English edition v1.3.3
#New Rule Deltas Compared With The Core
Contents
An integrated index of all new rules this supplement layers on top of the core Konsei Reiyotan rules. Each new rule is formally defined in its source document. If it conflicts with the core, the core first principle applies, and the rule is valid only within this supplement.
#12 Rule Deltas
#1. Barrier HP System — 01-02
- The core onmyoji Barrier techniques define only "improvised Barriers during combat." This rule quantifies a "long-term domain Barrier."
- Key values: maximum Barrier HP 100, natural decrease -3/week, recovery by core infusion.
- Barrier HP 0 = campaign-ending condition(domain falls).
#2. Yoma Core Economy — 01-03
- In the core, yoma cores remain only at the "plot hook" level(special cases such as Kunitomo Guild autonomous automatons and Hannya rituals).
- This rule upgrades cores into a quantified resource: harvest checks, storage limits, weekly corruption events, and processing stages.
- Core stages — unstable(Barrier HP +10), stable(Barrier HP +30), high-purity(Barrier HP +60).
#3. Domain Morale And Fear Values — 01-06
- The core's fame and relationship networks center on relationships between NPCs.
- This rule manages "the psychological state of the domain's residents as a whole" on a 0~10 scale.
- It reacts to mission failures, casualties, and Barrier weakening events.
#4. 2-Slot Squad Limit — 01-07
- Core squads are operated by considering cost, Cohesion, and available personnel together.
- This rule separately quantifies Kagamiyama Domain's extremely low available personnel: a total of 2 slots, with 1 fixed to domain defense and only 1 slot available for expeditions.
- Support squads(supply, military music, medical, standard-bearer) are fixed to the domain — they cannot accompany expeditions.
#5. Spirit Realm Exposure — 03-02
- The core non-combat movement rules assume the ordinary surface world.
- This rule manages fatigue, spiritual erosion, and time instability during Spirit Realm movement as a single value: Spirit Realm Exposure 0-10.
#6. Barrier Boundary Events — 03-05
- A new event type not found in the core: erosion, suturing, and intrusion attempts that occur at the Barrier edge.
- They can occur at all times independently of the main arc — a pressure factor that pulls personnel away from defending the domain.
#7. 5 Hell Schools — 22-*
- 5 new schools that follow the structure(licenses/secret arts) of the core's 18 schools.
- Reviving Hell Style, Black Rope Style, Screaming Hell Style, Scorching Heat Style + the 10th-dan-only Mugen Path.
- Access condition: meet a negotiable yoma/ghost master in the relevant hell and receive instruction, or unlock it by reaching a deep-exploration milestone in that hell.
#8. Romance Affinity — 24-01
- A subsystem not found in the core. Affinity 0~10 scale, with events by stage.
- Linked to the Three Ways and Six Hearts(core): certain partners shift Affinity when a specific Heart leans.
- 5 human and 4 yoma partners, 9 partners total.
#9. Hell-Specific Yoma — 99-01
- 25 new yoma that follow the core Yoma Bestiary format.
- 4~5 types per chapter × 5 chapters = about 25 types.
- Special gimmicks: stat blocks adapted to each hell's environmental gimmick(immortality, binding, boiling, karmic fire, endless pain).
#10. Spirit Realm Relic Items — 99-02
- Follows the format of core masterworks, Divine Treasures, and Exotic Sacred Objects.
- 15 new relics obtainable only in the Spirit Realm. The same 3-axis structure of blessings, curses, and devotions.
#11. Livelihood (生業) Classification — 99-05
- The core's 36 skills assume adventurers' arts. This rule adds the lifelong expertise of common folk as a separate classification.
- Notation:
Livelihood:Blacksmithing,Livelihood:Fishing, and 16 examples + GM expansion. - 4 stages: Novice(1 point, +0, apprentice) → Skilled(2 points, +1, livelihood worker) → Artisan(3 points, +2, domain authority) → Master Artisan(4 points, +3, legend). No Saint stage.
- No battlefield checks — valid only for domain operation, everyday life, and non-combat expertise checks.
- As a rule, there is 1 Artisan per Livelihood in a domain. Master Artisans are rare in a domain and are usually mentioned as legendary figures from the past or outside. A PC reaching Master Artisan is a narrative gift at the campaign ending.
- Coexists with core skills, and the same person can have both. A PC who resides in the domain can use a special 1-point bonus to become Novice in 1 Livelihood.
#12. Commoner (民衆) Expanded Class — 99-06
- NPC only. The core's 33 classes(basic 18 + fiends 12 + outsiders 3) all assume special people such as adventurers, samurai, or outsiders. This rule creates a class for ordinary residents.
- No automatic traits, no class-specific maneuvers, no Renown Titles. Choose every trait slot from general traits(Hardy/Fleet/Lucky and so on).
- Abilities, Energy, Wounds, Defense, and skill points follow the core standard(1st-dan ability total +3, Energy = 10+Finesse, Wounds = 3+Physique).
- Main focus is Livelihood — the Commoner's distinction lies in expertise on the living front, not the battlefield.
- Dual handling for battlefield unit grade (★): individual data applies only to narrative, Livelihood, and non-combat checks. When mobilized on the battlefield, untrained people are treated as Mob(Wounds 0, instant death), while basic-trained people are treated as 1 member of a Minion-grade squad. Promotion to an individual unit(Elite/Lord) requires a core class class change.
- Narrative operation of general traits (★): the Commoner's core general traits(10 types such as Hardy, Fleet, and Lucky) act as narrative result shifts, not numeric modifiers. Hardy=instant death→serious wound(first-aid chance) / Fleet=safe escape when routed / Lucky=individual data applies 1 time on the battlefield / Expertise, Endurance Warfare, Indomitable, Danger Sense, Battlefield Instinct, Yoma Knowledge, and Field Command each specify a narrative effect. Traits that assume samurai training(Two-Sword Style, Shield Technique, Heavy Armor Adaptation, Evasion Master, Mounted Combat, Focus) cannot be taken by Commoners.
- Not selectable by PCs. The GM assigns it only to NPCs. They may change into a core class if needed(narrative condition).
- Maximum dan is 9th dan. 10th-dan Renown Titles are the adventurer's path.
#Principles For Handling Conflicts With The Core
- Priority: Core Canon > This Supplement Canon > Summary inside the supplement
- Conflict handling: Apply Core Canon before the detailed wording of this supplement. Do not modify the core.
- New rules: Coexist with the core. State explicitly that they are valid only inside this supplement.
- Terminology conflicts: Follow the core's terminology(round, Energy, Zone, Core Zone, Flank Zone). Write new terms with parallel notation(kanji and explanation).
#Rule Delta Checklist
- [ ] Does it avoid defining the same concept as the core under another name?
- [ ] Does the relevant file contain a "new rule" box?
- [ ] Does it include a link to the relevant core section?
- [ ] Does it avoid misunderstanding or misusing core rules?
- [ ] Does it avoid requiring this new rule to be referenced outside this supplement(in the core)? (independence)