the detailed list |
| Background benefit | 2 points (choose 2 of 3) | See Backgrounds |
| Free choice | 2 points | As desired |
| Total | 9 points | Novice 3×1 pt + Trained 2 pt + background 2 pt + free 2 pt |
#36-Skill Classification
6 categories × 6 skills = 36 skills. Each category is tied to a primary attribute.
| Category | Primary Attribute | Skill List |
|---|---|---|
| Martial (武藝) | Courage (勇) | Swordsmanship, Spearmanship, Archery, Unarmed Combat, Ninjutsu, Horsemanship |
| Mobility (機動) | Finesse (技) | Footwork, Lightness Skill, Riding, Navigation, Infiltration, Disguise |
| Exploration (探査) | Finesse (技)/Wisdom (智) | Scouting, Survival, Geography, Perception, Disable, Herbalism |
| Command (指揮) | Wisdom (智)/Presence (美) | Military Science, Negotiation, Intimidation, Bribery, Agitation, Deceit |
| Mystical (神秘) | Wisdom (智) | Sorcery, Exorcism, Barrier, Prophecy, Medicine, Poisoncraft |
| Dedicated (專用) | each attribute | 1 per attribute, 6 total. See separate document. |
On the term "Gunnery (銃術)": Gunnery is not a separate skill — it is the same skill as Archery. Archery covers all ranged shooting, bows and teppo alike; where "Gunnery" survives in school-lineage names (銃術流派) or older documents, read it as Archery for skill purposes. Check formulas always use
Archery.
#Attribute-Dedicated Skills (6)
| Skill | Dedicated Attribute | Description |
|---|---|---|
| Fighting Spirit (鬪志) | Courage (勇) | fear resistance, morale maintenance, unbreakable will |
| Speed (速度) | Finesse (技) | initiative bonus, emergency evasion, pursuit/escape |
| Hardiness (剛健) | Physique (體) | poison/disease resistance, extreme environments, enduring torture |
| Stratagem (策略) | Wisdom (智) | read tactics, detect ambushes, analyze enemy intent |
| Bearing (風格) | Presence (美) | first impression, presence, morale inspiration (strengthens domination aura) |
| Fortune (天運) | Fate (運) | luck checks, accidental discoveries, intuition in crisis |
#Using Skills
2d10 + related attribute + proficiency bonus >= Target Number
- In-Combat Skills: Depending on the skill, they may consume Energy.
- Out-of-Combat Skills: Only make the check, with no Energy cost.
→ Details for 30 general skills: Skill List → Details for 6 dedicated skills: Dedicated Skills