English edition v1.3.3

#Kokujo-ryu (黒縄流)

Contents

Core References: School System · School Data · 10th-dan Renown Title · Index

"I bind you with the same rope that binds me. That is this spear's law." — Fragment record of Black Rope


#§ Scent — The School's Philosophy, Origins, and Teacher

#The Way of the Spear That Has Mastered Black Rope Hell

Black Rope (黒縄) is the second of the 8 Great Hells. The hell of "Kālasūtra," meaning "the black rope." Yet in the Drift of the Spirit Realm interpretation, the essence of Black Rope is not "dismemberment by another" but "binding by one's own self" (see Buddhist 8 Hells GM Guide, Section 2).

Kokujo-ryu is the school that translates this hell's essence into Spearmanship. The spear is a weapon of distance — a weapon that does not keep the opponent close. The Kokujo-ryu spear is the opposite. It is a spear that draws the opponent in and binds them. It gives no distance; instead it connects both parties on a single rope.

#The School's Core Principle — Binding (結)

The Spearmanship schools in the core rulebook each carry a different principle. Hozoin-ryu: Exorcism. Kan-ryu: Penetration (貫). Kokujo-ryu's principle is Binding (結) — binding.

The core of Binding has two aspects.

First, the black thread at the spear's tip. The Kokujo-ryu spear carries — according to the user's will — a black thread that becomes visible. This thread is not physical. It is a condensation of spiritual power. When it touches the opponent from the spear's tip, the thread unravels, wraps around the opponent, and tears. Restraint is achieved simultaneously with the strike.

Second, the user is also bound. This is the dangerous essence of Kokujo-ryu. At the moment of binding the opponent, the user is also bound by that very thread. The thread that extends from the spear's tip travels back along the shaft — and wraps around the user's own wrist as well. The one who binds and the one who is bound are caught on the same rope.

Because of this structure, Kokujo-ryu is a "double-edged school." The more the opponent is controlled, the more the user is also entangled in control. Black Rope Hell's mirror becomes the technique itself.

#Origins — An Ancient Spearman Who Died Bound by His Own Principle

Kokujo-ryu has no official lineage organization. There cannot be one — this technique destroys the teacher through the very process of transmission.

The origin lies with a single ancient spearman. His name was not passed down. He was a spearman bound by his clan's strict discipline, and unable to break that discipline — he died bound by his own hand at a moment when breaking it would have let him live. After dying and falling into Black Rope Hell, he transformed his binding into a technique. And he began to transmit that technique — to those who entered Black Rope Hell.

Transmission is fatal to the teacher. At the moment the technique is transmitted, the teacher loosens a portion of their binding and passes it to the student. As the teacher's binding weakens — their very existence begins to scatter. A teacher who completes the transmission is finally released from Black Rope Hell and disappears. That is to say, transmission is the teacher's liberation.

For this reason Kokujo-ryu is classified as a Self-Taught Style. The teacher does not live to lead a lineage organization. The teacher transmits to a single student and disappears. The student becomes the next teacher and, one day, disappears after transmitting to the next student. This solitary lineage is Kokujo-ryu.

#Teacher — Soushi (縛子), the Ghost

The Kokujo-ryu teacher in the Drift of the Spirit Realm base scenario is Soushi (縛子). The name means "the bound one." A ghost that dwells in the "forest of restraint" at Black Rope Hell depths 2–3.

Their appearance is that of a woman or man in ancient spearman attire (the GM chooses based on player preference). Black thread winds thickly around their limbs and torso, but their movements are free. They speak little, but once they begin they continue without end — stories about their own principle.

Soushi's story goes roughly like this. "The principle I kept was this. My clan was a clan that kept this. I died because of this principle. But — even now I cannot abandon this principle. The moment I abandon this principle, the fact that I lived for this principle becomes a lie. That is why I am here."

When a PC wishes to receive the Kokujo-ryu transmission, Soushi presents a condition. "Name one of your principles. The thing you most wish to keep. I will receive it and transform it into a technique. In return — you will be bound by that principle. Every time you break it, the technique weakens."

This condition is the mirror of Black Rope itself. Technique = principle. As long as the principle is kept, the technique works. If the principle is abandoned, the technique disappears.


#§ Law — School Licenses, Secret Arts, and Transmission Stages

#Basic School Information

Type: Self-Taught Style | Skill: Spearmanship | Feat Cost: 1 slot

Bonus: Against the first opponent encountered: "Unreadable" — that opponent suffers a -2 penalty to their choice of defensive technique. (The black thread is difficult to predict.) This benefit applies only at the first engagement.

Restriction: Binding of Principle. At transmission, the technique is bound to 1 principle declared by the PC. If this principle is broken, all Kokujo-ryu techniques suffer a -2 penalty for the entire duration of that combat. Breaking the principle 3 times in a row causes temporary loss of techniques (restored after 1 lull). Completely abandoning the principle itself causes permanent loss of the school (feat slot not returned).

#Intermediate Stages — Novice → Trained → Master

StageEffectTeaching Requirements
Novice (1 pt)Untrained penalty removed (same as ordinary Spearmanship)Black Rope depth 1+ experience + first contact with Soushi
Trained (2 pts)+1 bonus (same as ordinary Spearmanship) + faint sense of the black thread (GM alerts PC near Black Rope)Black Rope depth 2 experience + self-binding gimmick experience 1+ times
Licensed (3 pts)+2 + replaced by school Licensed maneuverBlack Rope depth 2 survival + principle declaration + Soushi's acceptance Target Number 13
Secret Art (4 pts, Master)+3 + replaced by school Secret ArtBlack Rope depth 3 experience + principle tested 1+ times + Soushi's final transmission
Saint (5 pts)Automatic success (same as ordinary Spearmanship)N/A (Kokujo-ryu has no additional effect at 5 pts)

#School Licensed Maneuver — Flash of Black Rope (黒縄の一閃)

[School Licensed Replacement] Flash of Black Rope (黒縄の一閃)
Type: Kata | Energy: 2 | Limit: 1 breath
Effect: Against 1 target, roll 2d10+Courage+Spearmanship+2 >= Defense. On success —
    1 Wounds damage + attach **black thread** to target (lasts until next round).
    A target with black thread attached spends 1 additional Energy when relocating.
    Also, if the user attempts to leave the target's zone, relocation costs 1 additional
    Energy (two-way restraint).
    "To thrust is to bind."
Limit: 1 breath. Black thread cannot be stacked on a single target (if already attached,
    do not attach anew).

Check formula: 2d10+Courage+Spearmanship+2 >= target Defense.

Maneuver replacement relationship:

StageBase ManeuverKokujo-ryu Replacement Maneuver
LicensedFront Zone Domination +1 additional[Kata] Flash of Black Rope (黒縄の一閃): 2 Energy, 1 breath. Against 1 target: 2d10+Courage+Spearmanship+2 >= Defense. 1 Wounds + black thread attached (relocation Energy +1, two-way). "To thrust is to bind."

Impressions — The base maneuver of the core Spearmanship license is "Front Zone Domination +1," focused on positioning gains. The Kokujo-ryu license turns that direction completely opposite. It locks both opponent and user in a single zone. Zone relocation becomes difficult for both parties. This is a tactical double-edged sword — Kokujo-ryu PCs become strong in 1 vs 1 duels while isolated with an enemy. It becomes a weakness when party support is needed.

#School Secret Art Maneuver — Lance Array of Binding (結縛の槍陣)

[School Secret Art Replacement] Lance Array of Binding (結縛の槍陣)
Type: Kata | Energy: 5 | Limit: 1 per combat
Effect: Countless black threads unravel from the spear's tip and cover the surroundings.
    Select up to **3 targets** among enemies within own zone + 1 adjacent zone.
    Against each target, roll 2d10+Courage+Spearmanship+3 >= Defense.
    On success — 2 Wounds damage + **Bound condition** (lasts 1 round): that target
    cannot relocate and suffers -3 to attack checks.
    While Bound, a target may attempt to break free 1 time per round with a Physique
    Target Number 15 (1 attempt).
    However — the user also cannot relocate for 1 round. The user may still attack
    but cannot leave this zone.
    "Three people threaded on one rope. I am one end of that rope."
Check formula: 2d10+Courage+Spearmanship+3 >= Defense, rolled separately per target.
Limit: 1 per combat. Recharges after a lull.

Maneuver replacement relationship:

StageBase ManeuverKokujo-ryu Replacement Maneuver
Secret ArtYari Energy 2→1[Kata] Lance Array of Binding (結縛の槍陣): 5 Energy, 1 per combat. Up to 3 targets in 2 zones. Each 2d10+Courage+Spearmanship+3. On success: 2 Wounds + Bound (1 round: no relocation, attacks -3). However, user also cannot relocate for 1 round. "I am one end of that rope."

Impressions — The core Kan-ryu Secret Art "Myriad Spears (万槍)" multiplies spear illusions. The Kokujo-ryu Secret Art "Lance Array of Binding" multiplies binding instead of illusions. It suppresses multiple enemies simultaneously, but that suppression carries the price of the user's own immobilization. It is the major turning point of 1 combat, but it is not a technique that can be used repeatedly.

#Secret Art Check Flow Example

Situation: PC who holds the Kokujo-ryu Secret Art. In own zone: 1 enemy Elite. In adjacent zone: 2 Soldiers. All three enemies are pressing the party.

  1. PC player declares "Lance Array of Binding." Spend 5 Energy.
  2. Select all 3 enemies as targets. Roll each check.
  3. Check against Elite: 2d10+Courage+Spearmanship+3 >= Defense 18 → Success. 2 Wounds + Bound.
  4. Check against Soldier 1 → Success. 2 Wounds + Bound.
  5. Check against Soldier 2 → Failure (low Fate). No damage + no Bound.
  6. For this round: Elite and Soldier 1 cannot relocate, attacks -3. PC also cannot relocate this round. Attacks are possible.
  7. Next round: Elite and Soldier 1 attempt to break free from Bound (Target Number 15 Physique check). Elite succeeds → freed. Soldier 1 fails → Bound for 1 more round.

#§ Teaching Requirements — Detailed

#1. Hell Experience Requirements

StageExperience Required
NoviceEntering Black Rope depth 1+ (Flank Zone of the forest of restraint)
TrainedStaying at Black Rope depth 2 + self-binding gimmick experience (principle clash 1+ times)
LicensedSurviving Black Rope depth 2 + acknowledging the lesson of self-binding
Secret ArtBlack Rope depth 3 experience + apex of self-binding experience (GM's Judgment)

The self-binding gimmick is the black-thread-wrapping rule defined in Buddhist 8 Hells GM Guide, Section 2 — triggered when a PC attempts an action that conflicts with their own principle. A PC who has experienced self-binding 3 or more times may proceed to the Licensed stage.

#2. Principle Declaration Requirements

When transmitting the Kokujo-ryu license, the PC must declare 1 principle of their own. This principle must satisfy the following form.

  • Concrete behavioral standard: An abstraction like "I will live with courage" is not acceptable. A specific behavior like "I will not abandon my companions and flee" is required.
  • A standard that can be broken: It must be a standard the PC can actually break. Something unavoidable like "I will always breathe" is not acceptable.
  • A consistent standard: A standard that can be sustained throughout the campaign. "I will not lie only today" is not acceptable. "I will not lie to my lord for my entire life" is acceptable.

Examples of principles:

CategoryExample Principle
Relationship"I will not let any member of my party die"
Honor"I will not strike from behind"
Mercy"I will not execute those who surrender"
Revenge"I will not let the enemies of the Kamijo clan live"
Precept"I will not drink on nights when I have taken a life"

The principle becomes the source of power of Kokujo-ryu techniques. As long as the principle is kept, the technique works.

#3. Acquisition Dan

ConditionValue
Minimum acquisition dan3rd dan
Recommended acquisition dan3rd–5th dan

Black Rope is the hell of Chapter 2, and Chapter 2 covers the PC's 2nd–4th dan range. It is natural to assign a feat slot to Kokujo-ryu upon advancing to 3rd dan.


#§ Heart Shifts at Time of Use (Q9 Resolution Applied)

#Kokujo-ryu's Corresponding Hearts

Way of Emptiness HeartWay of Mystery Heart
忠 (Loyalty) — binding in order to keep one's own principle魔 (Demon) — binding for the domination of others

Kokujo-ryu is a technique of "binding," and the Heart is split by the target and reason for binding.

#Heart Shift Situations

Use SituationHeart Shift
Binding an enemy to protect party members (ally defense)忠 +1
Minimum binding needed to keep one's own vow忠 +1
Binding for yoma blockade忠 +1
Imprisonment/control of an innocent person魔 +1
Long-term binding for forced information extraction魔 +1
Binding with intent to exercise dominion (display of power)魔 +1
Pure combat (motivation to avoid killing the opponent)No Heart shift

This table applies primarily when the Kokujo-ryu Secret Art "Lance Array of Binding" is activated. The Licensed technique "Flash of Black Rope" is a single restraint with weak Cohesion, so ordinarily there is no Heart shift. Only in cases of clearly malicious use is 魔 +1 applied as an exception.

#How to Declare a Heart Shift

When the PC declares Lance Array of Binding, the GM asks, "Who are you binding and why?" When there are multiple targets, the most prominent motivation determines the outcome. If multiple Hearts are mixed, the GM may at their discretion apply +1 to one side, or +1 to both sides (rare cases).

#Interaction Between Principle and Heart Shift

Because Kokujo-ryu is a school bound to a principle, if the principle and the Heart shift are in the same direction, they naturally reinforce each other. If the principle is "protecting party members," it tends to accumulate in the 忠 direction. If the principle is "completing revenge," it tends to accumulate in the 魔 direction.

If the principle and Heart shift conflict — the PC's inner conflict emerges. The GM uses this conflict as drama.


#§ NPC Users — Kokujo-ryu Holders Among Spirit Realm Intelligences

#Fixed NPCs

NPCDescriptionDanNotes
Soushi (縛子)Ghost teacher of the forest of restraint in Black Rope HellEquiv. 7th danTeacher. Ghost. Holds both Licensed and Secret Art. When transmitting, their own binding loosens — opportunities for contact are limited.
Ushiwaka (牛若)A single Drifter who received transmission from Soushi in the past. The predecessor to Soushi who has already attained liberation. A ghost that briefly dwells near the domain with an old spear.Equiv. 5th danSupplementary teacher. Provides advice. Cannot transmit the Secret Art (already in the process of liberation).

For detailed NPC data, see 8 Spirit Realm Intelligences — Negotiable Others, or the GM creates data based on this document's descriptions.

#Hostile NPCs

NPCDescriptionAppearance Chapter
Binding Yoma (縛魔)Roams Black Rope Hell depths 3–4. A paradoxical being that binds others while itself bound by countless bindings. Holds Kokujo-ryu Licensed.Chapter 2 latter half
Ghost of a Betrayed SamuraiHostile to PCs who have broken their own principle. Kokujo-ryu Licensed level. Has become aggressive from being unable to undo its binding.Chapter 2 onwards

#Potential Ally NPC

NPCDescriptionAppearance Chapter
Stone Rope Hermit (石繩の隠者)An elderly hermit living near the Domain Barrier. In youth, experienced only the Kokujo-ryu Novice stage. Now barely uses the techniques. Serves as an advisor.After Chapter 2

#§ Example Scenarios

#Scenario 1 — "The Night of the First Principle" (Chapter 2 mid-section, 1 session)

Premise: The PC party is staying at Black Rope Hell depth 2. One PC (holding 2–3 points of Spearmanship) has experienced the self-binding gimmick 2–3 times, then discovers Soushi deep in the forest of restraint.

Development:

  1. Soushi greets the PC party at the center of the forest. Countless black ropes intertwine on the surrounding trees. "One among you has heard me," they say.
  2. When the PC expresses interest in Kokujo-ryu, Soushi presents the condition: "Name one of your principles."
  3. The PC player declares the character's principle. The GM records this principle in the session notes.
  4. Soushi hands over a spear and declares, "Now your principle is your spear." At this moment, the PC gains Kokujo-ryu Novice (1 point).
  5. Soushi immediately presents one trial. 1 yoma has invaded the forest nearby — the PC must handle this yoma in accordance with their own principle. If handled in alignment with the principle, part of the Licensed teaching requirements are satisfied. If handled contrary to the principle, school progression is suspended.

Side event: After this scenario, Soushi observes the PC for several days. If the PC breaks the principle, at the next contact Soushi says "You are not ready yet" and sends them away.

#Scenario 2 — "The Moment the Principle Shatters" (Medium-long term, 2–3 sessions)

Premise: A PC who has received the Kokujo-ryu license is driven into an extreme situation in the campaign that nearly causes them to break their own principle. Example: their principle is "I will not execute those who surrender," but it is revealed that the surrendered enemy is actually the sworn enemy who killed their family.

Development:

  1. During the session where this situation occurs, the GM quietly asks the PC player: "Your principle is being tested right now. What will you do?"
  2. Branch by the player's choice.
  • Keep the principle — Kokujo-ryu technique strengthened. +1 permanent bonus on the next Secret Art check (Soushi acknowledges it). This choice is a narrative hardship but deepens the school.
  • Break the principle — Kokujo-ryu technique -2 penalty (one combat). Soushi cannot be contacted. Breaking 3 times in a row causes temporary school loss. The story enters the PC's "principle re-examination" phase.
  • Re-declare the principle — Formally abandon the old principle and declare a new one. This is possible through new contact with Soushi and Negotiation Target Number 15. The school is maintained, but to readjust the technique one must pass a trial worth 1 round in volume (opposed check against the teacher NPC).
  1. After the choice, throughout the session the ripple effects of this choice continue. Other PCs' reactions, domain NPC reactions, and other drama.

Side event: Whatever choice is made, the PC's Three Ways direction shifts strongly. A decisive moment on the 忠 ↔ 魔 axis.


#§ Long-Term Campaign Impact of the School

#Return of Black Rope Hell

Kokujo-ryu PCs — feel the presence of Black Rope Hell every time their own principle comes under external pressure. The GM uses this sensation in long-term campaign staging.

SituationEffect
Scene where the principle comes under pressureThe phantom of black thread briefly wraps around the wrist (narration). No check effect — atmospheric staging.
Almost breaks the principle but keeps itSoushi's brief phantom appears and nods. The PC gains +1 on the next Secret Art check (1 time only).
Breaks the principleThe black thread actually appears physically and wraps around the PC's spear shaft for one breath. -2 penalty in that combat.
When the principle needs to be readjustedSoushi appears in a dream. Proposes a new principle or provides a catalyst for re-examination.

#Evolution of the Principle

In a long-term campaign, the PC's principle can change. Kokujo-ryu accepts this change, but the process of change must necessarily be a dramatic event. The principle cannot be changed in an ordinary context.

#Soushi's Liberation

Soushi, when they have finished transmitting the Secret Art to the PC — probably in the late campaign — loosens part of their binding and attains liberation. This moment becomes an important scene for the PC.

After liberation, Soushi is no longer a teacher. The PC becomes the next-generation inheritor of Kokujo-ryu of their own accord. This inheritor role can become the PC's late-campaign subplot. On the day the PC someday transmits to someone else, the PC themselves also attains liberation.

#Loss and Recovery of the Secret Art

A PC who has broken the principle 3 times in a row has their technique restored after 1 lull. However, "3 times in a row" means 3 consecutive times for the same principle. Re-declaring with a new principle resets the counter.

Permanent loss occurs when the PC has completely abandoned the principle itself. In this case, the feat slot does not return and Kokujo-ryu itself disappears. After the campaign, a new feat slot is needed to learn another school.


#§ Expulsion Rules — The Weight of the Principle

#Expulsion Triggers

Principle-Related ActionResult
Break the principle 1 timeTechnique -2 penalty for that combat
Break the principle 3 times in a rowSchool temporary loss (restored after 1 lull)
Abandoning the principle itself (no re-declaration)School permanent loss (expulsion)
Using Kokujo-ryu techniques to long-term restrain an innocent personSoushi refuses contact. +0 applied on technique checks (+2 bonus lost)

#Re-admission

An expelled PC cannot re-join Kokujo-ryu. This differs from other hell schools — Kokujo-ryu is a principle-based school, and one who has abandoned their principle has lost the fundamental premise of this school.

However, if a new principle is declared and Soushi's liberation has not yet occurred, renegotiation is exceptionally possible. This is within the GM's Judgment, and generally only one such re-admission is allowed per campaign.


#§ Growth Path Examples

DanEventKokujo-ryu Progress
1st danCampaign begins.Not started
2nd danSpearmanship Trained (2 points).Not started
3rd danChapter 2 mid-section. Black Rope depth 2 experience. Contact with Soushi. Principle declaration.Licensed (3-point slot assigned)
4th danChapter 2 latter half.Licensed maintained
5th danChapter 3. Ordinary feat.Licensed maintained + principle trial event
6th danChapter 3 latter half.Licensed maintained
7th danChapter 4.Licensed maintained + Black Rope depth 3 revisit
8th danChapter 4 latter half. Soushi's final transmission.Secret Art (4 points) acquired
9th danChapter 5.Secret Art maintained. Soushi attains liberation.
10th danRenown Title choice.Renown Title or Mugen Path.

#§ Fellow Practitioners and Rivals

#Fellow Practitioners — The Kokujo-ryu Lineage

Kokujo-ryu is a straight lineage of "one teacher → one student." Two people cannot learn Kokujo-ryu at the same time (Soushi accepts only one student at a time).

However, if there is another teacher (the ghost of a previous transmitter, not Soushi), that ghost may accept another student. In that case, a "distant fellow practitioner" exists. In the Drift of the Spirit Realm, Ushiwaka fills this role — the possibility that Ushiwaka's past student exists somewhere else.

#Rivals — The Natural Enemies of Kokujo-ryu

Kokujo-ryu is a school bound to a principle. Those who induce the principle to waver are natural enemies.

Rival School/TechniqueReason
Yagyu Shinkage-ryu (life-giving sword)"Win without the blade" — binding becomes meaningless. Since the opponent is not killed, the basis for "needing to bind" weakens
Koga-ryu (mechanical Ninjutsu)Uses traps and machines to subtly test the PC's principle. Induces foolish choices
Performer's BearingApproaches the PC's Heart and induces re-examination of the principle itself. A non-combat threat

#§ GM Operation Hints

#Record the Exact Wording of the Principle Carefully

When the PC player declares a principle, the GM must record the exact wording. Whether or not the principle applies depends on the interpretation of this wording. Ambiguous wording becomes a source of disputes.

Good principle example: "I will not abandon one who has become my companion for the sake of an alliance." Bad principle example: "I will always live righteously."

#Design Trials for the Principle

A campaign with a Kokujo-ryu PC must include scenes that periodically test that PC's principle. Without trials, the school's identity cannot emerge. The frequency of trials is approximately 1 time every 1–2 sessions.

#The Trial Is Drama, Not Punishment

Scenes where the principle is tested can be painful for the PC player. The GM treats this pain as material for drama — not as an opportunity for punishment. Whatever choice the player makes, that choice should enrich the character's story.

#Align Soushi's Liberation with the Campaign Climax

Soushi's liberation is a major event. Place it at an important moment in the latter half of the campaign. If possible, make it intertwine with the PC's narrative — the moment the PC acquires the Secret Art = the moment Soushi attains liberation.


#§ Derived Techniques — Variations According to Principle

#3 Derivations According to the Direction of the Principle

Because Kokujo-ryu is principle-based, the expression of the Secret Art changes according to the character of the principle. These are not official derivations — they are staging variations of the same "Lance Array of Binding." The mechanics are identical, but the narration changes.

Principle TypeVariation NameStaging Characteristics
Relationship-protection principle (e.g., not abandoning party members)Guardian-Spear (守人槍)Black threads form a protective net encircling allies
Honor principle (e.g., not striking from behind)Righteous-Spear (義槍)The threads transform into a band of transparent light
Revenge principle (e.g., not letting an enemy live)Vengeance-Spear (執槍)The threads darken further, carrying an ominous aura
Mercy principle (e.g., not executing those who surrender)Mercy-Spear (慈槍)The threads turn a soft gray and binding is easy to undo afterward
Precept principle (e.g., no drinking on nights of killing)Precept-Spear (律槍)Small katakana and kanji float up on the threads

The GM chooses the staging that matches the principle the PC declared. This staging adds narrative depth and causes other NPCs to notice the PC's principle type.

#Soushi's Hidden Final Technique

Even after Soushi has transmitted up to the Secret Art — they keep one technique hidden within themselves. This is a technique for their own liberation, and it is not transmitted to anyone else. After a PC has built a relationship with Soushi over many sessions, under certain conditions they may witness this technique.

The technique's name is Self-Binding Return (自結の還). Soushi loosens their own black threads by their own hand — wraps all those threads onto their own spear and swings it once. After this motion, Soushi attains complete liberation and disappears.

Simply witnessing this technique gives the PC — a powerful catalyst to re-examine their own principle. +2 bonus on Kokujo-ryu Licensed checks (limited to 1 campaign season). And the PC comes to newly understand the essence of their own principle.


#§ Examples of Principles — A Deeper Analysis

#Strategic Characteristics by Principle Type

The table below is for reference when PC players declare a principle — showing what kind of challenge scenes each type tends to induce during the campaign.

Principle TypeCharacter of Challenge ScenesKokujo-ryu Technique Use Frequency
Relationship-protectionDisputes within the party. Betrayal by the one being protected. Multiple simultaneous crises.High (used frequently)
HonorSituations where enemies force honor violations. Enduring humiliation.Medium
RevengeConfrontation with an enemy. The choice between forgiveness and revenge.Medium (concentrated at the moment of revenge)
MercySurrender of a villain. Requests for sympathy from enemies.Low (rare dramatic moments)
PreceptCollision of rules with emergency situations.Low–medium (detailed rule design needed)

#Natural Moments When a Principle Changes

A principle is not fixed. As the character grows, the principle also changes. Natural moments of change:

  1. Discovery of a contradiction in the principle. A situation where two principles clash. Modify one of the existing principles.
  2. Over-achievement of the principle. The principle is kept too easily. Reestablish it at a higher standard.
  3. Failure of the principle. The principle is seriously broken. Transition to a new principle.
  4. External pressure. An event that shakes one's values (betrayal by a trusted person, changes in worldview, etc.). Re-examination of the principle.

The GM naturally weaves such moments into the scenario. If a Kokujo-ryu PC's principle has not wavered even once throughout the entire campaign — it is difficult to say that principle has real meaning for the character.

#Procedure for Re-declaring the Principle

For a PC to re-declare a principle:

  1. Re-contact Soushi (Negotiation Target Number 13 — easier this time, relationship already exists)
  2. Explain the reason for abandoning the old principle
  3. Declare the new principle
  4. Soushi's acceptance — judgment of whether the new principle is "real" (GM's discretion)
  5. If accepted — school operates normally. If refused — can retry after time passes outside the session.

Re-declaration is possible any number of times per campaign. However, if done too frequently (more than 1 time every 3 sessions), Soushi is disappointed: "You are one who has no principle." The Target Number for the next re-declaration increases by +2.


#§ Kokujo-ryu's Relationship with Other Hell Schools

#Contrast with Toukatsu-ryu

Toukatsu: "rise even when fallen"; Black Rope: "bind oneself." Contrasting. When two PCs in the same party have these schools:

  • Toukatsu-ryu PC's "rising" is possible without a principle (a habit of the body)
  • Kokujo-ryu PC's "binding" requires a principle (a structure of self-consciousness)

This difference becomes the subject of conversation between the PCs. A Toukatsu-ryu PC asking a Kokujo-ryu PC "Why are you so bound?" and a Kokujo-ryu PC asking a Toukatsu-ryu PC "Why do you keep rising?" — brief philosophical conversations between sessions enrich the party atmosphere.

#Combination with Kyoukan-ryu

Kyoukan: emotion; Black Rope: principle. Emotion and principle frequently clash. When a single PC holds both schools simultaneously (different skills) — internal division intensifies.

Example: When Kyoukan-ryu's unquenchable emotion is "revenge" and Kokujo-ryu's principle is "no executing the surrendered," at the moment the target of revenge surrenders — the PC falls into a paralyzed state where they cannot properly use any technique from either Kyoukan-ryu or Kokujo-ryu. This paralysis is the peak of the drama.

#Combination with Shonetsu-ryu

Shonetsu: "losing"; Black Rope: "keeping the principle." If a technique that takes losing as its price and a technique that has keeping the principle as its condition coexist in one PC — the thing lost is often "the principle itself." This induces a narrative of deep self-reflection.

#Succession to the Mugen Path

When a Kokujo-ryu PC reaches 10th dan and selects the Mugen Path — the structure of the principle melts away. The Mugen Path is the absence of sensation, and the need for a principle also disappears. For Kokujo-ryu, this approaches "liberation." However — for a PC who has long trained in Kokujo-ryu, the absence of a principle is unfamiliar. The GM uses this unfamiliarity as narrative material.


#§ Detailed Combat Situations — Kokujo-ryu Application Examples

#Situation A — Pinning a Fleeing Enemy

PC (Spearmanship 3 points, Kokujo-ryu Licensed) engaged with 2 enemy Soldiers. The enemies are trying to flee to the rear to call for reinforcements. Battlefield: 3-zone arrangement.

Round 1:

  • PC declares "Flash of Black Rope" (2 Energy, 1 breath). 1 fleeing enemy as target.
  • 2d10+Courage+Spearmanship+2 vs Defense → Success. 1 Wounds + black thread attached.
  • Enemy's relocation Energy penalty +1. Cannot retreat this round. Stays in place.

Round 2:

  • PC makes a regular attack on the enemy with black thread attached. Hits again. 2 Wounds damage. Enemy eliminated.
  • Other enemy flees successfully — but PC succeeds in eliminating target before reinforcements arrive.

Narrative staging: After the PC's spear thrusts, a hair-thin black thread unravels from the target and wraps around the target's ankle.

#Situation B — Use Contrary to Principle, Expulsion Trigger

PC's principle: "I will only bind those who have betrayed my companions."

Hostile situation: An innocent farmer is suspected of being an informant — the party is discussing whether to subdue them. The PC attempts to use Flash of Black Rope on the farmer "just in case."

GM's ruling: Contrary to the principle. 1 violation → technique -2 penalty for that combat (applied to subsequent checks).

The PC player, knowing this, hesitates — can withdraw the declaration. If the declaration is maintained, the penalty activates immediately.

Assuming the PC maintained the declaration in this situation:

  • Use Flash of Black Rope on the farmer. 2d10+Courage+Spearmanship+0 (existing +2 cancelled by -2). Check fails (assumption).
  • The farmer flees. The PC feels a splinter of their own principle. Technique -2 maintained in the next combat.

Narrative staging: The black thread begins to wrap momentarily — senses that the user's will is not firm — and unravels, disappearing. The spear's thread briefly darkens.

#Situation C — Lance Array of Binding, 忠 Heart Shift

Campaign climax battle. PC (Spearmanship 4 points, Kokujo-ryu Secret Art) Wounds 4. Party facing 4 enemies in 2 zones — 1 Lord, 1 Elite, 2 Veterans.

Round 1:

  • PC declares Lance Array of Binding (5 Energy, 1 per combat). Principle is "I protect my party members" — 忠 direction.
  • All 4 targets selected. Each check.
  • Lord: 2d10+Courage+Spearmanship+3 vs Defense 22 → Success. 2 Wounds + Bound.
  • Elite: Success. 2 Wounds + Bound.
  • Veteran 1: Success. 2 Wounds + Bound.
  • Veteran 2: Failure (assumption).
  • User PC cannot relocate this round. Can attack.
  • GM's ruling: 忠 +1 (party protection purpose).

Round 2:

  • 3 Bound enemies — each attempts Target Number 15 Physique check. Lord succeeds → freed. Elite and Veteran 1 fail → Bound maintained.
  • PC attacks the Lord. Wounds reduction progresses.
  • Other PCs in the party handle the Bound Elite and Veteran 1.

Result: Combat victory. PC 忠 +1 accumulated. Narrative hook where the bond with the lord deepens in the latter campaign.

#Situation D — 魔 Heart Shift, Restraining an Innocent Person

The PC, in order to obtain information — restrains 1 suspicious merchant with Lance Array of Binding. The merchant is not an informant, but the purpose is "to conduct a quick Inquiry."

GM's ruling: 魔 +1 (long-term restraint of an innocent person). In addition, the use is unrelated to the principle "protect party members," so no principle resonance.

The PC's 魔 accumulation begins. In the long-term campaign, the PC gradually moves in the 魔 direction of Kokujo-ryu — "the spear of domination." This becomes the seed of conflict for the GM in the latter campaign.

Note: This Heart shift activates even when "the user did not know." Even if the PC did not know the merchant was innocent — the fact of the resulting restraint remains. The GM may warn the player of this in advance, but is not required to.


#§ Kokujo-ryu Spear, Attire, and Symbols

#Symbolic Tool — A Spear Wrapped with Black Thread

On a Kokujo-ryu practitioner's spear — a single black thread is wrapped just below the spear's tip. This thread is physically a scrap of cloth or old cord, but it expands spiritually when Kokujo-ryu techniques are activated. If the thread is lost, technique checks suffer -1 (temporary; must replace with the teacher's thread to return to normal).

The original thread is what Soushi handed to the PC. When Soushi attains liberation, the thread changes color slightly (fading to a deep gray). This is a visual signal telling the PC "you must now go alone without a new teacher."

#Changes in Attire

PeriodChange in Attire
Novice–LicensedOrdinary spearman's attire
Long-term Licensed holderFaint black line marks on the wrist. Not a physical wound — a spiritual mark.
After acquiring Secret ArtThe line on the wrist deepens. Faint lines also appear on the body's joints (wrist, ankle, neck). These lines are visible when light is dim.

#Ritual — The Ceremony of Principle Re-confirmation

Kokujo-ryu PCs are encouraged to recite their own principle in their heart at the start of each session (or during a lull). This has no mechanical effect, but it is a narrative device that makes the player remember their own principle and act according to it.

The GM requests at the start of the session, "Tell me your principle once more." The principle the player answers becomes the check standard for that session.

#Fellow-Practitioner Ritual — Soushi's Liberation Ceremony

At the moment of Soushi's liberation — if the PC is present, a simple ceremony can be performed. Burn incense (3 sticks), and call Soushi's name once. A PC who performs this ceremony — gains +2 on Kokujo-ryu checks at the start of the next session (limited to 1 time). It is the consolation effect of seeing off one who has been liberated.


#§ Closing — The Philosophy of Binding

Kokujo-ryu is a school of paradox. To bind the other is to bind oneself. It is a technique that restricts freedom, yet the one who uses that technique lives bound by a principle stricter than anyone.

This paradox is Black Rope's mirror. "One who seeks to be free — become aware of your own binding. One who binds another — do not forget that you too are bound."

Soushi repeated these words for a thousand years. And now, they transmit these words to a single student. The student learns freedom through being bound. At the moment when the black thread at the spear's tip — wraps around their own wrist, that freedom begins.

Is your principle — your spear, or your prison? The answer to this question will change throughout the campaign. And that change is the true practice of this school.


You who are reflected in the mirror of Black Rope (黒縄), your principle is both your weapon and your binding. Binding and being bound — these two are the two sides of the same technique. If there is one who can live both sides simultaneously, they have already transcended Black Rope.