#Maneuver Catalog (技藝總覽)
Contents
Core Data Catalog —
coonly. 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
coCanon documents for the maneuver system, Energy and breaths, common rules, classes, skills, dedicated skills, schools, weapons, and yoma. It does not include maneuvers fromexorfcsupplements; 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
- Jump from the initial index below (ㄱ/ㄴ/ㄷ/...) to the first Korean-source initial of the maneuver you want.
- Find the name in that initial section's table, then click the source link to read the full text.
- This catalog's "summary" is a short identifier of about 15 Korean-source characters; checks, range, and restrictions are fixed in the source document.
- If names duplicate, the source identifier(yoma, weapon, or class name) is given in parentheses.
#Column Notes
| Column | Meaning |
|---|---|
| Name | Official maneuver name. Aliases and source identifiers appear in parentheses. |
| Type | Actual 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. |
| Energy | A number, reserve N/improvise N, variable, squad+N, or extra resources such as 2 + gold 1 or Faith 1/round. If none, —. |
| Source | Canon document where the maneuver is defined. |
| Summary | One-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 -Nis a debuff, and[Break]is an auxiliary equipment-damage effect that keeps the listed[Pierce N]reduction until repaired. Seeco-03-05§Defense/Pierce System for details.
| Tag | Effect | Floor |
|---|---|---|
[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 -N | Binding/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
ㄱ (140) · ㄴ (21) · ㄷ (69) · ㄹ (1) · ㅁ (65) · ㅂ (105) · ㅅ (163) · ㅇ (229) · ㅈ (137) · ㅊ (68) · ㅋ (21) · ㅌ (21) · ㅍ (29) · ㅎ (101)
Scope: selectable and triggerable maneuvers defined in core co documents. ex and fc supplements are handled in separate indexes.
#ㄱ
| Name | Type | Energy | Source | Summary |
|---|---|---|---|---|
| Price Manipulation | aptitude | — | co-04-07-31 | all gold costs -1 (minimum 1); General Dealer consumables cost Gold 1, Minion squad hiring costs Gold 4 |
| Ganesha's Tusk Masterwork | technique | 2 | co-07-04 | Wisdom glimmer |
| Ganesha's Tusk Curse | aptitude | — | co-07-04 | foreign god |
| Ganesha's Tusk Blessing | aptitude | — | co-07-04 | Ganesha Wisdom |
| Ganesha's Tusk Devotion | Kata | 5 | co-07-04 | Ganesha path |
| Karakuri Doll | Kata | 3 | co-04-07-11 | 1 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 Fieldworks | Kata | 3 | co-04-07-11 | 1/round, install a barricade between two adjacent zones: starting and maximum Durability 3, route movement +2 Energy, destroyed by 3 enemy technique attacks |
| Mask Change | Licensed/Kata | — | co-04-09-03 | disguise as enemy/civilian identity |
| Summon Retainers | aptitude | — | co-04-01 | Road of Restoration A: during combat, deploy 1 Veteran squad (3 members, Wounds 2) for free |
| Vassal Command | aptitude | — | co-04-07-01 | squad order Energy -1 in the same zone (minimum 1) |
| Gandiva — Arjuna's Bow Masterwork | technique | 3 | co-07-04 | [Masterwork] One Shot, Certain Hit |
| Gandiva — Arjuna's Bow Curse | aptitude | — | co-07-04 | divine Bow |
| Gandiva — Arjuna's Bow Blessing | aptitude | — | co-07-04 | Agni arrow |
| Gandiva — Arjuna's Bow Devotion | Kata | 6 | co-07-04 | celestial arrow rain |
| Armor Break | technique | 4 | co-07-01 | 2 Wounds + [Pierce 3] + [Break] |
| Descent Art | Kata | 3 (+ Faith 3) | co-04-07-16 | summon 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 Body | Licensed/aptitude | — | co-04-09-07 | Poison/disease/environment/torture check +2. overload/forced travel check +1 |
| Power Strike | technique | 3 | co-08-02 | 1 Wound + Domination -1 |
| Forced Charge | Kata | 5 | co-05-03 | Front Zone→Rear Zone strike gamble |
| Reinforcement Work | Kata | 2 | co-04-07-11 | 1/combat per zone, allies in 1 zone gain Defense +1 (permanent during that combat) |
| Spider Silk | technique | — | co-08-02 | bind 1 round |
| Turtle Ship Scale Masterwork | technique | 3+5 (8 total) | co-07-04 | in 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 Reflection | Kata | 1 | co-07-02 | 1/round. On your breath, choose 1 visible target in the same zone; reveal its current and maximum Wounds, Defense, and technique list |
| Giant Hunt | aptitude | — | co-04-08-22 | Elite-grade+ target check +2 |
| False Oracle | Kata | 4 | co-04-07-27 | 1/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 Retreat | Licensed/Kata | 2 | co-04-09-05 | 1/combat: induce enemy movement. |
| Qiankun Ring — Nezha's Cosmic Ring Masterwork | technique | 2 | co-07-04 | [Masterwork] Qiankun Strike |
| Qiankun Ring — Nezha's Cosmic Ring Curse | aptitude | — | co-07-04 | boyish impulse |
| Qiankun Ring — Nezha's Cosmic Ring Blessing | aptitude | — | co-07-04 | cosmos return |
| Qiankun Ring — Nezha's Cosmic Ring Devotion | Kata | 5 | co-07-04 | [Devotion] Ring of the Cosmos |
| Dryness Weakening | aptitude | — | co-07-03 | Defense -2 in desert/flame zones |
| Sword Guard | Licensed/aptitude | — | co-04-09-02 | Sword Guard — Swordsmanship weapon defense technique reservation cost -1 |
| Sword-Spear Unity | Kata | 3 | co-07-02 | Swordsmanship technique spear use |
| Check | technique | reserve 2/improvise 3 | co-07-01 | move interrupt + 1 Wound |
| Lotus Meditation | upkeep | — | co-04-07-05 | 1/lull, automatically recover 1 Wound during the lull step |
| Barrier Walking | Kata | 3 | co-04-07-07 | 1/round, automatically install barriers along your movement route. Yoma take 1 Wound when entering. Requires Austerity 1 |
| Barrier Collapse | secret art/Kata | 3 | co-04-09-04 | neutralize enemy barriers |
| Barrier Formation | stance | 2 | co-04-07-04 | maintained stance. Allies in the zone gain Defense +2; 1 Energy each lull |
| Power of Scripture | aptitude | — | co-04-01 | +1 to attack checks against yoma at all times; +2 to Fear resistance checks at all times |
| Lone Wolf | aptitude | — | co-04-07-02 | when no allies are in the same zone, attack +2, Defense +2. |
| Lonely Summit | aptitude | — | co-07-03 | Negotiation -3 |
| Dignity of a High Monk | aptitude | — | co-04-07-06 | Presence aura effect multiplied by 2. With Presence +2, Domination +4. |
| Austerity | unique resource | — | co-04-07-07 | before 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 Secret | Kata | 3 | co-07-02 | Austerity stage +1 |
| Austerity Chain | aptitude | — | co-04-07-07 | When Austerity reduces your Wounds, gain Energy +2 for that breath. |
| Flame of Austerity | tactic:stance | squad command cost + own Wounds -1 | co-04-07-07 | maintain, shugenja must be in the same zone. Zone gains Holy Fire: yoma take 1 Wound each lull; squad unaffected |
| Austerity 3rd Stage | aptitude | — | co-04-07-24 | Permanent 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 Blow | technique | 3 | co-07-15 | 1 Wound + [Pierce 1] + [Break] |
| Arcing Shot | technique | 2 | co-07-01 | range 3 zone, cover ignore |
| Arcing Bombardment | technique | 3 | co-07-01 | cover ignore 2 zone |
| Curving Flight | Kata | 2 | co-07-02 | 1 Wound. Curving shot that ignores cover/barricades. |
| Bone Armor Formation | aptitude | — | co-04-07-23 | automatically activates at 5+ cumulative devours. Exoskeleton grants Defense +3(non-stacking), physical-attack counter deals 1 Wound |
| Bear Claw talisman Devotion | Kata | 6 | co-07-04 | Fear aura Wide-Area |
| Bear Slayer | aptitude | — | co-04-07-14 | on unarmed hit, if the target has higher Wounds than you, add 1 Wound. |
| Offense-Defense Unity | secret art/aptitude | — | co-04-09-02 | Offense-Defense Unity — no additional Energy cost when counterattacking |
| Aura of Fear | aptitude | — | co-04-07-15 | same-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 Fear | stance | — | co-08-02 | Defenseless check |
| Overload Discharge | Kata | 4 | co-04-07-29 | 1/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) | aptitude | — | co-04-08-22 | Lord-grade protect when +3 check |
| Joint Suppression | secret art/Kata | — | co-04-09-02 | on hit, choose 1: shove, knockdown, or disarm |
| Pierce Shot | technique | 3 | co-07-01 | 2 Wounds + Pierce |
| Piercing Shot | Kata | 3 | co-04-07-29 | 1/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 Bite | technique | — | co-08-02 | target attack -1 |
| Frenzied Blade | Kata | 3 | co-04-07-20 | Make 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 Devouring | Kata | 3 | co-04-07-23 | 1/round, devour all incapacitated units in the same zone. Wounds +1 per unit; cannot identify allies until round end (may attack allies) |
| Puppet Enhancement | aptitude | — | co-04-07-18 | Enhance the puppet to Wounds 3, Defense 13. Domination +2. |
| Puppet Theater | Kata | 4 | co-04-07-18 | 1/combat, all puppets(up to 3) focus attacks on 1 enemy; each deals 1 Wound, ignoring combo fatigue |
| Ghostfire | technique | — | co-08-02 | 1 Wound |
| Disruption Operation | tactic:Kata | squad command cost | co-04-07-03 | 1/round, 1 enemy squad in an adjacent zone. Cohesion -2 and next attack check -1 |
| Trial of Pride | aptitude | — | co-07-03 | if your own attack is a Fumble, suffer 1 additional Wound |
| Negotiation Adaptation | aptitude | — | co-04-07-34 | No present-world adaptation penalty -3 → -1. Basic understanding of money/customs; can support Negotiation checks with Perception |
| Emergency Decoction | Licensed/upkeep | — | co-04-09-04 | 1 ally recovers Wounds +1 during lull |
| Summon Nine-Tail (九尾召喚) | Kata | 5 | co-07-03 | summon a nine-tailed fox avatar(Veteran, Wounds 3, Defense 14) for 2 rounds; 1/battle |
| Nine-Tail Charm | aptitude | — | co-07-03 | Negotiation checks +3 |
| Nine-Tail Disguise | aptitude | — | co-07-03 | Disguise/camouflage checks automatically succeed. A successful 2d10+Finesse+Perception>=19 check sees through it |
| Zone Transformation: Storm | Kata | 3 | co-04-07-28 | 2/combat, add a storm gimmick to the zone (movement +2, no ranged attacks). Lasts 3 rounds |
| Create Zone | Kata | 4 | co-04-07-08 | 1/combat, add 1 new zone to the battlefield (adjacency by GM agreement) |
| Kuchiyose | Kata | 2 | co-04-07-22 | Equip 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 Treasure | Renown Title:upkeep | — | co-04-05 | Automatically triggers at each lull: all allies recover 1 Wound and gain Cohesion +1; 0 Energy |
| Land-Yielding (國讓) | Kata | 4 | co-07-03 | 1/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 Soul | Kata | 5 | co-07-03 | all battlefield allies recover 3 Wounds, remove all status ailments, recover all Cohesion, 1/session |
| War Song | Kata | 2 | co-04-07-12 | all allies in the same zone + adjacent zones: next attack technique +1. |
| Banner Influence | tactic:aptitude | — | co-06-06 | allied squads in the same zone + adjacent zones gain Domination +1, always active |
| Legion Command Device | aptitude | — | co-04-07-29 | remotely command machine squads. Order machine squads within 2 zones to act; movement +1 |
| Reign | secret art/aptitude | — | co-04-09-07 | Master [aptitude] Reign: your Domination aura total +2. |
| Strategist | aptitude | — | co-04-08-22 | squad command 0 Energy ([Kata]) |
| War God | Renown Title:aptitude | — | co-04-05 | All squad commands cost 0 Energy ([Kata]); at each round start, automatically transfer +3 Energy to every ally |
| Ultimate Weapon | Kata | 5 | co-04-07-17 | 1/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 Arrow | Kata | 3 | co-07-02 | arrow returns recheck |
| Open Rift | Kata | 4 | co-07-03 | Spirit Realm rift create |
| Shadow Crossing | aptitude | — | co-04-07-03 | Move between the Outside Zone and anywhere for 0 Energy ([Kata], 1/round). Free Core Zone entry/exit. |
| Shadow Clone Technique | Kata | 3 | co-04-07-03 | 1/combat, Minion-grade clone(Wounds 1). Independent 3 Energy |
| Sink into Shadow | Licensed/aptitude | — | co-04-09-03 | not detected by enemies when moving through the Flank Zone |
| King of Shadows | Renown Title | — | co-04-05 | always infiltrating from combat start; all attacks count as ambushes + Critical Expansion; ambush hit instantly kills Minion/Veteran/Elite (Lords exempt) |
| Rebirth in the Pure Land | aptitude | — | co-04-07-06 | when an ally is incapacitated, allies in that ally's zone gain attack techniques +2 for 2 rounds |
| Light of Paradise | aptitude | — | co-07-03 | Blessing [aptitude]: Light of Paradise — Incapacitated units in the wielder's zone die without pain(enemies included). |
| Perfect Shot | Kata | 3 | co-07-02 | range 4 zones, +4 |
| Ultimate Joint Lock (極意關節技) | Licensed/Kata | 2 | co-04-04 | on grapple success, target cannot act; maintain for 1 Energy per breath |
| Somersault Cloud | Kata | 0 | co-04-08-22 | move between the Outside Zone and any zone; individual limit 1/round; counts toward the executor's aggregate 0 Energy([Kata]) cap |
| Vajra Defense | technique | reserve 1/improvise 2 | co-07-01 | yoma +2 defense |
| Vajra Invulnerability | aptitude | — | co-04-07-05 | 1/round, when Wounds would be reduced, succeed at 2d10+Physique >= 13 to negate that loss |
| Vajra Guardian | Renown Title | — | co-04-05 | Core Zone stance: Wound loss from attacks becomes 0, one-breath limit +5, releases on exit |
| Vajra Guardian Formation | tactic:Kata | squad command cost+1 | co-04-07-05 | 1/round, esoteric monk must share the zone, squad attacks yoma +3, [Incorporeal] |
| Vajra | aptitude | — | co-04-07-05 | unlock special weapon vajra: Energy 2, standard size, on hit 2 Wounds to yoma/1 Wound to humans |
| Vajra Strike | secret art/Kata | 4 | co-04-04 | 1/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 Release | Kata | 5 (+ all Faith, minimum 5) | co-04-07-16 | 1/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-Transplant | Kata | 5 | co-04-07-30 | 1/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 Technique | aptitude | — | co-04-07-20 | can use kanabo. Kanabo Smash: 3 Energy, 2d10+Courage+Unarmed Combat >= Defense, 2 Wounds; on Critical Hit, 3 Wounds + forced movement |
| Kanabo Block | technique | reserve 2/improvise 3 | co-08-02 | negate hit |
| Loyal to Gold | tactic:aptitude | — | co-06-06 | manage Cohesion with gold |
| Shield of Gold | aptitude | Gold 1 (spent) | co-04-07-10 | 1/round, per 1 hit, spend Gold 1; Wound loss -1 (minimum 1 Wound), no additional spending on the same hit |
| Monetary Persuasion | secret art/Kata | — | co-04-09-05 | turn an enemy squad |
| Read the Vital Point | Kata | 2 | co-04-07-02 | 1/round, target Defense -3 until next round |
| Pierce the Vital Point | technique | 2 | co-07-01 | 2 Wounds + bleeding on critical |
| Vital Strike | aptitude | — | co-04-07-03 | on an ambush Critical Hit, set Wounds to 3 ([Light] 1-Wound cap ignored) |
| Improvised Repair | Kata | 1 | co-04-07-11 | repair allied weapon breakage, barricade Durability +1 up to its maximum, or autonomous automaton recovers 1 Wound |
| Machine Linkage | tactic:aptitude | — | co-04-07-17 | while the autonomous automaton is in the same zone, squad command checks can use Wisdom instead of Finesse |
| Mechanical Ninjutsu | secret art/aptitude | — | co-04-04 | [aptitude] Mechanical Ninjutsu: combines Kunitomo Guild technology. Adds mechanical functions to traps. |
| Mechanical Body | aptitude | — | co-04-07-17 | poison/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 Control | Kata | 2 | co-04-07-08 | 1/round, choose +2 or -2 to ranged technique hits in the target zone |
| Mounted Wild Cut | technique | 2 | co-07-01 | mounted +1 bonus |
| Cavalry Charge (Horsemanship) | secret art/Kata | 3 | co-04-09-02 | move+attack combined 3 Energy, enemy Domination -1 |
| Cavalry Charge (Wujing Zongyao) | tactic:Kata | 1 | co-07-20 | mounted move+attack |
| Mounted gallop | common | 1 | co-03-04 | mounted state move |
| Qi Vein Rampage | Kata | 3 | co-04-07-08 | 1/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 Death | aptitude | — | co-04-01 | Immediately revive 1 incapacitated ally at half Wounds, 1/combat |
| Parasitic Control | Kata | 5 | co-04-07-21 | opposed Finesse check against 1 parasitized enemy (2d10+Finesse vs 2d10+Courage). On success, direct its actions for 1 round; parasite effect pauses during control |
| Ambush | aptitude | — | co-04-07-03 | 1/round, first attack while infiltrating is an automatic Critical Hit(no check). Replaces basic Ambush; no extra Defenseless |
| See Through Ambush | secret art/aptitude | — | co-04-09-07 | self and commanded squad ignore the Surprise Attack first-attack +2 modifier; enhanced Surprise Attack still blocks reactions |
| Surprise Plunder | tactic:Kata | squad+2 | co-06-06 | infiltration attack; gain gold |
| Foresight (Prophecy) | secret art/Kata | 0 | co-04-09-06 | 1/combat, negate 1 enemy action by declaring "I saw this coming." |
| Memory Search | Kata | 2 | co-04-07-22 | 1/lull, browse the equipped soul's memories; GM reveals 1 piece of information that NPC knew |
| Orthodox and Unorthodox Plan | Kata | 0 | co-04-07-09 | 1/combat, skip next breath of 1 Elite-grade or lower enemy; Lords require 2d10+Wisdom+Stratagem >= 15, failure gives next breath limit -2 |
| Catch Presence | Licensed/aptitude | — | co-04-09-04 | opposed Infiltration +2 |
| Kiai | Kata | 1 | co-04-07-01 | 1/round, all allied squads, including adjacent zones, gain Cohesion +1 |
| Emergency Supply | Kata | 1 + Gold 2 | co-04-07-31 | recover +1 Wound for 1 ally in the same or adjacent zone, 1/round |
| Good Omen | Licensed/aptitude | — | co-04-09-07 | Fate Intervention total +1; 1/scene |
| Flag Wave | tactic:Kata | squad+3 | co-06-06 | ally initiative modifier +2 |
| Dream-Eating | technique | — | co-08-02 | Inflicts sleep status |
| Endless War | aptitude | — | co-07-03 | peace reputation -2 |
#ㄴ
| Name | Type | Energy | Source | Summary |
|---|---|---|---|---|
| Naginata Block | technique | reserve 1/improvise 2 | co-07-01 | adjacent distance defense possible |
| Lightning Strike (Raijin Staff) | technique | 3 | co-07-02 | 2 Wounds 2 zone |
| Nanban Observer | aptitude | — | co-04-07-30 | View exact Wounds/Energy of all units within 2 zones; detect hidden/infiltrating units with Wisdom>=11 |
| Nanban Secret Weapon | aptitude | — | co-04-07-13 | 3 rounds/combat, unlock volley cannon. Each round, shoot for 1 Wound at 2 Energy; no loading required |
| Sickle Cut (Makeshift Sickle) | technique | 2 | co-07-15 | 2d10+Physique+Swordsmanship>=Defense; 1 Wound + 1 bleeding Wound at the end of the next round |
| Sickle Cut (Kamayari) | technique | 2 | 07-01 | 2d10+Finesse+Spearmanship>=Defense; 1 Wound + 1 bleeding Wound each lull until Physique>=13 or Medicine>=11; 1/breath |
| Ronin Solidarity | tactic:aptitude | — | co-04-07-02 | same-zone Minion/Veteran squad order cost -1 (minimum 0), no effect in Core Zone |
| Ronin's Two Swords | aptitude | — | co-04-07-02 | after main-weapon attack, make an off-weapon attack for 1 Energy, 1/breath |
| Toxic Innards | aptitude | — | co-04-07-23 | complete poison/disease immunity. Poison-weapon hits trigger devouring effect(Wounds +1); bite attacks inflict poison(additional Wounds -1) |
| Built-In Weapon | technique | 2 | co-04-07-17 | arm-mounted blade/gear, standard size, immune to disarm/destruction, no Energy change in Core Zone |
| Built-In Teppo | technique | 2 | co-04-07-17 | chest cannon, adjacent-zone shot, [Pierce all](2d10+Archery >= Defense), no reload, 5 shots/combat |
| Cold Air | technique | 2 | co-08-02 | Mental Save |
| Rusted Block | technique | reserve 1/improvise 2 | co-07-15 | breaks after 5 uses |
| Rusted Cut | technique | 2 | co-07-15 | 1 Wound; Swordsmanship bonus applies |
| Lightning Strike (Susanoo) | Kata | 4 | co-07-03 | 3 Wounds + paralysis; hits everyone in the zone underwater; 1/round |
| Thunder Shot | technique | 3 | co-07-02 | Mental Save yoma +1 |
| Bribe | Kata | 2 + Gold 1 | co-04-07-10 | negate the next-breath action of 1 enemy Minion squad, 1/round |
| Lightning Barrage | technique | 4 | co-07-01 | requires both loaded shots and consumes both; 3 same-zone targets each take 1 Wound |
| Thunder Divine Blessing | aptitude | — | co-07-03 | yoma attack +2 |
| Thunder Emperor | stance | 3 | co-07-02 | lightning bolt +2 thundercloud environment |
| Thunderquake | technique | 4 | co-07-02 | Mental Save Cohesion -2 |
#ㄷ
| Name | Type | Energy | Source | Summary |
|---|---|---|---|---|
| Tanto Cut | technique | 1 | co-07-01 | basic Cut |
| Great Barrier (Arahitogami) | Kata + stance | 3 (+ Faith 2) | co-04-07-16 | barrier through adjacent zones, allies inside gain Defense +2, yoma entering take 2 Wounds, lasts 3 rounds(stance slot), 2/combat |
| Great Barrier (Spirit Talisman) | Kata | 5 | co-07-03 | battlefield Barrier |
| Grand Performance | Kata | 5 | co-04-07-12 | all allies recover 2 Wounds, all Cohesion, and +3 Energy |
| Great Kanabo Strike | technique | 3 | co-08-02 | 2 Wounds/Critical Hit 3 |
| Great Charm | Kata | 3 | co-08-02 | 2 round ally defection |
| Great Shield Mode | Kata + stance | 2 + maintain | co-04-07-17 | all allies in the same zone gain Defense +3 and Domination +3; self cannot attack. Ends on movement, stance release, or incapacitation |
| Great Dharma Assembly | Kata | 2 | co-04-07-06 | 1/round, all allied squads including adjacent zones gain Cohesion +1; restore morale across the line |
| Great Seal | secret art/Kata | 5 | co-04-04 | against 1 yoma, 2d10+Wisdom+Exorcism+3 >= Defense+4 |
| Great Merchant House | aptitude | — | co-04-07-10 | gain 2 gold automatically each lull; maintain the 20-gold combat cap |
| Great Whirlwind (Sojobo) | Kata | 4 | co-07-03 | Force-move every enemy in the target zone + 1 Wound; automatically destroy barricades, 1/round |
| Great Whirlwind (Tengushi) | Kata | 4 | co-04-07-28 | 1/round, force all battlefield units (friend and foe) to move to an adjacent zone chosen by the caster; destroy all barricades |
| Great Whirlwind (Hauchiwa) | Kata | 4 | co-07-02 | 1/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) | Kata | 3 | co-04-07-04 | 1/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) | Kata | 4 | co-07-03 | shikigami 3 Summon |
| Greater Shikigami Art | Licensed/aptitude | — | co-04-04 | enhance 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 Yoma | Renown Title | — | co-04-05 | permanent transformation stance, stance slot always occupied (cannot release), Wounds +5/attack +4/fear aura, Negotiation -5 |
| Great Yoma Transformation | Kata + stance | 5 + maintain | co-04-07-15 | Great 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 Medicine | Kata | 2 | co-04-01 | During combat, 1 ally recovers 2 Wounds and automatically removes poison/disease |
| Dainichi Light | Kata | 5 | co-07-02 | 4 Wounds to yoma + remove curses and personal Spiritual Contamination in the zone + remove its Spiritual Contamination Zone |
| Blessing of Mahavairocana | aptitude | — | co-04-07-05 | all allies in the same zone: yoma-attack Wound loss is halved; 1 Wound becomes 0 |
| Dainichi's Light | aptitude | — | co-07-03 | Exorcism +3 |
| Mahavairocana Mantra | Licensed/Kata | 3 | co-04-04 | 1/round, all yoma in your zone + adjacent 1 zone: 2d10+Wisdom+Exorcism >= Defense, 1 Wound each; effective vs incorporeal yoma |
| General's Banner | stance | 2 | co-04-07-01 | maintained stance. All allied attack techniques in the zone +1, Domination +2, cannot move. Replaces Immovable Formation |
| Earth Awakening | Kata | 5 | co-07-03 | transform zone terrain |
| Earth Awakening Devotion | Kata | 5 | co-07-03 | spirit vein+highplace 3 round |
| Earth Vein deploy | Kata | 6 | co-07-03 | spirit vein restore |
| Earth Barrier | technique | automatic | co-08-02 | damage -1 |
| Earth Seal | Kata | 4 | co-04-07-08 | 1/combat, seal the target zone: units cannot enter or leave for 2 rounds, and units inside are trapped |
| Earth's Vein | aptitude | — | co-07-03 | Wounds +1 Energy +1 |
| Earth's Wrath | Kata | 5 | co-04-07-08 | 1/combat, whole battlefield: all long-weapon Energy +2, movement Energy +1 (2 rounds). Earthquake |
| Earth King | Renown Title | — | co-04-05 | bare-hand hit intensity +1 stage (Critical Hit 4 Wounds); zone transformation free 1/round |
| Fist of the Earth | technique | 4 | co-08-02 | 2 Wounds+move |
| Avatar of the Earth | aptitude | — | co-04-07-14 | automatically recover 2 Wounds each lull. Immune to Poison, disease, and Fear. |
| Earth Smash | technique | 4 | co-08-02 | Force-move everyone in the same zone, including allies, to adjacent zones; reset Domination, 1/round |
| Great Exorcism Array | Kata | 4 | co-04-07-05 | 1/combat, all yoma in target zone take 2 Wounds + yoma entry blocked for 2 rounds |
| Cannon (Gaijin) | Kata | 5 | co-04-07-13 | 1/combat, everyone in the zone takes 2 Wounds; Mobs/Minions die instantly |
| Cannon (Kanon) | secret art/Kata | 5 | co-04-04 | use 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) | technique | 4 | co-08-02 | everyone in the zone takes 1 Wound |
| Great Spin (Shurado) | Kata | 4 | co-04-07-20 | 1/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 |
| Throw | technique | 1 | co-07-15 | 1 Wound; adjacent zone (Rear Zone allowed) |
| Deus's Light | Kata | 4 | co-07-02 | 1/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 Masterwork | technique | 1 | co-07-04 | [Masterwork] Talisman Spell Shot |
| Taoist Talisman Bundle Curse | aptitude | — | co-07-04 | foreign talisman |
| Taoist Talisman Bundle Blessing | aptitude | — | co-07-04 | Taoist Blessing |
| Taoist Talisman Bundle Devotion | Kata | 6 | co-07-04 | battlefield enemy squad Cohesion -3 |
| City's Rejection | aptitude | — | co-07-03 | City Wounds -1 |
| Leap | common | 3 | co-03-04 | high ground entry/exit·normal move |
| Flight Instinct | tactic:aptitude | — | co-06-06 | Rout automatic return |
| Dojigiri Severance | Kata | 4 | co-07-02 | Yoma-only 4 Wounds. Humans 2 Wounds. On hit against Lord-grade yoma, Defense -4 next round. |
| Poison Tail | technique | 1 | co-08-02 | 1 Wound + poison |
| Poison Application | Licensed/upkeep | — | co-04-09-06 | next hit deals additional 1 Wound |
| Poison Meridian | secret art/aptitude | — | co-04-09-02 | Poison Meridian — poison-needle hit stacks additional 1 Wound |
| Poison Fog Spread | Kata | 3 | co-04-07-21 | spread poison fog in your zone; all units except yourself gain Poison (Wounds -1 per round, 2 rounds), detoxification difficulty +3 |
| Poison Hand | aptitude | — | co-04-07-03 | on melee hit, target's next-round Energy -1. |
| Poison Fang | technique | — | co-08-02 | 1 Wound + Poison |
| Poison Master | Licensed/aptitude | — | co-04-04 | all Poison technique effect 2 times. detox difficulty +3 |
| Poison Insect Proliferation | aptitude | — | co-04-07-21 | command 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-Teaching | aptitude | — | co-07-03 | cannot use school maneuvers |
| Poison Blood Enhancement | aptitude | — | co-04-07-21 | automatically poison melee enemies who attack you (Wounds -1 per round, 1 round). Your poison attack effects +1 |
| Toxic Conversion | Kata | 4 | co-04-07-27 | 1/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 Cut | technique | 3 | co-07-01 | move+attack breath 1 time |
| Breakthrough | common | 3 | co-05-03 | 2d10+Courage≥11/13/15 |
| Gust | technique | 3 | co-08-02 | Force-move everyone in the target zone to adjacent zones; barricade durability -1 |
| Comrade Solidarity | aptitude | — | co-04-07-34 | Squad Cohesion +2. At breath start, grant Energy 1 to 1 adjacent ally |
| Simultaneous Manipulation | aptitude | — | co-04-07-18 | 1/round, in one breath execute 1 puppet technique and 1 main-body move(2 Energy) simultaneously |
| One Volume of Dongui Bogam Masterwork | technique | 3 | co-07-04 | [Masterwork] Acupuncture and Moxibustion |
| Doumu Descends Devotion | Kata | 6 | co-07-04 | yoma Seal check |
| Ruler of Two Worlds | aptitude | — | co-04-07-15 | halve Wound loss from yoma attacks + negate human squad Cohesion penalties. Recognized as same-side by both |
#ㄹ
| Name | Type | Energy | Source | Summary |
|---|---|---|---|---|
| Rapier Masterwork | technique | 2 | co-07-04 | duel strike |
#ㅁ
| Name | Type | Energy | Source | Summary |
|---|---|---|---|---|
| Mounted Unity | Licensed/aptitude | — | co-04-09-02 | Mounted Unity — mounted movement 1 Energy |
| Master Artisan | upkeep | — | co-04-07-11 | at combat start, permanently enhance all allies' weapons: all attack techniques +1, Critical Hit adds 1 Wound |
| Makiri | aptitude | — | co-04-07-14 | unlock special dagger: Energy 1, bleeding adds +1 Wound each lull, Physique>=13 ends |
| Magic Bullet Shooter | aptitude | — | co-04-07-13 | on teppo Critical Hit: 3 Wounds + 1 Wound to 2 bodies behind. |
| Block | technique | reserve 1/improvise 2 | co-07-15 | Ordinary defense. |
| Full Bloom | Kata | 6 | co-04-07-25 | Immediately charge Blood Dance stacks to 5. No decrease for 3 rounds. Allies Cohesion +3; enemies make Mental Saves. |
| Master of Ten Thousand Machines | Renown Title | — | co-04-05 | operate 5 puppets at the same time; command 3 puppets in the same breath; automatically gain masterwork puppet Ayatsuri-hime; 1/round |
| Mandala Deployment | Kata | 6 | co-07-03 | Mandala Barrier covers the entire battlefield. All yoma Defense -4, 2 Wounds on entry. Lasts 3 rounds. 1/session |
| Mandala Manifestation | Kata | 5 | co-04-07-24 | 1/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 Poisons | aptitude | — | co-04-07-21 | complete 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 Spirits | aptitude | — | co-04-07-22 | Base 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 Dealer | aptitude | — | co-04-07-31 | Gold 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 Detoxification | secret art/upkeep | — | co-04-09-04 | automatically treat poison/disease |
| Ten Thousand Talismans | aptitude | — | co-07-03 | +2 to one of sorcery/barrier/exorcism checks |
| Ten Thousand Cannot Stand Against One | aptitude | — | co-04-07-01 | when alone in a zone, Domination +6. |
| Ten Thousand Spears | secret art/Kata | 5 | co-04-04 | Phantasmal spears multiply. Against all enemies in the target zone, 2d10+Courage+Spearmanship >= Defense. Each takes 1 Wound. |
| Mantra | Kata | 2 | co-04-07-05 | 1/round, all allies including adjacent zones: fear immunity + Defense +1 (that round) |
| Hammer Blow | tactic:Kata | squad command cost | co-08-02 Kunitomo Guild | Seal 1 technique on 1 target weapon for 1 round, or apply [Pierce 1]+[Break] to armor/shield |
| Telescope Masterwork | technique | 3 | co-07-04 | after applying a telescope benefit, roll d100; on 01~05, resolve that use, then the telescope breaks |
| Manchurian Hawk Feather Masterwork | Kata | 2 | co-07-04 | holder pays 2 Energy total to move Outside Zone→any zone and immediately attack (ambush); 1/round |
| Bribery Operation | Kata | 2 + Gold 3 | co-04-07-31 | against 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 Defection | Kata | 3 + Gold 4 | co-04-07-10 | turn 1 enemy Minion squad allied, 1/combat |
| Charm's Song | Kata | 2 | co-08-02 | cannot act for 1 round |
| Dance of Enchantment | Kata | 3 | co-04-07-25 | all 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 Charm | stance | 3 | co-08-02 | all enemies in the same zone make a Presence contest each breath |
| State of Bare Hands | aptitude | — | co-04-07-14 | barehanded hits deal 2 Wounds; Critical Hits deal 3 Wounds and disarm |
| Venom Blade | Kata | 2 | co-07-02 | enhance Poison 2 Wounds |
| Soul-Extinguishing Array | secret art/aptitude | — | co-04-09-06 | on hit against yoma, additional 1 Wound |
| Master's Strings | aptitude | — | co-04-07-18 | unlimited string range, place puppets anywhere, up to 2 puppet techniques per breath |
| Neck Stretch | technique | — | co-08-02 | 1 Wound + Fear |
| Muga Bell masterwork | technique | 2 | co-07-04 | [Masterwork] Muga Chant |
| Muga Bell Curse | aptitude | — | co-07-04 | foreign Muga |
| Muga Bell Blessing | aptitude | — | co-07-04 | Souls calling |
| Muga Bell Devotion | Kata | 5 | co-07-04 | [Devotion] Call Soul |
| Miko Dance | aptitude | — | co-04-07-12 | Increase Battlefield Flower's lull-step targets to 2. |
| War on the Stage | stance | 3 | co-04-07-18 | Puppeteer's zone becomes the stage. Allies on stage checks +2; no Backflow when puppets are destroyed. |
| Muto | Licensed/Kata | 3 | co-04-04 | disarm, then immediately attack |
| Immeasurable Life (Amida) | Kata | 6 | co-07-03 | 1/session, fully recover all allies' Wounds + revive all incapacitated (Wounds 1) |
| Infinite Life (Pure Land Monk) | aptitude | — | co-04-07-06 | Amida's Shield expands to 2 adjacent zones; squads in range cannot collapse |
| No-Beat | Kata | 2 | co-07-02 | defense technique negation |
| No Killing | secret art/aptitude | — | co-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 Shot | secret art/Kata | 3 | co-04-04 | shoot with eyes closed. 2d10+Fate+Archery+2 >= Defense. 2 Wounds. |
| Muso | Kata | 3 | co-04-07-01 | make the current weapon Attack A check against all enemies in the same zone. |
| Peerless Full Body (武雙全身) | Renown Title | — | co-04-05 | 1 stance slot, checking posture auto + 0 Energy ([Kata]) counter against all entering enemies (1/round), Domination +5 |
| Silent Sutra | stance | 0 | co-04-07-24 | At 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 Monopoly | aptitude | — | co-04-01 | Cut off enemy supplies to negate their lull effects for 2 rounds; Gold +3/lull |
| Shadowless | aptitude | — | co-04-07-02 | movement Energy 1. Breakthrough auto-success |
| Shadowless One | Renown Title:aptitude | — | co-04-05 | Ignore Domination and Breakthrough at all times; act absolutely first on the first breath of each round; movement maneuver Energy -2 (minimum 1) |
| Silence | Kata | 1 | co-07-02 | Infiltration maintain 1 Wound |
| Invincible Sword | aptitude | — | co-07-03 | two-sword simultaneous use |
| Invincible's thrust | technique | 3 | co-07-02 | 2 Wounds Pierce after 1 Wound |
| Infinite Gaki | aptitude | — | co-04-07-23 | 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 |
| Formless | aptitude | — | co-04-07-03 | always infiltrating. Maintains infiltration after attacking(Perception>=17) |
| Formless Infiltration | aptitude | — | co-04-07-21 | curse insects ignore barriers/walls to parasitize; they can directly parasitize inside barriers and negate exorcism barriers that block poison insects |
| Rosary Masterwork | technique | 2 | co-07-04 | Mary prayer |
| Mystery of the Rosary (Devotion) | Kata | 5 | co-07-04 | 5 round Energy +1 |
| Rosary Curse | aptitude | — | co-07-04 | sinritual |
| Rosary Blessing | aptitude | — | co-07-04 | meditation calm |
| Rosary Devotion | Kata | 5 | co-07-04 | Rosary Secret |
| Read the Waterway | Licensed/aptitude | — | co-04-09-03 | underwater/waterside move penalty 1 stage ignore. rapids·rough seas check +2 |
| Future Technology Application | Kata | 5 | co-04-07-32 | 1/scenario, use modern knowledge to auto-succeed at 1 GM-agreed noncombat situation; in combat, all allies recover 3 Energy |
| militia bamboo spear Charge | tactic:Kata | — | co-06-06 | weak but cheap attack |
| Local Defense (Militia) | tactic:aptitude | — | co-06-06 | domain Cohesion +2 |
| Seize Popular Support | aptitude | — | co-04-01 | At each lull, all allied squads automatically gain Cohesion +1; Negotiation/Agitation +2 |
| Close Quarters Brawl | Licensed/aptitude | — | co-04-09-02 | Close Quarters Brawl — apply short-weapon Core Zone bonus |
#ㅂ
| Name | Type | Energy | Source | Summary |
|---|---|---|---|---|
| Ladle (柄杓) | tactic:Kata | squad command cost | co-08-02 Funayurei | One 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 Wind | aptitude | — | co-04-07-28 | Perception bonus to detect infiltration or hidden targets: same zone +3, adjacent zone +1 |
| Rule of Wind (風の支配) | stance | 2 | co-08-02 | ranged technique -3 |
| Wind's Blade (Tengutsukai) | technique | 2 | co-08-02 | 1 Wound |
| Blade of the Wind (Ronin) | aptitude | — | co-04-07-02 | When moving into a high-enemy-Domination zone or the Core Zone, Energy -1 (minimum 1). Free Core Zone entry/exit. |
| Barricade | Kata | 3 | co-04-07-08 | N times/combat (Wisdom modifier), wall between two zones: movement costs additional 2 Energy (maintain 3 rounds) |
| Vasavi Shakti — Indra's Spear | Kata | — | co-07-04 | one-use divinespear |
| Vasavi Shakti — Indra's Spear Masterwork | technique | 4 | co-07-04 | Indra rage |
| Vasavi Shakti — Indra's Spear Curse | aptitude | — | co-07-04 | once only promise |
| Vasavi Shakti — Indra's Spear Blessing | aptitude | — | co-07-04 | Indra Blessing |
| Vasavi Shakti — Indra's Spear Devotion | Kata | 6 | co-07-04 | once only strike |
| counterattack (Parry) | technique | reserve 1/improvise 2 | co-07-01 | enemy attack negate |
| Half Transformation | Kata | 2 | co-04-07-15 | yoma form for 1 round. Attack +2, Defense +2, movement 1 Energy. 2/combat; on use, same-zone allied squad Cohesion -1 |
| Demigod | aptitude | — | co-04-07-34 | Divine Authority maximum +2(max 7), recover 1 Divine Authority at battle start, divine nature lasts 1 breath even at 0 |
| Draw Cut | technique | 2 | co-07-01 | switch immediately after bonus |
| Claws (Hanyo) | aptitude | — | co-04-07-15 | unlock unarmed attacks(Energy 1). On hit, inflict bleeding(1 Wound each lull, Physique>=13 or Medicine>=11 ends). No weapon breakage |
| Claw (Yoko) | technique | — | co-08-02 | 1 Wound Finesse basis |
| Claw Rip | technique | — | co-08-02 | 1 Wound friend or foe unrelated |
| Guard Thrust | technique | 2 | co-07-01 | defense immediately after use |
| Fangtian Huaji — Lu Bu's Ji Masterwork | technique | 4 | co-07-04 | [Masterwork] Red Hare Strike |
| Form Shield Wall | squad command | 2 | co-06-06 | The squad's Domination contribution becomes x1.5. It cannot move during that round. |
| Hundred Demons Summoning | secret art/Kata | 5 | co-04-04 | shikigami 5 unit simultaneous Summon. each Wounds 2, Domination +1. |
| Night Parade of a Hundred Demons | Kata | 4 | co-04-07-04 | 1/combat, summon 10 Mobs into the Core Zone; enemy Domination -5 |
| Lord of a Hundred Demons | Renown Title:aptitude | — | co-04-05 | Command 3 shikigami at once; Greater Shikigami is always active; all sorcery costs -1 Energy (minimum 1) |
| King of a Hundred Poisons | aptitude | — | co-04-07-21 | unlimited 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 Unbroken | Kata | 2 | co-07-02 | Wounds 1 or lower automatic Critical Hit |
| Dharma-Power Barrier | Kata | 3 | co-04-07-06 | 1/combat, barrier in 1 zone: when enemies enter, Cohesion -1 + Domination -2 (maintain 2 rounds) |
| Dharma Encouragement | tactic:Kata | squad command cost | co-04-07-06 | 1/round, squad Cohesion +2 + immediately remove fear |
| Dharma King (法王) | Renown Title | — | co-04-05 | all allies gain incapacitation immunity: stay at Wounds 1 when reaching Wounds 0, 1/combat per character |
| Monk's Robe | aptitude | — | co-04-07-06 | Defense +1 without armor; Domination +1 even without weapons |
| Wall | stance | — | co-08-02 | passage block |
| Transformation | technique | — | co-08-02 | disguise |
| Disguise | technique | — | co-08-02 | disguise Perception>=13 |
| Star's Binding | aptitude | — | co-07-03 | Fate Intervention is unavailable |
| Constellation Astrolabe Masterwork | technique | 2 | co-07-04 | [Masterwork] Star Reading |
| Maintain Supply Line | tactic:aptitude | — | co-06-06 | ally Cohesion +1/lull |
| Jeweled Orb | technique | 3 | co-08-02 | 2 Wounds + bind |
| Invisible Cut | technique | — | co-08-02 | 1 Wound + bleeding |
| Walk (move) | common | 2 | co-03-04 | adjacent zone move |
| Insurance Contract | aptitude | — | co-04-07-31 | spend 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 Puppets | aptitude | — | co-04-07-18 | Operate 2 puppets simultaneously. Control only 1 puppet per breath. |
| Composite Claws | technique | 3 | co-08-02 | 2 Wounds Critical Hit 3 Wounds |
| Designate Blocker | common | — | co-05-05 | When 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 Barrier | Licensed/upkeep | — | co-04-09-06 | install a barrier in 1 zone |
| Blockade Breakthrough | common | 3 | co-05-05 | 2d10+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 Art | Kata | 5 | co-04-07-04 | 1/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 Myoo | aptitude | — | co-04-07-07 | can use Austerity; free Core Zone entry/exit; attacks against yoma +1 while at Austerity 1+ |
| Flame of Fudo Myoo | Kata | 4 | co-04-07-24 | 1/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) | aptitude | — | co-04-07-06 | all allies in the same zone gain fear immunity. |
| Fudo's rage | aptitude | — | co-07-03 | Fear immunity |
| Immovable Formation | stance | 2 | co-04-07-01 | Domination +3 (Front Zone +4), enemy Breakthrough +2; cannot move |
| Kitchen Knife Thrust | technique | 1 | co-07-15 | 1 Wound; short weapon classification |
| Talisman Bullet | Licensed/technique | — | co-04-09-06 | add a sorcery attack into an adjacent zone |
| Fan Shot | Kata | 2 | co-07-02 | equipment Break/seizure |
| Drumbeat Encouragement | tactic:Kata | squad+3 | co-06-06 | adjacent allied squad Cohesion +1 |
| rage | stance | 2 | co-08-02 | attack +2 Defense -2 |
| Rage of Wrath | Kata | — | co-04-08-22 | one breath +3 |
| rage's flame | aptitude | — | co-07-03 | automatic Critical Hit |
| Squad Mechanization | Kata | 5 | co-04-07-29 | 1/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 Orders | squad command | 2 (Wisdom+2→1) | co-06-06 | squad action start |
| Squad Command | Kata | 2 | co-04-07-32 | Next check by 1 ally in the same zone +3; +4 after a successful Negotiation/Stratagem check. |
| Taxonomy Lecture | Kata | 2 | co-04-07-30 | 1/lull, brief all allies on yoma weaknesses; attacks against those yoma gain +1 until combat ends |
| Analysis Engine | Kata + aptitude | 1 + — | co-04-07-17 | 1/round, analyze 1 enemy. Constant attack +1 against analyzed targets; reveal Defense, Wounds, and all special abilities for that combat |
| Pulverize | technique | 5 | co-07-02 | [Pierce 3] + [Break] |
| Clone | Kata | 2 | co-04-07-03 | 1/round, enemy anti-shinobi attacks -3 |
| double | technique | — | co-08-02 | Minion double 3 time |
| Unbreakable | secret art/aptitude | — | co-04-09-07 | Master [aptitude] Unbreakable: the above checks automatically succeed at standard difficulty. |
| Indestructible (不壞) | Kata | 2 | co-07-02 | 1/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 Heart | Licensed/aptitude | — | co-04-09-07 | Licensed [aptitude] Unbreakable Heart: fear/intimidation/madness/pain checks +2. |
| Unyielding Earth | aptitude | — | co-04-01 | Wounds +2; immune to Overload |
| Immovable Heart (Fudo Sword) | Kata | 5 | co-07-03 | immunity state |
| Undying Engine | aptitude | — | co-04-07-29 | restart 1 round after incapacitation at 3 Wounds, 2/session; each restart disables one Triple Armament technique; permanent incapacitation when all three are disabled |
| Undying Wanderer | aptitude | — | co-04-01 | When incapacitated, automatically flee to an outer zone and return with 1 Wound at the next lull |
| Undying Dead Spirit | aptitude | — | co-04-07-26 | Units 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) | aptitude | — | co-04-08-22 | reduce Wound loss from non-weak-point hits by 1 (minimum 0) |
| Song of Undeath | Kata | 3 | co-04-07-12 | when 1 ally would next become incapacitated, that ally instead survives at Wounds 1 |
| Deathless Wanderer | aptitude | — | co-04-01 | Immune to incapacitation. At 0 Wounds, automatically retreat to an outer zone and return next round with 3 Wounds |
| Keep the Ember | secret art/upkeep | — | co-04-09-04 | fully recover Wounds outside combat |
| Age of Fire | aptitude | — | co-04-07-13 | teppo hits always deal 2 Wounds; Critical Hits deal 4 Wounds |
| Surprise Attack | technique | 2 | co-07-01 | Infiltration +3 bonus |
| No-Retreat Shot | Kata | 3 | co-07-02 | [Pierce all] Cohesion +1 |
| No Retreat (Ikko-ikki) | tactic:aptitude | — | co-07-20 | prevent rout at Cohesion 0 |
| No Retreat (Shugenja) | stance | 2 | co-04-07-07 | while maintained, convert Wound loss on hit into Austerity. Wounds still decrease, but Austerity bonus applies automatically to the next breath |
| Invincible Formation | upkeep | — | co-04-07-09 | at lull, next-round starting Energy maximum +2 (1 round, no carryover), all squads Cohesion +1 |
| Brahmastra — Brahma's Ultimate Weapon Masterwork | technique | 4 | co-07-04 | Brahma arrow |
| Brahmastra — Brahma's Ultimate Weapon Curse | aptitude | — | co-07-04 | ultimate price |
| Brahmastra — Brahma's Ultimate Weapon Blessing | aptitude | — | co-07-04 | Brahma Wisdom |
| Brahmastra — Brahma's Ultimate Weapon Devotion | Kata | 6 | co-07-04 | absolute weapon |
| Scream | technique | — | co-08-02 | Mental Save |
| Secret Passage | Kata | 2 | co-04-07-11 | 1/combat, create an allies-only secret route between two zones: movement 1 Energy, enemies cannot use it |
| Bishamon Bulwark | Kata | reserve 1/improvise 2 | co-07-03 | before the hit is confirmed, add Defense +5 and reevaluate; if it misses, the attacker gains fear |
| Bishamon Sweep | Kata | 4 | co-07-02 | all enemies in the same zone take 1 Wound; allied squad Cohesion +2 |
| Incorporeal Evasion | technique | automatic | co-08-02 | 50% physical negate |
| Flying Swallow Step | Licensed/aptitude | — | co-04-09-03 | Flying Swallow Step [aptitude] — no additional Energy for vertical movement |
| Karna-Only Bow — Vijaya | technique | 2 | co-07-04 | Blessing [aptitude]: Surya's Aim |
| Karna-Only Bow — Vijaya Masterwork | technique | 3 | co-07-04 | sun Pierce |
| Karna-Only Bow — Vijaya Curse | aptitude | — | co-07-04 | tragedy Prophecy |
| Vijaya Blessing | aptitude | — | co-07-04 | Surya's Aim: first ranged attack has unlimited range; on double success, +1 Wound |
| Karna-Only Bow — Vijaya Devotion | Kata | 6 | co-07-04 | [Devotion] Vijaya Flash |
| Nonviolence Vow | aptitude | — | co-07-03 | direct attacks are prohibited |
| Flight | aptitude | 1 | co-08-02 | Move between the Outside Zone and anywhere. |
| flight evasion | technique | reserve 1/improvise 2 | co-08-02 | negate hit |
| Bone Barrier | technique | reserve 2/improvise 3 | co-08-02 | damage -1 |
| root torrent | technique | — | co-08-02 | bind 1 round |
| Root Down | aptitude | — | co-04-07-14 | immune to push/forced movement; enemies passing the wildlander in the same zone pay movement +2 Energy |
#ㅅ
| Name | Type | Energy | Source | Summary |
|---|---|---|---|---|
| Raise Morale (Agitation) | Licensed/upkeep | — | co-04-09-05 | all allied squads Cohesion +1 during lull |
| Raise Morale (Military Band) | tactic:stance | squad+2 | co-06-06 | immunity to Cohesion -1 |
| Thought Explosion | Kata | 5 | co-08-02 | Everyone in same zone(friend and foe) 2 Wounds + fear. |
| Vanish | Kata | 1 | co-04-07-03 | 1/breath, immediately move to the Outside Zone. Enemies cannot react |
| Dead-Spirit Legion | aptitude | — | co-04-07-26 | Dead-Spirit Revival expands to Minion squad scale. Revive 1 incapacitated Minion squad as a dead-spirit squad (3 Minions). |
| Dead-Spirit Revival | Kata | 3 | co-04-07-26 | 1/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 Interdiction | aptitude | — | co-04-07-22 | Automatically oppose enemy dead-spirit/descent/possession techniques with an opposed Presence check. Can negate a Shikome-user's dead-spirit revival |
| Samurai Pride | aptitude | — | co-04-07-01 | immune to fear. Negate Fumbles (treat as ordinary failure) |
| Deathline | aptitude | — | co-04-07-02 | when at Wounds 1, all attacks are automatic Critical Hits. |
| Chain Block | technique | reserve 2/improvise 3 | co-07-15 | seal enemy weapon for 1 round on defense |
| dead Summon | Kata | 4 | co-07-03 | undead Summon |
| Rule over the Dead | aptitude | — | co-07-03 | onryo +3 |
| Death-Blood Dance | Kata | 5 | co-04-07-25 | Blood Dance stacks +1 per 1 incapacitated ally in the same zone; targets cannot be revived |
| Corpse Absorption | tactic:Kata | squad command cost | co-08-02 Jikininki | 1/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 Out | technique | reserve base/improvised +1 | co-07-01 Yumiya | commander pays Squad Command cost; area damage -1 |
| Mountain-Spirit Song Talisman Masterwork | technique | 2 | co-07-04 | miko Song |
| Mountain-Spirit Song Talisman Curse | aptitude | — | co-07-04 | god of a foreign land |
| Mountain-Spirit Song Talisman Blessing | aptitude | — | co-07-04 | mountain god Blessing |
| Mountain-Spirit Song Talisman Devotion | Kata | 5 | co-07-04 | [Devotion] Mountain Spirit Descent |
| Mountain Trek | tactic:aptitude | — | co-04-07-07 | squads commanded by the shugenja have movement Energy -1 in mountain/forest/wetland zones (minimum 1) |
| Swallow the Mountain | Kata | 5 | co-08-02 | 4 Wounds; destroy zone terrain gimmick |
| Mountain's Wrath | Kata | 3 | co-04-07-14 | make an unarmed check against every enemy in the same zone; each success deals 1 Wound + push. 1/round |
| Mountain Breath | upkeep | — | co-04-07-07 | 1/lull, recover 1 of the Wounds spent on Austerity (normally cannot recover) |
| Scattershot | aptitude | — | co-04-07-13 | when 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 Mountain | aptitude | — | co-04-07-07 | maximum Wounds +3 (additional, not Physique +3). Increases Austerity capacity. Total Wounds 8~10 possible. |
| Killing Incense | secret art/Kata | 3 | co-04-04 | spread poison mist through the zone; each round 1 Wound, Physique >= 15 negates |
| Three-Rank Firing | secret art/Kata | 4 | co-04-04 | 1/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) | technique | 4 | co-07-01 | 2 Wounds 3 shots chain |
| Three-Rank Fire (Nanban Theory of Tactics) | tactic:Kata | 1 | co-07-20 | 3-rank rotating volley |
| Three-Rank Fire (Gaijin) | tactic:Kata | squad command cost+1 | co-04-07-13 | Bow/gun squads only, 1/round. Make 3 consecutive volleys; apply the hit-strength table separately for each of the 3 rolls |
| Three-Rank Spear Wall | tactic:stance | — | co-07-20 | Domination x1.5; cannot move |
| Triple Armament | aptitude | — | co-04-07-29 | one built-in weapon with Blade Attack A, Teppo Attack B, and Shield Defense; poison/Fear/bleeding immunity comes from the mechanical body |
| Triple Armament: Blade | technique | 2 | co-04-07-29 | 2d10+Physique+Unarmed Combat+2; 1 Wound in the same zone; [Pierce 1] |
| Triple Armament: Teppo | technique | 2 | co-04-07-29 | 2d10+Archery; 1 Wound within 2 zones; [Pierce all]; no reload; 1/round |
| Triple Armament: Shield Deployment | defense | reserve 2/improvised 3 | co-04-07-29 | automatic Defense +3; ignored by [Pierce]; ends at the next breath, attack, or movement |
| Merchant Network | aptitude | — | co-04-01 | Before combat, learn information on 1 enemy unit; automatically gain Gold +1 at each lull |
| High Cut | technique | 2 | co-07-01 | 1 Wound + range |
| Merchant-House Supply | upkeep | Gold 1 | co-04-07-10 | 1/lull, repair all allied weapon breakage + reload all teppo |
| Biological Analysis Report | aptitude | — | co-04-07-30 | When Dissection gains parts, reveal 1 hidden technique; after briefing allies, Defense +2 against that technique |
| Return Alive | aptitude | — | co-04-07-07 | Wounds reduced by Austerity recover fully at the lull. |
| Foreknowledge | Licensed/upkeep | — | co-04-09-07 | Licensed [upkeep] Foreknowledge: before combat starts, you may ask the GM one of the following. |
| Foresight (Modern Person) | aptitude | — | co-04-07-32 | ask 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 |
| Flash | secret art/aptitude | — | co-04-09-07 | Master [aptitude] Flash: one-breath limit total +2. Always acts first on count ties. |
| Vanguard Charge | tactic:Kata | squad command cost+1 | co-04-07-01 | samurai and squad move+attack simultaneously |
| First Move | Licensed/aptitude | — | co-04-09-07 | one breath limit total +1. pursuit/escape/emergency evasion check +2 |
| Change the First Move | Licensed/Kata | — | co-04-09-05 | swap initiative order (2 Energy, 1/round) |
| Attitude of Sen (先の態度) | Licensed/stance | 2 | co-04-04 | this stance during first attack +3. Disable when Defense -2 |
| First Strike | aptitude | — | co-04-07-02 | 1/combat, first attack in the first round of combat is an automatic Critical Hit |
| Whirlwind (Rokushakubo) | technique | 3 | co-07-01 | 1 Wound to everyone in the zone |
| Whirlwind (Tengu) | technique | 3 | co-08-02 | Force-move everyone in the target zone to an adjacent zone (GM decides); no damage, 1/round |
| Whirlwind Kick | Kata | 2 | co-04-07-28 | 2d10+Finesse+Unarmed Combat >= Defense. 1 Wound + force the enemy to move to an adjacent zone |
| Fresh-Blood Fan | Kata | 2 | co-04-07-25 | fan technique attack reaching adjacent zones; 2d10+Presence vs 2d10+Courage, on hit 2 Wounds separate from Blood Dance stacks |
| Saint's voice | aptitude | — | co-04-08-22 | ally Cohesion +2 always-on |
| Holy Grail Masterwork | technique | 3 | co-07-04 | [Masterwork] Holy Water |
| Holy Grail Curse | aptitude | — | co-07-04 | Faith Trial |
| Holy Grail Blessing | aptitude | — | co-07-04 | holy blood immunity |
| Holy Grail Devotion | Kata | 6 | co-07-04 | [Devotion] Miracle |
| Holy Water (Masterwork) | Kata | 3 | co-07-04 | 3 restore condition removal |
| Holy Cross Masterwork | technique | 3 | co-07-04 | [Masterwork] Exorcism Prayer |
| Holy Cross Curse | aptitude | — | co-07-04 | heretic target |
| Holy Cross Blessing | aptitude | — | co-07-04 | Deus Light |
| Exorcism Prayer (Holy Cross) | Kata | 3 | co-07-04 | yoma 2 Wounds Fear |
| Holy Cross Devotion | Kata | 6 | co-07-04 | final judgment |
| Build Fortification (Artisan) | Kata | 5 | co-04-07-11 | 1/combat, fortify 1 zone: allied Defense +3 in the zone, enemy movement +3 Energy, automatically install a barricade |
| Fortress Artisan | Renown Title:upkeep | — | co-04-05 | At a lull or immediately before combat, make 2 zones impregnable fortresses; barricades there have infinite Durability, 1/combat |
| Holy Fire Zone | stance | 3 | co-04-07-34 | Consecrate the current zone. Yoma Defense -3; yoma cannot recover; allies in the zone recover 1 Wound each lull |
| Holy Fire Inversion | Kata | 3 | co-04-07-27 | 1/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 Domain | aptitude | — | co-04-07-24 | Constant Holy Fire in the Kaibutsu's zone: yoma there suffer Defense -2, and at each lull remaining yoma lose 1 Wound. |
| Faction Special | tactic:aptitude | — | co-02-03 | faction-based tactic |
| Seimei's Legacy | aptitude | — | co-07-03 | Sorcery school limit |
| Consumable | aptitude | — | co-07-03 | Curse [aptitude]: Consumable — Disappears after 10 combats. |
| Supply Consumables | tactic:upkeep | — | co-06-06 | ally consumables replenish |
| Resuscitation | secret art/Kata | 5 | co-04-09-06 | immediately revive an incapacitated ally |
| Sojobo's License | aptitude | — | co-04-07-28 | Pride immunity (remove the Negotiation penalty). Tengu fan attacks gain [Direct all] |
| Rapid Fire (Gaijin) | aptitude | — | co-04-07-13 | teppo reload Energy 2→1. |
| Quick Shot (Hankyu) | technique | 1 | co-07-01 | [Light]. 1 Wound. no reload needed (bows in general) |
| Rapid-Fire Method | Licensed/aptitude | — | co-04-04 | [aptitude] Rapid-Fire Method: teppo reload is reduced to 1 Energy. Can shoot every breath. |
| Quick Load | Licensed/aptitude | — | co-04-09-02 | check +2. eases Combo Fatigue by 1 step when firing repeatedly at the same target in the same round |
| Back-of-Hand Block | technique | improvise 3 | co-07-15 | Unarmed evasion. |
| Handle Catch | technique | reserve 2/improvise 3 | co-07-15 | heavy; quick defense is difficult |
| Sudarshana Chakra — Vishnu's Disc Masterwork | technique | 3 | co-07-04 | [Masterwork] Chakra Strike |
| Sudarshana Chakra — Vishnu's Disc Curse | aptitude | — | co-07-04 | sacred weight |
| Sudarshana Chakra — Vishnu's Disc Blessing | aptitude | — | co-07-04 | Vishnu return |
| Sudarshana Chakra — Vishnu's Disc Devotion | Kata | 6 | co-07-04 | cosmos disc |
| Shura Hunt | aptitude | — | co-04-07-14 | all unarmed attacks in Core Zone are automatic Critical Hit range (doubles + total 14 or higher) |
| Shura Barrier | stance | 3 | co-04-07-20 | Maintain. The same zone becomes a shura field: all units, friend or foe, gain attack +2 and Defense -2. No fleeing or exiting |
| Shurado Manifestation | stance | 3 | co-04-07-20 | While 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 Armor | aptitude | — | co-04-07-20 | When Wounds are half maximum or lower, Defense +3. At Wounds 1, Defense +5 |
| Seal of Shura | aptitude | — | co-04-07-05 | melee techniques cost Energy -1 in Core Zone (minimum 1); free Core Zone entry |
| Shura Roar | Kata | 2 | co-04-07-20 | 1/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 Arrow | Kata | 2 | co-07-02 | no damage; target sleeps until hit |
| Water Moon | Kata | 4 | co-07-02 | automatic disarm |
| Drag Underwater | technique | 2 | co-08-02 | Bind. |
| Underwater Breathing | aptitude | — | co-07-03 | Ignore movement penalties in underwater zones. Ignore firearm restrictions for the wearer. |
| End of Training | aptitude | — | co-04-07-07 | while at Wounds 2 or less, all techniques cost Energy -1 (minimum 1) |
| Weight of Discipline | aptitude | — | co-07-03 | Energy -2(always). The body bears the weight of the holy object. |
| Guardian Domain | secret art/aptitude | — | co-04-09-06 | allied Defense +2 inside the barrier zone |
| Resolve of Junshi | aptitude | — | co-04-07-01 | while at Wounds 1 or less, all attack techniques +3. |
| Realm of Sake Poison | stance | 3 | co-08-02 | checks -2 |
| Practitioner's Soul | Kata | 3 | co-04-07-22 | 1/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 Concealment | technique | — | co-08-02 | Infiltration state |
| Warrior Monk Connections | aptitude | — | co-04-01 | In combat, deploy a free Minion-grade warrior-monk squad (4 members, Defense 12); Exorcism +1 |
| Renown Title: Ascension [aptitude] Constant | Renown Title | — | co-04-07-34 | Requires 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 |
| Shirikodama | technique | — | co-08-02 | 2 Wounds |
| Scimitar | technique | — | co-07-04 | Persian curved sword |
| Scimitar Masterwork | technique | 3 | co-07-04 | [Masterwork] Moonlight Flash |
| Market Control | Kata | 2 + Gold 3 | co-04-07-10 | negate enemy lull recovery effects for 1 round, 1/combat |
| Corpse Manipulation | Kata | — | co-08-02 | undead Manipulation |
| Corpse Devouring (屍體吸收) | Kata | 2 | co-04-07-23 | 1/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 Servitude | aptitude | — | co-04-07-26 | Constantly 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 stench | technique | automatic | co-08-02 | check -1 |
| Dual Shikome Summoning | Kata | 4 | co-04-07-26 | 1/combat. Command 2 shikome simultaneously. Each can act independently; Energy costs are combined. |
| Shikigami Enhancement | aptitude | — | co-04-07-04 | shikigami Wounds 2, Domination +2. |
| Shikigami Control | Kata | 2 | co-04-07-04 | uses 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 Command | tactic:Kata | 0 (squad command cost waived) | co-04-07-04 | 1/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 Explosion | Kata | 1 + 1 shikigami consumed | co-04-07-04 | shikigami self-destructs; everyone in the zone takes 1 Wound |
| Divine Barrier | stance | 2 | co-04-07-34 | While maintained, all allies in the same zone gain Defense +2; additional +1 against yoma attacks |
| Maintain Divinity | aptitude | — | co-04-07-34 | Stop 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 Artifact | Renown Title | — | co-04-05 | pseudo-emotion complete, all human class 1st-dan aptitude effects + machine immunity(poison/fear/bleeding/charm) at the same time |
| Divine Thunder (Susanoo) | Kata | 6 | co-07-03 | 5 Wounds to 1 target, effective against Lord-grade targets, 1/session |
| Divine Thunder (Takemikazuchi) | Kata | 5 | co-07-03 | all enemies on the battlefield gain Fear and Energy -3 during the next round, 1/session |
| Reliable Shot | technique | 5 | co-07-02 | 3 Wounds Mob/Minion/Veteran instant kill |
| Divine Dance | Kata | 3 | co-07-03 | All allies in the same zone gain Energy +2 next round + fear immunity. |
| Relic Awakening | aptitude | — | co-04-07-33 | Unlock 1 additional sealed technique of the unique relic; treat Understanding as level 2; decide with GM |
| Relic Resonance | Kata | original attack +2 | co-04-07-33 | 1/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 Union | aptitude | — | co-04-07-33 | unique relic fuses with the spirit body; cannot be dropped/disabled. Relic technique Energy -1; instant death if relic is destroyed |
| Divine Punishment (Arahabaki) | technique | 3 | co-08-02 | 2d10+Presence(3)>=Defense; [Incorporeal], 2 Wounds, mental attack, target gains Fear |
| Divine Punishment (Celestial) | Kata | 4 + Divine Authority 1 | co-04-07-34 | 1/round; yoma only. 2d10+Wisdom+Exorcism>=Defense; 4 Wounds + cannot act for 1 breath. Minion-grade yoma are instantly purified |
| Divine Punishment (Arahitogami) | Kata | 3 + Faith 2 | co-04-07-16 | Spend 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 Punishment | tactic:Kata | squad command cost+2 (+ Faith 1) | co-04-07-16 | 1/combat, all enemies in target zone: 2d10+Presence >= Defense. Minions/Mobs die instantly; Veteran+ takes 2 Wounds; spend Faith 1 |
| Divine Calculation | Kata | 3 | co-07-03 | check +5 |
| Divine Calculation and Ghostly Strategy | aptitude | — | co-04-07-09 | spend 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-Slaying | Kata | 7 | co-04-07-27 | 1/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 Sending | Kata | 2 | co-07-02 | yoma 3 Wounds Seal |
| Kagura | aptitude | — | co-07-03 | at each lull, all allies in the same zone remove fear and gain Cohesion +1 |
| Faith Absorption | aptitude + Kata | — / 2 | co-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 Contamination | Kata | 5 | co-04-07-27 | 1/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 Deployment | tactic:stance | squad command cost+1 (+ Faith 0.5) | co-04-07-16 | only 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 Authority | stance | Faith 1/round | co-04-07-16 | form a Sacred Domain; same-zone allies gain fear immunity, squad collapse prevention, and Presence aura multiplied by 2 |
| Divine Pride | aptitude | — | co-07-03 | cannot avoid Negotiation |
| Oracle | Kata | — | co-04-07-16 | Faith 1 + 1 Energy, d100 hint about 1 event within 3 rounds, usable outside combat, 1/round |
| Divine Wind | Kata | 4 (+ Faith 3) | co-04-07-16 | whole 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 Barrier | stance | 2 | co-04-07-18 | web of strings between puppeteer and puppet, enemy movement +1 Energy, Domination +1 |
| War of Strings | aptitude | — | co-04-07-18 | place 1 puppet at combat start, Wounds 2/Defense 12/Domination +1, string range 2 zones |
| String Formation | tactic:stance | squad command cost+1 | co-04-07-18 | squad movement/attacks gain the puppeteer's Finesse bonus; puppeteer cannot take other actions |
| Forced exit from Core Zone | common | 4 | co-03-04 | automatic exit, no check |
| Forced Breakthrough | common | 3 | co-05-04 | 2d10+Courage >= 13; failure means no movement + Defenseless |
| Drawing Into the Core Zone | Kata | 3 | co-05-04 | 2d10+Physique+Ninjutsu/Unarmed Combat >= 11+target Domination; success releases stances + Defenseless |
| Enter the Core Zone | squad command | 2+1 | co-06-06 | Core Zone entry Cohesion -1 |
| Demon of the Core Zone | aptitude | — | co-04-07-02 | Critical Expansion in Core Zone; adjacent eyes also count as Critical Hits |
| Core Zone exit check | common | 2 | co-05-04 | 2d10+higher of Finesse/Physique >= 11; failure means no movement + Defenseless |
| Free entry into Core Zone | common | 2 | co-03-04 | 6 classes other than ronin, shinobi, and esoteric monk |
| Deep Descent | Kata | 3 | co-04-07-22 | 1/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) | Kata | 5 | co-07-03 | Force-shift 1 target's Three Ways and Six Hearts (GM and wielder decide). 1/session |
| Enma no Kama — "Judgment of Enma" | Kata | 4 | co-07-02 | Three Ways and Six Hearts reveal |
| Judgment (Tengu) | Kata | 3 | co-08-02 | 2 Wounds |
| Hand of Judgment | technique | 3 | co-08-02 | 2 Wounds + forced Three Ways and Six Hearts check. On failure, Heart shifts darker. |
| Judge's Eye | aptitude | — | co-07-03 | Three Ways and Six Hearts Perception |
| Ambush from Ten Sides | Kata | 2 | co-04-07-09 | 1 time at combat start, secretly deploy 2 allied units, reveal on scholar's breath, counts as ambush |
| Jumonji Force | Licensed/stance | 2 | co-04-04 | Jumonji-yari only. While maintained, probing techniques gain +2 and hook techniques automatically disarm |
| Cross Thrust | technique | 2 | co-07-01 | standard thrust |
| Twin-Blade Dance | Kata | 4 | co-04-07-25 | attack 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 Shot | technique | 3 | co-07-01 | requires both loaded shots and consumes both; shoot 2 targets simultaneously |
#ㅇ
| Name | Type | Energy | Source | Summary |
|---|---|---|---|---|
| Gaki Transformation | Kata | 5 | co-04-07-23 | 1/combat, fully yoma-like for 3 rounds. Size +2 stages, attack +4, Defense +4, movement +2. Cannot use language or identify allies |
| Gaki King | Renown Title | — | co-04-08-20 | Core 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 Formation | tactic:stance | Squad Command cost+1 | co-04-07-06 | one 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 Shield | aptitude | — | co-04-07-06 | while the Pure Land monk remains there, same-zone allied squads maintain 1 Cohesion even at Cohesion 0 |
| Amida Manifest | Kata | 5 | co-04-07-06 | 1/combat, all allies recover all Cohesion + revive 1 incapacitated ally (Wounds 1), no other Wound recovery |
| Asura | aptitude | — | co-04-07-05 | one-breath limit +2 in Core Zone (to 7) |
| Asura King | aptitude | — | co-04-07-20 | While Humanity is 3 or lower: attack +5, Defense +3, Wounds +3, Energy +3. Humanity -1 each round. |
| Ninth Tail | technique | automatic | co-08-02 | d100 01~30 negate |
| Nightmare Projection | technique | — | co-08-02 | 2 Wounds |
| Call Mist | technique | 1 | co-08-02 | Fog in the zone(ranged -3). 1 round |
| Alhambra lamp masterwork | technique | 2 | co-07-04 | thousand item Light |
| Ganryu (Musashi) | Kata | 4 | co-07-03 | 4 Wounds two-handed |
| Ganryu (Nito-ryu) | secret art/Kata | 3 | co-04-04 | two-handed's Blade with simultaneous strike. 2d10+Courage+Swordsmanship+3 >= Defense. |
| Assassination | technique | 2 | co-07-01 | 3 Wounds Infiltration only |
| Assassin's Eye | aptitude | — | co-04-07-03 | grant [Pierce 2] to all attacks |
| Ambush Strike | Licensed/aptitude | — | co-04-09-02 | Infiltration state in first attack when automatic Critical Hit |
| Black Market Network | aptitude | — | co-04-07-31 | outside combat, gather city information for Gold 1; in combat, gain Gold +1 each lull |
| Dark-Night Travel | Kata | 3 | co-07-02 | 2 Wounds immediately Infiltration |
| Crush | technique | — | co-08-02 | 1 Wound |
| Yamabushi Authority | aptitude | — | co-04-07-07 | only 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 Senses | aptitude | — | co-04-07-14 | Yoma detection automatically succeeds. Immune to ambush. During the lull step, know the yoma encounter-table result in advance. |
| Beast Charge (Emishi Tactics) | tactic:Kata | 1 | co-07-20 | Same-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:Kata | squad command cost+1 | co-04-07-14 | 1/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 Forge | upkeep | — | co-04-07-11 | 1/lull, temporarily make 1 ally's weapon masterwork until the next combat (attack techniques +2), or autonomous automaton recovers 2 Wounds |
| Field Medicine | Kata | 3 | co-04-07-32 | 1/lull, 1 ally recovers 3 Wounds; on 2d10+Wisdom+Medicine >= 13, recovers 5 |
| Field Maintenance Post | tactic:stance | squad command cost+1 | co-04-07-11 | maintain; 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 Cooking | Licensed/upkeep | — | co-04-09-04 | recover 1 additional Wound when camping |
| Weak Point Analysis | Kata | 2 | co-04-07-09 | 1/combat, 1 enemy Defense -2 until combat ends |
| Weakness Analysis (Artificial Eye) | Kata | 2 | co-07-02 | 1/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 Snipe | Kata | 3 | co-04-07-30 | 1/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 Designation | Kata | 2 | co-04-07-08 | 1/round, designate the target zone as weak ground. All units there, friend or foe, take Defense -1 for 1 round |
| Occupies Both Hands | aptitude | — | co-07-03 | cannot use weapons |
| Double Edge | Kata | 4 | co-07-02 | [Direct all], ignores defense techniques, 3 Wounds, 1 time/battle |
| Shoulder Catch | technique | — | co-07-20 | armor negate hit |
| Fish-Scale Formation | tactic:stance | squad command cost | co-04-07-09 | maintain, automatically succeeds when breaking through with no check, then immediately make 1 squad attack (extra cost base) |
| Chain of Karma | Kata | 6 | co-04-07-23 | 1/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 Karma | aptitude | — | co-04-07-15 | Fate Intervention uses = Fate modifier x2. When making doubles, may adjust ±2 instead of the usual ±1 |
| Karmic Fire Summoning | Kata | 5 | co-04-07-27 | 1/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 Hand | Kata | 3 + Gold 10 | co-04-07-31 | 1/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 Sounds | aptitude | — | co-07-03 | At each round start, d10: on 1~2(20%), position exposed(Infiltration removed) |
| Foxfire Storm | Kata | 6 | co-07-03 | Every enemy on the battlefield takes 2 Wounds + all defense techniques are nullified(1 round). 1/session |
| Fox's Bargain | Kata | 0 | co-07-03 | Noncombat. Ask for information/help. Price is collected by the GM later. 1/scenario |
| Fox Dream | aptitude | — | co-07-03 | rest temptation |
| Fox's Temptation | aptitude | — | co-07-03 | When engaging a yoko, a Negotiation check is forced. Automatic battle is impossible. |
| Fox Corrosion | aptitude | — | co-07-03 | 5% dream temptation |
| Ruyi Jingu Bang — Sun Wukong's Staff Masterwork | technique | 3 | co-07-04 | [Masterwork] Ten Thousand-Jun Strike |
| Ruyi Jingu Bang — Sun Wukong's Staff Curse | aptitude | — | co-07-04 | yoma weapon |
| Ruyi Jingu Bang — Sun Wukong's Staff Blessing | aptitude | — | co-07-04 | Blessing [aptitude]: As-You-Will Freedom — Freely change size/weight. |
| Ruyi Jingu Bang — Sun Wukong's Staff Devotion | Kata | 6 | co-07-04 | [Devotion] Seventy-Two Transformations |
| Backflow Regeneration | aptitude | — | co-04-07-23 | devouring 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 Breakthrough | secret art/Kata | 2 | co-04-09-03 | ignore 1 stage of first-move terrain penalty |
| Reverse-Engineered Barrier | Kata | 3 | co-04-07-30 | Spend 1 part to create a barrier dedicated to that yoma type: only that type cannot pass; contact causes Wounds -1 |
| Reverse-Grip Cut | technique | 1 | co-07-01 | Infiltration maintain |
| Cut the Countercurrent | secret art/Kata | 2 | co-04-09-03 | for 2 Energy, move 1 ship or raft you ride to an adjacent zone |
| Relay-Horse Change | Licensed/aptitude | — | co-04-09-03 | no extra Energy for mounting, dismounting, or handing off a horse |
| Alchemist Flask Masterwork | technique | 2 | co-07-04 | [Masterwork] Sip of Elixir |
| Smoke Screen | Kata | 1 | co-04-07-03 | 1/round, ranged attacks in the zone automatically fail for 1 round |
| Smoke Shell | technique | 2 | co-07-01 | ranged attacks are prohibited |
| Repeating Gun | Kata | 4 | co-04-07-13 | 2/combat, 2 consecutive shots without loading (2 separate rolls, each [Pierce all], 1 Wound) |
| Rapid Fire (Nitchopo) | technique | 2 | co-07-01 | consumes 1 loaded shot; [Pierce all], same-zone range, 1 Wound |
| Continuous Cuts | technique | 1 | co-07-01 | low Energy combo |
| Chain Breakthrough | common | 3 | co-05-03 | Rear Zone Breakthrough compensation |
| chain bombardment | technique | 5 | co-07-01 | adjacent 2 zone |
| Chain Slash | aptitude | — | co-04-07-02 | when you finish an enemy, immediately gain Energy +1 in that breath |
| Chain Bombardment | tactic:Kata | 2 | co-07-20 | continuous firepower |
| State of Nirvana | aptitude | — | co-04-07-06 | 1/combat, even incapacitated, hold out unable to act until lull, then revive at Wounds 1; next Wounds 0 confirms incapacitation |
| Nirvanic Stillness (Kaibutsu) | Kata | all | co-04-07-24 | 1/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) | Kata | 0 | co-04-07-05 | 1/combat, revive at Wounds 0 with full recovery, then incapacitated 1 round later |
| Gale Strike | Kata | 3 | co-04-07-28 | 1/round, range 2 zones. 2d10+Finesse+Feng Shui >= Defense. 2 Wounds + force everyone in the zone to move |
| Nembutsu | Kata | 1 | co-04-07-06 | 1 squad in the same zone gains Cohesion +1. |
| Nembutsu Charge | Kata | variable | co-07-15 | Cohesion -1 / automatic volley against an enemy squad |
| Nembutsu Seal | Kata | 5 | co-07-02 | 1/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 resonance | aptitude | — | co-07-03 | Spirit Realm Perception |
| Open Spirit Realm Gate | Kata | 5 | co-04-07-26 | 1/combat. Summon 1 servant of Izanami (Elite-grade) for 3 rounds. The servant follows the Shikome-user's commands. |
| Spirit Realm Claw | technique | — | co-08-02 | 1 Wound [Incorporeal] |
| Spirit Realm Connection | Kata | 3 | co-04-07-33 | 1/session, ask the GM 2 yes/no or short-answer questions, used outside combat |
| Spirit Realm Passage | Kata | 2 | co-04-07-26 | 1/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 Inertia | aptitude | — | co-04-08-21 | 5th-dan aptitude; reroll on check failure without spending Fate |
| Spirit Current Release | technique | 3 | co-08-02 | 2 Wounds [Incorporeal] |
| spirit vein resonance | aptitude | — | co-07-03 | spirit vein Perception |
| Spirit-Vein Dependence | aptitude | — | co-07-03 | checks -2 |
| Spirit Vein Manipulation (Local Confluence Avatar) | technique | 3 | co-08-02 | spirit vein activation/corruption |
| Spirit Vein Manipulation (Fengshui Compass) | Kata | 4 | co-07-03 | Activate spirit veins across the battlefield. |
| Spirit-Vein Sprint | Kata | 0 | co-04-07-28 | 1/round, 0 Energy. Teleport to a zone on the battlefield that has a supernatural effect (barrier, sacred domain, spirit vein, etc.) |
| Shadow Bind | Kata | 2 | co-07-02 | bind 2 round Infiltration |
| Spirit Sight | secret art/aptitude | — | co-04-09-04 | automatically detect Outside yoma |
| Heroic Return | Kata | Wounds half | co-04-07-33 | 1/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 Descent | Kata | 5 | co-04-07-22 | 1/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 Reflection | aptitude | — | co-04-07-24 | When a spell/curse technique hits the Kaibutsu, it is automatically reflected: the caster is hit by the same effect. |
| Spirit-Body Reinforcement | aptitude | — | co-04-07-33 | While possessing the unique relic, Wounds +2 and Energy +1; no effect without the relic |
| Spirit-Body Reinforcement II | aptitude | — | co-04-07-33 | Defense +2, and change Core Zone entry to free entry. |
| Spirit Body Barrier | technique | reserve 1/improvise 2 | co-08-02 | Incorporeal: physical 50% negation(see defense above). |
| Spirit Bullet | technique | 3 | co-07-02 | [Incorporeal]. |
| Soul Return | Kata | 5 | co-07-02 | 1/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 Conversation | aptitude | — | co-04-07-22 | May call and converse with souls of NPCs who died before combat, not incapacitated units, with Presence>=13. Noncombat information gathering |
| Soul Harvest | Kata | 3 | co-07-02 | [Incorporeal]; absorb souls |
| Soul Transplant | Kata | 3 | co-04-07-18 | for 3 rounds, the puppet acts with Lord-grade stats; main body stops Defenseless; 1/combat |
| Soul Binding (Shikome-Tamer) | Kata | 3 | co-04-07-26 | 1/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 Engine | upkeep + aptitude | — | co-04-07-17 | automatically recover 1 Wound at each lull(exception to no natural recovery); Energy +2 constantly |
| Soul Devouring | Kata | 4 | co-04-07-23 | 1/round, can devour incorporeal units including souls and shikigami. Wounds +2 and gain 1 devoured-soul memory(GM decides) |
| Eye of Prophecy | aptitude | — | co-04-07-04 | know 1 enemy action in advance when that enemy takes a breath. |
| onipower | Kata | 5 | co-07-02 | 4 Wounds [Pierce 4] instant kill |
| Oni King Awakening | Kata | 5 | co-07-03 | oni transformation 3 round |
| Oni King Defense | technique | reserve 2/improvise 3 | co-08-02 | damage -2 |
| oni's strike | technique | 5 | co-08-02 | 3 Wounds [Pierce 3] |
| Oni Regeneration | aptitude | — | co-04-07-20 | Only while Humanity is 5 or lower, automatically recover 1 Wound each lull. The oni core repairs the body |
| Oni Core | aptitude | — | co-04-07-20 | attack +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 Power | aptitude | — | co-07-03 | drink sake (consumable 1) in battle; Courage +2 and Physique +1 for 3 rounds |
| oni transformation | aptitude | — | co-07-03 | 20% mutation |
| Orochi Severance | Kata | 4 | co-07-03 | 3 Wounds, simultaneous check against every head of a multi-headed yoma, 1 time/battle |
| Five Rings | Kata | 6 | co-07-03 | 10 Wounds 5 combo strike |
| Five-Direction Array (Seimei) | Kata | 6 | co-07-03 | Barrier create |
| Five-Direction Formation (Onmyoji) | tactic:stance | squad command cost+2 | co-04-07-04 | maintain, 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 Resonance | aptitude | — | co-04-07-04 | always know enemy units in adjacent zones. |
| Jade Plaque — Jade of Xuande Masterwork | technique | 2 | co-07-04 | Xuande |
| Jade Plaque — Jade of Xuande Curse | aptitude | — | co-07-04 | Confucianism weight |
| Jade Plaque — Jade of Xuande Blessing | aptitude | — | co-07-04 | purgatory calm |
| Jade Plaque — Jade of Xuande Devotion | Kata | 5 | co-07-04 | [Devotion] Jade Essence |
| Jade Plaque Xuande | Kata | 2 | co-07-04 | zone squad Cohesion +2 |
| Om Mantra Talisman Masterwork | technique | 2 | co-07-04 | om mantra |
| Om Mantra Talisman Curse | aptitude | — | co-07-04 | foreign mantra |
| Om Mantra Talisman Blessing | aptitude | — | co-07-04 | om vibration |
| Om Mantra Talisman Devotion | Kata | 5 | co-07-04 | [Devotion] Cosmic Vibration |
| Perfect Transformation | Kata | 3 | co-07-03 | 1/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 Awakening | aptitude | — | co-04-07-15 | requires Half Transformation (cannot choose without it). Half Transformation becomes 3/combat, lasts 2 rounds, and adjacent eyes also count as Critical Hits |
| Complete Mechanization | aptitude | — | co-04-07-29 | Human parts reach 0%; treated as a Veteran-grade autonomous automaton. Max Wounds +5, Defense +3, all emotion checks automatically fail, Negotiation -5 additional |
| Complete Dissection | Kata | 5 | co-04-07-30 | 1/combat, 1 Elite-grade or lower yoma: 2d10+Wisdom+Stratagem >= Defense+5. Success instant death; failure 1 Wound + 2 parts |
| Royal Sai Masterwork | technique | 1 | co-07-04 | [Masterwork] Double-Sai Block |
| Rebirth (往生) | Kata | 4 | co-07-03 | revive + Disable |
| Law of Rebirth | upkeep | — | co-04-07-06 | 1/lull, +5 to the post-death check of 1 incapacitated ally |
| Flank Zone Ambush | tactic:Kata | 1 | co-07-20 | enemy Rear Zone Surprise Attack |
| Outside Zone Entry (Mobility Skill) | secret art/Kata | — | co-04-09-03 | allows non-shinobi to enter and exit the Outside Zone |
| Enter the Outside Zone (Common Action) | common | 0~2 | co-03-04 | shinobi 0, Master 2 |
| Yoma Qi Absorption | aptitude | — | co-04-07-15 | whenever you defeat a yoma, recover 1 Wound + Fate Intervention +1 use for that combat |
| yoma Negotiation | Kata | — | co-03-09 | 2d10+Presence+Negotiation ≥ 17 |
| Grand System of Yoma | aptitude | — | co-04-07-30 | Attack +2 vs all yoma, Dissection success +3; always gain 2 parts, allies' weakness-attack bonus becomes +2 |
| Yoma Fascination | Kata | 3 | co-04-07-12 | against 1 Elite yoma, 2d10+Presence >= Defense; on success, it cannot act for 1 round |
| Yoma Eyes | aptitude | — | co-04-07-15 | automatically see through all Infiltration/Disguise/illusions. Know yoma weaknesses(attacks vs yoma +1), complete night vision |
| Yoma Shield | tactic:aptitude | — | co-04-07-15 | if the hanyo is in the same zone, the squad is immune to yoma mental attacks(fear/fascination). Squad maximum Cohesion -1 |
| Yoma Roar | tactic:Kata | squad command cost+1 | co-04-07-15 | only while transformed, 1/round. Adjacent-zone enemy squads gain fear and Cohesion -2; same-zone allied squad Cohesion -1 |
| Yoma Blood | aptitude | — | co-04-07-15 | recover 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 Domination | Kata | 3 | co-04-07-15 | opposed Courage check against 1 Elite yoma; on success, it turns allied for 2 rounds. 1/combat |
| Yoma Chimera | Kata | 4 + parts 3 | co-04-07-30 | 1/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 Analysis | aptitude | — | co-04-07-30 | At battle start, automatically read yoma weaknesses, Wounds, Defense, and special techniques; share with allies for 1 Energy/free action. Cannot use exorcism techniques |
| Fortification | Kata + stance | 3 + release 2 | co-04-07-17 | 2/combat, become the zone itself: cannot move, same-zone allies Defense +4, enemy movement +2 Energy, Domination +5 |
| Yoma Sense of Smell | aptitude | — | co-04-07-23 | automatically detect incapacitated units or units at 50% Wounds or lower within radius 3 zones; negate hiding; movement +1 toward wounded |
| Build Fortification (Gaijin) | Kata | 3 | co-04-07-13 | 1/combat, fortify a zone: Defense +2, enemy movement +2 Energy |
| Fortress Mode | Kata | 4 | co-04-07-29 | 1/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 |
| Yojutsu | technique | 2 | co-08-02 | check -3 |
| Bewitching Blade | aptitude | — | co-04-07-25 | use Presence instead of Courage for tanto attacks; on a Presence-based hit, the target has Defense -2 next round |
| Dragon-Scale Defense (Mizuchi) | Kata | reserve 1/improvise 2 | co-07-03 | before the hit is confirmed, add Defense +4 (+6 underwater) and reevaluate |
| Dragon-Scale Defense (Dragon Palace) | technique | reserve 1/improvise 2 | co-08-02 | Defense +3. |
| Hire Mercenaries | Kata | 0 + Gold 2 | co-04-07-10 | immediately summon 1 Minion squad (3 people), deploy in allied Rear Zone, Cohesion 2, 1/combat |
| Mercenary Company Contract | Kata | 3 + Gold 8 | co-04-07-31 | 1/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 Strike | tactic:Kata | squad+2 | co-06-06 | standard attack |
| dragon's thirst | aptitude | — | co-07-03 | after combat -1 |
| Dragon Point Activation | Kata | 2 | co-04-07-08 | 1/combat/zone, make target zone a "dragon point": allied attack techniques +2, recover Wounds +1 at lull |
| Uchigatana Flash | technique | 3 | co-07-01 | automatic counterattack |
| Fate Intervention | common | — | co-03-01 | 2d10 after ±1 |
| Grudge Barrier | Kata | 2 | co-04-07-27 | 2/combat, create a grudge barrier in your zone. Enemies inside pay 2 times Energy cost for faith-line techniques; lasts 3 rounds |
| Net of Grudges | stance | 3 | co-04-07-26 | While 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 spear | technique | 2 | co-08-02 | 1 Wound [Incorporeal] |
| Origin Current — Trophy Head | Kata | 3 | co-07-02 | 2 Wounds; when an enemy is incapacitated, all enemies in the same zone make Mental Save(Courage>=13), 1 time/range |
| Far Sight | secret art/aptitude | — | co-04-09-02 | Far Sight — can shoot at 2-zone distance |
| Grudge Howl | technique | automatic | co-08-02 | Mental attack in the same zone. Fail Courage >= 11 and suffer fear. |
| Sword of Grudge | technique | 2 | co-08-02 | 1 Wound [Incorporeal] |
| Spear of Grudge | technique | 2 | co-08-02 | 1 Wound [Incorporeal] |
| Wave of Grudge | Kata | 3 | co-04-07-27 | 1/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) | aptitude | — | co-04-02 | automatic reaction to ambush/surprise (ambush immunity) |
| Crisis Management | aptitude | — | co-04-07-32 | 1/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 |
| Intimidation | Kata | — | co-03-09 | 2d10+Courage+Intimidation |
| Dignity | Licensed/aptitude | — | co-04-09-07 | Licensed [aptitude] Dignity: your Domination aura total +1. |
| Disguised Puppet | Kata | 2 | co-04-07-18 | 1/combat, disguise puppet as allied Lord/Elite. On failed Perception>=13, enemies mistake the puppet for the main body |
| Intimidating Fire | technique | 3 | co-07-01 | Cohesion -2 |
| Skirmish Order | tactic:Kata | squad command cost+1 | co-04-07-02 | appear in enemy Rear Zone via Flank Zone, ambush check +2, Cohesion -1 |
| Flowing Retreat | secret art/aptitude | — | co-04-09-03 | Flowing Retreat [aptitude] — Core exit automatically succeeds |
| Rumor-Mongering | secret art/Kata | 3 | co-04-09-05 | enemy squad Cohesion -2 + unrest |
| Six Paths Salvation | Kata | 5 | co-07-03 | everyone restore |
| Excerpts from the Six Secret Teachings and Three Strategies | tactic | — | co-07-20 | Domination x1.5 |
| Reincarnation | Kata | 6 | co-08-02 | Attack 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 movement | common | 3 | co-03-04 | move+Infiltration maintain |
| Scatter Silver | Licensed/Kata | — | co-04-09-05 | enemy Domination -2 with gold coins |
| Yin-Yang Reversal | Kata | 3 | co-04-07-04 | 1/round, swap allied and enemy Domination in the zone |
| Emergency Suturing | Licensed/Kata | 2 | co-04-09-06 | during combat, restore 1 Wound to an adjacent ally for 2 Energy |
| Emergency Medicine | tactic:upkeep | — | co-06-06 | incapacitated return |
| Emergency Treatment | Kata | 2 | co-04-07-12 | 1 ally in the same zone recovers 1 Wound. |
| Pseudo-Emotion | aptitude | — | co-04-07-17 | gain emotion; Fate modifier returns to original value; fate intervention usable; yoma negotiation possible; Presence aura applies to allied Cohesion |
| Bound by Righteousness (義) | aptitude | — | co-07-03 | cowardly tactics unavailable |
| Strategy of Righteousness(義) | aptitude | — | co-07-03 | always know the next action of enemy squads (squads only; excludes Lord/Elite grade) |
| Righteous Deployment | Kata | 5 | co-07-03 | Battlefield redeployment. |
| Yitian Sword — Cao Cao's Treasure Sword Masterwork | technique | 3 | co-07-04 | [Masterwork] Yitian Single Cut |
| Foreign Design | Licensed/aptitude | 2 | co-04-04 | [aptitude] Foreign Design: teppo range extends to 3 zones. |
| Foreign Armor | aptitude | — | co-04-07-13 | special light armor unlock. Defense 13, Energy penalty none |
| Foreign Gunpowder | aptitude | — | co-04-07-13 | teppo shots have [Pierce all]; 2d10+Archery >= Defense (no attribute/Courage added) |
| Outsider Affinity | aptitude | — | co-04-07-13 | immediately 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 Descent | Kata | 5 | co-07-03 | Shinto fox Summon |
| Two-Sword Style | aptitude | — | co-04-02 | use two weapon techniques in one breath, within the one-breath Energy limit |
| Nito Combined Strike | technique | 3 | co-07-01 | double attack 2 Wounds |
| Bite Down | technique | 2 | co-08-02 | 2 Wounds |
| Utopia | Kata | 5 | co-04-07-08 | 1/combat, make 1 zone a "sanctuary": allied Wound recovery +2 at lull, Defense +3, enemies entering take automatic 1 Wound |
| Iyomante | Kata | 2 | co-04-07-14 | 1/round, all same-zone enemies make Mental Save (Courage>=13); failure means Defenseless; works on yoma |
| Dual Descent | aptitude | — | co-04-07-22 | While 2 souls are equipped, can use both souls' 1st-dan traits in the same breath, paying each Energy cost |
| Double Barricade | aptitude | — | co-04-07-11 | barricade Defense 12, Durability remains 3; destroyed after 3 hits (not attacks) |
| Twin Puppets (Licensed) | technique | 3 | co-04-07-18 | 2 puppets attack simultaneously, each 1 Wound, 1/round |
| Niten Ichi-ryu | Licensed/aptitude | — | co-04-04 | main weapon+off weapon technique simultaneous use |
| Master of Retreat | aptitude | — | co-04-07-02 | exempt 1 pursuit check when retreating from the battlefield. |
| Study of Principle | Kata | 2 | co-07-02 | scholar 3 Wounds Wisdom basis |
| Human Completion | aptitude | — | co-04-07-34 | Completely remove no present-world adaptation; Negotiation penalty 0. Restore 2 points among lost attributes; squad Cohesion +3 |
| Human Weapon | aptitude | — | co-04-07-05 | choose 1 of [Pierce 2]/[Direct 2] per bare-hand attack; Pierce Critical adds [Break], Direct Critical makes Defenseless, no Critical Wound bonus |
| Mudra: Fudo Myoo | stance | 2 | co-04-07-05 | while maintained, Defense +3 against all hits; cannot move |
| Mudra Strike | technique | 2 | co-07-01 | Seal technique 1 item |
| Human Offering | Kata | 1 | co-04-07-07 | 1/combat, declare Austerity 3 (Wounds -3); all remaining attack techniques this round become automatic Critical Hits |
| Human Trafficking | Kata | 2 + Gold 6 | co-04-07-31 | immediately convert 1 enemy Minion/Mob squad into an ally (2d10+Presence+Bribery >= 13); on failure, only Gold is spent; 1/round |
| Human-God Union | aptitude | — | co-04-07-16 | Faith maximum 15; Faith loss halved(round up); Fumble Faith -1; keep half Faith when incapacitated; Sacred Domain upkeep cost 0 |
| Human Flesh Distribution | Kata | 3 | co-04-07-23 | 1/lull, after devouring, transfer 1-3 of your Wounds to 1 ally in an adjacent zone; that ally's next-round attack +1 |
| Puppet Squad | tactic:aptitude | — | co-04-07-18 | assign 1 puppet to a squad, Wounds +1/Defense +1, Cohesion -1 if destroyed |
| Puppeteer's Secret | aptitude | — | co-04-07-18 | when a puppet is destroyed, the destroyer takes 2 Wounds + Defenseless Backflow |
| One-Hit Kill | aptitude | — | co-04-07-03 | 1/combat, first ambush strike instantly kills regardless of Wounds; Lord-grade targets take 4 Wounds instead |
| Declare Duel | Kata | 2 | co-04-07-01 | 1/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 Two | technique | 4 | co-07-01 | 2 Wounds Critical Hit 3 Wounds |
| One Horse, Two Cuts | Kata | 4 | co-07-02 | mounted 3 Wounds instant kill |
| One Flash | Kata | 4 | co-04-07-02 | 1/round, annihilate all enemy Minions in the zone + 2 Wounds to Elites/Lords |
| First Sword | secret art/aptitude | — | co-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) | technique | Squad Command base | co-07-01 Yumiya | commander pays; Wisdom discount applies |
| Volley/Attack (Squad Command) | squad command | 2 | co-06-06 | area attack check |
| Volley Fire Enhancement | tactic:Kata | — | co-07-20 | bow squad hit increase |
| One Spear Pierces Heaven | Licensed/aptitude | — | co-04-04 | suyari straight thrust range extends to 2 zones, from Rear Zone to enemy Front Zone |
| Deepened Absorption | aptitude | — | co-04-07-24 | lose 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 Illusion | technique | — | co-08-02 | move +1 Energy |
#ㅈ
| Name | Type | Energy | Source | Summary |
|---|---|---|---|---|
| Self-Repair (Tesshin) | Kata | 2 | co-04-07-29 | 1/combat, recover 3 Wounds for yourself. Used instead of medicine/faith healing; cannot move or attack while repairing |
| Self-Repair (Automaton) | Kata | 3 | co-04-07-17 | recover 1 Wound by itself, no artisan required, 1/round |
| Self-Execution | technique | 1 | co-07-01 | self 2 Wounds |
| Purple-Gold Red Gourd — Soul-Absorbing Gourd Masterwork | technique | 3 | co-07-04 | [Masterwork] Named Absorption |
| Purple-Gold Red Gourd — Soul-Absorbing Gourd Curse | aptitude | — | co-07-04 | name weight |
| Purple-Gold Red Gourd — Soul-Absorbing Gourd Blessing | aptitude | — | co-07-04 | gourd absorb |
| Purple-Gold Red Gourd — Soul-Absorbing Gourd Devotion | Kata | 6 | co-07-04 | permanently absorb 1 Minion-grade enemy in the same zone; the gourd disappears after use; 1/session |
| Self-Parasitism | aptitude | — | co-04-07-21 | when incapacitated, revive after 2 rounds at Wounds 3 (1/session). Appearance changes on revival |
| Automatic Barrier | aptitude | — | co-04-07-24 | Automatically 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 Protocol | tactic:stance | squad command cost | co-04-07-17 | while maintained, the squad imitates the autonomous automaton's defense pattern; squad Defense +1 and fear/charm immunity |
| Shaft Block (Bamboo Spear/Sickle) | technique | reserve 1/improvise 2 | co-07-15 | Ordinary defense; bamboo spear is 1/round |
| Hand of Compassion | Kata | 2 | co-04-07-06 | 1/round, 1 adjacent ally recovers 1 Wound; powerful healing line with an entertainer |
| Strike of Mercy | Kata | 3 | co-07-03 | 2d10+Physique+Unarmed Combat+2 >= Defense, 2 Wounds, target does not die if incapacitated and stays at Wounds 0, 1/round |
| Declare stance | common | variable | co-03-04 | varies by stance |
| Release stance | common | 0 | co-03-04 | Releasing a stance (free action) |
| Self-Destruct Puppet | Kata | 1 | co-04-07-18 | detonate puppet, all enemies in the same zone take 1 Wound, no Backflow, 2/combat |
| Self-Destruct Protocol | Kata | all Energy | co-04-07-29 | 1/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 Circulation | secret art/aptitude | — | co-04-09-06 | inflict ongoing poison damage |
| Afterimage | aptitude | — | co-04-07-02 | always ignore Domination/Breakthrough. First breath each round gains initiative bonus +5 |
| Hidden Deployment | tactic:stance | squad command cost | co-04-07-03 | maintain; deploy squad in infiltration. Detected by Perception>=13. Domination 0 until revealed; on reveal/release, ambush attack(check +3) |
| Maintain Infiltration | tactic:aptitude | — | co-07-20 | Infiltration penalty remove |
| Grapple | technique | 2 | co-07-01 | bind 1 round |
| Long-Shaft Handling | secret art/aptitude | — | co-04-09-02 | Long-Shaft Handling — yari Energy 2→1 |
| barrier | common | — | co-05-05 | zone between move +2 Energy |
| Zhangba Snake Spear — Zhang Fei's Serpent Spear Masterwork | technique | 4 | co-07-04 | [Masterwork] One Roar, Ten Thousand Voices |
| King of Finance | Renown Title | — | co-04-05 | permanently cut off enemy supply (no lull effects), gain gold +2 each lull, per-combat gold cap 20 |
| Zaibatsu | aptitude | — | co-04-07-10 | gain 5 gold automatically each lull; maintain the 20-gold combat cap |
| regeneration | technique | — | co-08-02 | lull +1 restore |
| Regeneration Rampage | aptitude | — | co-04-07-15 | auto-triggers at Wounds 0: revive at Wounds 3 + attacks +3 for next 2 rounds. After 2 rounds, forced incapacitation; 1/combat |
| Reload | upkeep | 2~3 | co-07-01 | restore firing. Nicchoho can reload only at 0 loaded shots, restoring both pistols together to 2; no partial reload |
| Recharge | stance | — | co-07-02 | lull automatic charge |
| Sniping | aptitude | — | co-04-07-13 | 2 zone distance teppo shot. hit +1 |
| Curse (Onryo) | technique | 3 | co-08-02 | Presence 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 |
| Curse | Kata | 2 | co-04-07-04 | 1/round, 1 enemy within 2 zones takes -3 to its next check |
| Curse (Tsuchimikado) | Licensed/Kata | 2 | co-04-04 | 1/round. 1 enemy within 2 zones takes -3 to all checks for 1 round |
| Curse Insect Servitude | aptitude | — | co-04-07-21 | command 1 curse insect. While parasitizing, target Defense -1 each round (minimum 2); parasitism itself deals no Wounds damage |
| Curse Spread | secret art/technique | — | co-04-09-06 | 2-zone sorcery + inflict curse |
| Strategic Extremity | stance | 4 | co-04-07-32 | While 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) | technique | reserved 1/improvised 2 | co-07-20 | small shield negates the hit |
| Warrior's Soul | Kata | 3 | co-04-07-22 | 1/round. While a samurai/wildlander/esoteric monk soul is equipped, attack checks +2 and Defense +1 for 1 round |
| Previous-Life Technique Reproduction | aptitude | — | co-04-07-33 | Borrow 1 base-class 3rd-dan trait; Energy cost +1 |
| Memory of a Previous Life | aptitude | — | co-04-07-33 | At 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 Release | stance | 4 | co-04-07-33 | While maintained, attack +3 and core attribute checks +2; Wounds -1 each breath |
| Legend Completion | aptitude | — | co-04-07-33 | Complete the unique relic's legend in this age. Permanently removes spirit-body instability; no maintenance checks; Wounds +3; removes Negotiation penalty |
| Tactician | aptitude | — | co-04-07-13 | Treat Wisdom as +2 for squad-command discounts; may shoot into any zone from the Rear Zone |
| Tactical Direction | Kata | 1 | co-04-07-09 | 1/round, 1 ally's next attack technique gains +3 |
| Prayer for Victory | aptitude | — | co-07-03 | combat start Energy +1 |
| War God Descent | Kata | 6 | co-07-03 | for 3 rounds: Defense +4, attacks +3, Energy +3, 1/session |
| War God's Protection | aptitude | — | co-07-03 | Blessing [aptitude]: War God's Protection — At battle start, all allies' initiative modifier +2 (first breath only). |
| Loss of Fighting Spirit | secret art/Kata | 3 | co-04-09-05 | enemy Elite Energy -3 |
| Electromagnetic Barrier | Kata | 2 | co-04-07-29 | 2/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 Song | tactic:Kata | squad command cost | co-04-07-12 | war song; same-zone squad's next attack +1 and Cohesion +1 |
| Battlefield Auction | Kata | 2 + Gold 5 | co-04-07-31 | 1/combat, auction battlefield loot on the spot, distribute equipment to an ally, apply its effect immediately |
| Battlefield Trading Post | tactic:stance | squad command cost+1 | co-04-07-10 | maintain, deploy Rear-Zone trading post, gain Gold +1 each lull, all allies can replenish consumables (gold cost), cannot attack |
| Battlefield Merchant | Kata | 2 | co-04-07-10 | immediate ally equipment exchange, weapon change from pre-held list, 1/round |
| Battlefield Surgery | secret art/aptitude | — | co-04-04 | At 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 Battlefield | aptitude | — | co-04-07-01 | recover 2 Energy when you finish an enemy. |
| Flower of the Battlefield (Entertainer) | upkeep | — | co-04-07-12 | during lull, 1 ally recovers 1 Wound or 1 squad recovers 1 Cohesion |
| Flower of the Battlefield (Kekka) | aptitude | — | co-04-07-25 | Blood Dance stack effects expand to all zones; stack decrease remains -1 per lull |
| Brain of the Battlefield | aptitude | — | co-04-07-09 | at the start of each round, gain 2 extra Energy for the scholar only (cannot carry over). |
| Battlefield Diva | aptitude | — | co-04-07-12 | during lull, Battlefield Flower restores 2 Wounds or Cohesion and targets 2 units |
| King of the Battlefield | aptitude | — | co-04-07-23 | when 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 Retreat | common | 3 | co-03-06 | Flank Zone/Rear Zone in battlefield outside |
| Battlefield Adaptation | Kata | 1+original cost | co-04-07-33 | 1/combat. Execute 1 eligible enemy technique witnessed this combat under the common borrowing rule; pay 1 Energy plus its original cost, check -2 |
| Battlefield View | secret art/upkeep | — | co-04-09-04 | reveal all enemy placement |
| Battlefield Treatment | tactic:Kata | squad+2 | co-06-06 | restore 1 Wound to an ally |
| Battlefield Control | Kata | 4 | co-04-07-32 | 1/round, all allies in the same zone get +2 to next check; squad Cohesion +1 for 3 breaths |
| War Economy | aptitude | — | co-04-07-10 | when an enemy Minion is defeated, gain Gold 1. |
| War Machine | Kata | 5 | co-04-07-11 | 1 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 thirst | aptitude | — | co-07-03 | noncombat -2 |
| Sense of War | aptitude | — | co-04-07-20 | Free Core Zone entry/exit. Attacks in the Core Zone gain +1. |
| War Bonds | Kata | 0 + Gold 5 | co-04-07-10 | all allies gain Energy +3 this round, 1/combat |
| War Profiteering | aptitude | — | co-04-07-31 | gain Gold +3 when an enemy is incapacitated; also gain Gold +1 when an ally is incapacitated |
| Read the Omen | Licensed/upkeep | — | co-04-09-06 | before combat starts, reveal 1 enemy-tactic hint |
| Advance | squad command | 2 | co-06-06 | adjacent zone move |
| Combat Record | aptitude | — | co-04-07-17 | record 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) | aptitude | — | co-04-07-32 | Remove 1 of the -1 Courage/Finesse/Physique combat penalties; no attack-check penalty with daggers/thrown weapons |
| Combat Adaptation (Celestial) | aptitude | — | co-04-07-34 | Remove the human-target attack penalty (-1 Wound); weapon proficiency +1 |
| Sweep the Battle Situation | Licensed/upkeep | — | co-04-09-04 | reveal 1 enemy zone before combat starts |
| absolute Charm | Kata | 5 | co-08-02 | battlefield defection |
| Deathblow | technique | 2 | co-07-02 | Infiltration only 3 Wounds |
| Precision Disassembly | Licensed/aptitude | — | co-04-09-04 | trap disable automatically succeeds |
| Information Network | aptitude | — | co-04-07-03 | at combat start, reveal information on all enemy units |
| Information Warfare | Kata | 3 | co-04-07-32 | 1/round, analyze 1 enemy's weakness; on 2d10+Wisdom+Stratagem >= 11, all allies gain attack +2 against that enemy for 3 breaths |
| Seiza Shooting Method | Licensed/stance | 2 | co-04-04 | while maintained, all Archery techniques +3; cannot move |
| Purification | Kata | 2 (+ Faith 1) | co-04-07-16 | remove all debuffs(poison/curse/bleeding/Defenseless) in the same zone; yoma Domination -2; 1/round |
| Purifying Touch | Kata | 2 | co-04-07-34 | 1/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 Sense | aptitude | — | co-04-01 | At each round start, learn 1 enemy's next action in advance; automatically detect traps/ambushes |
| Zhuge Kongming | aptitude | — | co-04-07-09 | at combat start, the scholar freely decides count order. |
| Suppressive Fire | technique | Squad Command +1 | co-07-01 Yumiya | move +2 Energy |
| Shikigami and Puppet Control Actions (Common Rule) | Kata | 0 | co-03-04 Control Actions | body 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 Retreat | tactic:Kata | — | co-07-20 | no Cohesion loss on retreat |
| Existence (Konryu) | technique | — | co-08-02 | Spirit Realm Being |
| Sake Miasma | technique | 3 | co-08-02 | check -3 |
| Fists — unarmed combat | technique | 1 | co-07-01 | basic strike |
| Killing Curse | Kata | 3 | co-04-07-04 | 1/round, range 2 zones. 2d10+Wisdom >= Defense, [Incorporeal], 2 Wounds |
| Sake Break | Kata | 4 | co-07-02 | base limit 1/combat; pouring sake before combat (1 consumable) changes it to 1/round; 4 Wounds + fear against oni |
| Smell of Death | aptitude | — | co-07-03 | NPC Negotiation -2 |
| Call of Death | aptitude | — | co-07-03 | after combat -1 |
| Breath of Death | technique | 3 | co-08-02 | 1 Wound + Poison |
| Bamboo-Spear Charge | tactic:Kata | squad+2 | co-06-06 | weak, low-cost attack |
| Bamboo-Spear Formation | stance | — | co-07-15 | Domination +1 against the enemy Front Zone in the same zone (spear-wall substitute); ends on movement |
| Bamboo Spear Thrust | technique | 2 | co-07-15 | 2d10+Courage >= Defense; 1 Wound |
| Improvised Yoma Tool | Kata | 3 | co-04-07-30 | 1/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) | aptitude | — | co-04-07-24 | Ordinary 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) | Kata | 0 | co-04-07-07 | 1/session, set Wounds to 0. All remaining checks this round automatically succeed, all attacks deal 3 Wounds, [Pierce all], incapacitated at round end |
| Sokushinjobutsu Complete | aptitude | — | co-04-07-24 | Holy 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:aptitude | — | co-04-05 | Halve Wound expenditure for Austerity (round up); always apply the third-stage Austerity bonus without spending Wounds |
| Proliferation | technique | — | co-08-02 | recreate |
| Leader's Words | Kata | 3 | co-04-07-32 | 1/round, on 2d10+Presence+Negotiation >= 13, all allies in the same zone recover 1 Three Ways and Six Hearts conversion trigger |
| Earth-Vein Resonance | aptitude | — | co-04-07-08 | know the Domination values of all battlefield zones exactly; automatically detect spirit veins/corruption |
| Twist Earth Veins | Kata | 2 | co-04-07-08 | 1/round; adjacent zones allowed; target zone maximum Domination cap 3 (Front Zone 2) for the round; excess contributions are not counted |
| Earth-Vein Formation | tactic:stance | squad command cost+1 | co-04-07-08 | maintain, 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 Subsidence | Kata | 3 | co-04-07-08 | 1/round, target zone: movement +1 Energy, all Domination bonuses negated for 2 rounds |
| Ruler of Earth | Renown Title:Kata + aptitude | 0 / — | co-04-05 | Transform a zone for 0 Energy ([Kata]) and manipulate Domination by ±3 across the entire battlefield ([aptitude]) |
| Cut the Lay of the Land | secret art/upkeep | — | co-04-09-04 | propose 1 zone addition/deletion |
| Hellfire | technique | 4 | co-08-02 | Everyone in the same zone takes 3 Wounds. Units inside a barrier are exempt. 1/combat |
| Jizo's Mercy | aptitude | — | co-07-03 | healing techniques used on incapacitated enemies/allies +3 |
| Earthquake | Kata | 5 | co-08-02 | Whole battlefield movement +2 Energy(2 rounds), all barricades collapse, all squads Cohesion -1, 1/combat |
| Terrain-Conversion Formation | tactic:Kata | squad command cost+2 | co-04-07-08 | 1/combat, add/remove 1 gimmick in the squad's zone (for example forest or high ground), with GM agreement |
| Point Out Terrain | Licensed/upkeep | — | co-04-09-04 | propose 1 zone change at combat start |
| Wisdom's melody | aptitude | — | co-07-03 | Wisdom check +2 |
| Intuitive Shot | Licensed/aptitude | — | co-04-04 | Archery attack techniques may use Fate instead of Courage |
| Direct Shot | technique | 2 | co-07-01 | [Pierce all] 1 Wound |
| Straight Stab | technique | 2 | co-07-01 | weak Pierce 1 Wound |
| Straight Thrust | technique | 2 | co-07-01 | 2d10+Courage+Spearmanship >= Defense, 1 Wound. Range: same zone+adjacent Front Zone |
| Formation Method | Kata | 2 | co-04-07-09 | 1/round, 1 allied squad's Domination contribution x2 (that round) |
| mantra Great Seal | Kata | 5 | co-07-03 | yoma permanent Seal |
| Build Position | tactic:Kata | squad command cost | co-04-07-11 | 1/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 |
| Requiem | Kata | 2 | co-04-07-12 | yoma only; all yoma in adjacent zones have attack techniques -2 for 1 round |
| Requiem Dance | tactic:Kata | squad command cost+1 | co-04-07-12 | return 1 incapacitated squad to the battlefield at Cohesion 2; members are halved |
| Mud Grab | technique | — | co-08-02 | move +2 Energy |
| Sprint | common | 3 | co-03-04 | move + next technique +1 |
| Gale (Ronin) | aptitude | — | co-04-07-02 | +2 when attacking immediately after movement. |
| Gale (Tengushi) | aptitude | — | co-04-07-28 | All 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 Step | Licensed/Kata | — | co-04-09-03 | move Energy 2→1 |
| Thrust | technique | 1 | co-07-01 | standard thrust |
#ㅊ
| Name | Type | Energy | Source | Summary |
|---|---|---|---|---|
| Zanbato — horse-cutter | technique | 3 | co-07-01 | mounted target +1 Wound |
| Spear Wall | stance | 2 | co-07-01 | Domination +3~4; cannot move |
| Spear Formation | Licensed/aptitude | — | co-04-09-02 | Spear Formation — Front Zone control +1 additional |
| Myriad Machines and Forms | aptitude | — | co-04-07-18 | operate 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 Melody | Kata | 5 | co-07-03 | opposed Presence against all battlefield enemies; on failure, cannot act for 2 rounds |
| Thousand-Year Yojutsu | technique | 3 | co-08-02 | 2 round defection heart change |
| Thousand-Year Arrow | secret art/Kata | 4 | co-04-04 | range unlimited. 2d10+Courage+Archery+4 >= Defense. 2 Wounds. |
| Thousand-Blade Seizure | Kata | 4 | co-07-02 | disarm the enemy and immediately equip the stolen weapon |
| Heavenly Thunder | technique | 5 | co-07-02 | all enemies on the battlefield take 1 Wound |
| Alter Heavenly Mandate (天命改變) | Kata | 6 | co-07-03 | 1/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 |
| Astronomy | aptitude | — | co-04-07-04 | at combat start, the onmyoji chooses the d100 environmental event |
| Astronomical Observation | secret art/stance | 2 | co-04-04 | while maintained, know every enemy's next-breath action in advance |
| Astronomical Reading | aptitude | — | co-07-03 | at battle start, GM reveals the first-round action of 1 enemy |
| Heavenly Song | Kata | 3 | co-07-03 | All allies in the same zone gain next attack +3 + remove fear. |
| Heavenly Light | aptitude | — | co-04-07-34 | All 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 Presence | aptitude | — | co-04-07-12 | Presence aura extends to adjacent zones; presence reaches the Front Zone |
| Heavenly Eye | aptitude | — | co-04-07-34 | Detection range 3 zones → 5 zones. Automatically sees through hidden/disguised yoma; detect yoma traces from the past 3 days |
| Peerless Under Heaven | Kata | 5 | co-07-03 | battlefield Storm |
| Seamless Garb | secret art/aptitude | — | co-04-09-03 | automatic advantage on first opposed Perception related to disguise |
| Genius Strategist | aptitude | — | co-04-07-09 | up to 2 times/round, squad commands cost 0 Energy; Energy transfer can be split across 2 targets |
| Genius Brushwork | aptitude | — | co-07-03 | shikigami Energy -1 |
| Amaterasu Omikami | Kata | 5 (+ Faith 5) | co-04-07-16 | 1/combat, whole battlefield: all allies recover 3 Wounds and all Cohesion, attacks +3 for next 2 rounds; all yoma take 2 Wounds |
| Heaven-Earth-Man | secret art/Kata | 4 | co-04-04 | high-middle-low 3-hit chain; each is a check; if all 3 hit, additional 2 Wounds |
| Invincible Under Heaven | aptitude | — | co-04-07-01 | Defense +3. |
| Wealth of the Realm | Renown Title:aptitude + Kata | — / 5 | co-04-05 | Gain 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 Realm | Kata | 3 + Gold 0 | co-04-07-10 | turn 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 Realm | aptitude | — | co-07-03 | squad order Energy -1 (minimum 0), squad Cohesion +2 |
| Zaibatsu of the Realm | aptitude | — | co-04-07-31 | Gold cap 50 per combat, gain Gold +5 each lull, start combat with Gold 15 |
| First Under Heaven | aptitude | — | co-04-07-12 | Treated as Presence +3. Domination aura applies to the entire battlefield. Mere existence changes the battlefield. |
| Tenka Fubu (天下布武) | Kata | 5 | co-07-03 | All allies + all squads gain +4 to attacks next round. |
| Iron-Armor Pierce | Kata | 3 | co-07-02 | [Pierce 4]; handles heavy armor |
| Iron Wall | technique | automatic | co-08-02 | Defense 19 includes 4 seal residue. Exorcism technique hit: seal-residue Defense -1 permanently. |
| Iron Wall (Maeda) | Kata | 3 | co-07-02 | 1/round. Until the next round begins, Defense +4 and no voluntary movement; forced movement ends the effect |
| Iron-Wall Defense | aptitude + Kata | — + 0 | co-04-07-17 | while 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 Defense | aptitude | — | co-04-07-01 | while maintaining Immovable Formation, Defense +2 and immune to Defenseless |
| Ironwall Formation | tactic:stance | squad command cost | co-04-07-01 | maintain. 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 Shatter | Kata | 5 | co-07-02 | [Pierce 5] + [Break], can break buildings |
| Iron Fortress | aptitude | — | co-04-07-11 | enemy 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 Monarch | aptitude | — | co-04-07-29 | Remove 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 Masterwork | technique | 4 | co-07-04 | [Masterwork] Alone on One Horse |
| Green Dragon Crescent Blade — Guandi's Sacred Weapon Masterwork | technique | 4 | co-07-04 | [Masterwork] Crescent Flash |
| Green Dragon Crescent Blade — Guandi's Sacred Weapon Curse | aptitude | — | co-07-04 | Guandi's Weight |
| Green Dragon Crescent Blade — Guandi's Sacred Weapon Blessing | aptitude | — | co-07-04 | Guandi's Righteousness |
| Green Dragon Crescent Blade — Guandi's Sacred Weapon Devotion | Kata | 6 | co-07-04 | [Devotion] Guandi Descends |
| Internal Detonation | Kata | 4 | co-04-07-21 | detonate a parasitizing curse insect. Target Wounds -4, insect disappears, adjacent units gain Poison (Wounds -1 per round, 1 round) |
| Bayonet Charge | technique | 2 | co-07-01 | A Nanban-style gun fitted with a blade. |
| Bayonet Breakthrough | technique | 3 | co-07-01 | move+Charge |
| Supreme Command (Ieyasu) | Kata | 3 | co-07-03 | command all squads (up to 3) simultaneously; each may take a different action; 1/round |
| Overall Command (Scholar) | Kata | 1 | co-04-07-09 | 1/round, give all allied squads 1 advance/retreat command at once; 1 Energy regardless of squad count |
| Final Descent: Heroic Soul | Kata | all | co-04-07-22 | 1/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 Stage | Kata | all Energy | co-04-07-25 | spend 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 Stand | secret art/aptitude | — | co-04-09-07 | standard-difficulty danger checks automatically succeed; 1/combat |
| Last Hunter | aptitude | — | co-04-07-14 | on reaching Wounds 1, recover 4 Energy (not above max), attacks auto-hit, negate hits 1 time per 1 round |
| Pursuit Check | common | — | co-03-06 | 2d10+Finesse opposition |
| Pursuit | aptitude | — | co-08-02 | Infiltration position Perception |
| Blessing | Kata | 1 (+ Faith 1) | co-04-07-16 | 1 ally's next check +5, 1/round |
| Insect Egg Ambush | Kata | 2 | co-04-07-21 | install an insect egg trap in a designated zone. When an enemy enters, 1 curse insect immediately parasitizes it; discovery difficulty Infiltration 16 |
| Healing Light | Kata | 2 (+ Faith 2) | co-04-07-16 | all allies in the same zone recover 2 Wounds + squad Cohesion +2, 2/combat |
| Seven Tools | aptitude | — | co-04-08-22 | switch weapons each round |
| Seven-Star Sword Masterwork | technique | 3 | co-07-04 | [Masterwork] Seven-Star Strike |
| Seven-Star Sword Curse | aptitude | — | co-07-04 | Curse [aptitude]: Constellation Alignment — If it is not night, effects are halved. |
| Seven-Star Sword Blessing | aptitude | — | co-07-04 | Northern Dipper Blessing |
| Seven-Star Sword Devotion | Kata | 6 | co-07-04 | [Devotion] Doumu Descends |
| Seven-Star Treasure Blade — Blade of Cao Cao's Failed Assassination Masterwork | technique | 2 | co-07-04 | [Masterwork] Star Assassin |
| Seven-Star Strike | Kata | 3 | co-07-04 | yoma 3 Wounds Seal |
| Acupuncture and Moxibustion | Licensed/Kata | 2 | co-04-04 | acupuncture and moxibustion on 1 ally; restore 2 Wounds + remove 1 condition |
| Domain of Silence | aptitude | — | co-04-07-27 | Constant: in your zone, all prayers/mantras/blessing words are nullified. Faith-line techniques still spend Energy, but their effect is 0 |
| Erosion | technique | — | co-08-02 | 1 Wound + corruption |
#ㅋ
| Name | Type | Energy | Source | Summary |
|---|---|---|---|---|
| Kamuy Descent | Kata | 2 | co-04-07-14 | 1/combat, for 1 round attack +3/Defense +3/movement 1 Energy; next round Energy -3 |
| Kamuy Barrier | technique | — | co-07-20 | ally Fear immunity |
| Kamuy's Blessing | aptitude | — | co-04-07-14 | when not wearing armor, Defense = 10 + Physique + Courage (heavy-armor-grade defense bare-bodied). |
| Hand of Kamuy | aptitude | — | co-04-07-14 | Unarmed 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 Howl | tactic:Kata | squad command cost+1 | co-04-07-14 | 1/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 strike | Kata | 3 | co-07-03 | yoma 4 Wounds |
| Karna's Kavacha (Karna's Golden Armor) — Surya's Armor Masterwork | technique | 2 | co-07-04 | golden radiance |
| Karna's Kavacha (Karna's Golden Armor) — Surya's Armor Curse | aptitude | — | co-07-04 | child of Surya |
| Karna's Kavacha (Karna's Golden Armor) — Surya's Armor Blessing | aptitude | — | co-07-04 | sun Blessing |
| Karna's Kavacha (Karna's Golden Armor) — Surya's Armor Devotion | Kata | 6 | co-07-04 | Karna's will |
| Back-Edge Block | technique | reserve 1/improvise 2 | co-07-01 | enemy attack negate+penalty |
| Kali's Necklace Masterwork | technique | 3 | co-07-04 | [Masterwork] Black Strike |
| Kali's Necklace Curse | aptitude | — | co-07-04 | blood thirst |
| Kali's Necklace Blessing | aptitude | — | co-07-04 | rage Kali |
| Kali's Necklace Devotion | Kata | 6 | co-07-04 | [Devotion] Kali Descends |
| Scabbard Block | technique | reserve 1/improvise 2 | co-07-01 | Defense +1; on success negate hit; on failure -1 minimum 1 |
| Kodoku Ritual | Kata | 5 | co-04-07-21 | pre-combat ritual creates a Veteran-grade insect (Wounds 3, Defense 12, parasitizing target Defense -2/round, minimum 2). Disappears at session end |
| Kunai Throw | technique | 1 | co-07-01 | spend throw |
| Kurikara | Kata | 4 | co-07-03 | flame gimmick |
| Protection of Kumano | Kata | 3 | co-04-07-24 | 1/round. All allies in the Kaibutsu's zone gain Defense +3 for 1 round. |
| Kumogiri | Kata | 3 | co-07-02 | 3 Wounds to yoma + remove bindings |
#ㅌ
| Name | Type | Energy | Source | Summary |
|---|---|---|---|---|
| Eye of Tatari | aptitude | — | co-04-07-27 | Accurately 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 Sun | Kata | 6 | co-07-03 | immediately remove all darkness, fog, and personal Spiritual Contamination; remove every Spiritual Contamination Zone; all allies recover 2 Wounds |
| Clockwork Overload | Kata | 2 | co-04-07-17 | for 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) | Kata | 5 | co-07-03 | Presence contest. Loser takes 3 Wounds + 1-step movement on Three Ways and Six Hearts(GM decision). 1/combat |
| Tengu Wings | aptitude | — | co-04-07-28 | Flight 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) | Kata | 3 | co-04-07-28 | 1/round, opposed check (Finesse vs Finesse). Loser takes 3 Wounds |
| Tengu Fan Strike | technique | 2 | co-08-02 | 1 Wound |
| Dragonfly Stance | Licensed/stance | 2 | co-04-04 | first 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 Masterwork | technique | 2 | co-07-04 | [Masterwork] Tonfa Spin |
| Tonfa — Handle of the Wind God Curse | aptitude | — | co-07-04 | softness path |
| Tonfa — Handle of the Wind God Blessing | aptitude | — | co-07-04 | wind god breath |
| Tonfa Wind-God Devotion | Kata | — | co-07-04 | forcedmove+1 Wound |
| Tonfa — Handle of the Wind God Devotion | Kata | 5 | co-07-04 | wind god Dance |
| Exorcism Sutra | Kata | 2 | co-04-07-05 | 1/round, all yoma units including adjacent zones take Defense -2 for 1 round |
| Exorcism Prayer | Kata | 3 | co-07-04 | yoma 2 Wounds Fear |
| Transparent Master | Kata | 2 | co-07-02 | defense noneresponse bleeding |
| Teyari — throwing spear | technique | 2 | co-07-01 | 1 Wound weapon loss |
| Trishula — Shiva's Trident Masterwork | technique | 3 | co-07-04 | [Masterwork] Trident Strike |
| Trishula — Shiva's Trident Curse | aptitude | — | co-07-04 | Break divine |
| Trishula — Shiva's Trident Blessing | aptitude | — | co-07-04 | Shiva rage |
| Trishula — Shiva's Trident Devotion | Kata | 6 | co-07-04 | Shiva Dance |
#ㅍ
| Name | Type | Energy | Source | Summary |
|---|---|---|---|---|
| Wave Strike | technique | 3 | co-08-02 | Check against everyone in the same zone; 1 Wound + forced movement in water, 1/breath |
| Demon-Breaking Fist | Attack | 2 | co-07-02 | 1/round, 3 Wounds to yoma, 2 Wounds to humans, Critical Hit seals for 1 round |
| Demon-Breaking Arrow (Zenmu) | Kata | 3 | co-07-02 | 2/battle, [Incorporeal], 3 Wounds to yoma, 1 Wound to humans, whole-battlefield range |
| Demon-Breaking Arrow (Hachiman) | Kata | 3 | co-07-03 | 2/battle, [Incorporeal], 3 Wounds to yoma, whole-battlefield range |
| Demon-Breaking Flash | Attack | 3 | co-07-02 | 1/battle, 3 Wounds to yoma, 1 Wound to humans; yoma Critical Hit deals 4 Wounds + seal(1 round) |
| Evil-Breaking Light | Licensed/aptitude | — | co-04-09-06 | attacks against yoma +2 |
| Plantain Fan — Princess Iron Fan's Fan Masterwork | technique | 2 | co-07-04 | [Masterwork] One-Fan Fire Suppression |
| Plantain Fan — Princess Iron Fan's Fan Curse | aptitude | — | co-07-04 | goddess fan |
| Plantain Fan — Princess Iron Fan's Fan Blessing | aptitude | — | co-07-04 | Wind domination |
| Plantain Fan — Princess Iron Fan's Fan Devotion | Kata | 6 | co-07-04 | enemy squad Cohesion -2 |
| Stretch Arms | technique | — | co-08-02 | Bind. |
| Bombardment | technique | 5 | co-07-01 | Everyone in target zone takes 2 Wounds (friend or foe — choose a zone). |
| Artillery Commander | Renown Title:Kata | 2 | co-04-05 | unlimited cannon use: 1/round, shell 1 zone (everyone in the zone takes 2 Wounds, apply the hit-strength table) |
| Artillery Position | tactic:stance | squad command cost+1 | co-04-07-13 | maintain, gun squads only fixed firing position. Range +1 zone, attack checks +1, cannot move, barricade cover |
| Announce Reward | tactic:Kata | squad command cost + Gold 2 | co-04-07-10 | all attack checks by the commanded squad next round gain +2, 1/round |
| Devour (Yamauba) | technique | — | co-08-02 | 1 Wound + absorb |
| Roar (Oni) | upkeep | — | co-08-02 | At lull, adjacent-zone squad Cohesion -1. |
| Burst Talisman | Kata | 3 | co-07-03 | zone explosion |
| Storm's Protection | aptitude | — | co-07-03 | sense weather; ignore check penalties in storms/fog |
| Storm Temperament | aptitude | — | co-07-03 | Negotiation checks -3 |
| Poltergeist | technique | automatic | co-08-02 | move +1 Energy |
| Full Plate Cuirass Masterwork | technique | 2 | co-07-04 | Steel formation |
| Inside the Guard | technique | 1 | co-07-01 | Core Zone Pierce enhance |
| Wind Wall | stance | 2 | co-04-07-28 | Ranged attacks into the same zone automatically fail. |
| Feng Shui Barrier Array | aptitude | — | co-04-07-08 | at 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 Abundance | aptitude | — | co-07-03 | during lull in the wielder's zone, all allies recover 1 additional Wound |
| Thirst for Blood | aptitude | — | co-04-07-20 | When 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 Toast | Kata | 3 | co-07-03 | 1/round, after dealing Wound damage to 1 enemy, recover your own Wounds by the same amount |
| Blood Rhapsody | Kata | 5 | co-04-07-25 | for 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 |
#ㅎ
| Name | Type | Energy | Source | Summary |
|---|---|---|---|---|
| Sky Ruler | aptitude | — | co-04-07-28 | While flying, attack +3 and Defense +3. A ground enemy's melee attack targeting the flying tengushi automatically fails |
| Hauchiwa Block | technique | reserve 1/improvise 2 | co-08-02 | negate hit+move |
| Hachiman's Rain | Kata | 5 | co-07-03 | 1/session, every battlefield enemy takes 1 Wound + squad Cohesion -2 |
| Crane-Wing Formation (Secret Text of the Taiheiki) | tactic:stance | — | co-07-20 | 2 zone Domination +2 |
| Crane-Wing Formation (Scholar) | tactic:stance | squad command cost | co-04-07-09 | maintain, deploy squad across 2 zones, each zone Domination +2, cannot move |
| Trapmaker | Kata | 2 | co-04-07-03 | 1/round, zone trap(on entry, 1 Wound + Defenseless) |
| Set Trap | Kata | 2 | co-04-07-11 | 1/round, place a trap in a zone; when enemies enter, 1 Wound + movement stops; 1 use |
| Trap Chain | Licensed/Kata | 2 | co-04-04 | Trigger 2 installed traps at the same time. Or strengthen a trap (2 Wounds damage). |
| Chimera Defense | technique | reserve 2/improvise 3 | co-08-02 | negate hit+counterattack |
| Recommend Surrender | Licensed/Kata | 3 | co-04-09-05 | recommend surrender to an enemy Elite during combat |
| Skull Grab | technique | 3 | co-08-02 | Bind + 1 Wound. |
| Current Control | technique | 2 | co-08-02 | Underwater only; target zone movement costs +3 Energy for 1 round, 1/round |
| Current Command | Kata | 4 | co-07-03 | All enemies in an underwater/waterside zone: forced move + Bind for 1 round, 1/battle |
| Seawater Wall | technique | reserve 2/improvise 3 | co-08-02 | firearms negated |
| Dissection | Kata | 2 | co-04-07-30 | 1 adjacent yoma: 2d10+Wisdom+Stratagem >= Defense. Success: Wounds -2 and gain 1 part; even failure gains 1 weakness clue |
| Lucky One | aptitude | — | co-04-02 | Fate Intervention uses +1; may be acquired repeatedly (maximum 2 times) |
| Apricot Yellow Flag — Jiang Ziya's Flag Masterwork | technique | 3 | co-07-04 | [Masterwork] Yellow Flag Wave |
| Apricot Yellow Flag — Jiang Ziya's Flag Curse | aptitude | — | co-07-04 | Strategist burden |
| Apricot Yellow Flag — Jiang Ziya's Flag Blessing | aptitude | — | co-07-04 | wuwei Finesse |
| Apricot Yellow Flag — Jiang Ziya's Flag Devotion | Kata | 6 | co-07-04 | investiture dignity |
| Local Defense | tactic:aptitude | — | co-06-06 | domain Cohesion ±2 |
| Void Step | secret art/aptitude | — | co-04-09-03 | Lightness Skill checks +3; move between Flank Zone and Front Zone for 1 Energy |
| God of Void | aptitude | — | co-04-07-27 | Within 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 Feint | aptitude | — | co-04-07-09 | always know remaining Energy and reservation state of enemy Elites/Lords. |
| Empty Threat | secret art/Kata | 3 | co-04-09-05 | negate an enemy commander's squad command 1 time |
| Xuanyuan Sword — Yellow Emperor's Sword Devotion | Kata | — | co-07-04 | China emperor divine Sword |
| Xuanyuan Sword — Yellow Emperor's Sword Masterwork | technique | 3 | co-07-04 | [Masterwork] Xuanyuan Strike |
| Xuanyuan Sword — Yellow Emperor's Sword Curse | aptitude | — | co-07-04 | emperor weight |
| Xuanyuan Sword — Yellow Emperor's Sword Blessing | aptitude | — | co-07-04 | heavenly emperor Blessing |
| Arahitogami Complete | Renown Title | — | co-04-05 | Faith 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 Investigation | aptitude | — | co-04-07-32 | noncombat exploration +3, additional information |
| Bloodlight | technique | 3 | co-07-02 | Critical Hit when treating bleeding |
| Blood Dance | aptitude | — | co-04-07-25 | Each 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 Blood | aptitude | — | co-04-07-25 | when Blood Dance stacks reach 3+, allies in your zone recover 2 Wounds; 1/session; Kekka herself is excluded |
| Bloody Struggle | aptitude | — | co-04-07-05 | each time your Wounds decrease, next 1 attack +2, consumed; final modifier cap +10 |
| Blood Flowers in Full Profusion | aptitude | — | co-04-07-25 | Blood 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 Blow | technique | 4 | co-07-02 | ally's next attack +2 |
| Unified Command | secret art/Kata | — | co-04-09-05 | all allies gain +2 Energy during the initiative stage |
| Goma | Kata | 4 | co-04-07-07 | 1/combat, requires Austerity 2. Enemies in the target zone take 3 Wounds + Holy Fire environment |
| Goma Formation | Licensed/stance | 2 | co-04-04 | while maintained, your zone is a "Holy Fire" environment; yoma take 1 Wound each lull |
| Dharma-Guardian Barrier (Esoteric Monk) | tactic:stance | squad command cost+1 | co-04-07-05 | squad-zone barrier; entering yoma take 2 Wounds / Wisdom>=11 check; squads inside ignore fear |
| Dharma-Protection Barrier (Warrior Monk) | tactic:stance | 1 | co-07-20 | block yoma entry |
| Guarding Stance | stance | 2 (declaration) | co-04-07-01 | maintained 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 |
| Roar | Licensed/Kata | 2 | co-04-09-05 | enemy squad Cohesion -1 |
| Foxfire | technique | 2 | co-08-02 | 1 Wound |
| Foxfire Burst | Kata | 3 | co-07-03 | zone burst |
| Soul Binding (Yasakani) | Kata | 3 | co-07-03 | revive at 2 Wounds |
| Song of the Soul | Kata | 5 | co-04-07-12 | immediately revive 1 incapacitated ally (half Wounds). |
| Soul Light | aptitude | — | co-07-03 | recover from incapacitation |
| Soul Rampage | Kata | 4 | co-04-07-22 | 1/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 Masterwork | technique | 2 | co-07-04 | [Masterwork] Silk Entanglement |
| Huntian Sash — Nezha's Red Silk Curse | aptitude | — | co-07-04 | appear weight |
| Huntian Sash — Nezha's Red Silk Blessing | aptitude | — | co-07-04 | heavenly silk |
| Huntian Sash — Nezha's Red Silk Devotion | Kata | 5 | co-07-04 | [Devotion] Huntian Flame |
| Hybrid Intuition | aptitude | — | co-04-07-15 | at 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 Lotus | secret art/Kata | 4 | co-04-04 | Exorcist energy gathers at the spearpoint. Against yoma, 3 Wounds + Seal; against humans, 2 Wounds. |
| Great Fortune | secret art/aptitude | — | co-04-09-07 | Master [aptitude] Great Fortune: Fate Intervention uses per combat total +2. |
| Fire Attack (Sunzi Bingfa) | tactic:Kata | 1 | co-07-20 | zone flame environment |
| Fire Attack (Artisan) | Kata | 3 | co-04-07-11 | 1/round, ignite 1 existing barricade: crossing that route causes 2 Wounds; barricade disappears after 2 rounds |
| Fire-Walking | Kata | 2 | co-04-07-07 | 1/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 Devotion | Kata | 6 | co-07-04 | adjacent-zone explosion; Mob/Minion die instantly |
| Fire Dragon Reflection | Kata | 3 | co-07-04 | reflect enemy fire/sorcery |
| Fire Arrow | technique | Squad Command +1 | co-07-01 Yumiya | commander requires Licensed Archery; Fire environment; 1 Minion |
| Gunpowder Mixing | Kata | 3 | co-04-07-13 | 1/round, gunpowder bomb: everyone in the zone takes 1 Wound (area) |
| Fire-Tipped Spear — Nezha's Flame Spear Masterwork | technique | 3 | co-07-04 | [Masterwork] Fire-Tip Strike |
| Fire-Tipped Spear — Nezha's Flame Spear Curse | aptitude | — | co-07-04 | immortal sage qualification |
| Fire-Tipped Spear — Nezha's Flame Spear Blessing | aptitude | — | co-07-04 | eternal flame |
| Fire-Tipped Spear — Nezha's Flame Spear Devotion | Kata | 6 | co-07-04 | [Devotion] Three Heads, Six Arms |
| Hwando — Joseon Curved Sword Masterwork | technique | 3 | co-07-04 | [Masterwork] Sword-Duel Single Cut |
| illusion evasion | technique | reserve 1/improvise 2 | co-08-02 | negate hit |
| Illusion Evasion | technique | reserve 1/improvise 2 | co-08-02 | Negate hit. |
| Bow-Stave Block | technique | reserve 2/improvise 3 | co-07-01 | Defense +1; on success -1 minimum 1; on defense Critical Hit negate hit; emergency melee defense |
| Energy Distribution | aptitude | — | co-04-07-09 | Divine Calculation and Ghostly Strategy transfer cost 2 -> 1 Energy; spend 1 -> transfer 1 to target (efficiency 2 times) |
| Energy Transfer | Kata | 0+transferred amount | co-04-08-10 | 2 times per round, 1 target |
| Song of Energy | Kata | 3 | co-04-07-12 | immediately add 3 points to 1 ally's current Energy. |
| Energy Infusion | aptitude | — | co-04-07-32 | spend 2 Energy to transfer 3 Energy to a target; on 2d10+Wisdom+Medicine >= 13, add 1 Energy |
| Life-Giving Sword | secret art/Kata | 2 | co-04-04 | declare "nonlethal" against 1 target. |
| Golden Leverage | Kata | 2 + Gold 1 | co-04-07-10 | enemy Domination in the target zone (adjacent allowed) immediately -2 |
| Open Yomi | Kata | 6 | co-07-03 | Izanami Summon |
| Return to Yomi | Kata | 4 | co-04-07-26 | 1/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 Yomi | technique | reserve 2/improvise 3 | co-08-02 | damage -1 |
| Whisper of Yomi | aptitude | — | co-04-07-26 | You can hear the "last words" of incapacitated units. Outside combat, a Wisdom check can read a dead person's memories. |
| Hand of Yomi | technique | 3 | co-08-02 | bind + move |
| Queen of Yomi | aptitude + Kata | — / 0 | co-04-07-26 | Enhance 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 Letter | secret art/Kata | 5 | co-04-09-05 | bribe and turn an enemy Minion squad |
| Spinning Dismount Cut | technique | 3 | co-07-01 | dismount cavalry, 2 Wounds |
| Dodge | technique | reserve 2/improvise 3 | co-07-15 | Unarmed evasion. |
| Evasive Shot | technique | reserve 1/improvise 2 | co-07-01 | retreating evasion+counterattack |
| Horizontal Cut | technique | 2 | co-07-01 | standard attack 1 Wound |
| Horizontal Sweep (Naginata) | technique | 3 | co-07-01 | Check 2 enemies in the same zone. Each success deals 1 Wound. Wide attack split across 2 targets. |
| Sweep (Oni) | technique | 3 | co-08-02 | zone 2 unit each 1 Wound |
| Club | technique | 2 | co-07-15 | 1 Wound; nonlethal knockout |
| Hou Yi's Bow — Bow That Shot Down Nine Suns Masterwork | technique | 4 | co-07-04 | [Masterwork] Sunfall |
| Hou Yi's Bow — Bow That Shot Down Nine Suns Curse | aptitude | — | co-07-04 | mythic weight |
| Hou Yi's Bow — Bow That Shot Down Nine Suns Blessing | aptitude | — | co-07-04 | sun archer |
| Hou Yi's Bow — Bow That Shot Down Nine Suns Devotion | Kata | 6 | co-07-04 | [Devotion] Nine Suns, One Shot |
| Retreat | squad command | 2 | co-06-06 | rear adjacent move |
| Entangle | technique | 3 | co-07-15 | 0 Wounds + bound for 1 round |
| Swing | technique | 2 | co-07-15 | 1 Wound |
| Ill-Star | Kata | 3 | co-07-03 | check -4 |
| Shake | technique | improvise 2 | co-07-15 | Threat 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 summariesand 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 asPower Strike (Oni)vsPower Strike (Master). - Type labels:
technique,Kata,stance,aptitude, andupkeepare actual maneuver tags;Tactic:Xis a squad tactic;squad commandis the basic squad command;Renown Titleis only for Renown Titles. Skill and school maneuvers show acquisition stage/actual tag together, such asLicensed/aptitude,secret art/Kata, orLicensed/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.