#Skill List (技能目錄)
Contents
Reference for 30 general skills. Includes each skill's scent (香) and law (法) by proficiency stage; the 6 dedicated skills are separated into another document.
Related Entries: Skill System · Dedicated Skills · Classes
#Maneuver-Type Notation for Skill Benefits
Each proficiency benefit has a maneuver-type tag.
| Tag | Meaning |
|---|---|
| [aptitude] | Constant passive effect. No separate Energy cost. |
| [upkeep] | Lull-stage-only effect. Automatic trigger or 1-use expenditure. |
| [Kata] | Active maneuver. Energy cost + 1/round limit (automatically granted unless specified otherwise). |
| [stance] | Maintained type. Occupies a stance slot. |
| [technique] | Add/change weapon technique. Uses normal Energy cost when used. |
Principle: "+N bonus", "Energy -1", and "automatic zone application" are [aptitude]. "Before combat starts" and "during the lull stage" are [upkeep]. "1/round", "declare", and "for X Energy" are [Kata].
#Martial (武藝) — Primary Attribute: Courage (勇)
#Swordsmanship (劍術)
#Scent
The moment the katana is drawn, the world narrows. A novice learns basic cuts and blocks. A trained practitioner begins to read the opponent's blade. A licensed practitioner has linked movements in the body, and a master can subdue an opponent without drawing the sword. RP: dojo challenges, appraising famous blades, single combat.
#Law
- Check: 2d10 + Courage + proficiency >=Defense (katana/nodachi attack)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [aptitude] Sword Guard: check +2. Swordsmanship weapon defense technique reservation cost -1 (uchigatana 1→0) | Master [aptitude] Offense-Defense Unity: check +3. No additional Energy cost when counterattacking | Saint [aptitude]: melee attacks always hit automatically
#Spearmanship (槍術)
#Scent
Setting spears in the Front Zone is the most basic art of war. But one who truly handles a spear faces three people with one shaft. A licensed spearman adds more Domination in the Front Zone, and a master stops even a cavalry charge with one spear. RP: peasant training, formation building, mounted lances.
#Law
- Check: 2d10 + Courage + proficiency >=Defense (yari attack)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [aptitude] Spear Formation: check +2. Additional Front Zone Domination +1 (stacks with yari bonus) | Master [aptitude] Long-Shaft Handling: check +3. Yari Energy 2→1 (minimum 1) | Saint [aptitude]: automatic opportunity attack against every entry attempt in the Front Zone
#Archery (弓術)
#Scent
A ranged martial art covering bows and teppo. Volley fire from an archer squad shakes the Front Zone, and one arrow from a master archer pierces the gap in an enemy commander's helmet. RP: hunting, shooting messengers, kyudo as entertainment.
#Law
- Check: 2d10 + Courage + proficiency >=Defense (bow attack, adjacent zone)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [aptitude] Quick Load: check +2. After bow shooting, reload immediately for 1 Energy | Master [aptitude] Far Sight: check +3. Can shoot at 2-zone distance | Saint [aptitude]: ranged attacks automatically hit + exempt from mistaken fire in the Core Zone
#Unarmed Combat (體術)
#Scent
One who can fight without a weapon. They break necks with bare hands, throw enemies aside, and push fingers into gaps in armor. In a Core Zone melee, when the weapon is lost, Unarmed Combat is the last means of survival. RP: wrestling, binding, interrogation, escape.
#Law
- Check: 2d10 + Courage + proficiency >=Defense (bare-handed/Unarmed Combat attack, Energy 1)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [aptitude] Close Quarters Brawl: check +2. Apply short-weapon Core Zone bonus (combo fatigue -2 → -1, Energy minimum 1) | Master [Kata] Joint Suppression: check +3. On hit, choose 1: push/trip/disarm (1/round) | Saint [aptitude]: bare-handed hit deals 2 Wounds + automatic shove
#Ninjutsu (忍術)
#Scent
Shinobi arts. Throwing shuriken, poison needles, smoke bombs, and trap-setting. A body of combat skills more dishonorable and efficient than direct confrontation. RP: assassination, trap making, poison mixture, escape tools.
#Law
- Check: 2d10 + higher of Courage or Finesse + proficiency >= Defense (shuriken/poison needle, Energy 1, adjacent zone)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [aptitude] Ambush Strike: check +2. First attack from infiltration is an automatic critical | Master [aptitude] Poison Meridian: check +3. On poison-needle hit, additional 1 Wound (stacks each round) | Saint [Kata]: move from Outside Zone to anywhere for 1 Energy + immediate attack (1/round)
#Horsemanship (馬術)
#Scent
Combat and movement on horseback. A mounted warrior is the fastest and most intimidating presence on the battlefield. A charge shakes Domination; a retreat cannot be caught. RP: messengers, scouting movement, cavalry charges, horse care.
#Law
- Check: 2d10 + Courage + proficiency >= Target Number (mounted actions)
- Novice: remove untrained (can ride a horse) | Trained [aptitude] +1 | Licensed [aptitude] Mounted Unity: check +2. Mounted movement 1 Energy (normally 2 Energy) | Master [Kata] Cavalry Charge: check +3. Move+attack combined for 3 Energy, enemy Domination -1 (1/round) | Saint [aptitude]: all actions while mounted Energy-1 (minimum 1)
#Mobility (機動) — Primary Attribute: Finesse (技)
#Footwork (步法)
#Scent
The art of foot movement. If swordsmanship is the skill of the blade, Footwork is the skill of the feet: closing quickly, withdrawing slightly, and evading an enemy's strike with one step. RP: pursuit, escape, terrain-based movement.
#Law
- Check: 2d10 + Finesse + proficiency >= Target Number (pursuit, escape, repositioning within a melee)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [Kata] Gale Step: check +2. Movement Energy 2→1 (1/round) | Master [aptitude] Flowing Retreat: check +3. Core exit automatically succeeds | Saint [aptitude]: all movement costs 1 Energy
#Lightness Skill (輕功)
#Scent
Leaping across rooftops, running up walls, and jumping from cliffs. A supernatural movement art influenced by Chinese wuxia. RP: castle-wall infiltration, rooftop chases, cliff escapes.
#Law
- Check: 2d10 + Finesse + proficiency >= Target Number (climbing, jumping, fall avoidance)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [aptitude] Flying Swallow Step: check +2. Vertical movement (roofs, trees, etc.) costs no additional Energy | Master [aptitude] Void Step: check +3. Move between Flank Zone and Front Zone for 1 Energy | Saint [aptitude]: movement equivalent to flight (3 zones in 1 round)
#Riding (乘馬)
#Scent
Riding outside combat: long-distance movement, messenger duty, escape. If Horsemanship (馬術) is combat riding, Riding is horse operation for mobility and exploration. RP: messengers, long-range scouting, moving camp.
#Law
- Check: 2d10 + Finesse + proficiency >= Target Number (pursuit, escape, keeping the saddle, controlling a horse)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [aptitude] Relay-Horse Change: check +2. Mounting/dismounting and handing off horses cost no additional Energy. Pursuit/escape/forced-travel checks +2 | Master [Kata] Relay-Horse Breakthrough: check +3; for 2 Energy, while mounted, move through 2 adjacent zones in succession, or immediately make an escape check. Ignore 1 stage of terrain penalty on the first movement | Saint [aptitude]: land long-distance movement checks automatically succeed. In scenes with horses, effectively cannot be caught
#Navigation (航海)
#Scent
Handling ships and reading waterways. Shines in naval battle or river-crossing scenarios. RP: ship operation, pirate response, fishing, smuggling.
#Law
- Check: 2d10 + Wisdom + proficiency >= Target Number (steering, crossing, storm response, water-combat movement)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [aptitude] Read the Waterway: check +2. Ignore 1 stage of underwater/waterside movement penalty. Rapid current/storm checks +2 | Master [Kata] Cut the Countercurrent: check +3. For 2 Energy, move 1 boat or raft you are riding up to 2 adjacent zones and nullify rapid-current forced movement | Saint [aptitude]: water movement checks automatically succeed. Does not lose the route even in a storm
#Infiltration (潛入)
#Scent
The art of melting into shadow. A core shinobi skill, but anyone can learn it. RP: scouting, eavesdropping, intrusion, tailing.
#Law
- Check: 2d10 + Finesse + proficiency >= enemy Perception (opposed check)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [aptitude] Sink into Shadow: check +2. When moving through Flank Zone areas, not discovered by enemies | Master [Kata] Outside Zone Entry: check +3. Non-shinobi can also enter/exit the Outside Zone (2 Energy) | Saint [aptitude]: stealth equivalent to invisibility
#Disguise (變裝)
#Scent
Masquerading as another person. Used to infiltrate enemy camps or gather information while posing as a merchant. RP: spies, disguised infiltration, forged documents.
#Law
- Check: 2d10 + Presence + proficiency >= enemy Perception or Target Number (identity disguise, document forgery, enduring interrogation)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [Kata] Mask Change: check +2. 2 Energy. Disguise as an enemy/civilian identity in the current scene and remain undiscovered until the first opposed Perception | Master [aptitude] Seamless Garb: check +3. Automatically has advantage on the first disguise-related opposed Perception. While disguised in combat, can treat enemy Domination as 1 lower for calculation | Saint [aptitude]: disguise-related checks automatically succeed. Even if changing clothes in front of someone, they accept you as another person
#Exploration (探査) — Primary Attribute: Finesse (技)/Wisdom (智)
#Scouting (偵察)
#Scent
Reading the battlefield's outline first from enemy footprints, rising dust, or one broken branch. Scouting is the art of being halfway to victory before the fight begins. RP: identifying ambushes, scout duty, sweeping the battlefield.
#Law
- Check: 2d10 + higher of Finesse or Wisdom + proficiency >= Target Number (identify enemy placement, detect ambushes, confirm routes)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [upkeep] Sweep the Battle Situation: check +2. Before combat starts, reveal enemy placement in 1 zone | Master [upkeep] Battlefield View: check +3. Reveal all enemy placement + ask the GM 1 question about the first action axis | Saint [aptitude]: scouting-related checks automatically succeed. Obvious movement cannot be hidden
#Survival (生存)
#Scent
Not starving, not freezing, and not losing the path. Survival lets time outside the battlefield be endured, and on long journeys it matters more than a sword. RP: camping, hunting, reading weather, breaking through extreme cold.
#Law
- Check: 2d10 + higher of Physique or Wisdom + proficiency >= Target Number (camping, securing food, adapting to environment)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [upkeep] Field Cooking: check +2. Recover additional 1 Wound when camping. Ignore 1 stage of food-shortage penalty | Master [upkeep] Keep the Ember: check +3. Fully recover out-of-combat injuries. Automatically suppress ongoing penalties from extreme cold/heat/hunger | Saint [aptitude]: survival-related checks automatically succeed. Even on land people cannot endure, you endure one day longer
#Geography (地理)
#Scent
Knowing where the bottleneck is, where the line of fire lies, and what must be broken to open a route. Geography is the skill of pulling the battlefield down from a map into reality. RP: mapmaking, analyzing strategic points, securing hidden routes.
#Law
- Check: 2d10 + Wisdom + proficiency >= Target Number (terrain analysis, finding bypasses, proposing zone changes)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [upkeep] Point Out Terrain: check +2. At combat start, can propose 1 zone change to the GM | Master [upkeep] Cut the Lay of the Land: check +3. Propose zone addition/deletion or connection change 1 time | Saint [aptitude]: geography-related checks automatically succeed. Even a battlefield seen for the first time reads like a long-studied map
#Perception (感知)
#Scent
What cannot be seen catches first. A held breath, strange soil on the floor, and tiny distortions in air flow are all clues. RP: spotting traps, finding infiltrators, detecting spiritual presence.
#Law
- Check: 2d10 + higher of Finesse or Wisdom + proficiency >= Target Number or Infiltration opposed value
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [aptitude] Catch Presence: check +2. Additional +2 to opposed Infiltration checks | Master [aptitude] Spirit Sight: check +3. Automatically detect yoma presence in the Outside Zone. The first check for hidden traps/infiltrators is automatically caught | Saint [aptitude]: perception-related checks automatically succeed. Even invisible wrongness is not missed
#Disable (解除)
#Scent
Undo what is bound, open what is locked, and neutralize what is set. Disable requires fingertip focus and structural understanding. Making, repairing, or disassembling devices also belongs to Disable, not a separate skill. RP: trap disassembly, lockpicking, seal analysis, device repair.
#Law
- Check: 2d10 + Finesse + proficiency >= Target Number (trap disabling, lockpicking, barrier analysis, device/craftwork disassembly or emergency repair)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [aptitude] Precision Disassembly: check +2. Trap disable automatically succeeds (ordinary difficulty) | Master [Kata] Barrier Collapse: check +3. Can neutralize an enemy barrier (Energy 3, 1/round) | Saint [aptitude]: disable-related checks automatically succeed. Most devices and seals reveal their structure the moment you touch them
#Herbalism (藥草)
#Scent
Walking mountains and fields, distinguishing plants that save from plants that kill. Herbalism is rougher than Medicine, but it has the power to keep someone alive right there in the field. RP: gathering, decoction making, simple treatment.
#Law
- Check: 2d10 + Wisdom + proficiency >= Target Number (gathering, compounding, detoxification, first aid)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [upkeep] Emergency Decoction: check +2. During the lull stage, 1 ally recovers 1 Wound | Master [upkeep] Cure-All Detoxification: check +3. Poison/disease treatment automatically succeeds. 1 time per scene, compound 1 antidote on the spot | Saint [aptitude]: herbalism-related checks automatically succeed. Even one handful of grass can save those who can be saved
#Command (指揮) — Primary Attribute: Wisdom (智)/Presence (美)
#Military Science (軍學)
#Scent
Knowing where to place people, when to move them, and what to discard. Military Science is the skill of reading the whole board more than individual combat. RP: debate on strategy, siege analysis, battle planning.
#Law
- Check: 2d10 + Wisdom + proficiency >= Target Number (tactical analysis, initiative manipulation, battlefield planning)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [Kata] Change the First Move: check +2. During the initiative stage, can replace the whole order with 2d10+Wisdom (1/round) | Master [Kata] Unified Command: check +3. During the initiative stage, all allies gain +2 Energy (this round only, 1/round) | Saint [aptitude]: Military Science-related checks automatically succeed. Read the battlefield flow one move ahead
#Negotiation (交涉)
#Scent
Some battles end before blades meet. Negotiation reads the opponent's profit, loss, and face, then produces the cheapest victory. RP: negotiation, diplomacy, hostage exchange, merchant-house deals.
#Law
- Check: 2d10 + Presence + proficiency >= opponent will or Target Number
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [Kata] Recommend Surrender: check +2. During combat, recommend surrender to an enemy commander (opposed Presence check, Energy 3, 1/round) | Master [Kata] Persuasive Purchase Letter: check +3. Bribe an enemy Minion squad (squad leaves, Energy 5, 1/combat) | Saint [aptitude]: negotiation-related checks automatically succeed. Most negotiations end on favorable terms
#Intimidation (威壓)
#Scent
Pressing with presence before words. Intimidation is not a matter of size, but of conviction and atmosphere; weak enemies collapse before drawing the blade. RP: interrogation, threats, lordly audiences, enforcing military discipline.
#Law
- Check: 2d10 + higher of Courage or Presence + proficiency >= opponent will or Cohesion
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [Kata] Roar: check +2. Enemy squad in an adjacent zone Cohesion -1 (Energy 2, 1/round) | Master [Kata] Loss of Fighting Spirit: check +3. Give an enemy commander loss of fighting spirit (next round Energy -3, Energy 3, 1/round) | Saint [aptitude]: intimidation-related checks automatically succeed. A stare alone can stop the opponent's hand
#Bribery (買收)
#Scent
Loyalty is not the only reason people move. Bribery identifies desire precisely and collapses the battle line at a lower cost than a blade. RP: buying information, hiring mercenaries, softening officials.
#Law
- Check: 2d10 + higher of Wisdom or Presence + proficiency >= Target Number (trade, persuasion, delivering bribes)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [Kata] Scatter Silver: check +2. When spending gold coins, enemy zone Domination -2 (gold coin 1, 1/round) | Master [Kata] Monetary Persuasion: check +3. Convert 1 enemy squad by bribery (large gold expenditure, 1/combat) | Saint [aptitude]: bribery-related checks automatically succeed. Against people who respond to money, almost never fails
#Agitation (煽動)
#Scent
The skill of tilting people's hearts to one side. It lights fires in allies and spreads unease among enemies. RP: stirring the people, spreading rumors, boosting morale.
#Law
- Check: 2d10 + Presence + proficiency >= squad Cohesion or Target Number
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [upkeep] Raise Morale: check +2. During the lull stage, all allied squads Cohesion +1 | Master [Kata] Rumor-Mongering: check +3. Enemy squad Cohesion -2 + unrest (collapses on failed check, Energy 3, 1/round) | Saint [aptitude]: agitation-related checks automatically succeed. Turn a crowd's mood with one sentence
#Deceit (虛言)
#Scent
Not hiding the truth, but throwing the lie the opponent wants to believe. Falsehood and deception are frontal weapons of information warfare. RP: forgery, false reports, deceptive tactics, luring into traps.
#Law
- Check: 2d10 + higher of Wisdom or Presence + proficiency >= opponent Perception or Target Number
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [Kata] False Retreat: check +2. 1 time during combat, induce enemy movement (Energy 2, 1/combat) | Master [Kata] Empty Threat: check +3. Nullify 1 enemy commander's squad order (Energy 3, 1/round) | Saint [aptitude]: deceit-related checks automatically succeed. Even a lie in front of their eyes is believed as fact
#Mystical (神秘) — Primary Attribute: Wisdom (智)
#Sorcery (呪術)
#Scent
Twisting phenomena with talismans and mudras, language and calculation. Sorcery is scholarship and weapon alike, turning unseen distance directly into a battlefield. RP: divination, weather interference, spiritual communication.
#Law
- Check: 2d10 + Wisdom + proficiency >= Defense or Target Number (sorcery attack, curse, phenomenon manipulation)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [technique] Talisman Bullet: check +2. Add sorcery attack into adjacent zone (1 Wound, 2 Energy) | Master [technique] Curse Spread: check +3. Sorcery attack range 2 zones + curse target on Critical Hit (1 Wound each round) | Saint [aptitude]: sorcery-related checks automatically succeed. Briefly realize phenomena beyond the human domain
#Exorcism (退魔)
#Scent
Driving out the wicked and cutting away foul energy. Exorcism is a combat skill and also a rite that purifies land and people. RP: purifying vengeful spirits, lifting curses, restoring sanctuaries.
#Law
- Check: 2d10 + Wisdom + proficiency >= Target Number (weaken yoma, seal, purify)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [aptitude] Evil-Breaking Light: check +2. Attack bonus +2 against yoma | Master [aptitude] Soul-Extinguishing Array: check +3. On hit against yoma, additional 1 Wound | Saint [aptitude]: exorcism-related checks automatically succeed. Even strong yoma flinch briefly
#Barrier (結界)
#Scent
Drawing a line, defining a domain, and stopping what lies beyond it. Barrier is a mystical skill that changes space into rules favorable to allies. RP: settlement protection, sealing, building ritual space.
#Law
- Check: 2d10 + Wisdom + proficiency >= Target Number (barrier installation, maintenance, seal reinforcement)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [upkeep] Sealing Barrier: check +2. Install a barrier in 1 zone (when yoma enter, they must succeed at 2d10+Wisdom >= 11 to enter, before combat starts) | Master [aptitude] Guardian Domain: check +3. Allies inside the barrier zone gain Defense +2 | Saint [aptitude]: barrier-related checks automatically succeed. Can depict stopping even a great-yoma-grade intrusion for a short time
#Prophecy (豫言)
#Scent
Seeing one moment that has not yet come. Prophecy is not complete future sight, but the skill of reading a flow about to happen and moving half a beat early. RP: omens of fortune and misfortune, dream interpretation, reading signs.
#Law
- Check: 2d10 + Wisdom + proficiency >= Target Number (read omens, sense danger, foresee enemy action)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [upkeep] Read the Omen: check +2. Before combat starts, the GM reveals 1 enemy-tactic hint | Master [Kata] Foresight: check +3. 1 time during combat, say "I saw this" to nullify 1 enemy action (Energy 0, 1/combat) | Saint [aptitude]: prophecy-related checks automatically succeed. Short futures can be read almost certainly
#Medicine (醫術)
#Scent
Stitching wounds, stopping blood, and holding on to dying breath. Medicine demands both the calm and the precision of hand needed to save lives. RP: surgery, disease treatment, battlefield emergency care.
#Law
- Check: 2d10 + Wisdom + proficiency >= Target Number (treatment, detoxification, first aid, surgery)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [Kata] Emergency Suturing: check +2. During combat, for 2 Energy, adjacent ally recovers 1 Wound | Master [Kata] Resuscitation: check +3. Immediately revive an incapacitated ally (Wounds 1, Energy 5, 1/combat) | Saint [aptitude]: medicine-related checks automatically succeed. Pull back even those usually lost
#Poisoncraft (毒術)
#Scent
Distinguishing what kills, sleeps, paralyzes, and weakens. Poisoncraft is quiet, but it is the most certain violence at the battlefield's edge. RP: poison mixture, assassination support, antidote research.
#Law
- Check: 2d10 + Wisdom + proficiency >= Target Number (poison compounding, application, identification, antidote)
- Novice: remove untrained | Trained [aptitude] +1 | Licensed [upkeep] Poison Application: check +2. Apply poison to a weapon (next hit deals additional 1 Wound, applied at lull) | Master [aptitude] Lingering Poison Circulation: check +3. Poison persists (after hit, 1 Wound at the end of each round, removed on successful Physique resistance) | Saint [aptitude]: poisoncraft-related checks automatically succeed. Handle almost any ordinary poison on the spot
The 30 general skills and 6 dedicated skills together define "what kind of person" your character is.
