English edition v1.5

#Maneuver Catalog (技藝總覽)

Contents

Core Data Catalog — co only. Name(alphabetical by Korean source order) + type + Energy + source + one-line summary + link.

Summary. This document is an index that gathers the selectable and triggerable maneuvers defined in the co Canon documents for the maneuver system, Energy and breaths, common rules, classes, skills, dedicated skills, schools, weapons, and yoma. It does not include maneuvers from ex or fc supplements; those are handled in each supplement's own index or in a future top-level integrated index. For full effects, checks, and limits, follow each item's source link. If this text conflicts with the source, the source document is Canon.

Related: Maneuver System · Quick Reference · Maneuver Cards


#How To Use

  1. Jump from the initial index below (ㄱ/ㄴ/ㄷ/...) to the first Korean-source initial of the maneuver you want.
  2. Find the name in that initial section's table, then click the source link to read the full text.
  3. This catalog's "summary" is a short identifier of about 15 Korean-source characters; checks, range, and restrictions are fixed in the source document.
  4. If names duplicate, the source identifier(yoma, weapon, or class name) is given in parentheses.

#Column Notes

ColumnMeaning
NameOfficial maneuver name. Aliases and source identifiers appear in parentheses.
TypeActual maneuver tag. Skill and school entries also show acquisition stage, such as Licensed/aptitude, secret art/Kata, or Licensed/stance. Composite traits are listed together, such as Kata + stance, aptitude + Kata, or upkeep + aptitude.
EnergyA number, reserve N/improvise N, variable, squad+N, or extra resources such as 2 + gold 1 or Faith 1/round. If none, .
SourceCanon document where the maneuver is defined.
SummaryOne-line core effect.

#Defense Bypass and Pierce Tags

Defense-bypass effects in this catalog's summary column use 3 families: [Pierce N], [Direct N], and [Incorporeal]. Defense -N is a debuff, and [Break] is an auxiliary equipment-damage effect that keeps the listed [Pierce N] reduction until repaired. See co-03-05 §Defense/Pierce System for details.

TagEffectFloor
[Pierce N]Ignore N points of armor/shield addition (N=number or all). No effect against unarmored enemies.10
[Direct N]Ignore N points of evasion, stance, barrier, terrain, or sorcery bonus. Armor/shields still apply.10 + armor/shield addition
Defense -NBinding/weakening debuff. Final Defense -N. Not an attack tag.2
[Incorporeal]Bypass Defense itself. Apply the defender's Exorcism tier exemption table.By Exorcism tier
[Break]Permanently applies the listed [Pierce N] reduction until repaired. The acting equipment grade must be >= target equipment grade.Same as [Pierce]

The check formula is the single rule >= Defense; tags define effect areas. Example: 2d10+Finesse+Swordsmanship >= Defense | [Pierce 2]. 1 Wound.


#Initial Index

(140) · (21) · (69) · (1) · (65) · (105) · (163) · (229) · (137) · (68) · (21) · (21) · (29) · (101)

Scope: selectable and triggerable maneuvers defined in core co documents. ex and fc supplements are handled in separate indexes.


#

NameTypeEnergySourceSummary
Price Manipulationaptitudeco-04-07-31all gold costs -1 (minimum 1); General Dealer consumables cost Gold 1, Minion squad hiring costs Gold 4
Ganesha's Tusk Masterworktechnique2co-07-04Wisdom glimmer
Ganesha's Tusk Curseaptitudeco-07-04foreign god
Ganesha's Tusk Blessingaptitudeco-07-04Ganesha Wisdom
Ganesha's Tusk DevotionKata5co-07-04Ganesha path
Karakuri DollKata3co-04-07-111 body/combat, deploy a mechanical doll: Veteran-grade (Wounds 2, Defense 14), individual unit (not squad-order/Cohesion target), auto-attacks 1/round at 0 Energy, Poison/Fear immunity
Karakuri FieldworksKata3co-04-07-111/round, install a barricade between two adjacent zones: starting and maximum Durability 3, route movement +2 Energy, destroyed by 3 enemy technique attacks
Mask ChangeLicensed/Kataco-04-09-03disguise as enemy/civilian identity
Summon Retainersaptitudeco-04-01Road of Restoration A: during combat, deploy 1 Veteran squad (3 members, Wounds 2) for free
Vassal Commandaptitudeco-04-07-01squad order Energy -1 in the same zone (minimum 1)
Gandiva — Arjuna's Bow Masterworktechnique3co-07-04[Masterwork] One Shot, Certain Hit
Gandiva — Arjuna's Bow Curseaptitudeco-07-04divine Bow
Gandiva — Arjuna's Bow Blessingaptitudeco-07-04Agni arrow
Gandiva — Arjuna's Bow DevotionKata6co-07-04celestial arrow rain
Armor Breaktechnique4co-07-012 Wounds + [Pierce 3] + [Break]
Descent ArtKata3 (+ Faith 3)co-04-07-16summon an Elite-grade double, not a shikigami(Wounds 3, Defense 13, Energy 8); it can use Blessing and Purification, lasts 2 rounds, 1/combat
Hardened BodyLicensed/aptitudeco-04-09-07Poison/disease/environment/torture check +2. overload/forced travel check +1
Power Striketechnique3co-08-021 Wound + Domination -1
Forced ChargeKata5co-05-03Front Zone→Rear Zone strike gamble
Reinforcement WorkKata2co-04-07-111/combat per zone, allies in 1 zone gain Defense +1 (permanent during that combat)
Spider Silktechniqueco-08-02bind 1 round
Turtle Ship Scale Masterworktechnique3+5 (8 total)co-07-04in addition to the table cost of 3, spend 5 more of your own Energy; forcibly charge 1 enemy, dealing 1 Wound + Defenseless; 1/round
Mirror ReflectionKata1co-07-021/round. On your breath, choose 1 visible target in the same zone; reveal its current and maximum Wounds, Defense, and technique list
Giant Huntaptitudeco-04-08-22Elite-grade+ target check +2
False OracleKata4co-04-07-271/session, target 1 Arahitogami or priest-line enemy with 2d10+Presence vs enemy 2d10+Wisdom. On success, for 3 rounds they mistake your orders for divine commands and can attack allies
False RetreatLicensed/Kata2co-04-09-051/combat: induce enemy movement.
Qiankun Ring — Nezha's Cosmic Ring Masterworktechnique2co-07-04[Masterwork] Qiankun Strike
Qiankun Ring — Nezha's Cosmic Ring Curseaptitudeco-07-04boyish impulse
Qiankun Ring — Nezha's Cosmic Ring Blessingaptitudeco-07-04cosmos return
Qiankun Ring — Nezha's Cosmic Ring DevotionKata5co-07-04[Devotion] Ring of the Cosmos
Dryness Weakeningaptitudeco-07-03Defense -2 in desert/flame zones
Sword GuardLicensed/aptitudeco-04-09-02Sword Guard — Swordsmanship weapon defense technique reservation cost -1
Sword-Spear UnityKata3co-07-02Swordsmanship technique spear use
Checktechniquereserve 2/improvise 3co-07-01move interrupt + 1 Wound
Lotus Meditationupkeepco-04-07-051/lull, automatically recover 1 Wound during the lull step
Barrier WalkingKata3co-04-07-071/round, automatically install barriers along your movement route. Yoma take 1 Wound when entering. Requires Austerity 1
Barrier Collapsesecret art/Kata3co-04-09-04neutralize enemy barriers
Barrier Formationstance2co-04-07-04maintained stance. Allies in the zone gain Defense +2; 1 Energy each lull
Power of Scriptureaptitudeco-04-01+1 to attack checks against yoma at all times; +2 to Fear resistance checks at all times
Lone Wolfaptitudeco-04-07-02when no allies are in the same zone, attack +2, Defense +2.
Lonely Summitaptitudeco-07-03Negotiation -3
Dignity of a High Monkaptitudeco-04-07-06Presence aura effect multiplied by 2. With Presence +2, Domination +4.
Austerityunique resourceco-04-07-07before a technique, declare Austerity N: Wounds -N, all techniques that breath gain bonuses (Austerity 1 +2, Austerity 2 +4/damage +1 Wound, Austerity 3 +6/damage +2 Wounds/[Pierce all]); cannot go below Wounds 1, no natural lull recovery
Austerity SecretKata3co-07-02Austerity stage +1
Austerity Chainaptitudeco-04-07-07When Austerity reduces your Wounds, gain Energy +2 for that breath.
Flame of Austeritytactic:stancesquad command cost + own Wounds -1co-04-07-07maintain, shugenja must be in the same zone. Zone gains Holy Fire: yoma take 1 Wound each lull; squad unaffected
Austerity 3rd Stageaptitudeco-04-07-24Permanent austerity, only in Wounds 5 mode after being stripped from the seat. Physical attack damage -2 (minimum 0); fully immune to non-weapon indirect damage and terrain damage.
Pickaxe Blowtechnique3co-07-151 Wound + [Pierce 1] + [Break]
Arcing Shottechnique2co-07-01range 3 zone, cover ignore
Arcing Bombardmenttechnique3co-07-01cover ignore 2 zone
Curving FlightKata2co-07-021 Wound. Curving shot that ignores cover/barricades.
Bone Armor Formationaptitudeco-04-07-23automatically activates at 5+ cumulative devours. Exoskeleton grants Defense +3(non-stacking), physical-attack counter deals 1 Wound
Bear Claw talisman DevotionKata6co-07-04Fear aura Wide-Area
Bear Slayeraptitudeco-04-07-14on unarmed hit, if the target has higher Wounds than you, add 1 Wound.
Offense-Defense Unitysecret art/aptitudeco-04-09-02Offense-Defense Unity — no additional Energy cost when counterattacking
Aura of Fearaptitudeco-04-07-15same-zone enemy Minions/Mobs take -2 on attacks against the hanyo. If an enemy squad recovers Cohesion in the hanyo's zone, recovery -1.
Realm of Fearstanceco-08-02Defenseless check
Overload DischargeKata4co-04-07-291/combat, electric discharge across your zone. All units except yourself take Wounds -2; metal armor adds -1. All functions stop for 1 round afterward
Oath of Sworn Brothers (Guan Yu)aptitudeco-04-08-22Lord-grade protect when +3 check
Joint Suppressionsecret art/Kataco-04-09-02on hit, choose 1: shove, knockdown, or disarm
Pierce Shottechnique3co-07-012 Wounds + Pierce
Piercing ShotKata3co-04-07-291/round, enhanced fire from the built-in teppo. All units on 1 straight line, friend or foe, take Wounds -2; range 3 zones. After shooting, that weapon cannot be used for 1 round
Frenzied Bitetechniqueco-08-02target attack -1
Frenzied BladeKata3co-04-07-20Make weapon attack A checks against everyone in the same zone, friend or foe. Each success deals 1 Wound. Even on failure, hit on a 50% chance. Humanity -1 when used
Frenzied DevouringKata3co-04-07-231/round, devour all incapacitated units in the same zone. Wounds +1 per unit; cannot identify allies until round end (may attack allies)
Puppet Enhancementaptitudeco-04-07-18Enhance the puppet to Wounds 3, Defense 13. Domination +2.
Puppet TheaterKata4co-04-07-181/combat, all puppets(up to 3) focus attacks on 1 enemy; each deals 1 Wound, ignoring combo fatigue
Ghostfiretechniqueco-08-021 Wound
Disruption Operationtactic:Katasquad command costco-04-07-031/round, 1 enemy squad in an adjacent zone. Cohesion -2 and next attack check -1
Trial of Prideaptitudeco-07-03if your own attack is a Fumble, suffer 1 additional Wound
Negotiation Adaptationaptitudeco-04-07-34No present-world adaptation penalty -3 → -1. Basic understanding of money/customs; can support Negotiation checks with Perception
Emergency DecoctionLicensed/upkeepco-04-09-041 ally recovers Wounds +1 during lull
Summon Nine-Tail (九尾召喚)Kata5co-07-03summon a nine-tailed fox avatar(Veteran, Wounds 3, Defense 14) for 2 rounds; 1/battle
Nine-Tail Charmaptitudeco-07-03Negotiation checks +3
Nine-Tail Disguiseaptitudeco-07-03Disguise/camouflage checks automatically succeed. A successful 2d10+Finesse+Perception>=19 check sees through it
Zone Transformation: StormKata3co-04-07-282/combat, add a storm gimmick to the zone (movement +2, no ranged attacks). Lasts 3 rounds
Create ZoneKata4co-04-07-081/combat, add 1 new zone to the battlefield (adjacency by GM agreement)
KuchiyoseKata2co-04-07-22Equip 1 soul from the soul list. Use 1 1st-dan class trait from that soul's original class (original Energy/limits apply separately). While equipped, cannot use Itako traits except Kuchiyose; release for 0 Energy; max 2 equipped souls; free-action 1-question/1-answer with souls
National TreasureRenown Title:upkeepco-04-05Automatically triggers at each lull: all allies recover 1 Wound and gain Cohesion +1; 0 Energy
Land-Yielding (國讓)Kata4co-07-031/combat. After resolving the hit's damage and recalculating Domination, fix X=min(3, current enemy Domination). Until the next round, enemy Domination -X (minimum 0) and allied Domination +X on every recalculation; same-name effects do not stack; recalculate normally on expiry
National SoulKata5co-07-03all battlefield allies recover 3 Wounds, remove all status ailments, recover all Cohesion, 1/session
War SongKata2co-04-07-12all allies in the same zone + adjacent zones: next attack technique +1.
Banner Influencetactic:aptitudeco-06-06allied squads in the same zone + adjacent zones gain Domination +1, always active
Legion Command Deviceaptitudeco-04-07-29remotely command machine squads. Order machine squads within 2 zones to act; movement +1
Reignsecret art/aptitudeco-04-09-07Master [aptitude] Reign: your Domination aura total +2.
Strategistaptitudeco-04-08-22squad command 0 Energy ([Kata])
War GodRenown Title:aptitudeco-04-05All squad commands cost 0 Energy ([Kata]); at each round start, automatically transfer +3 Energy to every ally
Ultimate WeaponKata5co-04-07-171/combat, fire all built-in weapons at once. All enemies in the same zone take 2 Wounds; all enemies in adjacent zones take 1 Wound. After use, all built-in weapons are unavailable for the rest of combat
Returning ArrowKata3co-07-02arrow returns recheck
Open RiftKata4co-07-03Spirit Realm rift create
Shadow Crossingaptitudeco-04-07-03Move between the Outside Zone and anywhere for 0 Energy ([Kata], 1/round). Free Core Zone entry/exit.
Shadow Clone TechniqueKata3co-04-07-031/combat, Minion-grade clone(Wounds 1). Independent 3 Energy
Sink into ShadowLicensed/aptitudeco-04-09-03not detected by enemies when moving through the Flank Zone
King of ShadowsRenown Titleco-04-05always infiltrating from combat start; all attacks count as ambushes + Critical Expansion; ambush hit instantly kills Minion/Veteran/Elite (Lords exempt)
Rebirth in the Pure Landaptitudeco-04-07-06when an ally is incapacitated, allies in that ally's zone gain attack techniques +2 for 2 rounds
Light of Paradiseaptitudeco-07-03Blessing [aptitude]: Light of Paradise — Incapacitated units in the wielder's zone die without pain(enemies included).
Perfect ShotKata3co-07-02range 4 zones, +4
Ultimate Joint Lock (極意關節技)Licensed/Kata2co-04-04on grapple success, target cannot act; maintain for 1 Energy per breath
Somersault CloudKata0co-04-08-22move between the Outside Zone and any zone; individual limit 1/round; counts toward the executor's aggregate 0 Energy([Kata]) cap
Vajra Defensetechniquereserve 1/improvise 2co-07-01yoma +2 defense
Vajra Invulnerabilityaptitudeco-04-07-051/round, when Wounds would be reduced, succeed at 2d10+Physique >= 13 to negate that loss
Vajra GuardianRenown Titleco-04-05Core Zone stance: Wound loss from attacks becomes 0, one-breath limit +5, releases on exit
Vajra Guardian Formationtactic:Katasquad command cost+1co-04-07-051/round, esoteric monk must share the zone, squad attacks yoma +3, [Incorporeal]
Vajraaptitudeco-04-07-05unlock special weapon vajra: Energy 2, standard size, on hit 2 Wounds to yoma/1 Wound to humans
Vajra Strikesecret art/Kata4co-04-041/combat. Against 1 yoma, 2d10+Wisdom+Exorcism+4 >= Defense. 3 Wounds + immediately remove curse/possession; if Elite-grade or lower, fear (1 round). Humans take 1 Wound
Taboo: Manifest Body ReleaseKata5 (+ all Faith, minimum 5)co-04-07-161/combat, release divinity for 3 rounds: all checks auto-succeed, attacks auto-Critical(2 Wounds), Wound loss from attacks is 0, all allies battlefield-wide gain Defense +3. Afterward Wounds 1, Energy 0, Faith 0, no divinity abilities until next combat
Forbidden Self-TransplantKata5co-04-07-301/session, transplant 2 parts into your body. For 1 combat, use 1 special technique from the transplanted yoma; each lull roll Physique>=13 or Wounds -2
Kanabo Techniqueaptitudeco-04-07-20can use kanabo. Kanabo Smash: 3 Energy, 2d10+Courage+Unarmed Combat >= Defense, 2 Wounds; on Critical Hit, 3 Wounds + forced movement
Kanabo Blocktechniquereserve 2/improvise 3co-08-02negate hit
Loyal to Goldtactic:aptitudeco-06-06manage Cohesion with gold
Shield of GoldaptitudeGold 1 (spent)co-04-07-101/round, per 1 hit, spend Gold 1; Wound loss -1 (minimum 1 Wound), no additional spending on the same hit
Monetary Persuasionsecret art/Kataco-04-09-05turn an enemy squad
Read the Vital PointKata2co-04-07-021/round, target Defense -3 until next round
Pierce the Vital Pointtechnique2co-07-012 Wounds + bleeding on critical
Vital Strikeaptitudeco-04-07-03on an ambush Critical Hit, set Wounds to 3 ([Light] 1-Wound cap ignored)
Improvised RepairKata1co-04-07-11repair allied weapon breakage, barricade Durability +1 up to its maximum, or autonomous automaton recovers 1 Wound
Machine Linkagetactic:aptitudeco-04-07-17while the autonomous automaton is in the same zone, squad command checks can use Wisdom instead of Finesse
Mechanical Ninjutsusecret art/aptitudeco-04-04[aptitude] Mechanical Ninjutsu: combines Kunitomo Guild technology. Adds mechanical functions to traps.
Mechanical Bodyaptitudeco-04-07-17poison/disease/fear/bleeding/curse immunity; no natural recovery; only artisan repair restores Wounds; no yoma negotiation; base Defense 14; Wounds=4+Physique; Fate 0
Airflow ControlKata2co-04-07-081/round, choose +2 or -2 to ranged technique hits in the target zone
Mounted Wild Cuttechnique2co-07-01mounted +1 bonus
Cavalry Charge (Horsemanship)secret art/Kata3co-04-09-02move+attack combined 3 Energy, enemy Domination -1
Cavalry Charge (Wujing Zongyao)tactic:Kata1co-07-20mounted move+attack
Mounted gallopcommon1co-03-04mounted state move
Qi Vein RampageKata3co-04-07-081/combat; all units in the target zone, ally or enemy, take 1 Wound; Domination is 0 until the next linked standard Domination recalculation event
Return from Deathaptitudeco-04-01Immediately revive 1 incapacitated ally at half Wounds, 1/combat
Parasitic ControlKata5co-04-07-21opposed Finesse check against 1 parasitized enemy (2d10+Finesse vs 2d10+Courage). On success, direct its actions for 1 round; parasite effect pauses during control
Ambushaptitudeco-04-07-031/round, first attack while infiltrating is an automatic Critical Hit(no check). Replaces basic Ambush; no extra Defenseless
See Through Ambushsecret art/aptitudeco-04-09-07self and commanded squad ignore the Surprise Attack first-attack +2 modifier; enhanced Surprise Attack still blocks reactions
Surprise Plundertactic:Katasquad+2co-06-06infiltration attack; gain gold
Foresight (Prophecy)secret art/Kata0co-04-09-061/combat, negate 1 enemy action by declaring "I saw this coming."
Memory SearchKata2co-04-07-221/lull, browse the equipped soul's memories; GM reveals 1 piece of information that NPC knew
Orthodox and Unorthodox PlanKata0co-04-07-091/combat, skip next breath of 1 Elite-grade or lower enemy; Lords require 2d10+Wisdom+Stratagem >= 15, failure gives next breath limit -2
Catch PresenceLicensed/aptitudeco-04-09-04opposed Infiltration +2
KiaiKata1co-04-07-011/round, all allied squads, including adjacent zones, gain Cohesion +1
Emergency SupplyKata1 + Gold 2co-04-07-31recover +1 Wound for 1 ally in the same or adjacent zone, 1/round
Good OmenLicensed/aptitudeco-04-09-07Fate Intervention total +1; 1/scene
Flag Wavetactic:Katasquad+3co-06-06ally initiative modifier +2
Dream-Eatingtechniqueco-08-02Inflicts sleep status
Endless Waraptitudeco-07-03peace reputation -2

#

NameTypeEnergySourceSummary
Naginata Blocktechniquereserve 1/improvise 2co-07-01adjacent distance defense possible
Lightning Strike (Raijin Staff)technique3co-07-022 Wounds 2 zone
Nanban Observeraptitudeco-04-07-30View exact Wounds/Energy of all units within 2 zones; detect hidden/infiltrating units with Wisdom>=11
Nanban Secret Weaponaptitudeco-04-07-133 rounds/combat, unlock volley cannon. Each round, shoot for 1 Wound at 2 Energy; no loading required
Sickle Cut (Makeshift Sickle)technique2co-07-152d10+Physique+Swordsmanship>=Defense; 1 Wound + 1 bleeding Wound at the end of the next round
Sickle Cut (Kamayari)technique207-012d10+Finesse+Spearmanship>=Defense; 1 Wound + 1 bleeding Wound each lull until Physique>=13 or Medicine>=11; 1/breath
Ronin Solidaritytactic:aptitudeco-04-07-02same-zone Minion/Veteran squad order cost -1 (minimum 0), no effect in Core Zone
Ronin's Two Swordsaptitudeco-04-07-02after main-weapon attack, make an off-weapon attack for 1 Energy, 1/breath
Toxic Innardsaptitudeco-04-07-23complete poison/disease immunity. Poison-weapon hits trigger devouring effect(Wounds +1); bite attacks inflict poison(additional Wounds -1)
Built-In Weapontechnique2co-04-07-17arm-mounted blade/gear, standard size, immune to disarm/destruction, no Energy change in Core Zone
Built-In Teppotechnique2co-04-07-17chest cannon, adjacent-zone shot, [Pierce all](2d10+Archery >= Defense), no reload, 5 shots/combat
Cold Airtechnique2co-08-02Mental Save
Rusted Blocktechniquereserve 1/improvise 2co-07-15breaks after 5 uses
Rusted Cuttechnique2co-07-151 Wound; Swordsmanship bonus applies
Lightning Strike (Susanoo)Kata4co-07-033 Wounds + paralysis; hits everyone in the zone underwater; 1/round
Thunder Shottechnique3co-07-02Mental Save yoma +1
BribeKata2 + Gold 1co-04-07-10negate the next-breath action of 1 enemy Minion squad, 1/round
Lightning Barragetechnique4co-07-01requires both loaded shots and consumes both; 3 same-zone targets each take 1 Wound
Thunder Divine Blessingaptitudeco-07-03yoma attack +2
Thunder Emperorstance3co-07-02lightning bolt +2 thundercloud environment
Thunderquaketechnique4co-07-02Mental Save Cohesion -2

#

NameTypeEnergySourceSummary
Tanto Cuttechnique1co-07-01basic Cut
Great Barrier (Arahitogami)Kata + stance3 (+ Faith 2)co-04-07-16barrier through adjacent zones, allies inside gain Defense +2, yoma entering take 2 Wounds, lasts 3 rounds(stance slot), 2/combat
Great Barrier (Spirit Talisman)Kata5co-07-03battlefield Barrier
Grand PerformanceKata5co-04-07-12all allies recover 2 Wounds, all Cohesion, and +3 Energy
Great Kanabo Striketechnique3co-08-022 Wounds/Critical Hit 3
Great CharmKata3co-08-022 round ally defection
Great Shield ModeKata + stance2 + maintainco-04-07-17all allies in the same zone gain Defense +3 and Domination +3; self cannot attack. Ends on movement, stance release, or incapacitation
Great Dharma AssemblyKata2co-04-07-061/round, all allied squads including adjacent zones gain Cohesion +1; restore morale across the line
Great Sealsecret art/Kata5co-04-04against 1 yoma, 2d10+Wisdom+Exorcism+3 >= Defense+4
Great Merchant Houseaptitudeco-04-07-10gain 2 gold automatically each lull; maintain the 20-gold combat cap
Great Whirlwind (Sojobo)Kata4co-07-03Force-move every enemy in the target zone + 1 Wound; automatically destroy barricades, 1/round
Great Whirlwind (Tengushi)Kata4co-04-07-281/round, force all battlefield units (friend and foe) to move to an adjacent zone chosen by the caster; destroy all barricades
Great Whirlwind (Hauchiwa)Kata4co-07-021/round. On your breath, choose your zone or an adjacent zone; force-move every enemy there into one valid adjacent zone chosen by the holder, then recalculate Domination. An enemy stays if no route exists
Great Shikigami (Onmyoji)Kata3co-04-07-041/combat, Elite-grade shikigami (Wounds 3, Defense 14, Domination +4). Control special cap: individual 3/round and executor aggregate 3/round (normal control is individual 1/round and aggregate 2/round)
Great Shikigami (Seimei)Kata4co-07-03shikigami 3 Summon
Greater Shikigami ArtLicensed/aptitudeco-04-04enhance shikigami; independent attack 1/round through one caster control action, counting toward both the shikigami's individual control limit and the caster's aggregate 0 Energy action cap
Great YomaRenown Titleco-04-05permanent transformation stance, stance slot always occupied (cannot release), Wounds +5/attack +4/fear aura, Negotiation -5
Great Yoma TransformationKata + stance5 + maintainco-04-07-15Great Yoma form for 3 rounds: Wounds +5, attack +4, Defense +4, fear aura(all enemies Courage >= 13), occupies stance slot. Afterward Wounds 1, Energy 0, 1/combat
Great MedicineKata2co-04-01During combat, 1 ally recovers 2 Wounds and automatically removes poison/disease
Dainichi LightKata5co-07-024 Wounds to yoma + remove curses and personal Spiritual Contamination in the zone + remove its Spiritual Contamination Zone
Blessing of Mahavairocanaaptitudeco-04-07-05all allies in the same zone: yoma-attack Wound loss is halved; 1 Wound becomes 0
Dainichi's Lightaptitudeco-07-03Exorcism +3
Mahavairocana MantraLicensed/Kata3co-04-041/round, all yoma in your zone + adjacent 1 zone: 2d10+Wisdom+Exorcism >= Defense, 1 Wound each; effective vs incorporeal yoma
General's Bannerstance2co-04-07-01maintained stance. All allied attack techniques in the zone +1, Domination +2, cannot move. Replaces Immovable Formation
Earth AwakeningKata5co-07-03transform zone terrain
Earth Awakening DevotionKata5co-07-03spirit vein+highplace 3 round
Earth Vein deployKata6co-07-03spirit vein restore
Earth Barriertechniqueautomaticco-08-02damage -1
Earth SealKata4co-04-07-081/combat, seal the target zone: units cannot enter or leave for 2 rounds, and units inside are trapped
Earth's Veinaptitudeco-07-03Wounds +1 Energy +1
Earth's WrathKata5co-04-07-081/combat, whole battlefield: all long-weapon Energy +2, movement Energy +1 (2 rounds). Earthquake
Earth KingRenown Titleco-04-05bare-hand hit intensity +1 stage (Critical Hit 4 Wounds); zone transformation free 1/round
Fist of the Earthtechnique4co-08-022 Wounds+move
Avatar of the Earthaptitudeco-04-07-14automatically recover 2 Wounds each lull. Immune to Poison, disease, and Fear.
Earth Smashtechnique4co-08-02Force-move everyone in the same zone, including allies, to adjacent zones; reset Domination, 1/round
Great Exorcism ArrayKata4co-04-07-051/combat, all yoma in target zone take 2 Wounds + yoma entry blocked for 2 rounds
Cannon (Gaijin)Kata5co-04-07-131/combat, everyone in the zone takes 2 Wounds; Mobs/Minions die instantly
Cannon (Kanon)secret art/Kata5co-04-04use a Nanban cannon. Everyone in target zone rolls against 2d10+Archery+3 vs Defense; each hit takes 2 Wounds; destroy 1 terrain gimmick
Great Spin (Oni)technique4co-08-02everyone in the zone takes 1 Wound
Great Spin (Shurado)Kata4co-04-07-201/round, Kanabo/zanbato only. All enemies in the same zone roll against 2d10+Courage+Swordsmanship+2 >= Defense. Each hit deals 2 Wounds; Minions/Mobs die instantly
Throwtechnique1co-07-151 Wound; adjacent zone (Rear Zone allowed)
Deus's LightKata4co-07-021/combat. On your breath, give every yoma in the same zone Fear and Defense -2 until the next round begins; same-name effects do not stack
Taoist Talisman Bundle Masterworktechnique1co-07-04[Masterwork] Talisman Spell Shot
Taoist Talisman Bundle Curseaptitudeco-07-04foreign talisman
Taoist Talisman Bundle Blessingaptitudeco-07-04Taoist Blessing
Taoist Talisman Bundle DevotionKata6co-07-04battlefield enemy squad Cohesion -3
City's Rejectionaptitudeco-07-03City Wounds -1
Leapcommon3co-03-04high ground entry/exit·normal move
Flight Instincttactic:aptitudeco-06-06Rout automatic return
Dojigiri SeveranceKata4co-07-02Yoma-only 4 Wounds. Humans 2 Wounds. On hit against Lord-grade yoma, Defense -4 next round.
Poison Tailtechnique1co-08-021 Wound + poison
Poison ApplicationLicensed/upkeepco-04-09-06next hit deals additional 1 Wound
Poison Meridiansecret art/aptitudeco-04-09-02Poison Meridian — poison-needle hit stacks additional 1 Wound
Poison Fog SpreadKata3co-04-07-21spread poison fog in your zone; all units except yourself gain Poison (Wounds -1 per round, 2 rounds), detoxification difficulty +3
Poison Handaptitudeco-04-07-03on melee hit, target's next-round Energy -1.
Poison Fangtechniqueco-08-021 Wound + Poison
Poison MasterLicensed/aptitudeco-04-04all Poison technique effect 2 times. detox difficulty +3
Poison Insect Proliferationaptitudeco-04-07-21command 3 curse insects. Each parasitizes independently (Defense -1/round, minimum 2, not Wounds damage); while commanding 3 at once, practitioner loses Wounds -1 each lull
Loneliness of Self-Teachingaptitudeco-07-03cannot use school maneuvers
Poison Blood Enhancementaptitudeco-04-07-21automatically poison melee enemies who attack you (Wounds -1 per round, 1 round). Your poison attack effects +1
Toxic ConversionKata4co-04-07-271/round. Spend 1 Faith Remnant to create poison mist in your zone for 2 rounds. All units except you use the common poison-mist check and damage
Entry Cuttechnique3co-07-01move+attack breath 1 time
Breakthroughcommon3co-05-032d10+Courage≥11/13/15
Gusttechnique3co-08-02Force-move everyone in the target zone to adjacent zones; barricade durability -1
Comrade Solidarityaptitudeco-04-07-34Squad Cohesion +2. At breath start, grant Energy 1 to 1 adjacent ally
Simultaneous Manipulationaptitudeco-04-07-181/round, in one breath execute 1 puppet technique and 1 main-body move(2 Energy) simultaneously
One Volume of Dongui Bogam Masterworktechnique3co-07-04[Masterwork] Acupuncture and Moxibustion
Doumu Descends DevotionKata6co-07-04yoma Seal check
Ruler of Two Worldsaptitudeco-04-07-15halve Wound loss from yoma attacks + negate human squad Cohesion penalties. Recognized as same-side by both

#

NameTypeEnergySourceSummary
Rapier Masterworktechnique2co-07-04duel strike

#

NameTypeEnergySourceSummary
Mounted UnityLicensed/aptitudeco-04-09-02Mounted Unity — mounted movement 1 Energy
Master Artisanupkeepco-04-07-11at combat start, permanently enhance all allies' weapons: all attack techniques +1, Critical Hit adds 1 Wound
Makiriaptitudeco-04-07-14unlock special dagger: Energy 1, bleeding adds +1 Wound each lull, Physique>=13 ends
Magic Bullet Shooteraptitudeco-04-07-13on teppo Critical Hit: 3 Wounds + 1 Wound to 2 bodies behind.
Blocktechniquereserve 1/improvise 2co-07-15Ordinary defense.
Full BloomKata6co-04-07-25Immediately charge Blood Dance stacks to 5. No decrease for 3 rounds. Allies Cohesion +3; enemies make Mental Saves.
Master of Ten Thousand MachinesRenown Titleco-04-05operate 5 puppets at the same time; command 3 puppets in the same breath; automatically gain masterwork puppet Ayatsuri-hime; 1/round
Mandala DeploymentKata6co-07-03Mandala Barrier covers the entire battlefield. All yoma Defense -4, 2 Wounds on entry. Lasts 3 rounds. 1/session
Mandala ManifestationKata5co-04-07-241/combat. A battlefield-wide mandala appears for 3 rounds: all yoma suffer Wounds -3, and all allied Exorcism checks gain +3.
Body of Ten Thousand Poisonsaptitudeco-04-07-21complete poison immunity + poison attack effects 3 times stronger (x3). Poison fog range expands to adjacent zones; staying in the same zone 3+ rounds permanently contaminates it until combat ends
Miko of Ten Thousand Spiritsaptitudeco-04-07-22Base Soul Catalog cap is 2×max(1, Wisdom modifier), minimum 2 and maximum 6. This trait adds +2 (maximum 8), raises the simultaneous equipped-soul cap to 3, and grants +3 on Deep Descent possession checks
General Dealeraptitudeco-04-07-31Gold 2 for 1 consumable, Gold 3 for 1 GM hint, Gold 5 for 1 Minion squad (3 bodies); at Gold 0, Zakkasho traits become unusable
Cure-All Detoxificationsecret art/upkeepco-04-09-04automatically treat poison/disease
Ten Thousand Talismansaptitudeco-07-03+2 to one of sorcery/barrier/exorcism checks
Ten Thousand Cannot Stand Against Oneaptitudeco-04-07-01when alone in a zone, Domination +6.
Ten Thousand Spearssecret art/Kata5co-04-04Phantasmal spears multiply. Against all enemies in the target zone, 2d10+Courage+Spearmanship >= Defense. Each takes 1 Wound.
MantraKata2co-04-07-051/round, all allies including adjacent zones: fear immunity + Defense +1 (that round)
Hammer Blowtactic:Katasquad command costco-08-02 Kunitomo GuildSeal 1 technique on 1 target weapon for 1 round, or apply [Pierce 1]+[Break] to armor/shield
Telescope Masterworktechnique3co-07-04after applying a telescope benefit, roll d100; on 01~05, resolve that use, then the telescope breaks
Manchurian Hawk Feather MasterworkKata2co-07-04holder pays 2 Energy total to move Outside Zone→any zone and immediately attack (ambush); 1/round
Bribery OperationKata2 + Gold 3co-04-07-31against 1 enemy Minion/Mob squad, 2d10+Presence+Negotiation >= 13; on success, stops acting for 1 round; no effect on Veteran-grade or higher; 1/round
Bribed DefectionKata3 + Gold 4co-04-07-10turn 1 enemy Minion squad allied, 1/combat
Charm's SongKata2co-08-02cannot act for 1 round
Dance of EnchantmentKata3co-04-07-25all enemies in your zone make opposed checks (2d10+Presence vs 2d10+Wisdom); on failure, they cannot attack Kekka for 1 round. If Blood Dance stacks are 2+, check +2
Realm of Charmstance3co-08-02all enemies in the same zone make a Presence contest each breath
State of Bare Handsaptitudeco-04-07-14barehanded hits deal 2 Wounds; Critical Hits deal 3 Wounds and disarm
Venom BladeKata2co-07-02enhance Poison 2 Wounds
Soul-Extinguishing Arraysecret art/aptitudeco-04-09-06on hit against yoma, additional 1 Wound
Master's Stringsaptitudeco-04-07-18unlimited string range, place puppets anywhere, up to 2 puppet techniques per breath
Neck Stretchtechniqueco-08-021 Wound + Fear
Muga Bell masterworktechnique2co-07-04[Masterwork] Muga Chant
Muga Bell Curseaptitudeco-07-04foreign Muga
Muga Bell Blessingaptitudeco-07-04Souls calling
Muga Bell DevotionKata5co-07-04[Devotion] Call Soul
Miko Danceaptitudeco-04-07-12Increase Battlefield Flower's lull-step targets to 2.
War on the Stagestance3co-04-07-18Puppeteer's zone becomes the stage. Allies on stage checks +2; no Backflow when puppets are destroyed.
MutoLicensed/Kata3co-04-04disarm, then immediately attack
Immeasurable Life (Amida)Kata6co-07-031/session, fully recover all allies' Wounds + revive all incapacitated (Wounds 1)
Infinite Life (Pure Land Monk)aptitudeco-04-07-06Amida's Shield expands to 2 adjacent zones; squads in range cannot collapse
No-BeatKata2co-07-02defense technique negation
No Killingsecret art/aptitudeco-04-04[aptitude] No Killing: on an Unarmed Combat hit, you may choose "neutralize" instead of Wounds damage — the target's Wounds do not decrease, but cannot act this round + Defenseless.
No-Thought Shotsecret art/Kata3co-04-04shoot with eyes closed. 2d10+Fate+Archery+2 >= Defense. 2 Wounds.
MusoKata3co-04-07-01make the current weapon Attack A check against all enemies in the same zone.
Peerless Full Body (武雙全身)Renown Titleco-04-051 stance slot, checking posture auto + 0 Energy ([Kata]) counter against all entering enemies (1/round), Domination +5
Silent Sutrastance0co-04-07-24At lull, 1 ally in the Kaibutsu's zone recovers 1 Wound. While the stance is maintained, spend 2 Energy for 1 ally in the same zone to recover 1 Wound; the effect ends if they leave the zone.
Trade Monopolyaptitudeco-04-01Cut off enemy supplies to negate their lull effects for 2 rounds; Gold +3/lull
Shadowlessaptitudeco-04-07-02movement Energy 1. Breakthrough auto-success
Shadowless OneRenown Title:aptitudeco-04-05Ignore Domination and Breakthrough at all times; act absolutely first on the first breath of each round; movement maneuver Energy -2 (minimum 1)
SilenceKata1co-07-02Infiltration maintain 1 Wound
Invincible Swordaptitudeco-07-03two-sword simultaneous use
Invincible's thrusttechnique3co-07-022 Wounds Pierce after 1 Wound
Infinite Gakiaptitudeco-04-07-23Devouring accumulates current Wounds up to base maximum +10. Excess Wounds vanish at combat end, returning current to min(current, base maximum). At 10 total devours, permanently counts as Elite-grade, gains Defense +6 and attack +6, and cannot be incapacitated except by Exorcism or Demon-Breaking
Formlessaptitudeco-04-07-03always infiltrating. Maintains infiltration after attacking(Perception>=17)
Formless Infiltrationaptitudeco-04-07-21curse insects ignore barriers/walls to parasitize; they can directly parasitize inside barriers and negate exorcism barriers that block poison insects
Rosary Masterworktechnique2co-07-04Mary prayer
Mystery of the Rosary (Devotion)Kata5co-07-045 round Energy +1
Rosary Curseaptitudeco-07-04sinritual
Rosary Blessingaptitudeco-07-04meditation calm
Rosary DevotionKata5co-07-04Rosary Secret
Read the WaterwayLicensed/aptitudeco-04-09-03underwater/waterside move penalty 1 stage ignore. rapids·rough seas check +2
Future Technology ApplicationKata5co-04-07-321/scenario, use modern knowledge to auto-succeed at 1 GM-agreed noncombat situation; in combat, all allies recover 3 Energy
militia bamboo spear Chargetactic:Kataco-06-06weak but cheap attack
Local Defense (Militia)tactic:aptitudeco-06-06domain Cohesion +2
Seize Popular Supportaptitudeco-04-01At each lull, all allied squads automatically gain Cohesion +1; Negotiation/Agitation +2
Close Quarters BrawlLicensed/aptitudeco-04-09-02Close Quarters Brawl — apply short-weapon Core Zone bonus

#

NameTypeEnergySourceSummary
Ladle (柄杓)tactic:Katasquad command costco-08-02 FunayureiOne Flooding Clock from 0 to 3 per vessel; it increases by 1 at each round's end, and the vessel cannot move at 3
Eye of the Windaptitudeco-04-07-28Perception bonus to detect infiltration or hidden targets: same zone +3, adjacent zone +1
Rule of Wind (風の支配)stance2co-08-02ranged technique -3
Wind's Blade (Tengutsukai)technique2co-08-021 Wound
Blade of the Wind (Ronin)aptitudeco-04-07-02When moving into a high-enemy-Domination zone or the Core Zone, Energy -1 (minimum 1). Free Core Zone entry/exit.
BarricadeKata3co-04-07-08N times/combat (Wisdom modifier), wall between two zones: movement costs additional 2 Energy (maintain 3 rounds)
Vasavi Shakti — Indra's SpearKataco-07-04one-use divinespear
Vasavi Shakti — Indra's Spear Masterworktechnique4co-07-04Indra rage
Vasavi Shakti — Indra's Spear Curseaptitudeco-07-04once only promise
Vasavi Shakti — Indra's Spear Blessingaptitudeco-07-04Indra Blessing
Vasavi Shakti — Indra's Spear DevotionKata6co-07-04once only strike
counterattack (Parry)techniquereserve 1/improvise 2co-07-01enemy attack negate
Half TransformationKata2co-04-07-15yoma form for 1 round. Attack +2, Defense +2, movement 1 Energy. 2/combat; on use, same-zone allied squad Cohesion -1
Demigodaptitudeco-04-07-34Divine Authority maximum +2(max 7), recover 1 Divine Authority at battle start, divine nature lasts 1 breath even at 0
Draw Cuttechnique2co-07-01switch immediately after bonus
Claws (Hanyo)aptitudeco-04-07-15unlock unarmed attacks(Energy 1). On hit, inflict bleeding(1 Wound each lull, Physique>=13 or Medicine>=11 ends). No weapon breakage
Claw (Yoko)techniqueco-08-021 Wound Finesse basis
Claw Riptechniqueco-08-021 Wound friend or foe unrelated
Guard Thrusttechnique2co-07-01defense immediately after use
Fangtian Huaji — Lu Bu's Ji Masterworktechnique4co-07-04[Masterwork] Red Hare Strike
Form Shield Wallsquad command2co-06-06The squad's Domination contribution becomes x1.5. It cannot move during that round.
Hundred Demons Summoningsecret art/Kata5co-04-04shikigami 5 unit simultaneous Summon. each Wounds 2, Domination +1.
Night Parade of a Hundred DemonsKata4co-04-07-041/combat, summon 10 Mobs into the Core Zone; enemy Domination -5
Lord of a Hundred DemonsRenown Title:aptitudeco-04-05Command 3 shikigami at once; Greater Shikigami is always active; all sorcery costs -1 Energy (minimum 1)
King of a Hundred Poisonsaptitudeco-04-07-21unlimited curse insects. All insects' parasite effect +1 (Defense -1 strengthened). On enemy incapacitation, re-parasitizes an adjacent enemy in 1 round; commanding 3+ insects costs practitioner Wounds -1 per insect each lull
Hundred Battles UnbrokenKata2co-07-02Wounds 1 or lower automatic Critical Hit
Dharma-Power BarrierKata3co-04-07-061/combat, barrier in 1 zone: when enemies enter, Cohesion -1 + Domination -2 (maintain 2 rounds)
Dharma Encouragementtactic:Katasquad command costco-04-07-061/round, squad Cohesion +2 + immediately remove fear
Dharma King (法王)Renown Titleco-04-05all allies gain incapacitation immunity: stay at Wounds 1 when reaching Wounds 0, 1/combat per character
Monk's Robeaptitudeco-04-07-06Defense +1 without armor; Domination +1 even without weapons
Wallstanceco-08-02passage block
Transformationtechniqueco-08-02disguise
Disguisetechniqueco-08-02disguise Perception>=13
Star's Bindingaptitudeco-07-03Fate Intervention is unavailable
Constellation Astrolabe Masterworktechnique2co-07-04[Masterwork] Star Reading
Maintain Supply Linetactic:aptitudeco-06-06ally Cohesion +1/lull
Jeweled Orbtechnique3co-08-022 Wounds + bind
Invisible Cuttechniqueco-08-021 Wound + bleeding
Walk (move)common2co-03-04adjacent zone move
Insurance Contractaptitudeco-04-07-31spend Gold 4 to insure 1 allied Lord/Elite; on incapacitation, revive at Wounds 3, suffer 0 attack Wound reduction for 1 round, 1/combat
Multiple Puppetsaptitudeco-04-07-18Operate 2 puppets simultaneously. Control only 1 puppet per breath.
Composite Clawstechnique3co-08-022 Wounds Critical Hit 3 Wounds
Designate Blockercommonco-05-05When a blockade triggers, the blockading side declares 1 unit with Domination contribution above 0 as the blocker. Defense +1; redeclare immediately if it exits or falls
Sealing BarrierLicensed/upkeepco-04-09-06install a barrier in 1 zone
Blockade Breakthroughcommon3co-05-052d10+Courage >= 15. Success: 1 unit enters; if your side's Domination is below the cap, it automatically re-blockades next round. Failure: Defenseless for 1 round + cannot enter until your next count; Energy 3 spent
Sealing ArtKata5co-04-07-041/combat, against 1 Elite/Lord: 2d10+Wisdom >= Defense. On success, cannot act for 1 round; at start of each round, 2d10+Wisdom >= 13 ends it early
Vow of Fudo Myooaptitudeco-04-07-07can use Austerity; free Core Zone entry/exit; attacks against yoma +1 while at Austerity 1+
Flame of Fudo MyooKata4co-04-07-241/round, spiritual flame erupts within 1 zone around the Kaibutsu. Against all yoma in the zone: 2d10+Wisdom >= Defense, 3 Wounds. Harmless to humans
Immovable Heart (Pure Land Monk)aptitudeco-04-07-06all allies in the same zone gain fear immunity.
Fudo's rageaptitudeco-07-03Fear immunity
Immovable Formationstance2co-04-07-01Domination +3 (Front Zone +4), enemy Breakthrough +2; cannot move
Kitchen Knife Thrusttechnique1co-07-151 Wound; short weapon classification
Talisman BulletLicensed/techniqueco-04-09-06add a sorcery attack into an adjacent zone
Fan ShotKata2co-07-02equipment Break/seizure
Drumbeat Encouragementtactic:Katasquad+3co-06-06adjacent allied squad Cohesion +1
ragestance2co-08-02attack +2 Defense -2
Rage of WrathKataco-04-08-22one breath +3
rage's flameaptitudeco-07-03automatic Critical Hit
Squad MechanizationKata5co-04-07-291/session, permanently modify 1 allied Minion squad in the same zone into a machine squad. Attack +2, Defense +2, immune to poison/fear/bleeding; Fate checks automatically fail
Squad Orderssquad command2 (Wisdom+2→1)co-06-06squad action start
Squad CommandKata2co-04-07-32Next check by 1 ally in the same zone +3; +4 after a successful Negotiation/Stratagem check.
Taxonomy LectureKata2co-04-07-301/lull, brief all allies on yoma weaknesses; attacks against those yoma gain +1 until combat ends
Analysis EngineKata + aptitude1 + —co-04-07-171/round, analyze 1 enemy. Constant attack +1 against analyzed targets; reveal Defense, Wounds, and all special abilities for that combat
Pulverizetechnique5co-07-02[Pierce 3] + [Break]
CloneKata2co-04-07-031/round, enemy anti-shinobi attacks -3
doubletechniqueco-08-02Minion double 3 time
Unbreakablesecret art/aptitudeco-04-09-07Master [aptitude] Unbreakable: the above checks automatically succeed at standard difficulty.
Indestructible (不壞)Kata2co-07-021/combat. Declare on your breath; before your next breath, reduce the first attack that hits you to 0 Wound damage, then end the effect
Unbreakable HeartLicensed/aptitudeco-04-09-07Licensed [aptitude] Unbreakable Heart: fear/intimidation/madness/pain checks +2.
Unyielding Earthaptitudeco-04-01Wounds +2; immune to Overload
Immovable Heart (Fudo Sword)Kata5co-07-03immunity state
Undying Engineaptitudeco-04-07-29restart 1 round after incapacitation at 3 Wounds, 2/session; each restart disables one Triple Armament technique; permanent incapacitation when all three are disabled
Undying Wandereraptitudeco-04-01When incapacitated, automatically flee to an outer zone and return with 1 Wound at the next lull
Undying Dead Spiritaptitudeco-04-07-26Units summoned by Dead-Spirit Revival persist, removing the 1-round limit. Each lull, Wounds decrease by 1; at 0 they disappear. Exorcism can erase them immediately.
Immortality (Achilles)aptitudeco-04-08-22reduce Wound loss from non-weak-point hits by 1 (minimum 0)
Song of UndeathKata3co-04-07-12when 1 ally would next become incapacitated, that ally instead survives at Wounds 1
Deathless Wandereraptitudeco-04-01Immune to incapacitation. At 0 Wounds, automatically retreat to an outer zone and return next round with 3 Wounds
Keep the Embersecret art/upkeepco-04-09-04fully recover Wounds outside combat
Age of Fireaptitudeco-04-07-13teppo hits always deal 2 Wounds; Critical Hits deal 4 Wounds
Surprise Attacktechnique2co-07-01Infiltration +3 bonus
No-Retreat ShotKata3co-07-02[Pierce all] Cohesion +1
No Retreat (Ikko-ikki)tactic:aptitudeco-07-20prevent rout at Cohesion 0
No Retreat (Shugenja)stance2co-04-07-07while maintained, convert Wound loss on hit into Austerity. Wounds still decrease, but Austerity bonus applies automatically to the next breath
Invincible Formationupkeepco-04-07-09at lull, next-round starting Energy maximum +2 (1 round, no carryover), all squads Cohesion +1
Brahmastra — Brahma's Ultimate Weapon Masterworktechnique4co-07-04Brahma arrow
Brahmastra — Brahma's Ultimate Weapon Curseaptitudeco-07-04ultimate price
Brahmastra — Brahma's Ultimate Weapon Blessingaptitudeco-07-04Brahma Wisdom
Brahmastra — Brahma's Ultimate Weapon DevotionKata6co-07-04absolute weapon
Screamtechniqueco-08-02Mental Save
Secret PassageKata2co-04-07-111/combat, create an allies-only secret route between two zones: movement 1 Energy, enemies cannot use it
Bishamon BulwarkKatareserve 1/improvise 2co-07-03before the hit is confirmed, add Defense +5 and reevaluate; if it misses, the attacker gains fear
Bishamon SweepKata4co-07-02all enemies in the same zone take 1 Wound; allied squad Cohesion +2
Incorporeal Evasiontechniqueautomaticco-08-0250% physical negate
Flying Swallow StepLicensed/aptitudeco-04-09-03Flying Swallow Step [aptitude] — no additional Energy for vertical movement
Karna-Only Bow — Vijayatechnique2co-07-04Blessing [aptitude]: Surya's Aim
Karna-Only Bow — Vijaya Masterworktechnique3co-07-04sun Pierce
Karna-Only Bow — Vijaya Curseaptitudeco-07-04tragedy Prophecy
Vijaya Blessingaptitudeco-07-04Surya's Aim: first ranged attack has unlimited range; on double success, +1 Wound
Karna-Only Bow — Vijaya DevotionKata6co-07-04[Devotion] Vijaya Flash
Nonviolence Vowaptitudeco-07-03direct attacks are prohibited
Flightaptitude1co-08-02Move between the Outside Zone and anywhere.
flight evasiontechniquereserve 1/improvise 2co-08-02negate hit
Bone Barriertechniquereserve 2/improvise 3co-08-02damage -1
root torrenttechniqueco-08-02bind 1 round
Root Downaptitudeco-04-07-14immune to push/forced movement; enemies passing the wildlander in the same zone pay movement +2 Energy

#

NameTypeEnergySourceSummary
Raise Morale (Agitation)Licensed/upkeepco-04-09-05all allied squads Cohesion +1 during lull
Raise Morale (Military Band)tactic:stancesquad+2co-06-06immunity to Cohesion -1
Thought ExplosionKata5co-08-02Everyone in same zone(friend and foe) 2 Wounds + fear.
VanishKata1co-04-07-031/breath, immediately move to the Outside Zone. Enemies cannot react
Dead-Spirit Legionaptitudeco-04-07-26Dead-Spirit Revival expands to Minion squad scale. Revive 1 incapacitated Minion squad as a dead-spirit squad (3 Minions).
Dead-Spirit RevivalKata3co-04-07-261/round. Revive 1 incapacitated unit in the same zone, friend or foe, as a Minion-grade dead spirit: Wounds 1, can use 1 original weapon technique, disappears after 1 round.
Dead-Spirit Interdictionaptitudeco-04-07-22Automatically oppose enemy dead-spirit/descent/possession techniques with an opposed Presence check. Can negate a Shikome-user's dead-spirit revival
Samurai Prideaptitudeco-04-07-01immune to fear. Negate Fumbles (treat as ordinary failure)
Deathlineaptitudeco-04-07-02when at Wounds 1, all attacks are automatic Critical Hits.
Chain Blocktechniquereserve 2/improvise 3co-07-15seal enemy weapon for 1 round on defense
dead SummonKata4co-07-03undead Summon
Rule over the Deadaptitudeco-07-03onryo +3
Death-Blood DanceKata5co-04-07-25Blood Dance stacks +1 per 1 incapacitated ally in the same zone; targets cannot be revived
Corpse Absorptiontactic:Katasquad command costco-08-02 Jikininki1/round, remove 1 corpse or incapacitated unit and gain Wounds +1 (current and maximum, cap 3). The first time Wounds reaches 3, enter Veteran-form State for the combat (Defense and Domination +1)
Spread Outtechniquereserve base/improvised +1co-07-01 Yumiyacommander pays Squad Command cost; area damage -1
Mountain-Spirit Song Talisman Masterworktechnique2co-07-04miko Song
Mountain-Spirit Song Talisman Curseaptitudeco-07-04god of a foreign land
Mountain-Spirit Song Talisman Blessingaptitudeco-07-04mountain god Blessing
Mountain-Spirit Song Talisman DevotionKata5co-07-04[Devotion] Mountain Spirit Descent
Mountain Trektactic:aptitudeco-04-07-07squads commanded by the shugenja have movement Energy -1 in mountain/forest/wetland zones (minimum 1)
Swallow the MountainKata5co-08-024 Wounds; destroy zone terrain gimmick
Mountain's WrathKata3co-04-07-14make an unarmed check against every enemy in the same zone; each success deals 1 Wound + push. 1/round
Mountain Breathupkeepco-04-07-071/lull, recover 1 of the Wounds spent on Austerity (normally cannot recover)
Scattershotaptitudeco-04-07-13when shooting teppo, add 1~3 casualties only to Minion/Mob squads in the target zone; Veteran+ takes an additional 1 Wound only on Critical Hit
Living Mountainaptitudeco-04-07-07maximum Wounds +3 (additional, not Physique +3). Increases Austerity capacity. Total Wounds 8~10 possible.
Killing Incensesecret art/Kata3co-04-04spread poison mist through the zone; each round 1 Wound, Physique >= 15 negates
Three-Rank Firingsecret art/Kata4co-04-041/round, fire 3 teppo in a 3-shot volley. Each uses 2d10+Archery >= Defense for 1 Wound; all 3 hits add 1 Wound(total 4)
Three-Rank Fire (Tanegashima)technique4co-07-012 Wounds 3 shots chain
Three-Rank Fire (Nanban Theory of Tactics)tactic:Kata1co-07-203-rank rotating volley
Three-Rank Fire (Gaijin)tactic:Katasquad command cost+1co-04-07-13Bow/gun squads only, 1/round. Make 3 consecutive volleys; apply the hit-strength table separately for each of the 3 rolls
Three-Rank Spear Walltactic:stanceco-07-20Domination x1.5; cannot move
Triple Armamentaptitudeco-04-07-29one built-in weapon with Blade Attack A, Teppo Attack B, and Shield Defense; poison/Fear/bleeding immunity comes from the mechanical body
Triple Armament: Bladetechnique2co-04-07-292d10+Physique+Unarmed Combat+2; 1 Wound in the same zone; [Pierce 1]
Triple Armament: Teppotechnique2co-04-07-292d10+Archery; 1 Wound within 2 zones; [Pierce all]; no reload; 1/round
Triple Armament: Shield Deploymentdefensereserve 2/improvised 3co-04-07-29automatic Defense +3; ignored by [Pierce]; ends at the next breath, attack, or movement
Merchant Networkaptitudeco-04-01Before combat, learn information on 1 enemy unit; automatically gain Gold +1 at each lull
High Cuttechnique2co-07-011 Wound + range
Merchant-House SupplyupkeepGold 1co-04-07-101/lull, repair all allied weapon breakage + reload all teppo
Biological Analysis Reportaptitudeco-04-07-30When Dissection gains parts, reveal 1 hidden technique; after briefing allies, Defense +2 against that technique
Return Aliveaptitudeco-04-07-07Wounds reduced by Austerity recover fully at the lull.
ForeknowledgeLicensed/upkeepco-04-09-07Licensed [upkeep] Foreknowledge: before combat starts, you may ask the GM one of the following.
Foresight (Modern Person)aptitudeco-04-07-32ask historical-result questions, Medicine +3, spend 2 Energy to transfer 2 Energy to a target, yoma Negotiation +2, Courage/Finesse/Physique -1 and Wisdom/Presence/Fate +1
Flashsecret art/aptitudeco-04-09-07Master [aptitude] Flash: one-breath limit total +2. Always acts first on count ties.
Vanguard Chargetactic:Katasquad command cost+1co-04-07-01samurai and squad move+attack simultaneously
First MoveLicensed/aptitudeco-04-09-07one breath limit total +1. pursuit/escape/emergency evasion check +2
Change the First MoveLicensed/Kataco-04-09-05swap initiative order (2 Energy, 1/round)
Attitude of Sen (先の態度)Licensed/stance2co-04-04this stance during first attack +3. Disable when Defense -2
First Strikeaptitudeco-04-07-021/combat, first attack in the first round of combat is an automatic Critical Hit
Whirlwind (Rokushakubo)technique3co-07-011 Wound to everyone in the zone
Whirlwind (Tengu)technique3co-08-02Force-move everyone in the target zone to an adjacent zone (GM decides); no damage, 1/round
Whirlwind KickKata2co-04-07-282d10+Finesse+Unarmed Combat >= Defense. 1 Wound + force the enemy to move to an adjacent zone
Fresh-Blood FanKata2co-04-07-25fan technique attack reaching adjacent zones; 2d10+Presence vs 2d10+Courage, on hit 2 Wounds separate from Blood Dance stacks
Saint's voiceaptitudeco-04-08-22ally Cohesion +2 always-on
Holy Grail Masterworktechnique3co-07-04[Masterwork] Holy Water
Holy Grail Curseaptitudeco-07-04Faith Trial
Holy Grail Blessingaptitudeco-07-04holy blood immunity
Holy Grail DevotionKata6co-07-04[Devotion] Miracle
Holy Water (Masterwork)Kata3co-07-043 restore condition removal
Holy Cross Masterworktechnique3co-07-04[Masterwork] Exorcism Prayer
Holy Cross Curseaptitudeco-07-04heretic target
Holy Cross Blessingaptitudeco-07-04Deus Light
Exorcism Prayer (Holy Cross)Kata3co-07-04yoma 2 Wounds Fear
Holy Cross DevotionKata6co-07-04final judgment
Build Fortification (Artisan)Kata5co-04-07-111/combat, fortify 1 zone: allied Defense +3 in the zone, enemy movement +3 Energy, automatically install a barricade
Fortress ArtisanRenown Title:upkeepco-04-05At a lull or immediately before combat, make 2 zones impregnable fortresses; barricades there have infinite Durability, 1/combat
Holy Fire Zonestance3co-04-07-34Consecrate the current zone. Yoma Defense -3; yoma cannot recover; allies in the zone recover 1 Wound each lull
Holy Fire InversionKata3co-04-07-271/round. On your breath, prepay 3 Energy and choose 1 same/adjacent-zone enemy; before your next breath, automatically invert one numeric effect of its first healing/blessing technique. Cost and use remain spent if untriggered
Holy Fire Domainaptitudeco-04-07-24Constant Holy Fire in the Kaibutsu's zone: yoma there suffer Defense -2, and at each lull remaining yoma lose 1 Wound.
Faction Specialtactic:aptitudeco-02-03faction-based tactic
Seimei's Legacyaptitudeco-07-03Sorcery school limit
Consumableaptitudeco-07-03Curse [aptitude]: Consumable — Disappears after 10 combats.
Supply Consumablestactic:upkeepco-06-06ally consumables replenish
Resuscitationsecret art/Kata5co-04-09-06immediately revive an incapacitated ally
Sojobo's Licenseaptitudeco-04-07-28Pride immunity (remove the Negotiation penalty). Tengu fan attacks gain [Direct all]
Rapid Fire (Gaijin)aptitudeco-04-07-13teppo reload Energy 2→1.
Quick Shot (Hankyu)technique1co-07-01[Light]. 1 Wound. no reload needed (bows in general)
Rapid-Fire MethodLicensed/aptitudeco-04-04[aptitude] Rapid-Fire Method: teppo reload is reduced to 1 Energy. Can shoot every breath.
Quick LoadLicensed/aptitudeco-04-09-02check +2. eases Combo Fatigue by 1 step when firing repeatedly at the same target in the same round
Back-of-Hand Blocktechniqueimprovise 3co-07-15Unarmed evasion.
Handle Catchtechniquereserve 2/improvise 3co-07-15heavy; quick defense is difficult
Sudarshana Chakra — Vishnu's Disc Masterworktechnique3co-07-04[Masterwork] Chakra Strike
Sudarshana Chakra — Vishnu's Disc Curseaptitudeco-07-04sacred weight
Sudarshana Chakra — Vishnu's Disc Blessingaptitudeco-07-04Vishnu return
Sudarshana Chakra — Vishnu's Disc DevotionKata6co-07-04cosmos disc
Shura Huntaptitudeco-04-07-14all unarmed attacks in Core Zone are automatic Critical Hit range (doubles + total 14 or higher)
Shura Barrierstance3co-04-07-20Maintain. The same zone becomes a shura field: all units, friend or foe, gain attack +2 and Defense -2. No fleeing or exiting
Shurado Manifestationstance3co-04-07-20While maintained, attack +3 and Defense -3. Each breath, forcibly attack the nearest unit, friend or foe, paying normal weapon Energy. Release requires 2d10+Courage >= 13; on failure, maintain + forced attack
Shura Armoraptitudeco-04-07-20When Wounds are half maximum or lower, Defense +3. At Wounds 1, Defense +5
Seal of Shuraaptitudeco-04-07-05melee techniques cost Energy -1 in Core Zone (minimum 1); free Core Zone entry
Shura RoarKata2co-04-07-201/round. All enemies in adjacent zones included make a mental save, Courage >= 13; on failure, Defenseless for 1 breath + squad Cohesion -2. Allied squads also suffer Cohesion -1
Sleep ArrowKata2co-07-02no damage; target sleeps until hit
Water MoonKata4co-07-02automatic disarm
Drag Underwatertechnique2co-08-02Bind.
Underwater Breathingaptitudeco-07-03Ignore movement penalties in underwater zones. Ignore firearm restrictions for the wearer.
End of Trainingaptitudeco-04-07-07while at Wounds 2 or less, all techniques cost Energy -1 (minimum 1)
Weight of Disciplineaptitudeco-07-03Energy -2(always). The body bears the weight of the holy object.
Guardian Domainsecret art/aptitudeco-04-09-06allied Defense +2 inside the barrier zone
Resolve of Junshiaptitudeco-04-07-01while at Wounds 1 or less, all attack techniques +3.
Realm of Sake Poisonstance3co-08-02checks -2
Practitioner's SoulKata3co-04-07-221/round. While an onmyoji/fengshui/shugenja soul is equipped, Sorcery checks +2 and automatically deploy that soul's class barrier (or allied Defense +2 in your zone if none), lasts 1 round
Forest Concealmenttechniqueco-08-02Infiltration state
Warrior Monk Connectionsaptitudeco-04-01In combat, deploy a free Minion-grade warrior-monk squad (4 members, Defense 12); Exorcism +1
Renown Title: Ascension [aptitude] ConstantRenown Titleco-04-07-34Requires Tatsujin. Restore 5 lost points + 5 growth points for +10 free allocation(individual cap +5), recover Divine Authority 5, permanent divine nature, remove no present-world adaptation
Shirikodamatechniqueco-08-022 Wounds
Scimitartechniqueco-07-04Persian curved sword
Scimitar Masterworktechnique3co-07-04[Masterwork] Moonlight Flash
Market ControlKata2 + Gold 3co-04-07-10negate enemy lull recovery effects for 1 round, 1/combat
Corpse ManipulationKataco-08-02undead Manipulation
Corpse Devouring (屍體吸收)Kata2co-04-07-231/round, devour 1 incapacitated unit in the same zone. Wounds +1(up to maximum), the target disappears completely (no revival/dead-spirit revival), and you cannot attack until the next round. 3 cumulative uses cause permanent mutation
Shikome Servitudeaptitudeco-04-07-26Constantly command 1 shikome (Veteran-grade, Wounds 3, Defense 14, spiritual claws). It acts using the practitioner's Energy, nullifies infiltration/tracks, can attack [Incorporeal], resummons at lull for 3 Energy, and freely moves through Outside/Spirit-Realm interfaces.
corpse stenchtechniqueautomaticco-08-02check -1
Dual Shikome SummoningKata4co-04-07-261/combat. Command 2 shikome simultaneously. Each can act independently; Energy costs are combined.
Shikigami Enhancementaptitudeco-04-07-04shikigami Wounds 2, Domination +2.
Shikigami ControlKata2co-04-07-04uses per combat equal Wisdom modifier (minimum 1 time), summon 1 shikigami in any zone. Shikigami has Wounds 1, Defense 12, Domination +1, can take hits instead
Shikigami Commandtactic:Kata0 (squad command cost waived)co-04-07-041/round, dispatch a shikigami as acting squad commander. Trigger 1 squad order this round for 0 Energy; cannot use if the shikigami is incapacitated
Shikigami ExplosionKata1 + 1 shikigami consumedco-04-07-04shikigami self-destructs; everyone in the zone takes 1 Wound
Divine Barrierstance2co-04-07-34While maintained, all allies in the same zone gain Defense +2; additional +1 against yoma attacks
Maintain Divinityaptitudeco-04-07-34Stop the descending curve. Rank-ups no longer reduce attributes(and no longer increase them); Divine Authority naturally recovers 1/day; divine nature becomes permanent
Divine ArtifactRenown Titleco-04-05pseudo-emotion complete, all human class 1st-dan aptitude effects + machine immunity(poison/fear/bleeding/charm) at the same time
Divine Thunder (Susanoo)Kata6co-07-035 Wounds to 1 target, effective against Lord-grade targets, 1/session
Divine Thunder (Takemikazuchi)Kata5co-07-03all enemies on the battlefield gain Fear and Energy -3 during the next round, 1/session
Reliable Shottechnique5co-07-023 Wounds Mob/Minion/Veteran instant kill
Divine DanceKata3co-07-03All allies in the same zone gain Energy +2 next round + fear immunity.
Relic Awakeningaptitudeco-04-07-33Unlock 1 additional sealed technique of the unique relic; treat Understanding as level 2; decide with GM
Relic ResonanceKataoriginal attack +2co-04-07-331/round. Combine this with a unique-relic attack, add 2 Energy to that attack's original cost, and make one attack check. On hit, deal 1 additional Wound; on a Critical Hit, seal the target's Relic/Wandering Relic ability for 1 breath
Relic Unionaptitudeco-04-07-33unique relic fuses with the spirit body; cannot be dropped/disabled. Relic technique Energy -1; instant death if relic is destroyed
Divine Punishment (Arahabaki)technique3co-08-022d10+Presence(3)>=Defense; [Incorporeal], 2 Wounds, mental attack, target gains Fear
Divine Punishment (Celestial)Kata4 + Divine Authority 1co-04-07-341/round; yoma only. 2d10+Wisdom+Exorcism>=Defense; 4 Wounds + cannot act for 1 breath. Minion-grade yoma are instantly purified
Divine Punishment (Arahitogami)Kata3 + Faith 2co-04-07-16Spend Faith 2 and 3 Energy, 1/round. Against 1 enemy in an adjacent zone: 2d10+Wisdom>=Defense; on hit, 3 Wounds + Defenseless
Agent of Divine Punishmenttactic:Katasquad command cost+2 (+ Faith 1)co-04-07-161/combat, all enemies in target zone: 2d10+Presence >= Defense. Minions/Mobs die instantly; Veteran+ takes 2 Wounds; spend Faith 1
Divine CalculationKata3co-07-03check +5
Divine Calculation and Ghostly Strategyaptitudeco-04-07-09spend 2 Energy -> immediately grant 2 Energy to 1 allied Lord/Elite with their own Energy (1:1, ordinary Energy), squad orders minimum 1 Energy; Energy transfer and squad orders are not eligible for the Rear Zone paid-task discount; cannot target shikigami/puppets/squads
God-SlayingKata7co-04-07-271/session, deal 10 absolute damage to 1 Arahitogami, divine beast, or spiritual being. Cannot be reduced by barriers/Sacred Domains/blessings; if incapacitated, that Sacred Domain disappears permanently
Divine SendingKata2co-07-02yoma 3 Wounds Seal
Kaguraaptitudeco-07-03at each lull, all allies in the same zone remove fear and gain Cohesion +1
Faith Absorptionaptitude + Kata— / 2co-04-07-27[aptitude] Faith Detection + [Kata] absorb (1/round): remove 1 enemy/neutral barrier or Sacred Domain in the same/adjacent zone, Wounds +1, next round Energy +2, gain 1 Faith Remnant (maximum 3; all vanish at combat end)
Sacred Domain ContaminationKata5co-04-07-271/combat, permanently contaminate 1 target Sacred Domain into a cursed zone that damages its owner. Removal requires 1/combat 2d10+Wisdom+Exorcism >= target number 17
Sacred Domain Deploymenttactic:stancesquad command cost+1 (+ Faith 0.5)co-04-07-16only while Manifest Divine Authority is active; extend the Sacred Domain to the squad's zone, granting fear immunity, collapse prevention, and Domination multiplied by 2, with 0.5 Faith spent each lull
Manifest Divine AuthoritystanceFaith 1/roundco-04-07-16form a Sacred Domain; same-zone allies gain fear immunity, squad collapse prevention, and Presence aura multiplied by 2
Divine Prideaptitudeco-07-03cannot avoid Negotiation
OracleKataco-04-07-16Faith 1 + 1 Energy, d100 hint about 1 event within 3 rounds, usable outside combat, 1/round
Divine WindKata4 (+ Faith 3)co-04-07-16whole battlefield enemy squad Cohesion -3; roll d10 once and distribute that many removals among enemy Minion/Mob individuals or squad members (Veteran+ excluded); 1/combat
String Barrierstance2co-04-07-18web of strings between puppeteer and puppet, enemy movement +1 Energy, Domination +1
War of Stringsaptitudeco-04-07-18place 1 puppet at combat start, Wounds 2/Defense 12/Domination +1, string range 2 zones
String Formationtactic:stancesquad command cost+1co-04-07-18squad movement/attacks gain the puppeteer's Finesse bonus; puppeteer cannot take other actions
Forced exit from Core Zonecommon4co-03-04automatic exit, no check
Forced Breakthroughcommon3co-05-042d10+Courage >= 13; failure means no movement + Defenseless
Drawing Into the Core ZoneKata3co-05-042d10+Physique+Ninjutsu/Unarmed Combat >= 11+target Domination; success releases stances + Defenseless
Enter the Core Zonesquad command2+1co-06-06Core Zone entry Cohesion -1
Demon of the Core Zoneaptitudeco-04-07-02Critical Expansion in Core Zone; adjacent eyes also count as Critical Hits
Core Zone exit checkcommon2co-05-042d10+higher of Finesse/Physique >= 11; failure means no movement + Defenseless
Free entry into Core Zonecommon2co-03-046 classes other than ronin, shinobi, and esoteric monk
Deep DescentKata3co-04-07-221/round. Use 1 3rd-dan class trait from an equipped soul (lasts 1 round). After use, Presence>=13 or 1 round possession (unable to act)
Judgment (Enma Scripture)Kata5co-07-03Force-shift 1 target's Three Ways and Six Hearts (GM and wielder decide). 1/session
Enma no Kama — "Judgment of Enma"Kata4co-07-02Three Ways and Six Hearts reveal
Judgment (Tengu)Kata3co-08-022 Wounds
Hand of Judgmenttechnique3co-08-022 Wounds + forced Three Ways and Six Hearts check. On failure, Heart shifts darker.
Judge's Eyeaptitudeco-07-03Three Ways and Six Hearts Perception
Ambush from Ten SidesKata2co-04-07-091 time at combat start, secretly deploy 2 allied units, reveal on scholar's breath, counts as ambush
Jumonji ForceLicensed/stance2co-04-04Jumonji-yari only. While maintained, probing techniques gain +2 and hook techniques automatically disarm
Cross Thrusttechnique2co-07-01standard thrust
Twin-Blade DanceKata4co-04-07-25attack 2 same-zone enemies simultaneously with tantos; roll each as 2d10+Courage, and if both of the 2 targets are incapacitated, Blood Dance stacks +2
Twin Shottechnique3co-07-01requires both loaded shots and consumes both; shoot 2 targets simultaneously

#

NameTypeEnergySourceSummary
Gaki TransformationKata5co-04-07-231/combat, fully yoma-like for 3 rounds. Size +2 stages, attack +4, Defense +4, movement +2. Cannot use language or identify allies
Gaki KingRenown Titleco-04-08-20Core 9th-dan Infinite Gaki: Devouring accumulates current Wounds up to base maximum +10. Excess Wounds vanish at combat end, returning current to min(current, base maximum). At 10 total devours, permanently counts as Elite-grade, gains Defense +6 and attack +6, and cannot be incapacitated except by Exorcism or Demon-Breaking
Amida Defensive Formationtactic:stanceSquad Command cost+1co-04-07-06one adjacent allied squad counts as being in the same zone only for Amida's Shield; ends beyond range 1, if the monk is incapacitated, or on a new designation
Amida's Shieldaptitudeco-04-07-06while the Pure Land monk remains there, same-zone allied squads maintain 1 Cohesion even at Cohesion 0
Amida ManifestKata5co-04-07-061/combat, all allies recover all Cohesion + revive 1 incapacitated ally (Wounds 1), no other Wound recovery
Asuraaptitudeco-04-07-05one-breath limit +2 in Core Zone (to 7)
Asura Kingaptitudeco-04-07-20While Humanity is 3 or lower: attack +5, Defense +3, Wounds +3, Energy +3. Humanity -1 each round.
Ninth Tailtechniqueautomaticco-08-02d100 01~30 negate
Nightmare Projectiontechniqueco-08-022 Wounds
Call Misttechnique1co-08-02Fog in the zone(ranged -3). 1 round
Alhambra lamp masterworktechnique2co-07-04thousand item Light
Ganryu (Musashi)Kata4co-07-034 Wounds two-handed
Ganryu (Nito-ryu)secret art/Kata3co-04-04two-handed's Blade with simultaneous strike. 2d10+Courage+Swordsmanship+3 >= Defense.
Assassinationtechnique2co-07-013 Wounds Infiltration only
Assassin's Eyeaptitudeco-04-07-03grant [Pierce 2] to all attacks
Ambush StrikeLicensed/aptitudeco-04-09-02Infiltration state in first attack when automatic Critical Hit
Black Market Networkaptitudeco-04-07-31outside combat, gather city information for Gold 1; in combat, gain Gold +1 each lull
Dark-Night TravelKata3co-07-022 Wounds immediately Infiltration
Crushtechniqueco-08-021 Wound
Yamabushi Authorityaptitudeco-04-07-07only Austerity check bonuses are doubled: 1=+4, 2=+8, 3=+12 (final +10 cap); damage and piercing follow the base table; next-round one-breath limit 3
Wild Sensesaptitudeco-04-07-14Yoma detection automatically succeeds. Immune to ambush. During the lull step, know the yoma encounter-table result in advance.
Beast Charge (Emishi Tactics)tactic:Kata1co-07-20Same-zone enemies make Courage>=11 Mental Saves. Failure causes fear + forced movement; Minions/Mobs roll d100, 01~30 for 1 Wound, 1/combat
Bestial Charge (Wildlander)tactic:Katasquad command cost+1co-04-07-141/round, the wildlander charges with the squad in the same zone using unarmed/makiri attacks. All same-zone enemies make Mental Save (Courage>=11) + squad attack +1
Field Forgeupkeepco-04-07-111/lull, temporarily make 1 ally's weapon masterwork until the next combat (attack techniques +2), or autonomous automaton recovers 2 Wounds
Field MedicineKata3co-04-07-321/lull, 1 ally recovers 3 Wounds; on 2d10+Wisdom+Medicine >= 13, recovers 5
Field Maintenance Posttactic:stancesquad command cost+1co-04-07-11maintain; each lull, restore 1 sealed technique on 1 allied weapon or repair 1 explicitly stated equipment-damage effect; barricade Durability +1 up to its maximum; cannot attack
Field CookingLicensed/upkeepco-04-09-04recover 1 additional Wound when camping
Weak Point AnalysisKata2co-04-07-091/combat, 1 enemy Defense -2 until combat ends
Weakness Analysis (Artificial Eye)Kata2co-07-021/round. Choose 1 visible target in the same or adjacent zone; the first allied attack before the next round calculates Defense at -4, then the effect ends whether the check hits or misses
Weak-Point SnipeKata3co-04-07-301/round, against a weakness-identified yoma, 2d10+Wisdom+Stratagem >= Defense. Success: 2 Wounds (Critical 3) and [Pierce N], where N equals Stratagem skill and is capped at 3
Weak Ground DesignationKata2co-04-07-081/round, designate the target zone as weak ground. All units there, friend or foe, take Defense -1 for 1 round
Occupies Both Handsaptitudeco-07-03cannot use weapons
Double EdgeKata4co-07-02[Direct all], ignores defense techniques, 3 Wounds, 1 time/battle
Shoulder Catchtechniqueco-07-20armor negate hit
Fish-Scale Formationtactic:stancesquad command costco-04-07-09maintain, automatically succeeds when breaking through with no check, then immediately make 1 squad attack (extra cost base)
Chain of KarmaKata6co-04-07-231/session, immediately devour an enemy you incapacitated + use 1 of that enemy's class traits until next combat ends. The used trait disappears when combat ends
Dominion of Karmaaptitudeco-04-07-15Fate Intervention uses = Fate modifier x2. When making doubles, may adjust ±2 instead of the usual ±1
Karmic Fire SummoningKata5co-04-07-271/combat, detonate absorbed faith energy as karmic fire in your zone + adjacent zones. All units, including you, take Wounds -3; reduce your damage by absorbed barrier count (up to immunity)
Ebisuya's HandKata3 + Gold 10co-04-07-311/session, choose 1 top-tier good: Nanban Cannon zone 3 Wounds, Vajra Exorcism +5, Elixir full Wounds recovery, poison deals Wounds -2 to a Veteran each lull
Six Soundsaptitudeco-07-03At each round start, d10: on 1~2(20%), position exposed(Infiltration removed)
Foxfire StormKata6co-07-03Every enemy on the battlefield takes 2 Wounds + all defense techniques are nullified(1 round). 1/session
Fox's BargainKata0co-07-03Noncombat. Ask for information/help. Price is collected by the GM later. 1/scenario
Fox Dreamaptitudeco-07-03rest temptation
Fox's Temptationaptitudeco-07-03When engaging a yoko, a Negotiation check is forced. Automatic battle is impossible.
Fox Corrosionaptitudeco-07-035% dream temptation
Ruyi Jingu Bang — Sun Wukong's Staff Masterworktechnique3co-07-04[Masterwork] Ten Thousand-Jun Strike
Ruyi Jingu Bang — Sun Wukong's Staff Curseaptitudeco-07-04yoma weapon
Ruyi Jingu Bang — Sun Wukong's Staff Blessingaptitudeco-07-04Blessing [aptitude]: As-You-Will Freedom — Freely change size/weight.
Ruyi Jingu Bang — Sun Wukong's Staff DevotionKata6co-07-04[Devotion] Seventy-Two Transformations
Backflow Regenerationaptitudeco-04-07-23devouring restores +1 additional Wound(total +2). Even while incapacitated, revive at Wounds 1 if a corpse is in the same zone, 1/session
Relay-Horse Breakthroughsecret art/Kata2co-04-09-03ignore 1 stage of first-move terrain penalty
Reverse-Engineered BarrierKata3co-04-07-30Spend 1 part to create a barrier dedicated to that yoma type: only that type cannot pass; contact causes Wounds -1
Reverse-Grip Cuttechnique1co-07-01Infiltration maintain
Cut the Countercurrentsecret art/Kata2co-04-09-03for 2 Energy, move 1 ship or raft you ride to an adjacent zone
Relay-Horse ChangeLicensed/aptitudeco-04-09-03no extra Energy for mounting, dismounting, or handing off a horse
Alchemist Flask Masterworktechnique2co-07-04[Masterwork] Sip of Elixir
Smoke ScreenKata1co-04-07-031/round, ranged attacks in the zone automatically fail for 1 round
Smoke Shelltechnique2co-07-01ranged attacks are prohibited
Repeating GunKata4co-04-07-132/combat, 2 consecutive shots without loading (2 separate rolls, each [Pierce all], 1 Wound)
Rapid Fire (Nitchopo)technique2co-07-01consumes 1 loaded shot; [Pierce all], same-zone range, 1 Wound
Continuous Cutstechnique1co-07-01low Energy combo
Chain Breakthroughcommon3co-05-03Rear Zone Breakthrough compensation
chain bombardmenttechnique5co-07-01adjacent 2 zone
Chain Slashaptitudeco-04-07-02when you finish an enemy, immediately gain Energy +1 in that breath
Chain Bombardmenttactic:Kata2co-07-20continuous firepower
State of Nirvanaaptitudeco-04-07-061/combat, even incapacitated, hold out unable to act until lull, then revive at Wounds 1; next Wounds 0 confirms incapacitation
Nirvanic Stillness (Kaibutsu)Kataallco-04-07-241/combat. Declare voluntary nyujo: Wounds become 0 and the Kaibutsu disappears in release; all yoma across the battlefield immediately suffer Wounds -10, all allies fully recover Wounds, and the character is lost.
Nirvanic Stillness (Esoteric Monk)Kata0co-04-07-051/combat, revive at Wounds 0 with full recovery, then incapacitated 1 round later
Gale StrikeKata3co-04-07-281/round, range 2 zones. 2d10+Finesse+Feng Shui >= Defense. 2 Wounds + force everyone in the zone to move
NembutsuKata1co-04-07-061 squad in the same zone gains Cohesion +1.
Nembutsu ChargeKatavariableco-07-15Cohesion -1 / automatic volley against an enemy squad
Nembutsu SealKata5co-07-021/combat. On your breath, target 1 yoma in the same zone and roll 2d10+Wisdom+Exorcism+4 >= Defense+5; on success it is sealed and cannot act until combat ends
Spirit Realm resonanceaptitudeco-07-03Spirit Realm Perception
Open Spirit Realm GateKata5co-04-07-261/combat. Summon 1 servant of Izanami (Elite-grade) for 3 rounds. The servant follows the Shikome-user's commands.
Spirit Realm Clawtechniqueco-08-021 Wound [Incorporeal]
Spirit Realm ConnectionKata3co-04-07-331/session, ask the GM 2 yes/no or short-answer questions, used outside combat
Spirit Realm PassageKata2co-04-07-261/combat. Create a Spirit Realm rift in your zone; 1~3 spirit currents (Minion-grade) immediately appear. They are enemies but do not attack the Shikome-user. The rift naturally disappears after 3 rounds.
Heroic Inertiaaptitudeco-04-08-215th-dan aptitude; reroll on check failure without spending Fate
Spirit Current Releasetechnique3co-08-022 Wounds [Incorporeal]
spirit vein resonanceaptitudeco-07-03spirit vein Perception
Spirit-Vein Dependenceaptitudeco-07-03checks -2
Spirit Vein Manipulation (Local Confluence Avatar)technique3co-08-02spirit vein activation/corruption
Spirit Vein Manipulation (Fengshui Compass)Kata4co-07-03Activate spirit veins across the battlefield.
Spirit-Vein SprintKata0co-04-07-281/round, 0 Energy. Teleport to a zone on the battlefield that has a supernatural effect (barrier, sacred domain, spirit vein, etc.)
Shadow BindKata2co-07-02bind 2 round Infiltration
Spirit Sightsecret art/aptitudeco-04-09-04automatically detect Outside yoma
Heroic ReturnKataWounds halfco-04-07-331/scenario, for 1 breath all attributes +3 and critical range +3 on all checks. After use, Wounds are fixed at 1 and a maintenance check is forced
Spirit General DescentKata5co-04-07-221/combat, equip an Elite-grade or stronger soul and use 1 5th-dan class trait from it. After use, Presence>=15 or 3 rounds of full possession (GM controls)
Spiritual Reflectionaptitudeco-04-07-24When a spell/curse technique hits the Kaibutsu, it is automatically reflected: the caster is hit by the same effect.
Spirit-Body Reinforcementaptitudeco-04-07-33While possessing the unique relic, Wounds +2 and Energy +1; no effect without the relic
Spirit-Body Reinforcement IIaptitudeco-04-07-33Defense +2, and change Core Zone entry to free entry.
Spirit Body Barriertechniquereserve 1/improvise 2co-08-02Incorporeal: physical 50% negation(see defense above).
Spirit Bullettechnique3co-07-02[Incorporeal].
Soul ReturnKata5co-07-021/combat. On your breath, choose 1 same-zone ally and prepay 5 Energy; before your next breath, if that ally would be removed at Wounds 0 in the same zone, it returns at Wounds 1. Cost and use are consumed even if untriggered
Soul Conversationaptitudeco-04-07-22May call and converse with souls of NPCs who died before combat, not incapacitated units, with Presence>=13. Noncombat information gathering
Soul HarvestKata3co-07-02[Incorporeal]; absorb souls
Soul TransplantKata3co-04-07-18for 3 rounds, the puppet acts with Lord-grade stats; main body stops Defenseless; 1/combat
Soul Binding (Shikome-Tamer)Kata3co-04-07-261/round. Opposed Presence against 1 target (2d10+Presence vs enemy 2d10+Courage). On success, cannot act for 1 round and Defense -4. Removed by Exorcism >= 15.
Perpetual Engineupkeep + aptitudeco-04-07-17automatically recover 1 Wound at each lull(exception to no natural recovery); Energy +2 constantly
Soul DevouringKata4co-04-07-231/round, can devour incorporeal units including souls and shikigami. Wounds +2 and gain 1 devoured-soul memory(GM decides)
Eye of Prophecyaptitudeco-04-07-04know 1 enemy action in advance when that enemy takes a breath.
onipowerKata5co-07-024 Wounds [Pierce 4] instant kill
Oni King AwakeningKata5co-07-03oni transformation 3 round
Oni King Defensetechniquereserve 2/improvise 3co-08-02damage -2
oni's striketechnique5co-08-023 Wounds [Pierce 3]
Oni Regenerationaptitudeco-04-07-20Only while Humanity is 5 or lower, automatically recover 1 Wound each lull. The oni core repairs the body
Oni Coreaptitudeco-04-07-20attack +2, Wounds +2, fear immunity. Humanity starts at 10, -1 after each combat, and at 0 converts into an NPC oni. Meaningful noncombat human-relationship events restore +1, max 10
Oni's Poweraptitudeco-07-03drink sake (consumable 1) in battle; Courage +2 and Physique +1 for 3 rounds
oni transformationaptitudeco-07-0320% mutation
Orochi SeveranceKata4co-07-033 Wounds, simultaneous check against every head of a multi-headed yoma, 1 time/battle
Five RingsKata6co-07-0310 Wounds 5 combo strike
Five-Direction Array (Seimei)Kata6co-07-03Barrier create
Five-Direction Formation (Onmyoji)tactic:stancesquad command cost+2co-04-07-04maintain, deploy the squad in five phases. Weak barrier across the whole zone(yoma take 1 Wound on entry) + squad ranged attack +1; ends when the squad moves
Five-Phase Resonanceaptitudeco-04-07-04always know enemy units in adjacent zones.
Jade Plaque — Jade of Xuande Masterworktechnique2co-07-04Xuande
Jade Plaque — Jade of Xuande Curseaptitudeco-07-04Confucianism weight
Jade Plaque — Jade of Xuande Blessingaptitudeco-07-04purgatory calm
Jade Plaque — Jade of Xuande DevotionKata5co-07-04[Devotion] Jade Essence
Jade Plaque XuandeKata2co-07-04zone squad Cohesion +2
Om Mantra Talisman Masterworktechnique2co-07-04om mantra
Om Mantra Talisman Curseaptitudeco-07-04foreign mantra
Om Mantra Talisman Blessingaptitudeco-07-04om vibration
Om Mantra Talisman DevotionKata5co-07-04[Devotion] Cosmic Vibration
Perfect TransformationKata3co-07-031/combat. For 1 round, assume the appearance and voice of an NPC you have seen and heard in the same zone, then execute one eligible technique once under the common borrowed-technique rule. Do not copy numeric values, resources, states, equipment, or summons
Complete Awakeningaptitudeco-04-07-15requires Half Transformation (cannot choose without it). Half Transformation becomes 3/combat, lasts 2 rounds, and adjacent eyes also count as Critical Hits
Complete Mechanizationaptitudeco-04-07-29Human parts reach 0%; treated as a Veteran-grade autonomous automaton. Max Wounds +5, Defense +3, all emotion checks automatically fail, Negotiation -5 additional
Complete DissectionKata5co-04-07-301/combat, 1 Elite-grade or lower yoma: 2d10+Wisdom+Stratagem >= Defense+5. Success instant death; failure 1 Wound + 2 parts
Royal Sai Masterworktechnique1co-07-04[Masterwork] Double-Sai Block
Rebirth (往生)Kata4co-07-03revive + Disable
Law of Rebirthupkeepco-04-07-061/lull, +5 to the post-death check of 1 incapacitated ally
Flank Zone Ambushtactic:Kata1co-07-20enemy Rear Zone Surprise Attack
Outside Zone Entry (Mobility Skill)secret art/Kataco-04-09-03allows non-shinobi to enter and exit the Outside Zone
Enter the Outside Zone (Common Action)common0~2co-03-04shinobi 0, Master 2
Yoma Qi Absorptionaptitudeco-04-07-15whenever you defeat a yoma, recover 1 Wound + Fate Intervention +1 use for that combat
yoma NegotiationKataco-03-092d10+Presence+Negotiation ≥ 17
Grand System of Yomaaptitudeco-04-07-30Attack +2 vs all yoma, Dissection success +3; always gain 2 parts, allies' weakness-attack bonus becomes +2
Yoma FascinationKata3co-04-07-12against 1 Elite yoma, 2d10+Presence >= Defense; on success, it cannot act for 1 round
Yoma Eyesaptitudeco-04-07-15automatically see through all Infiltration/Disguise/illusions. Know yoma weaknesses(attacks vs yoma +1), complete night vision
Yoma Shieldtactic:aptitudeco-04-07-15if the hanyo is in the same zone, the squad is immune to yoma mental attacks(fear/fascination). Squad maximum Cohesion -1
Yoma Roartactic:Katasquad command cost+1co-04-07-15only while transformed, 1/round. Adjacent-zone enemy squads gain fear and Cohesion -2; same-zone allied squad Cohesion -1
Yoma Bloodaptitudeco-04-07-15recover 1 Wound each lull, auto-detect yoma within 2 zones, Negotiation +2 with yoma, free Core Zone entry/exit. First same-zone allied Minion deployment Cohesion -1
Yoma DominationKata3co-04-07-15opposed Courage check against 1 Elite yoma; on success, it turns allied for 2 rounds. 1/combat
Yoma ChimeraKata4 + parts 3co-04-07-301/combat. Synthesize a Veteran-grade individual artificial yoma (Wounds 3, Defense 13, Energy 0) in your zone for 1 round. Control is 0 Energy ([Kata]), 1/round; Yorijin pays the original technique cost
Yoma Analysisaptitudeco-04-07-30At battle start, automatically read yoma weaknesses, Wounds, Defense, and special techniques; share with allies for 1 Energy/free action. Cannot use exorcism techniques
FortificationKata + stance3 + release 2co-04-07-172/combat, become the zone itself: cannot move, same-zone allies Defense +4, enemy movement +2 Energy, Domination +5
Yoma Sense of Smellaptitudeco-04-07-23automatically detect incapacitated units or units at 50% Wounds or lower within radius 3 zones; negate hiding; movement +1 toward wounded
Build Fortification (Gaijin)Kata3co-04-07-131/combat, fortify a zone: Defense +2, enemy movement +2 Energy
Fortress ModeKata4co-04-07-291/combat, fortify for 3 rounds. Cannot move, Defense +6, all shooting weapon ranges +1, cannot use blades, provides half cover to allies in the zone
Yojutsutechnique2co-08-02check -3
Bewitching Bladeaptitudeco-04-07-25use Presence instead of Courage for tanto attacks; on a Presence-based hit, the target has Defense -2 next round
Dragon-Scale Defense (Mizuchi)Katareserve 1/improvise 2co-07-03before the hit is confirmed, add Defense +4 (+6 underwater) and reevaluate
Dragon-Scale Defense (Dragon Palace)techniquereserve 1/improvise 2co-08-02Defense +3.
Hire MercenariesKata0 + Gold 2co-04-07-10immediately summon 1 Minion squad (3 people), deploy in allied Rear Zone, Cohesion 2, 1/combat
Mercenary Company ContractKata3 + Gold 8co-04-07-311/combat. Hire one individual Veteran mercenary with Wounds 3, Defense 14, and Energy 0. Once per round, Zakkasho may spend 2 Energy to order it to move or make a 2d10>=Defense attack for 1 Wound. It is not a squad-command target and withdraws immediately at Wounds 1 or less
Mercenary Striketactic:Katasquad+2co-06-06standard attack
dragon's thirstaptitudeco-07-03after combat -1
Dragon Point ActivationKata2co-04-07-081/combat/zone, make target zone a "dragon point": allied attack techniques +2, recover Wounds +1 at lull
Uchigatana Flashtechnique3co-07-01automatic counterattack
Fate Interventioncommonco-03-012d10 after ±1
Grudge BarrierKata2co-04-07-272/combat, create a grudge barrier in your zone. Enemies inside pay 2 times Energy cost for faith-line techniques; lasts 3 rounds
Net of Grudgesstance3co-04-07-26While maintained, your zone is a grudge domain. All spiritual beings (yoma/onryo/shikigami) suffer Defense -2, and the Shikome-user's Sorcery checks gain +2. Sensitive humans (entertainers/Pure Land monks) suffer fear for 1 breath each round if Courage >= 13 fails.
onryo's speartechnique2co-08-021 Wound [Incorporeal]
Origin Current — Trophy HeadKata3co-07-022 Wounds; when an enemy is incapacitated, all enemies in the same zone make Mental Save(Courage>=13), 1 time/range
Far Sightsecret art/aptitudeco-04-09-02Far Sight — can shoot at 2-zone distance
Grudge Howltechniqueautomaticco-08-02Mental attack in the same zone. Fail Courage >= 11 and suffer fear.
Sword of Grudgetechnique2co-08-021 Wound [Incorporeal]
Spear of Grudgetechnique2co-08-021 Wound [Incorporeal]
Wave of GrudgeKata3co-04-07-271/round, fear wave within radius 2 zones. All enemies roll 2d10+Presence vs enemy 2d10+Courage; on failure, cannot act next round. Faith-line enemies take -3 to the check
Danger Sense (危機感知)aptitudeco-04-02automatic reaction to ambush/surprise (ambush immunity)
Crisis Managementaptitudeco-04-07-321/round. React just before an ally in the same zone who has its own Energy pool would be removed. Give 2 Energy and roll 2d10+Wisdom+Medicine>=13; on success it remains at Wounds 1, while failure gives no Energy and removal proceeds. With Energy Infusion, give 3 Energy, or 4 on success
IntimidationKataco-03-092d10+Courage+Intimidation
DignityLicensed/aptitudeco-04-09-07Licensed [aptitude] Dignity: your Domination aura total +1.
Disguised PuppetKata2co-04-07-181/combat, disguise puppet as allied Lord/Elite. On failed Perception>=13, enemies mistake the puppet for the main body
Intimidating Firetechnique3co-07-01Cohesion -2
Skirmish Ordertactic:Katasquad command cost+1co-04-07-02appear in enemy Rear Zone via Flank Zone, ambush check +2, Cohesion -1
Flowing Retreatsecret art/aptitudeco-04-09-03Flowing Retreat [aptitude] — Core exit automatically succeeds
Rumor-Mongeringsecret art/Kata3co-04-09-05enemy squad Cohesion -2 + unrest
Six Paths SalvationKata5co-07-03everyone restore
Excerpts from the Six Secret Teachings and Three Strategiestacticco-07-20Domination x1.5
ReincarnationKata6co-08-02Attack 2d10+Presence(4)+3>=Defense. On hit, 1 target dies instantly regardless of Wounds. The target cannot defend on a failed 2d10+Physique>=19; Lord-grade targets are exempt. 1/combat
Stealth movementcommon3co-03-04move+Infiltration maintain
Scatter SilverLicensed/Kataco-04-09-05enemy Domination -2 with gold coins
Yin-Yang ReversalKata3co-04-07-041/round, swap allied and enemy Domination in the zone
Emergency SuturingLicensed/Kata2co-04-09-06during combat, restore 1 Wound to an adjacent ally for 2 Energy
Emergency Medicinetactic:upkeepco-06-06incapacitated return
Emergency TreatmentKata2co-04-07-121 ally in the same zone recovers 1 Wound.
Pseudo-Emotionaptitudeco-04-07-17gain emotion; Fate modifier returns to original value; fate intervention usable; yoma negotiation possible; Presence aura applies to allied Cohesion
Bound by Righteousness (義)aptitudeco-07-03cowardly tactics unavailable
Strategy of Righteousness(義)aptitudeco-07-03always know the next action of enemy squads (squads only; excludes Lord/Elite grade)
Righteous DeploymentKata5co-07-03Battlefield redeployment.
Yitian Sword — Cao Cao's Treasure Sword Masterworktechnique3co-07-04[Masterwork] Yitian Single Cut
Foreign DesignLicensed/aptitude2co-04-04[aptitude] Foreign Design: teppo range extends to 3 zones.
Foreign Armoraptitudeco-04-07-13special light armor unlock. Defense 13, Energy penalty none
Foreign Gunpowderaptitudeco-04-07-13teppo shots have [Pierce all]; 2d10+Archery >= Defense (no attribute/Courage added)
Outsider Affinityaptitudeco-04-07-13immediately use European-line Exotic Artifact devotions, adapt 2 non-European cultures per 1 slot, automatic artifact appraisal, foreign texts/interpretation +2, trade-port price -20%
Inari DescentKata5co-07-03Shinto fox Summon
Two-Sword Styleaptitudeco-04-02use two weapon techniques in one breath, within the one-breath Energy limit
Nito Combined Striketechnique3co-07-01double attack 2 Wounds
Bite Downtechnique2co-08-022 Wounds
UtopiaKata5co-04-07-081/combat, make 1 zone a "sanctuary": allied Wound recovery +2 at lull, Defense +3, enemies entering take automatic 1 Wound
IyomanteKata2co-04-07-141/round, all same-zone enemies make Mental Save (Courage>=13); failure means Defenseless; works on yoma
Dual Descentaptitudeco-04-07-22While 2 souls are equipped, can use both souls' 1st-dan traits in the same breath, paying each Energy cost
Double Barricadeaptitudeco-04-07-11barricade Defense 12, Durability remains 3; destroyed after 3 hits (not attacks)
Twin Puppets (Licensed)technique3co-04-07-182 puppets attack simultaneously, each 1 Wound, 1/round
Niten Ichi-ryuLicensed/aptitudeco-04-04main weapon+off weapon technique simultaneous use
Master of Retreataptitudeco-04-07-02exempt 1 pursuit check when retreating from the battlefield.
Study of PrincipleKata2co-07-02scholar 3 Wounds Wisdom basis
Human Completionaptitudeco-04-07-34Completely remove no present-world adaptation; Negotiation penalty 0. Restore 2 points among lost attributes; squad Cohesion +3
Human Weaponaptitudeco-04-07-05choose 1 of [Pierce 2]/[Direct 2] per bare-hand attack; Pierce Critical adds [Break], Direct Critical makes Defenseless, no Critical Wound bonus
Mudra: Fudo Myoostance2co-04-07-05while maintained, Defense +3 against all hits; cannot move
Mudra Striketechnique2co-07-01Seal technique 1 item
Human OfferingKata1co-04-07-071/combat, declare Austerity 3 (Wounds -3); all remaining attack techniques this round become automatic Critical Hits
Human TraffickingKata2 + Gold 6co-04-07-31immediately convert 1 enemy Minion/Mob squad into an ally (2d10+Presence+Bribery >= 13); on failure, only Gold is spent; 1/round
Human-God Unionaptitudeco-04-07-16Faith maximum 15; Faith loss halved(round up); Fumble Faith -1; keep half Faith when incapacitated; Sacred Domain upkeep cost 0
Human Flesh DistributionKata3co-04-07-231/lull, after devouring, transfer 1-3 of your Wounds to 1 ally in an adjacent zone; that ally's next-round attack +1
Puppet Squadtactic:aptitudeco-04-07-18assign 1 puppet to a squad, Wounds +1/Defense +1, Cohesion -1 if destroyed
Puppeteer's Secretaptitudeco-04-07-18when a puppet is destroyed, the destroyer takes 2 Wounds + Defenseless Backflow
One-Hit Killaptitudeco-04-07-031/combat, first ambush strike instantly kills regardless of Wounds; Lord-grade targets take 4 Wounds instead
Declare DuelKata2co-04-07-011/round, designate 1 enemy Lord/Elite in the same zone. Until the next round, both sides can attack only that target; both sides' attack techniques +2
Cut in Twotechnique4co-07-012 Wounds Critical Hit 3 Wounds
One Horse, Two CutsKata4co-07-02mounted 3 Wounds instant kill
One FlashKata4co-04-07-021/round, annihilate all enemy Minions in the zone + 2 Wounds to Elites/Lords
First Swordsecret art/aptitudeco-04-04[aptitude] First Sword: the first attack of the first breath of the round is an automatic Critical Hit. Later attacks are normal.
Volley (Yumiya)techniqueSquad Command baseco-07-01 Yumiyacommander pays; Wisdom discount applies
Volley/Attack (Squad Command)squad command2co-06-06area attack check
Volley Fire Enhancementtactic:Kataco-07-20bow squad hit increase
One Spear Pierces HeavenLicensed/aptitudeco-04-04suyari straight thrust range extends to 2 zones, from Rear Zone to enemy Front Zone
Deepened Absorptionaptitudeco-04-07-24lose 1 Wound per 2 exorcism hits (odd hit carries over). If Sokushinjobutsu Complete is held, its 2 Wounds per exorcism hit takes priority and cannot be reduced.
Leaf Illusiontechniqueco-08-02move +1 Energy

#

NameTypeEnergySourceSummary
Self-Repair (Tesshin)Kata2co-04-07-291/combat, recover 3 Wounds for yourself. Used instead of medicine/faith healing; cannot move or attack while repairing
Self-Repair (Automaton)Kata3co-04-07-17recover 1 Wound by itself, no artisan required, 1/round
Self-Executiontechnique1co-07-01self 2 Wounds
Purple-Gold Red Gourd — Soul-Absorbing Gourd Masterworktechnique3co-07-04[Masterwork] Named Absorption
Purple-Gold Red Gourd — Soul-Absorbing Gourd Curseaptitudeco-07-04name weight
Purple-Gold Red Gourd — Soul-Absorbing Gourd Blessingaptitudeco-07-04gourd absorb
Purple-Gold Red Gourd — Soul-Absorbing Gourd DevotionKata6co-07-04permanently absorb 1 Minion-grade enemy in the same zone; the gourd disappears after use; 1/session
Self-Parasitismaptitudeco-04-07-21when incapacitated, revive after 2 rounds at Wounds 3 (1/session). Appearance changes on revival
Automatic Barrieraptitudeco-04-07-24Automatically creates a constant barrier in the Kaibutsu's zone. Targets inside count Exorcism as +1 stage when responding to [Incorporeal] attacks; destroying the barrier requires Exorcism >= 17.
Automatic Defense Protocoltactic:stancesquad command costco-04-07-17while maintained, the squad imitates the autonomous automaton's defense pattern; squad Defense +1 and fear/charm immunity
Shaft Block (Bamboo Spear/Sickle)techniquereserve 1/improvise 2co-07-15Ordinary defense; bamboo spear is 1/round
Hand of CompassionKata2co-04-07-061/round, 1 adjacent ally recovers 1 Wound; powerful healing line with an entertainer
Strike of MercyKata3co-07-032d10+Physique+Unarmed Combat+2 >= Defense, 2 Wounds, target does not die if incapacitated and stays at Wounds 0, 1/round
Declare stancecommonvariableco-03-04varies by stance
Release stancecommon0co-03-04Releasing a stance (free action)
Self-Destruct PuppetKata1co-04-07-18detonate puppet, all enemies in the same zone take 1 Wound, no Backflow, 2/combat
Self-Destruct ProtocolKataall Energyco-04-07-291/session, convert all remaining Energy into explosion damage. Your zone: -(spent Energy half, max 5); adjacent zones: -(spent Energy 1/4, max 3). 2d10+Finesse >= 13 halves damage; you are incapacitated; machine squads chain-explode (each Wounds -2 additional)
Lingering Poison Circulationsecret art/aptitudeco-04-09-06inflict ongoing poison damage
Afterimageaptitudeco-04-07-02always ignore Domination/Breakthrough. First breath each round gains initiative bonus +5
Hidden Deploymenttactic:stancesquad command costco-04-07-03maintain; deploy squad in infiltration. Detected by Perception>=13. Domination 0 until revealed; on reveal/release, ambush attack(check +3)
Maintain Infiltrationtactic:aptitudeco-07-20Infiltration penalty remove
Grappletechnique2co-07-01bind 1 round
Long-Shaft Handlingsecret art/aptitudeco-04-09-02Long-Shaft Handling — yari Energy 2→1
barriercommonco-05-05zone between move +2 Energy
Zhangba Snake Spear — Zhang Fei's Serpent Spear Masterworktechnique4co-07-04[Masterwork] One Roar, Ten Thousand Voices
King of FinanceRenown Titleco-04-05permanently cut off enemy supply (no lull effects), gain gold +2 each lull, per-combat gold cap 20
Zaibatsuaptitudeco-04-07-10gain 5 gold automatically each lull; maintain the 20-gold combat cap
regenerationtechniqueco-08-02lull +1 restore
Regeneration Rampageaptitudeco-04-07-15auto-triggers at Wounds 0: revive at Wounds 3 + attacks +3 for next 2 rounds. After 2 rounds, forced incapacitation; 1/combat
Reloadupkeep2~3co-07-01restore firing. Nicchoho can reload only at 0 loaded shots, restoring both pistols together to 2; no partial reload
Rechargestanceco-07-02lull automatic charge
Snipingaptitudeco-04-07-132 zone distance teppo shot. hit +1
Curse (Onryo)technique3co-08-02Presence contest (2d10+Presence(2) vs target's 2d10+Courage). No damage. If the target loses, Grudge Mark deals 1 Wound each lull; remove with 2d10+Wisdom+Exorcism>=15 or by resolving the grudge. 1/round
CurseKata2co-04-07-041/round, 1 enemy within 2 zones takes -3 to its next check
Curse (Tsuchimikado)Licensed/Kata2co-04-041/round. 1 enemy within 2 zones takes -3 to all checks for 1 round
Curse Insect Servitudeaptitudeco-04-07-21command 1 curse insect. While parasitizing, target Defense -1 each round (minimum 2); parasitism itself deals no Wounds damage
Curse Spreadsecret art/techniqueco-04-09-062-zone sorcery + inflict curse
Strategic Extremitystance4co-04-07-32While maintained, all allies in the same zone gain attack +2 and Defense +1. You cannot act; spend 2 Energy when released.
Shield Defense (Small Shield (手盾) only)techniquereserved 1/improvised 2co-07-20small shield negates the hit
Warrior's SoulKata3co-04-07-221/round. While a samurai/wildlander/esoteric monk soul is equipped, attack checks +2 and Defense +1 for 1 round
Previous-Life Technique Reproductionaptitudeco-04-07-33Borrow 1 base-class 3rd-dan trait; Energy cost +1
Memory of a Previous Lifeaptitudeco-04-07-33At creation, designate 1 Exotic Artifact or Spirit-Realm Relic as your unique relic(start without it). Understanding automatic, Three Ways match waived, physical relic required. Without it, session-end 2d10+Presence>=11 or permanent Wounds -1; vanish at Wounds 0
Previous-Life Releasestance4co-04-07-33While maintained, attack +3 and core attribute checks +2; Wounds -1 each breath
Legend Completionaptitudeco-04-07-33Complete the unique relic's legend in this age. Permanently removes spirit-body instability; no maintenance checks; Wounds +3; removes Negotiation penalty
Tacticianaptitudeco-04-07-13Treat Wisdom as +2 for squad-command discounts; may shoot into any zone from the Rear Zone
Tactical DirectionKata1co-04-07-091/round, 1 ally's next attack technique gains +3
Prayer for Victoryaptitudeco-07-03combat start Energy +1
War God DescentKata6co-07-03for 3 rounds: Defense +4, attacks +3, Energy +3, 1/session
War God's Protectionaptitudeco-07-03Blessing [aptitude]: War God's Protection — At battle start, all allies' initiative modifier +2 (first breath only).
Loss of Fighting Spiritsecret art/Kata3co-04-09-05enemy Elite Energy -3
Electromagnetic BarrierKata2co-04-07-292/combat, create an electromagnetic barrier in your zone. All allies in the zone gain Defense +2 for 2 rounds. Deflects shooting attacks at a 50% chance
Battlefield Songtactic:Katasquad command costco-04-07-12war song; same-zone squad's next attack +1 and Cohesion +1
Battlefield AuctionKata2 + Gold 5co-04-07-311/combat, auction battlefield loot on the spot, distribute equipment to an ally, apply its effect immediately
Battlefield Trading Posttactic:stancesquad command cost+1co-04-07-10maintain, deploy Rear-Zone trading post, gain Gold +1 each lull, all allies can replenish consumables (gold cost), cannot attack
Battlefield MerchantKata2co-04-07-10immediate ally equipment exchange, weapon change from pre-held list, 1/round
Battlefield Surgerysecret art/aptitudeco-04-04At a lull, healing gains +1 Wound (total +2 Wounds for everyone). During combat, 2d10+Wisdom+Medicine>=15 returns 1 incapacitated ally at 1 Wound, 1/round
Demon of the Battlefieldaptitudeco-04-07-01recover 2 Energy when you finish an enemy.
Flower of the Battlefield (Entertainer)upkeepco-04-07-12during lull, 1 ally recovers 1 Wound or 1 squad recovers 1 Cohesion
Flower of the Battlefield (Kekka)aptitudeco-04-07-25Blood Dance stack effects expand to all zones; stack decrease remains -1 per lull
Brain of the Battlefieldaptitudeco-04-07-09at the start of each round, gain 2 extra Energy for the scholar only (cannot carry over).
Battlefield Divaaptitudeco-04-07-12during lull, Battlefield Flower restores 2 Wounds or Cohesion and targets 2 units
King of the Battlefieldaptitudeco-04-07-23when 3+ corpses are in your zone, all enemies there make Mental Save(2d10+Intimidation vs 2d10+Wisdom). On failure, forced retreat to adjacent zone
④ Retreatcommon3co-03-06Flank Zone/Rear Zone in battlefield outside
Battlefield AdaptationKata1+original costco-04-07-331/combat. Execute 1 eligible enemy technique witnessed this combat under the common borrowing rule; pay 1 Energy plus its original cost, check -2
Battlefield Viewsecret art/upkeepco-04-09-04reveal all enemy placement
Battlefield Treatmenttactic:Katasquad+2co-06-06restore 1 Wound to an ally
Battlefield ControlKata4co-04-07-321/round, all allies in the same zone get +2 to next check; squad Cohesion +1 for 3 breaths
War Economyaptitudeco-04-07-10when an enemy Minion is defeated, gain Gold 1.
War MachineKata5co-04-07-111 body/combat, deploy a large karakuri: Elite-grade (Wounds 4, Defense 15, Energy 8), fixed shot (2 Energy/2 Wounds), Poison/Fear immunity
War's thirstaptitudeco-07-03noncombat -2
Sense of Waraptitudeco-04-07-20Free Core Zone entry/exit. Attacks in the Core Zone gain +1.
War BondsKata0 + Gold 5co-04-07-10all allies gain Energy +3 this round, 1/combat
War Profiteeringaptitudeco-04-07-31gain Gold +3 when an enemy is incapacitated; also gain Gold +1 when an ally is incapacitated
Read the OmenLicensed/upkeepco-04-09-06before combat starts, reveal 1 enemy-tactic hint
Advancesquad command2co-06-06adjacent zone move
Combat Recordaptitudeco-04-07-17record every enemy pattern fought; when re-engaging the same enemy type in the same or later combat, attack +2 and Defense +1
Combat Adaptation (Modern Person)aptitudeco-04-07-32Remove 1 of the -1 Courage/Finesse/Physique combat penalties; no attack-check penalty with daggers/thrown weapons
Combat Adaptation (Celestial)aptitudeco-04-07-34Remove the human-target attack penalty (-1 Wound); weapon proficiency +1
Sweep the Battle SituationLicensed/upkeepco-04-09-04reveal 1 enemy zone before combat starts
absolute CharmKata5co-08-02battlefield defection
Deathblowtechnique2co-07-02Infiltration only 3 Wounds
Precision DisassemblyLicensed/aptitudeco-04-09-04trap disable automatically succeeds
Information Networkaptitudeco-04-07-03at combat start, reveal information on all enemy units
Information WarfareKata3co-04-07-321/round, analyze 1 enemy's weakness; on 2d10+Wisdom+Stratagem >= 11, all allies gain attack +2 against that enemy for 3 breaths
Seiza Shooting MethodLicensed/stance2co-04-04while maintained, all Archery techniques +3; cannot move
PurificationKata2 (+ Faith 1)co-04-07-16remove all debuffs(poison/curse/bleeding/Defenseless) in the same zone; yoma Domination -2; 1/round
Purifying TouchKata2co-04-07-341/round, purify including adjacent zones. Against 1 yoma, 2d10+Wisdom+Exorcism >= Defense; success deals 2 Wounds + exposes weakness(1 breath), can purify without spending Divine Authority
6th Senseaptitudeco-04-01At each round start, learn 1 enemy's next action in advance; automatically detect traps/ambushes
Zhuge Kongmingaptitudeco-04-07-09at combat start, the scholar freely decides count order.
Suppressive FiretechniqueSquad Command +1co-07-01 Yumiyamove +2 Energy
Shikigami and Puppet Control Actions (Common Rule)Kata0co-03-04 Control Actionsbody Energy 0; caster acts through 0 Energy([Kata]) control. Normal control: individual limit 1/round, executor aggregate 2/round; caster must be able to act
Organized Retreattactic:Kataco-07-20no Cohesion loss on retreat
Existence (Konryu)techniqueco-08-02Spirit Realm Being
Sake Miasmatechnique3co-08-02check -3
Fists — unarmed combattechnique1co-07-01basic strike
Killing CurseKata3co-04-07-041/round, range 2 zones. 2d10+Wisdom >= Defense, [Incorporeal], 2 Wounds
Sake BreakKata4co-07-02base limit 1/combat; pouring sake before combat (1 consumable) changes it to 1/round; 4 Wounds + fear against oni
Smell of Deathaptitudeco-07-03NPC Negotiation -2
Call of Deathaptitudeco-07-03after combat -1
Breath of Deathtechnique3co-08-021 Wound + Poison
Bamboo-Spear Chargetactic:Katasquad+2co-06-06weak, low-cost attack
Bamboo-Spear Formationstanceco-07-15Domination +1 against the enemy Front Zone in the same zone (spear-wall substitute); ends on movement
Bamboo Spear Thrusttechnique2co-07-152d10+Courage >= Defense; 1 Wound
Improvised Yoma ToolKata3co-04-07-301/round, spend 1 part and 1 breath Defenseless to craft a yoma tool: forced move/reflect sorcery/next shot +3 Wounds/zone Defense -2
Sokushinjobutsu (Kaibutsu)aptitudeco-04-07-24Ordinary attacks/techniques cannot reduce Wounds. Base Wounds 20; only exorcism hits reduce Wounds by -1. Cannot move, speak, or enter the Core Zone. If stripped from the seat, Wounds become 5 and the state ends.
Sokushinbutsu (Shugenja)Kata0co-04-07-071/session, set Wounds to 0. All remaining checks this round automatically succeed, all attacks deal 3 Wounds, [Pierce all], incapacitated at round end
Sokushinjobutsu Completeaptitudeco-04-07-24Holy Fire Domain expands to the whole battlefield. All non-exorcism attacks (physical/spell/curse/[Incorporeal]) are negated; exorcism hits become Wounds -2 and cannot be reduced.
Sokushinbutsu Complete (Shugenja)Renown Title:aptitudeco-04-05Halve Wound expenditure for Austerity (round up); always apply the third-stage Austerity bonus without spending Wounds
Proliferationtechniqueco-08-02recreate
Leader's WordsKata3co-04-07-321/round, on 2d10+Presence+Negotiation >= 13, all allies in the same zone recover 1 Three Ways and Six Hearts conversion trigger
Earth-Vein Resonanceaptitudeco-04-07-08know the Domination values of all battlefield zones exactly; automatically detect spirit veins/corruption
Twist Earth VeinsKata2co-04-07-081/round; adjacent zones allowed; target zone maximum Domination cap 3 (Front Zone 2) for the round; excess contributions are not counted
Earth-Vein Formationtactic:stancesquad command cost+1co-04-07-08maintain, activate spirit veins in the squad's zone. Each lull, all allies in the zone recover 1 Wound; +1 if a spirit vein already exists
Ground SubsidenceKata3co-04-07-081/round, target zone: movement +1 Energy, all Domination bonuses negated for 2 rounds
Ruler of EarthRenown Title:Kata + aptitude0 / —co-04-05Transform a zone for 0 Energy ([Kata]) and manipulate Domination by ±3 across the entire battlefield ([aptitude])
Cut the Lay of the Landsecret art/upkeepco-04-09-04propose 1 zone addition/deletion
Hellfiretechnique4co-08-02Everyone in the same zone takes 3 Wounds. Units inside a barrier are exempt. 1/combat
Jizo's Mercyaptitudeco-07-03healing techniques used on incapacitated enemies/allies +3
EarthquakeKata5co-08-02Whole battlefield movement +2 Energy(2 rounds), all barricades collapse, all squads Cohesion -1, 1/combat
Terrain-Conversion Formationtactic:Katasquad command cost+2co-04-07-081/combat, add/remove 1 gimmick in the squad's zone (for example forest or high ground), with GM agreement
Point Out TerrainLicensed/upkeepco-04-09-04propose 1 zone change at combat start
Wisdom's melodyaptitudeco-07-03Wisdom check +2
Intuitive ShotLicensed/aptitudeco-04-04Archery attack techniques may use Fate instead of Courage
Direct Shottechnique2co-07-01[Pierce all] 1 Wound
Straight Stabtechnique2co-07-01weak Pierce 1 Wound
Straight Thrusttechnique2co-07-012d10+Courage+Spearmanship >= Defense, 1 Wound. Range: same zone+adjacent Front Zone
Formation MethodKata2co-04-07-091/round, 1 allied squad's Domination contribution x2 (that round)
mantra Great SealKata5co-07-03yoma permanent Seal
Build Positiontactic:Katasquad command costco-04-07-111/round, squad builds an improvised barricade in its current zone: starting and maximum Durability 3, no gold required, starting and maximum Durability +2 if the artisan is in the same zone
RequiemKata2co-04-07-12yoma only; all yoma in adjacent zones have attack techniques -2 for 1 round
Requiem Dancetactic:Katasquad command cost+1co-04-07-12return 1 incapacitated squad to the battlefield at Cohesion 2; members are halved
Mud Grabtechniqueco-08-02move +2 Energy
Sprintcommon3co-03-04move + next technique +1
Gale (Ronin)aptitudeco-04-07-02+2 when attacking immediately after movement.
Gale (Tengushi)aptitudeco-04-07-28All ground movement costs 1 Energy (movement Energy -1, minimum 1). Applies even when flight is sealed or ground is forced. Next attack right after ground movement gains +1
Gale StepLicensed/Kataco-04-09-03move Energy 2→1
Thrusttechnique1co-07-01standard thrust

#

NameTypeEnergySourceSummary
Zanbato — horse-cuttertechnique3co-07-01mounted target +1 Wound
Spear Wallstance2co-07-01Domination +3~4; cannot move
Spear FormationLicensed/aptitudeco-04-09-02Spear Formation — Front Zone control +1 additional
Myriad Machines and Formsaptitudeco-04-07-18operate 3 puppets simultaneously; place them in different zones. Control up to 2 puppets and use puppet techniques up to 2 times per breath
Celestial Maiden's MelodyKata5co-07-03opposed Presence against all battlefield enemies; on failure, cannot act for 2 rounds
Thousand-Year Yojutsutechnique3co-08-022 round defection heart change
Thousand-Year Arrowsecret art/Kata4co-04-04range unlimited. 2d10+Courage+Archery+4 >= Defense. 2 Wounds.
Thousand-Blade SeizureKata4co-07-02disarm the enemy and immediately equip the stolen weapon
Heavenly Thundertechnique5co-07-02all enemies on the battlefield take 1 Wound
Alter Heavenly Mandate (天命改變)Kata6co-07-031/session. On your breath, prepay 6 Energy and designate the next round. Every roll by either side that round is rerolled once before resolution or Fate Intervention and must use the second result; cannot reroll takes priority. Cost and use remain spent if it never triggers or combat ends
Astronomyaptitudeco-04-07-04at combat start, the onmyoji chooses the d100 environmental event
Astronomical Observationsecret art/stance2co-04-04while maintained, know every enemy's next-breath action in advance
Astronomical Readingaptitudeco-07-03at battle start, GM reveals the first-round action of 1 enemy
Heavenly SongKata3co-07-03All allies in the same zone gain next attack +3 + remove fear.
Heavenly Lightaptitudeco-04-07-34All attributes +1, then -1 at each even rank-up(2/4/6/8/Tatsujin); yoma attacks +1 Wound/human attacks -1 Wound(minimum 0); Divine Authority 5; Negotiation -3; yoma detection within 3 zones
Natural Presenceaptitudeco-04-07-12Presence aura extends to adjacent zones; presence reaches the Front Zone
Heavenly Eyeaptitudeco-04-07-34Detection range 3 zones → 5 zones. Automatically sees through hidden/disguised yoma; detect yoma traces from the past 3 days
Peerless Under HeavenKata5co-07-03battlefield Storm
Seamless Garbsecret art/aptitudeco-04-09-03automatic advantage on first opposed Perception related to disguise
Genius Strategistaptitudeco-04-07-09up to 2 times/round, squad commands cost 0 Energy; Energy transfer can be split across 2 targets
Genius Brushworkaptitudeco-07-03shikigami Energy -1
Amaterasu OmikamiKata5 (+ Faith 5)co-04-07-161/combat, whole battlefield: all allies recover 3 Wounds and all Cohesion, attacks +3 for next 2 rounds; all yoma take 2 Wounds
Heaven-Earth-Mansecret art/Kata4co-04-04high-middle-low 3-hit chain; each is a check; if all 3 hit, additional 2 Wounds
Invincible Under Heavenaptitudeco-04-07-01Defense +3.
Wealth of the RealmRenown Title:aptitude + Kata— / 5co-04-05Gain Gold +5 at each lull (cap 20/combat); on a successful Presence opposed check, bribe 1 enemy Lord-grade unit to defect for 1 round, 1/combat
Merchant of the RealmKata3 + Gold 0co-04-07-10turn 1 enemy squad or remove 1 enemy lord-grade for 1 combat; Presence contest (2d10+Presence vs enemy 2d10+Wisdom, Target Number 13) or gold cost; excludes negotiation-immune targets; 1/combat
Dignity of the Realmaptitudeco-07-03squad order Energy -1 (minimum 0), squad Cohesion +2
Zaibatsu of the Realmaptitudeco-04-07-31Gold cap 50 per combat, gain Gold +5 each lull, start combat with Gold 15
First Under Heavenaptitudeco-04-07-12Treated as Presence +3. Domination aura applies to the entire battlefield. Mere existence changes the battlefield.
Tenka Fubu (天下布武)Kata5co-07-03All allies + all squads gain +4 to attacks next round.
Iron-Armor PierceKata3co-07-02[Pierce 4]; handles heavy armor
Iron Walltechniqueautomaticco-08-02Defense 19 includes 4 seal residue. Exorcism technique hit: seal-residue Defense -1 permanently.
Iron Wall (Maeda)Kata3co-07-021/round. Until the next round begins, Defense +4 and no voluntary movement; forced movement ends the effect
Iron-Wall Defenseaptitude + Kata— + 0co-04-07-17while in checking posture, Defense +4; when a same-zone ally is hit, take the hit at 0 Energy([Kata]), 2/round, shares 0-Energy cap
Ironwall Defenseaptitudeco-04-07-01while maintaining Immovable Formation, Defense +2 and immune to Defenseless
Ironwall Formationtactic:stancesquad command costco-04-07-01maintain. As long as the samurai is in the same zone: squad Defense +2, cannot move. Can stack with Immovable Formation (Front Zone Domination +4 + squad Defense +2)
Iron ShatterKata5co-07-02[Pierce 5] + [Break], can break buildings
Iron Fortressaptitudeco-04-07-11enemy Breakthrough Target Number +4 in the artisan's zone; allied barricades touching it have maximum Durability at least 6, and new barricades under the aura start at current/maximum 6; existing current Durability is not healed and ordinary destruction still applies
Iron Monarchaptitudeco-04-07-29Remove the machine-squad cap (multiple squads can be modified). Machine squads in your zone gain Attack +2/Defense +2; if the Tesshin is incapacitated, all machine squads stop functioning
Qinggang Sword — Zhao Yun's Sword Masterworktechnique4co-07-04[Masterwork] Alone on One Horse
Green Dragon Crescent Blade — Guandi's Sacred Weapon Masterworktechnique4co-07-04[Masterwork] Crescent Flash
Green Dragon Crescent Blade — Guandi's Sacred Weapon Curseaptitudeco-07-04Guandi's Weight
Green Dragon Crescent Blade — Guandi's Sacred Weapon Blessingaptitudeco-07-04Guandi's Righteousness
Green Dragon Crescent Blade — Guandi's Sacred Weapon DevotionKata6co-07-04[Devotion] Guandi Descends
Internal DetonationKata4co-04-07-21detonate a parasitizing curse insect. Target Wounds -4, insect disappears, adjacent units gain Poison (Wounds -1 per round, 1 round)
Bayonet Chargetechnique2co-07-01A Nanban-style gun fitted with a blade.
Bayonet Breakthroughtechnique3co-07-01move+Charge
Supreme Command (Ieyasu)Kata3co-07-03command all squads (up to 3) simultaneously; each may take a different action; 1/round
Overall Command (Scholar)Kata1co-04-07-091/round, give all allied squads 1 advance/retreat command at once; 1 Energy regardless of squad count
Final Descent: Heroic SoulKataallco-04-07-221/session, fully descend the strongest soul. Use all traits up to 7th dan for 3 rounds; soul controls the body, then itako Wounds 1
Final StageKataall Energyco-04-07-25spend all remaining Energy. All enemies in the same zone take Wounds -(spent Energy/2, round up), halved on Courage/Wisdom >= 13. All allies recover 3 Wounds + Cohesion +5; Kekka is incapacitated
Last Standsecret art/aptitudeco-04-09-07standard-difficulty danger checks automatically succeed; 1/combat
Last Hunteraptitudeco-04-07-14on reaching Wounds 1, recover 4 Energy (not above max), attacks auto-hit, negate hits 1 time per 1 round
Pursuit Checkcommonco-03-062d10+Finesse opposition
Pursuitaptitudeco-08-02Infiltration position Perception
BlessingKata1 (+ Faith 1)co-04-07-161 ally's next check +5, 1/round
Insect Egg AmbushKata2co-04-07-21install an insect egg trap in a designated zone. When an enemy enters, 1 curse insect immediately parasitizes it; discovery difficulty Infiltration 16
Healing LightKata2 (+ Faith 2)co-04-07-16all allies in the same zone recover 2 Wounds + squad Cohesion +2, 2/combat
Seven Toolsaptitudeco-04-08-22switch weapons each round
Seven-Star Sword Masterworktechnique3co-07-04[Masterwork] Seven-Star Strike
Seven-Star Sword Curseaptitudeco-07-04Curse [aptitude]: Constellation Alignment — If it is not night, effects are halved.
Seven-Star Sword Blessingaptitudeco-07-04Northern Dipper Blessing
Seven-Star Sword DevotionKata6co-07-04[Devotion] Doumu Descends
Seven-Star Treasure Blade — Blade of Cao Cao's Failed Assassination Masterworktechnique2co-07-04[Masterwork] Star Assassin
Seven-Star StrikeKata3co-07-04yoma 3 Wounds Seal
Acupuncture and MoxibustionLicensed/Kata2co-04-04acupuncture and moxibustion on 1 ally; restore 2 Wounds + remove 1 condition
Domain of Silenceaptitudeco-04-07-27Constant: in your zone, all prayers/mantras/blessing words are nullified. Faith-line techniques still spend Energy, but their effect is 0
Erosiontechniqueco-08-021 Wound + corruption

#

NameTypeEnergySourceSummary
Kamuy DescentKata2co-04-07-141/combat, for 1 round attack +3/Defense +3/movement 1 Energy; next round Energy -3
Kamuy Barriertechniqueco-07-20ally Fear immunity
Kamuy's Blessingaptitudeco-04-07-14when not wearing armor, Defense = 10 + Physique + Courage (heavy-armor-grade defense bare-bodied).
Hand of Kamuyaptitudeco-04-07-14Unarmed attacks cost 1 Energy. On hit, push or grapple (1/round; grapple prevents movement next round). Free Core Zone entry/exit. Unarmed attacks are standard attacks, not [Light]; Critical Hits deal 2 Wounds.
Kamuy's Howltactic:Katasquad command cost+1co-04-07-141/combat, the wildlander howls to call kamuy. All enemy squads within 2 adjacent zones take Cohesion -2 + fear. Allied squad attacks +2 (1 round).
kamuy strikeKata3co-07-03yoma 4 Wounds
Karna's Kavacha (Karna's Golden Armor) — Surya's Armor Masterworktechnique2co-07-04golden radiance
Karna's Kavacha (Karna's Golden Armor) — Surya's Armor Curseaptitudeco-07-04child of Surya
Karna's Kavacha (Karna's Golden Armor) — Surya's Armor Blessingaptitudeco-07-04sun Blessing
Karna's Kavacha (Karna's Golden Armor) — Surya's Armor DevotionKata6co-07-04Karna's will
Back-Edge Blocktechniquereserve 1/improvise 2co-07-01enemy attack negate+penalty
Kali's Necklace Masterworktechnique3co-07-04[Masterwork] Black Strike
Kali's Necklace Curseaptitudeco-07-04blood thirst
Kali's Necklace Blessingaptitudeco-07-04rage Kali
Kali's Necklace DevotionKata6co-07-04[Devotion] Kali Descends
Scabbard Blocktechniquereserve 1/improvise 2co-07-01Defense +1; on success negate hit; on failure -1 minimum 1
Kodoku RitualKata5co-04-07-21pre-combat ritual creates a Veteran-grade insect (Wounds 3, Defense 12, parasitizing target Defense -2/round, minimum 2). Disappears at session end
Kunai Throwtechnique1co-07-01spend throw
KurikaraKata4co-07-03flame gimmick
Protection of KumanoKata3co-04-07-241/round. All allies in the Kaibutsu's zone gain Defense +3 for 1 round.
KumogiriKata3co-07-023 Wounds to yoma + remove bindings

#

NameTypeEnergySourceSummary
Eye of Tatariaptitudeco-04-07-27Accurately identify the target's Three Ways and Six Hearts state. See weaknesses of faith-line enemies (barrier upkeep cost, Sacred Domain range); attack +2 against that enemy
Summon the SunKata6co-07-03immediately remove all darkness, fog, and personal Spiritual Contamination; remove every Spiritual Contamination Zone; all allies recover 2 Wounds
Clockwork OverloadKata2co-04-07-17for the next 2 rounds, maximum Energy at round start +4(no carryover); one-breath limit unchanged; afterward lose 2 Wounds, 1/round
Tengu Judgment (Sojobo)Kata5co-07-03Presence contest. Loser takes 3 Wounds + 1-step movement on Three Ways and Six Hearts(GM decision). 1/combat
Tengu Wingsaptitudeco-04-07-28Flight 1 Energy (Outside Zone↔anywhere, free Core Zone entry/exit), ranged hit d100 01~50 automatic evasion, high-place attack +2, Negotiation/Exchange -2, at 3 pride actions Wounds -3 + flight stops 1 round
Tengu Judgment (Tengushi)Kata3co-04-07-281/round, opposed check (Finesse vs Finesse). Loser takes 3 Wounds
Tengu Fan Striketechnique2co-08-021 Wound
Dragonfly StanceLicensed/stance2co-04-04first attack of every round +4 · on Critical, +1 additional Wound · each breath's second attack onward -2 accumulating · may move while maintained
Tonfa — Handle of the Wind God Masterworktechnique2co-07-04[Masterwork] Tonfa Spin
Tonfa — Handle of the Wind God Curseaptitudeco-07-04softness path
Tonfa — Handle of the Wind God Blessingaptitudeco-07-04wind god breath
Tonfa Wind-God DevotionKataco-07-04forcedmove+1 Wound
Tonfa — Handle of the Wind God DevotionKata5co-07-04wind god Dance
Exorcism SutraKata2co-04-07-051/round, all yoma units including adjacent zones take Defense -2 for 1 round
Exorcism PrayerKata3co-07-04yoma 2 Wounds Fear
Transparent MasterKata2co-07-02defense noneresponse bleeding
Teyari — throwing speartechnique2co-07-011 Wound weapon loss
Trishula — Shiva's Trident Masterworktechnique3co-07-04[Masterwork] Trident Strike
Trishula — Shiva's Trident Curseaptitudeco-07-04Break divine
Trishula — Shiva's Trident Blessingaptitudeco-07-04Shiva rage
Trishula — Shiva's Trident DevotionKata6co-07-04Shiva Dance

#

NameTypeEnergySourceSummary
Wave Striketechnique3co-08-02Check against everyone in the same zone; 1 Wound + forced movement in water, 1/breath
Demon-Breaking FistAttack2co-07-021/round, 3 Wounds to yoma, 2 Wounds to humans, Critical Hit seals for 1 round
Demon-Breaking Arrow (Zenmu)Kata3co-07-022/battle, [Incorporeal], 3 Wounds to yoma, 1 Wound to humans, whole-battlefield range
Demon-Breaking Arrow (Hachiman)Kata3co-07-032/battle, [Incorporeal], 3 Wounds to yoma, whole-battlefield range
Demon-Breaking FlashAttack3co-07-021/battle, 3 Wounds to yoma, 1 Wound to humans; yoma Critical Hit deals 4 Wounds + seal(1 round)
Evil-Breaking LightLicensed/aptitudeco-04-09-06attacks against yoma +2
Plantain Fan — Princess Iron Fan's Fan Masterworktechnique2co-07-04[Masterwork] One-Fan Fire Suppression
Plantain Fan — Princess Iron Fan's Fan Curseaptitudeco-07-04goddess fan
Plantain Fan — Princess Iron Fan's Fan Blessingaptitudeco-07-04Wind domination
Plantain Fan — Princess Iron Fan's Fan DevotionKata6co-07-04enemy squad Cohesion -2
Stretch Armstechniqueco-08-02Bind.
Bombardmenttechnique5co-07-01Everyone in target zone takes 2 Wounds (friend or foe — choose a zone).
Artillery CommanderRenown Title:Kata2co-04-05unlimited cannon use: 1/round, shell 1 zone (everyone in the zone takes 2 Wounds, apply the hit-strength table)
Artillery Positiontactic:stancesquad command cost+1co-04-07-13maintain, gun squads only fixed firing position. Range +1 zone, attack checks +1, cannot move, barricade cover
Announce Rewardtactic:Katasquad command cost + Gold 2co-04-07-10all attack checks by the commanded squad next round gain +2, 1/round
Devour (Yamauba)techniqueco-08-021 Wound + absorb
Roar (Oni)upkeepco-08-02At lull, adjacent-zone squad Cohesion -1.
Burst TalismanKata3co-07-03zone explosion
Storm's Protectionaptitudeco-07-03sense weather; ignore check penalties in storms/fog
Storm Temperamentaptitudeco-07-03Negotiation checks -3
Poltergeisttechniqueautomaticco-08-02move +1 Energy
Full Plate Cuirass Masterworktechnique2co-07-04Steel formation
Inside the Guardtechnique1co-07-01Core Zone Pierce enhance
Wind Wallstance2co-04-07-28Ranged attacks into the same zone automatically fail.
Feng Shui Barrier Arrayaptitudeco-04-07-08at combat start, choose 2 zones and apply 1 existing zone gimmick to each until combat ends; at most 1 from this effect in the same zone
Light of Abundanceaptitudeco-07-03during lull in the wielder's zone, all allies recover 1 additional Wound
Thirst for Bloodaptitudeco-04-07-20When you kill an enemy, recover 3 Energy + 1 Wound. Cannot exceed maximums; recovered Energy is usable from the next count; chain kills are possible
Blood ToastKata3co-07-031/round, after dealing Wound damage to 1 enemy, recover your own Wounds by the same amount
Blood RhapsodyKata5co-04-07-25for 3 rounds, automatically attack 1 enemy in your zone each round (2d10+Presence). Each hit gives Blood Dance stacks +1 (max 5); Defense -3 during frenzy

#

NameTypeEnergySourceSummary
Sky Ruleraptitudeco-04-07-28While flying, attack +3 and Defense +3. A ground enemy's melee attack targeting the flying tengushi automatically fails
Hauchiwa Blocktechniquereserve 1/improvise 2co-08-02negate hit+move
Hachiman's RainKata5co-07-031/session, every battlefield enemy takes 1 Wound + squad Cohesion -2
Crane-Wing Formation (Secret Text of the Taiheiki)tactic:stanceco-07-202 zone Domination +2
Crane-Wing Formation (Scholar)tactic:stancesquad command costco-04-07-09maintain, deploy squad across 2 zones, each zone Domination +2, cannot move
TrapmakerKata2co-04-07-031/round, zone trap(on entry, 1 Wound + Defenseless)
Set TrapKata2co-04-07-111/round, place a trap in a zone; when enemies enter, 1 Wound + movement stops; 1 use
Trap ChainLicensed/Kata2co-04-04Trigger 2 installed traps at the same time. Or strengthen a trap (2 Wounds damage).
Chimera Defensetechniquereserve 2/improvise 3co-08-02negate hit+counterattack
Recommend SurrenderLicensed/Kata3co-04-09-05recommend surrender to an enemy Elite during combat
Skull Grabtechnique3co-08-02Bind + 1 Wound.
Current Controltechnique2co-08-02Underwater only; target zone movement costs +3 Energy for 1 round, 1/round
Current CommandKata4co-07-03All enemies in an underwater/waterside zone: forced move + Bind for 1 round, 1/battle
Seawater Walltechniquereserve 2/improvise 3co-08-02firearms negated
DissectionKata2co-04-07-301 adjacent yoma: 2d10+Wisdom+Stratagem >= Defense. Success: Wounds -2 and gain 1 part; even failure gains 1 weakness clue
Lucky Oneaptitudeco-04-02Fate Intervention uses +1; may be acquired repeatedly (maximum 2 times)
Apricot Yellow Flag — Jiang Ziya's Flag Masterworktechnique3co-07-04[Masterwork] Yellow Flag Wave
Apricot Yellow Flag — Jiang Ziya's Flag Curseaptitudeco-07-04Strategist burden
Apricot Yellow Flag — Jiang Ziya's Flag Blessingaptitudeco-07-04wuwei Finesse
Apricot Yellow Flag — Jiang Ziya's Flag DevotionKata6co-07-04investiture dignity
Local Defensetactic:aptitudeco-06-06domain Cohesion ±2
Void Stepsecret art/aptitudeco-04-09-03Lightness Skill checks +3; move between Flank Zone and Front Zone for 1 Energy
God of Voidaptitudeco-04-07-27Within 3 zones, halve numeric bonuses, penalties, Wound recovery, and Wound loss from barriers/Sacred Domains, then apply core rounding. Range, duration, permission, and immunity remain unchanged. Your Wound loss from exorcism is 0
Read Truth and Feintaptitudeco-04-07-09always know remaining Energy and reservation state of enemy Elites/Lords.
Empty Threatsecret art/Kata3co-04-09-05negate an enemy commander's squad command 1 time
Xuanyuan Sword — Yellow Emperor's Sword DevotionKataco-07-04China emperor divine Sword
Xuanyuan Sword — Yellow Emperor's Sword Masterworktechnique3co-07-04[Masterwork] Xuanyuan Strike
Xuanyuan Sword — Yellow Emperor's Sword Curseaptitudeco-07-04emperor weight
Xuanyuan Sword — Yellow Emperor's Sword Blessingaptitudeco-07-04heavenly emperor Blessing
Arahitogami CompleteRenown Titleco-04-05Faith starts at 10, maximum 20, no loss. Sacred Domain covers the whole battlefield; at the start of each round, all allies recover 1 Wound
Scene Investigationaptitudeco-04-07-32noncombat exploration +3, additional information
Bloodlighttechnique3co-07-02Critical Hit when treating bleeding
Blood Danceaptitudeco-04-07-25Each enemy incapacitated grants Blood Dance stack +1 (max 5). Each 1 stack consumes tanto upkeep: Energy -1. Allies in your zone/adjacent zones gain attack +1 and Cohesion +1 per stack; stacks -1 each lull; at 0 stacks in combat, all checks -2
Baptism of Bloodaptitudeco-04-07-25when Blood Dance stacks reach 3+, allies in your zone recover 2 Wounds; 1/session; Kekka herself is excluded
Bloody Struggleaptitudeco-04-07-05each time your Wounds decrease, next 1 attack +2, consumed; final modifier cap +10
Blood Flowers in Full Profusionaptitudeco-04-07-25Blood Dance stack cap becomes 7. At 6+ stacks, allies Defense +2 and enemies attack -2; at 7 stacks, all enemies in your zone suffer automatic fear
Heroic Blowtechnique4co-07-02ally's next attack +2
Unified Commandsecret art/Kataco-04-09-05all allies gain +2 Energy during the initiative stage
GomaKata4co-04-07-071/combat, requires Austerity 2. Enemies in the target zone take 3 Wounds + Holy Fire environment
Goma FormationLicensed/stance2co-04-04while maintained, your zone is a "Holy Fire" environment; yoma take 1 Wound each lull
Dharma-Guardian Barrier (Esoteric Monk)tactic:stancesquad command cost+1co-04-07-05squad-zone barrier; entering yoma take 2 Wounds / Wisdom>=11 check; squads inside ignore fear
Dharma-Protection Barrier (Warrior Monk)tactic:stance1co-07-20block yoma entry
Guarding Stancestance2 (declaration)co-04-07-01maintained stance, occupies 1 stance slot. When an ally in the same zone is hit, the samurai can take the hit instead (1/round, 0 Energy [Kata]). Cannot be used with Immovable Formation
RoarLicensed/Kata2co-04-09-05enemy squad Cohesion -1
Foxfiretechnique2co-08-021 Wound
Foxfire BurstKata3co-07-03zone burst
Soul Binding (Yasakani)Kata3co-07-03revive at 2 Wounds
Song of the SoulKata5co-04-07-12immediately revive 1 incapacitated ally (half Wounds).
Soul Lightaptitudeco-07-03recover from incapacitation
Soul RampageKata4co-04-07-221/round. Explode 2 equipped souls simultaneously; use all 1st+3rd-dan traits from both souls (Energy costs combined). After use, remove both souls from the list
Huntian Sash — Nezha's Red Silk Masterworktechnique2co-07-04[Masterwork] Silk Entanglement
Huntian Sash — Nezha's Red Silk Curseaptitudeco-07-04appear weight
Huntian Sash — Nezha's Red Silk Blessingaptitudeco-07-04heavenly silk
Huntian Sash — Nezha's Red Silk DevotionKata5co-07-04[Devotion] Huntian Flame
Hybrid Intuitionaptitudeco-04-07-15at the start of each round, know the next action of 1 enemy(GM reveals). Auto-detect traps/ambushes; initiative +2 on the first breath
Crimson Lotussecret art/Kata4co-04-04Exorcist energy gathers at the spearpoint. Against yoma, 3 Wounds + Seal; against humans, 2 Wounds.
Great Fortunesecret art/aptitudeco-04-09-07Master [aptitude] Great Fortune: Fate Intervention uses per combat total +2.
Fire Attack (Sunzi Bingfa)tactic:Kata1co-07-20zone flame environment
Fire Attack (Artisan)Kata3co-04-07-111/round, ignite 1 existing barricade: crossing that route causes 2 Wounds; barricade disappears after 2 rounds
Fire-WalkingKata2co-04-07-071/round, add the "Holy Fire" environmental gimmick to your zone; yoma take 1 Wound each lull, harmless to humans, requires Austerity 1
Fire Dragon Descent DevotionKata6co-07-04adjacent-zone explosion; Mob/Minion die instantly
Fire Dragon ReflectionKata3co-07-04reflect enemy fire/sorcery
Fire ArrowtechniqueSquad Command +1co-07-01 Yumiyacommander requires Licensed Archery; Fire environment; 1 Minion
Gunpowder MixingKata3co-04-07-131/round, gunpowder bomb: everyone in the zone takes 1 Wound (area)
Fire-Tipped Spear — Nezha's Flame Spear Masterworktechnique3co-07-04[Masterwork] Fire-Tip Strike
Fire-Tipped Spear — Nezha's Flame Spear Curseaptitudeco-07-04immortal sage qualification
Fire-Tipped Spear — Nezha's Flame Spear Blessingaptitudeco-07-04eternal flame
Fire-Tipped Spear — Nezha's Flame Spear DevotionKata6co-07-04[Devotion] Three Heads, Six Arms
Hwando — Joseon Curved Sword Masterworktechnique3co-07-04[Masterwork] Sword-Duel Single Cut
illusion evasiontechniquereserve 1/improvise 2co-08-02negate hit
Illusion Evasiontechniquereserve 1/improvise 2co-08-02Negate hit.
Bow-Stave Blocktechniquereserve 2/improvise 3co-07-01Defense +1; on success -1 minimum 1; on defense Critical Hit negate hit; emergency melee defense
Energy Distributionaptitudeco-04-07-09Divine Calculation and Ghostly Strategy transfer cost 2 -> 1 Energy; spend 1 -> transfer 1 to target (efficiency 2 times)
Energy TransferKata0+transferred amountco-04-08-102 times per round, 1 target
Song of EnergyKata3co-04-07-12immediately add 3 points to 1 ally's current Energy.
Energy Infusionaptitudeco-04-07-32spend 2 Energy to transfer 3 Energy to a target; on 2d10+Wisdom+Medicine >= 13, add 1 Energy
Life-Giving Swordsecret art/Kata2co-04-04declare "nonlethal" against 1 target.
Golden LeverageKata2 + Gold 1co-04-07-10enemy Domination in the target zone (adjacent allowed) immediately -2
Open YomiKata6co-07-03Izanami Summon
Return to YomiKata4co-04-07-261/session. Move yourself + all allies in the same zone to the Spirit Realm. After 1 round there, reappear in any desired zone. In the Spirit Realm, yoma attacks do not affect them because shikome guard them.
Shell of Yomitechniquereserve 2/improvise 3co-08-02damage -1
Whisper of Yomiaptitudeco-04-07-26You can hear the "last words" of incapacitated units. Outside combat, a Wisdom check can read a dead person's memories.
Hand of Yomitechnique3co-08-02bind + move
Queen of Yomiaptitude + Kata— / 0co-04-07-26Enhance shikome to Elite-grade Wounds 5/Defense 16 and use Seed of Izanami's Hand of Yomi at its printed cost and effect. Spirit Realm fissure is 0 Energy ([Kata]), 1/round, and shares the executor cap
Persuasive Purchase Lettersecret art/Kata5co-04-09-05bribe and turn an enemy Minion squad
Spinning Dismount Cuttechnique3co-07-01dismount cavalry, 2 Wounds
Dodgetechniquereserve 2/improvise 3co-07-15Unarmed evasion.
Evasive Shottechniquereserve 1/improvise 2co-07-01retreating evasion+counterattack
Horizontal Cuttechnique2co-07-01standard attack 1 Wound
Horizontal Sweep (Naginata)technique3co-07-01Check 2 enemies in the same zone. Each success deals 1 Wound. Wide attack split across 2 targets.
Sweep (Oni)technique3co-08-02zone 2 unit each 1 Wound
Clubtechnique2co-07-151 Wound; nonlethal knockout
Hou Yi's Bow — Bow That Shot Down Nine Suns Masterworktechnique4co-07-04[Masterwork] Sunfall
Hou Yi's Bow — Bow That Shot Down Nine Suns Curseaptitudeco-07-04mythic weight
Hou Yi's Bow — Bow That Shot Down Nine Suns Blessingaptitudeco-07-04sun archer
Hou Yi's Bow — Bow That Shot Down Nine Suns DevotionKata6co-07-04[Devotion] Nine Suns, One Shot
Retreatsquad command2co-06-06rear adjacent move
Entangletechnique3co-07-150 Wounds + bound for 1 round
Swingtechnique2co-07-151 Wound
Ill-StarKata3co-07-03check -4
Shaketechniqueimprovise 2co-07-15Threat only. Ordinary defense. No additional effect even on Critical Hit.

#Inclusion Principles

  • Included scope: This catalog indexes every named maneuver explicitly listed in Canon documents for common actions, classes, skills, dedicated skills, schools, weapons, masterworks, Divine Artifacts, Exotic Artifacts, makeshift weapons, yoma, squads, noncombat rules, and tactical manuals. It excludes procedures and staged effects such as round summaries and basic/enhanced ambush.
  • Authority: This index is Summary Canon; the Canon for effects, checks, and restrictions is the source document. If they conflict, the source takes priority.
  • Variant notation: Duplicate-name maneuvers add the source in parentheses as Name (Source), such as Power Strike (Oni) vs Power Strike (Master).
  • Type labels: technique, Kata, stance, aptitude, and upkeep are actual maneuver tags; Tactic:X is a squad tactic; squad command is the basic squad command; Renown Title is only for Renown Titles. Skill and school maneuvers show acquisition stage/actual tag together, such as Licensed/aptitude, secret art/Kata, or Licensed/stance.
  • Energy notation: Besides a single number, this catalog allows reserve N/improvise N(Swordsmanship-line defense), variable(scale), squad+N(separate squad Energy), and (always-on/passive).
  • Character-specific transmitted names: Character-specific names, such as "Rostam Giant Hunt", identify the owner in parentheses.

#Future Expansion Policy

  • When a new class, yoma, masterwork, or Divine Artifact is introduced, define it in the relevant Canon document first, then reflect it in this index(editorial delay is acceptable).
  • Changes to the standard format, such as adding columns, should be recorded in maintenance change notes before being applied in bulk.
  • If this catalog's summary conflicts with the source, the source document is the source of truth. This index is a quick reference; actual checks follow the source document.