#Hyakka Yoran (百家繚亂) — Expansion Vol. 2 Root Index
Contents

"The hundred schools(百家) bloom in riotous profusion(繚亂); the path of a single blade splits into a hundred branches and returns again to one."
A compendium of alternate, optional, and experimental rules layered on top of the core Konsei Reiyotan + the 1st expansion Drift of the Spirit Realm. It corresponds to D&D Unearthed Arcana.
Campaign Module / Data Catalog — optional material. The alternate techniques, schools, spells, Divine Treasures, yoma, and squads of
ex2are not core rules but per-section On/Off optional material. On conflict withco,cotakes priority, and the rules of any section you did not select are treated as not existing at the table.
#Meta Card
| Axis | Value |
|---|---|
| Nature | a collection of alternate rules and data + trial short-form scenarios |
| Module independence | all sections independently On/Off |
| New classes | Absence (the existing 34 classes are sufficient) |
| New skills | Absence (the existing 36 skills are kept) |
| Core policy | at least 3 kinds per school × skill · 4 school types (Famous/Esoteric/Self/Foreign) |
| New data | 174 schools · 21 disciplines · 218 techniques · 108 spells · 47 Divine Treasures (including 7 core replacements) · 56 props · 58 yoma · 45 squads |
| Trial scenarios | Sengoku Tatsujin Tournament completed in 5 parts (3rd~7th dan, optional 10th dan) |
| Built-in mechanics (00-05) | 15 § — Energy distribution · exhaustion · Wounds recovery · Energy aid · stance exceptions · relocation balance · [technique] · 0-Energy cap · fatigue · attack-bonus limitation · Barrier Wounds · 4 axes of morale · [non-combat action] · undefined mapping · Critical Expansion/Fumble prevention |
| Version | v1.3.1 (ex2-VERSION) |
| File count | 192 md files |
#Production and AI Notice
| Item | Details |
|---|---|
| Creator | Shellman |
| Contact and Feedback | X(formerly Twitter) @ds62hg, @trpg_ds62 |
| Generative AI Notice | A substantial portion of this material was created with the assistance of generative AI (LLMs) during planning, drafting, prose cleanup, and proofreading. The image generation process used the GPT Image 2 model. Claude Code and Codex were used for the Japanese and English translations. Final editing and publication responsibility belong to the creator. If domestic or international laws concerning AI-assisted works change, those laws will apply. |
| License | Unless otherwise noted, this material is distributed under CC BY-NC-SA 4.0. |
#Section Table of Contents
#Basic Reinforcement (01~03)
- 01 Class Alternate Techniques — 33 classes × 5 dan = ~165 alternate techniques
- 02 Alternate Backgrounds — branches of the 12 core backgrounds + new backgrounds
- 03 Additional General Techniques — ~15 new general techniques
#Great School Expansion (10~21) ★ the heart of this expansion
- 10 Swordsmanship Schools — Tennen Rishin, Hokushin Itto, Joseon Sebeop, Liechtenauer, and others
- 11 Spearmanship Schools — Joseon Spear Method, Pike Square, Landsknecht, and others
- 12 Archery and Gunnery Schools — Joseon Bow, Mongol Knight, English Longbow, and others
- 13 Unarmed Combat Schools — Shaolin, Eighteen Dragon-Subduing Palms, Taekkyon, Pankration, and others
- 14 Ninjutsu Schools — Negoro, Fuma, Hashashin, and others
- 15 Horsemanship Schools (new) — Mongol, Cossack, Saracen cavalry
- 16 Mobility Schools (new) — Footwork, Lightness Skill, Riding, Navigation, Infiltration, Disguise
- 17 Scouting Schools (new) — Scouting, Survival, Geography, Perception, Disable, Herbalism
- 18 Command Schools (new) — Military Science, Negotiation, Intimidation, Bribery, Agitation, Deceit
- 19 Mystical Schools — expansion of Sorcery, Exorcism, Medicine + new Barrier, Prophecy, Poisoncraft
- 20 Dedicated Disciplines (new · not schools) — Fighting Spirit, Speed, Hardiness, Stratagem, Bearing, Fortune (the 6 core-exclusive skills)
- 21 Cross-Cultural Index — reclassification of schools by nation, era, and play type
#Operational Modules (25~60)
- 25 Famous Squads — wargame-style honored regiments. Unique aptitudes and tactics
- 30 Alternate Rules — alternates for initiative, injury, morale, side screen, and dan promotion
- 35 Sorcery Spell System — spell-slot-style Sorcery and Exorcism
- 40 Props — consumables, tools, new masterworks
- 45 Foreign Divine Treasures — Excalibur, Durendal, Gungnir, and others
- 50 Sengoku Tatsujin Tournament Trial Scenarios — 5 short pieces
- 55 Western, Chinese, and OSR Yoma Conversion — yoma template conversion
- 60 House Rule Guide — variations of tone, party, and time
#Tools and Appendix (80~99)
- 80 GM Tools — bracket tables, spell sheets, custom templates
- 99 Appendix — full index, glossary, IP safety
#Version
ex2-VERSION— current edition of this expansionex2-VERSION— current version information
#Connections To Other Volumes
| Volume | Connection |
|---|---|
co | The baseline for all alternate rules and data. ex2 modules layer on without altering the core. |
ex1 | Reference when selectively applying schools, squads, spells, and house rules to a long Drift of the Spirit Realm campaign. |
ex3 | Reference when adding dojos, affiliations, props, and house rules to an Edo campaign. |
fc03 | Reference when using swordmasters and schools more deeply, or swapping the tournament's opponents for historical figures. |
fc05 | Reference when linking masterwork arms and swordsmith crafting with the ex2 props and Divine Treasure modules. |
fc08 | Reference when reinforcing yoma conversion and the Western, Chinese, and OSR yoma modules with ghost-tale and lore interpretation. |
#Recommended Reading Order
#GM First Review
- 00-01 about — philosophy (10 min)
- 00-02 module-selector — choosing modules that fit your table (15 min)
- 00-03 compatibility — compatibility with the core and the 1st expansion (5 min)
- Read 1~2 section indexes of interest carefully
#Trying Just One Module
- each section index → the relevant data file → the On/Off checklist of
30-00-index.md
#Full Adoption
#Recommended Entry Points by Campaign Tone
| Tone | First Module | Core Modules |
|---|---|---|
| Cinematic (manga, shonen manga) | 30-11 Heroic Tone | this expansion's martial schools (10·11·12·13) + 50-tournament |
| Grimdark (horror, survival) | 30-10 Grimdark | 14 Ninjutsu + 19-06 Poisoncraft + 55-12 Cthulhu |
| Orthodox (balance, campaign) | 60-01 House Rule Philosophy | core + this expansion's standard |
| Outland and Foreign | 02-14 Foreign Origin | foreign-type schools (10·11·12·13·14·15) + 45 Divine Treasures + 50-04 |
| Heroic Valor (Sengoku warrior bands) | 25 Famous Squads | 11·12·15 + 25 + 18-01 Military Science |
| Onmyoji and Barrier | 19 Mystical Schools | 19 + 35 spells + 1st-expansion Barrier system compatibility |
| 1st-Expansion Spirit-Realm Sequel | 99-05 Compatibility Table | 1st expansion + 17-02-04 Spirit Realm Adaptation + 25-08 Spirit Realm mercenaries |
#The Identity of This Expansion
This expansion is a compendium not of "one right answer" but of "a hundred possibilities." According to the campaign tone, culture, time, and taste of the PCs and GM, you select modules freely to use.
- No core modification — every module of this expansion operates on top of the core. The core original is left untouched.
- Independent module On/Off — use just one module if you like, or use them all.
- Emphasis on foreign types — a school type newly established in this expansion. Bringing the martial valor and mysticism of cultures outside Japan into the core world.
- GM-custom friendly — many custom templates in 21-05·25-10·60-08·80-04.
- 1st-expansion compatible — the 99-05 compatibility table. Freely introduce this expansion's modules into a 1st-expansion Drift of the Spirit Realm campaign.
This expansion is not merely a collection of data — it is a tool that widens the campaign possibilities of an era. A single sword meets a hundred hands and makes a hundred fates.
"Every school is, in the end, but another name for one single art. Yet without a name, no art can stand." — a passage from the preface
"Hyakka Yoran — when the hundred branches of the path converge in the hand of one swordsman, an era is completed."
