#Core Interpretive Principles
Contents
Canon. This document defines the priority principles for rule interpretation across the entire Konsei Reiyotan wiki. Crossing, overlapping, or gray areas that individual rule documents do not address directly are interpreted through these 6 principles. If an individual Canon document conflicts with these principles, the individual Canon takes priority; however, these principles fill any area where that Canon leaves a gap. Authority system:
co-99-01-authority.md.
Related Items: co-99-01-authority.md · ../co-00-02-axioms.md
#Purpose
As the wiki has grown, different GMs have reached different interpretations in crossing cases not specified by individual rule documents(dual builds, adaptation, masterworks, sacred objects, troops, unit proxy actions, and so on). To prevent this, the system establishes 6 higher principles and blocks derivative disputes at the source.
Design stance:
- Elegant: One higher principle absorbs multiple lower issues.
- Closed list: Limited grammars such as "only 3 types," "only 4 categories," and "only 5 routes" cut off expansion disputes.
- Preserve creativity: Extreme builds are not forbidden because what they give up is clear. Only the efficiency ceiling is locked.
#Principle 1 — Source Independence and Same-Name Non-Stacking
Effects with different names from different sources(traits, weapons, sacred objects, schools) stack. If effects with the same name and same type overlap, apply only the most favorable one.
Additional details: If an effect that already guarantees an "automatic" result(automatic Critical Hit, automatic success) overlaps with another "automatic" effect of the same type, only one meaningful effect remains and the other disappears. An effect that removes the check(automatic success) also removes "all penalties applied to the check"(such as Combo Fatigue). However, independent additional effects(such as +1 Wound on a Critical Hit) stack separately if their sources differ.
#Principle 2 — Unit Autonomy and Proxy Actions
A unit acts with its own Energy. When a controller moves a unit that has no Energy of its own(shikigami, puppet, squad), the controller performs a control action using their own Energy. The control action follows the controller's Energy and limits.
Details:
- Shikigami and puppets: The body itself has Energy 0. The caster's control action counts as an "explicit 0 Energy [Kata] maneuver"(
co-03-04-action-points.md§Rule 3) and shares the cap of 2 times per round. Even if there are N units, the caster can control at most 2 times per round. - Squad orders: A separate track with its own cost(1~2 Energy). Basic squad orders are unrelated to the 0 Energy maneuver cap. However, if a specific effect explicitly says a squad order is executed as
0 Energy([Kata]), follow that effect's limit. - Puppets are individual units. They are not squads and cannot be targets of squad orders, Overall Command, or Squad Tactics.
- Transfer: 1:1 transfer only to allies that have their own Energy. Cannot transfer to Energy 0 units(shikigami, puppets, squads). Transferred Energy is the recipient's normal Energy, but the recipient's cap of 2 0 Energy maneuvers per round remains based on the recipient(transfer does not increase the cap).
#Principle 3 — Equipment Slots
One character can equip and activate only 1 item at a time in each equipment category(weapon / armor / accessory / sacred object or talisman).
Exceptions (4 types, cannot be expanded):
- Possessing a trait or school license that permits multiple armaments — If a character has acquired a trait or license that explicitly permits multiple armaments, such as Nito-ryu, an Itto-ryu license, or twin pistols, they may use multiple weapon slots within the range specified by that trait.
- Weapon slots only. Armor, sacred-object, and accessory slots are not expanded.
- A concept declaration such as "dual-wielder" is not allowed without the trait or license.
- If two weapons equipped through Nito-ryu are each masterworks or sacred objects, equipping them is allowed. However, simultaneous activation of masterwork techniques or devotion techniques must separately satisfy Exceptions 2~4 and the [Understanding] route.
- Masterworks or sacred objects transmitted as a pair — Only when the tradition itself is paired, such as male-and-female paired swords or paired wing bows. A player cannot claim any two blades are "twin swords."
- Set of the same original owner — A set confirmed by tradition or record to have been worn at the same time by the same person while alive. It can be equipped together even in the same category.
- Heroic spirit of the original owner — If a heroic spirit class holds sacred objects from their own previous life, they may possess everything they held while alive. However, apply physical constraints by common sense(two hands = 2 weapons, 1 suit of armor, 1 helmet, etc.). Even a Guan Yu heroic spirit cannot swing the Green Dragon Crescent Blade and a spear at the same time.
Interaction: Exceptions 2, 3, and 4 are already premised on "multiple possession," so they themselves permit physical multiple equipment(no Nito-ryu trait required). Exception 1 expands weapon slots, and is an independent axis from whether the item is a masterwork or sacred object. Under any exception, the physical limits of hands and body are the final cap.
#Devotion Technique [Understanding] Routes (5 types, cannot be expanded)
- A: Master in one of the 36 skills that corresponds to the culture(4 points). Examples: Military Science, Stratagem, Bearing, Geography, Exorcism, Sorcery, and so on.
- B: Exotic Adaptation trait(1 slot = 1 culture).
- C: Gaijin class automatic Understanding — European/Nanban lines only.
- D: Heroic spirit automatic resonance — limited to 1 culture from the character's own previous life. Multicultural heroic spirits only exist if the GM sets that premise.
- E: Granted by a GM scenario.
Claims of "broad understanding" from any other class or situation are void.
#Principle 4 — Definition of Natural Recovery and Active Recovery Types
"Natural recovery" refers only to passive recovery(automatic lull reset, recovery over time). Active recovery(traits, repair, treatment) is unrelated to natural-recovery restrictions.
#Active Recovery Types (4 types, cannot be expanded)
| Type | Example |
|---|---|
| Medical | Medicine, field treatment by a medical squad, makeshift repair(applied to living tissue), healing herbs |
| Machine | artisan repair, field forge, autonomous automaton self-repair, karakuri upkeep |
| Divine | healing light, blessing, sacred-domain recovery, Amida manifestation |
| Morale/Cohesion | entertainer's Battlefield Flower, Pure Land Monk nembutsu, military band |
For one target in one round, each type applies at most 1 time. Different types stack.
"Cannot naturally recover" state traits(such as an autonomous automaton's Mechanical Body): only passive recovery is prohibited. The 4 active recovery types remain valid. Traits that increase the Wounds cap, such as "Tough", are not recovery and are therefore unrelated and valid.
#Principle 5 — Adaptation Conversion Limits Only Frequency
Traits borrowed through adaptation(co-04-02-progression.md §Adaptation) keep the original trigger conditions. Only frequency changes.
- [Kata]/[stance]/[upkeep]: Energy cost +1. Conditions and effects remain as written.
- [aptitude]: "always" → "1 time per round." Original trigger conditions(for example: infiltrating, holding a specific weapon) are preserved. If the conditions are not met, the trait does not trigger in that round.
This rule creates no additional interpretation. "New rights not written in the original" do not arise through adaptation.
#Principle 6 — Independent "N Times per Round" Counters
The "N times per round" limits on different traits, masterwork techniques, and sacred object devotion techniques each use an independent counter. A maneuver's "1 time per round" limit constrains only that maneuver.
- If a character carries two masterworks through Nito-ryu, each masterwork technique keeps its own N times per round.
- However, higher constraints such as the one-breath Energy limit and Combo Fatigue(cumulative by target) still apply.
#Principle → Issue Mapping
| Principle | Main issues resolved |
|---|---|
| 1 | Sokushinbutsu vs Combo Fatigue, Ambush + First Strike automatic Critical Hit overlap, teppo + Magic Bullet Shooter, Genius Strategist + Overall Command |
| 2 | Human Weapon 0 Energy unarmed-combat cap, shikigami 0 Energy cap, transfer loop, transfer + puppet, puppet squad status |
| 3 | multiple sacred object possession, heroic spirit resonance culture count, celestial vs gaijin Understanding, legal status of Nito-ryu |
| 4 | multiple recovery sources, autonomous automaton + artisan repair, autonomous automaton Tough |
| 5 | Adaptation [aptitude] "1 time per round conversion" |
| 6 | independent 1 time per round counters for Nito-ryu masterworks |
#Authority of the Principles
These 6 principles are a Canon document, and identical principle blocks are inserted at the top or relevant section of each rule document. To revise the whole set of principles, record it in the maintenance change record as a major or minor change(by SemVer). The application scope of an individual principle can be expanded or reduced only by editing this document.
Six principles cover fourteen crashes. If that number grows further, it is time to redesign the principles.