#Dedicated Skills (專用技能)
Contents
6 dedicated skills, one for each attribute. They are broader than general skills, and some intervene directly in combat procedure and resource rules.
Related Entries: Skill System · Skill List · Energy and Breath · Combat Flow
#Operating Principles
- Dedicated skills correspond 1:1 to attributes:
Fighting Spirit / Speed / Hardiness / Stratagem / Bearing / Fortune - Like general skills, they follow the
Novice → Trained → Licensed → Master → Saintproficiency track. - If a numeric benefit from a dedicated skill is written as
total +N, the higher stage replaces the lower stage. Example: Speed Master gives a one-breath limit oftotal +2; it is not+3by adding the Licensed+1. - Dedicated skills are basically not valid school targets. If a special transmission is needed, handle it through class traits, Renown Titles, Wandering Treasures, or individual scenario rules.
- Dedicated skills do not unlock weapon techniques. Instead, they affect global rules such as procedure, saves, Domination, and Fate Intervention.
- Specific transcendental effects at Saint stage defer to Renown Title/Wandering Treasure/class documents. This document only defines the baseline for Saint stage.
#Dedicated Skill List
| Skill | Related Attribute | Typical Use |
|---|---|---|
| Fighting Spirit (鬪志) | Courage (勇) | fear resistance, sustaining fighting will, enduring pain |
| Speed (速度) | Finesse (技) | one-breath expansion, pursuit/escape, emergency evasion |
| Hardiness (剛健) | Physique (體) | poison/disease/environment resistance, enduring Overload |
| Stratagem (策略) | Wisdom (智) | seeing through ambushes, tactical analysis, battlefield prediction |
| Bearing (風格) | Presence (美) | first impressions, intimidation, Domination aura enhancement |
| Fortune (天運) | Fate (運) | Fate Intervention, lucky discoveries, crisis intuition |
#Dedicated Skills and Maneuvers
| Skill | Licensed Maneuver | Master Maneuver |
|---|---|---|
| Fighting Spirit | Unbreakable Heart — reduce status duration, fear/intimidation modifier | Last Stand — survive 1 time at 1 Wound |
| Speed | First Move — one-breath limit total +1 | Flash — one-breath limit total +2, act first on ties |
| Hardiness | Hardened Body — poison/disease/environment/torture modifier | Unbreakable — reduce ongoing damage, automatic success at standard difficulty |
| Stratagem | Foreknowledge — ask enemy-information question before combat starts | See Through Ambush — immune to first-attack bonus from ambush |
| Bearing | Dignity — Domination aura total +1 | Reign — Domination aura total +2, support allied checks |
| Fortune | Good Omen — Fate Intervention total +1 | Great Fortune — Fate Intervention total +2, intervene in allied checks |
#Fighting Spirit (鬪志)
#Scent
The hand gripping the blade does not stop shaking because of strength alone. You need a heart that swallows fear, presses down pain, and refuses to collapse.
#Law
- Example Checks: resisting fear, holding firm against intimidation, enduring torture, keeping fighting will at death's edge
- Novice: remove untrained penalty
- Trained [aptitude]: related checks +1
- Licensed [aptitude] Unbreakable Heart: fear/intimidation/madness/pain checks +2. Reduce the duration of conditions such as
fearandloss of fighting spiritby 1 round. (minimum 0) - Master [aptitude] Last Stand: the above checks automatically succeed at standard difficulty. 1 time per combat, when an attack would reduce you to Wounds 0, you remain at 1 Wound
- Saint [aptitude]: Fighting Spirit-related checks automatically succeed. You can depict surpassing human limits by will alone
#Speed (速度)
#Scent
The fast move first, cut first, and vanish first. Speed does not merely mean quick feet; it is the talent to push more decisions into one breath.
#Law
- Example Checks: pursuit, escape, emergency evasion, seizing initiative inside a melee
- Novice: remove untrained penalty
- Trained [aptitude]: related checks +1
- Licensed [aptitude] First Move: one-breath limit total +1. Pursuit/escape/emergency evasion checks +2
- Master [aptitude] Flash: one-breath limit total +2. Always acts first on count ties. Pursuit/escape/emergency evasion checks +3
- Saint [aptitude]: Speed-related checks automatically succeed. You can depict movement difficult for human eyes to follow
#Hardiness (剛健)
#Scent
A body that endures in flames, drinks poison without falling, and walks on while dragging broken bones. Hardiness is a talent for survival itself.
#Law
- Example Checks: poison/disease resistance, enduring extreme cold/heat/suffocation, enduring torture, withstanding Overload
- Novice: remove untrained penalty
- Trained [aptitude]: related checks +1
- Licensed [aptitude] Hardened Body: poison/disease/environment/torture checks +2. Overload/forced-travel checks +1
- Master [aptitude] Unbreakable: the above checks automatically succeed at standard difficulty. Reduce ongoing poison/disease/environment damage by 1 Wound. (minimum 0) Overload/forced-travel checks +2
- Saint [aptitude]: Hardiness-related checks automatically succeed. You can depict superhuman survivability
#Stratagem (策略)
#Scent
The strong do not win; the ones who read the field win. Stratagem is naming where the enemy will come from, what they are aiming for, and what trap they have prepared before they reveal it.
#Law
- Example Checks: seeing through ambushes, analyzing enemy intent, reading the battlefield, predicting the first move
- Novice: remove untrained penalty
- Trained [aptitude]: related checks +1
- Licensed [upkeep] Foreknowledge: before combat starts, you may ask the GM one of the following.
1 hidden enemy placementenemy's first tactic or first targetsurprise route / whether there is an ambush- Master [aptitude] See Through Ambush: you and squads you command do not suffer the first-attack +2 modifier from basic/enhanced ambush. The no-reaction part of enhanced ambush still applies
- Saint [aptitude]: Stratagem-related checks automatically succeed. You can depict reading the battlefield almost completely before combat starts
#Bearing (風格)
#Scent
Some people command the air before speaking. The armor they wear, their eyes, their tone, and the way they stand can change soldiers' morale and tilt the flow of negotiation.
#Law
- Example Checks: first impressions, intimidation, morale encouragement, persuasion with authority
- Novice: remove untrained penalty
- Trained [aptitude]: related checks +1
- Licensed [aptitude] Dignity: your Domination aura total +1. First impressions, audiences, surrender recommendations, and face-contest checks +2
- Master [aptitude] Reign: your Domination aura total +2. Allies in the same zone and squads you command gain +2 to fear/agitation/negotiation checks
- Saint [aptitude]: Bearing-related checks automatically succeed. You can depict changing the battlefield's mood by presence alone
#Fortune (天運)
#Scent
Before the same trap, one person stops at the last moment while another happens to pick up a document. Fortune is the skill of unexplained luck and intuition.
#Law
- Example Checks: lucky discoveries, ominous premonitions, dramatic survival, handling Fate Intervention
- Novice: remove untrained penalty
- Trained [aptitude]: related checks +1
- Licensed [aptitude] Good Omen: Fate Intervention uses per combat total +1. 1 time per scene, can reroll a lucky discovery/crisis intuition check
- Master [aptitude] Great Fortune: Fate Intervention uses per combat total +2. 1 time per combat, you may use your Fate Intervention on a check by 1 allied unit in the same zone
- Saint [aptitude]: Fortune-related checks automatically succeed. You can depict miraculous coincidence beyond human explanation
Dedicated skills define not "what the character knows," but "how the character bends the world."