#Version 1.3.3 Major Updates Guide
Contents
Summary. Version 1.3.3 is a visual enhancement release: no rule changes, but broader interior black-and-white illustrations plus refreshed web-distribution and quickstart PDF links.
#Interior Illustration Expansion
- 177 additional black-and-white interior illustrations have been added. They fill missing portrait, yokai, divine-artifact, masterwork-weapon, and location gaps across
co,ex1-ex3,fc01,fc02,fc04,fc05,fc07,fc08,fc10, andfc12. - The same illustrations are placed across KO/JP/EN mirrors. Matching public WebP assets are linked into each language edition so readers keep the same visual reference when switching languages.
#Distribution Refresh
- Public wiki version markers have been unified as 1.3.3. VERSION files and frontmatter version declarations in the public roots now match the new distribution number.
- The web distribution and quickstart PDF links have been refreshed. Static-site output and download links now target the 1.3.3 artifacts.
#Version 1.3.2 Major Updates Guide
Summary. Version 1.3.2 packages a ready-to-play starter set, ZN one-shot articles, and the web character builder.
#New Play Package
- The
Sinner's Cordquickstart has been added. Theqsroot now provides a start guide, rules cheat sheet, one-session scenario, next-reading guide, and pregenerated characters. - Quickstart visual assets are included. The package adds a color cover, act backgrounds, ready-to-use basic battlemaps for each combat, and boss illustrations for online play.
#Web Tools
- The web character builder has been added. It handles basic Dan 1 character creation through data-driven options and exports
hy-character-v1sheet JSON for session records or moving to another device.
#New Supplement Material
- Ten ZN one-shot articles have been added. Entertainers, shrine priests and miko, houses, exotic weapons, the Bamboo Cutter, people of the land, uta, Kirishitan material, continuing journeys, and hatashiai are available through the dedicated ZN sidebar.
- The static web build has been expanded.
qs,zn01-zn10, and the character builder are now included in the static site.
#Version 1.3.1 Major Updates Guide
Summary. 1.3.1 is a maintenance patch refining rules consistency and translation accuracy.
#Key Fixes
- Licensed/Master technique acquisition limits were adjusted. Clarified that skill points and the Licensed-or-higher count cap rise only at even dan, and unified the related notation.
- NPC sheet skill allocations were fully audited. Cross-checked dan against skill-point and Licensed-count-cap notation and corrected mismatches.
- Yoma information was supplemented. Expanded per-entity flavor (Scent) in the bestiary and adversary data and aligned KO, JP, and EN.
- Other rule and translation errors were fixed. Tidied cross-document links, terminology, and notation inconsistencies.
#Version 1.3 Major Updates Guide
Summary. This document collects only the new public volumes and public-edition cleanup items worth checking before actual play in version 1.3.
#New Public Volumes
- fc09, Gazetteer of the Provinces, has been added. An outsider's journey through the sixty-odd provinces gives tables material for regions, roads, customs, rumors, scene tools, and campaign-stage selection.
- fc10, Time-Drift War Tales, has been added. This campaign module covers modern people spirited away into the Sengoku period through identity sets, depletion resources, modern item data, and GM guidance.
- fc11, Sengoku People Register, has been added. It provides 60 NPCs from Dan 1 through Dan 10, dual-build examples, Commoner slots, and build checks based on the PC creation procedure.
- fc12, Castle Siege Chronicle, has been added. Castles, assaults, holdouts, infiltration, and ruin exploration are connected to
cozone, battlemap, and squad rules.
#Public Edition Cleanup
- Current-version declarations have been unified as 1.3 across public roots. VERSION files, indexes, and translation mirrors now match across
co,ex1-ex3, andfc01-fc12. cooptional rules have been expanded.Careful Preparationfor checks andSquad Specialist Checkfor non-combat squad use have been added, covering well-prepared attempts and specialists within a squad.- General errors and incorrect terminology were fixed. Typos, check names, and attribute/skill terminology were cleaned up across the public edition.
- KO/JP/EN mirror review standards have been tightened. Attributes, skills, check formulas, and core rule terms stay locked to
co, while each language edition is reviewed for natural reader-facing prose.
#Version 1.2 Major Updates Guide
Summary. This document collects only the major changes worth checking before actual play in version 1.2.
#Checks
- Fixed Target Numbers have been aligned to the odd-number grid. All fixed Target Numbers have been realigned around 11, 13, and 15 for greater consistency.
- The modifier accumulation cap has been raised. The cap on accumulated check modifiers has been expanded from +8 to +10.
- The difficulty table has been reinforced. A "typical expert +3" success-rate column has been added to the difficulty table, along with a GM guide for setting Target Numbers.
#Defense
- Unarmed base defense values by tier have been added. Base defense values for unarmed combatants are now tiered: Mob 8 / Minion 9 / Veteran+ and PC 10.
- The floor for [Pierce]/[Direct] has been tiered. The floor value for Pierce and Direct effects is now linked to enemy tier, reducing abuse of defense bypass against high-tier enemies.
- Published Mob/Minion enemy defense values have been reduced. Published Mob enemy defense −2 and Minion enemy defense −1 have been applied to improve early-combat feel.
#Classes
- Class documents have been restructured into a single role-group hub. Reorganized into a 9 role-groups × 4 tiers structure, making relationships between classes and growth paths easier to grasp at a glance.
- The core 6 classes are now recommended for new players. Players new to the game are encouraged to choose one of the 6 core classes to start.
#Web
- Page tables of contents have been improved. The table of contents display for long documents has been improved for easier navigation.
- Cross-language anchors have been resolved. Cross-language cross-reference anchors have been cleaned up, reducing JP/EN mirror link errors.
- Bookshelf display has been improved. The bookshelf (breadcrumb) navigation in the web reader has been improved.
#Version 1.1 Major Updates Guide
Summary. This document collects only the major changes worth checking before actual play in version 1.1. Detailed balance adjustments, notation unification, and prose polishing have been applied in the individual documents, so during play, use the current body text of each document as the reference.
#Core Rule Cleanup
- Defense-bypass tags have been cleaned up. Read defense bypass mainly through
[Pierce N],[Direct N], and[Incorporeal].[Break N]has been clarified as a special effect that makes an equipment-reduction effect permanent, not as defense bypass. - Defenseless has been simplified. Resolve Defenseless as Defense reduction and stance release, without opportunity attacks or a separate resistance check.
- Surprise handling has been cleaned up. General surprise is now centered on simpler bonuses, while class-specific automatic Critical Hits remain as unique features of those classes.
- 0 Energy exceptions have been cleaned up. For features executed at 0 Energy, check the permitted source in the core rules. The actual execution documents were also cleaned up to retain that source notation.
- Load and overburden standards have been added. Treat ordinary daily supplies as being carried in shares by accompanying squads. If there is no squad, or if one person must carry a large load or an obviously heavy object alone, the Overburdened condition can be applied.
#Play Guidance Reinforcement
- The Golden Rule has been added. The purpose of the game, rule selection, the GM's final judgment, handling rules errors found late, how to wrap up when pacing drags, and respect for the group's meeting time have been gathered into one document.
- AI use guidance has been reinforced. The text now states the premise that individual participants are not categorically forbidden from bringing character support material made with generative AI. It also discloses that image generation in the production process used the GPT Image 2 model. Claude Code and Codex were used for the Japanese and English translations.
#ex1 Drift of the Spirit Realm Cleanup
- The core economy has been simplified. Barrier HP and core resource management remain, but core grades have been cleaned up into 3 stages: unstable cores, stable cores, and high-purity cores.
- Alteration handling has been simplified. Instead of rolling for each individual core, handle it as a weekly alteration event.
- Spirit Realm Exposure has been introduced. For fatigue, contamination, and time fluctuation during ordinary Spirit Realm travel, read primarily through
Spirit Realm Exposure 0-10. - Wounds terminology has been unified. Life and durability values other than Barrier HP have been cleaned up around Wounds.
#Optional Materials and Supplement Volumes Cleanup
- Authority labels have been reinforced. Optional materials have been cleaned up so their actual use cases are visible through labels such as
Campaign Module,Scene Tool,Reference Only, andData Catalog. - fc04 Onmyodo spells have been cleaned up. Seimei and Doman spells are now explicitly material for campaigns using the ex2 spell structure. Read even-dan spells as replacement options for existing odd-dan spells, not as independently learned spells.
- Maneuver and squad tactic notation has been reinforced. The core rulebook's complete maneuver index, the basic costs of squad tactics, and the type, cost, and effect families of various maneuvers have been cleaned up so they read more clearly.
#Web Reader Improvements
- Internal links have been stabilized. The web edition build was cleaned up so links to document subheadings are converted to match the actual HTML heading ids.
- Reader-facing links and notation have been reviewed. Links that could break during web reading, unintended HTML anchors, and hard-to-read abbreviated check formulas have been cleaned up.
#Other Balance Patches
Beyond the items above, costs, defense tags, Wounds values, check formulas, optional-material guidance, and prose flow were refined across classes, weapons, yoma, squads, and optional rules. Most of these are detailed balance adjustments and prose edits, so in actual play, use the current body text of each document as the reference.