English edition v1.3.3

#About — What Hyakka Yoran Is

Contents

#Identity

Hyakka Yoran(百家繚亂) is a selectable-module compendium layered on top of Konsei Reiyotan and its 1st expansion(Drift of the Spirit Realm). Unlike the long campaign(the 1st), it is a collection of independent data, alternative rules, and demonstration scenarios, and each GM and table freely picks, chooses, and combines modules.

Its reference models are D&D's Unearthed Arcana, Pathfinder's Ultimate series, and Warhammer's Chapter Approved. The common thread: official yet optional, experimental yet data-centered.

#Design Goals

  • Module independence: every section can be turned On/Off. It works whether you use one module or all of them.
  • Cross-cultural openness: not limited to the Japanese Sengoku setting. Korean, Ming-Qing, Western, nomadic, and fictional-media origins are all free.
  • School enrichment: expands schools, which existed for only 9 skills in the core, to all 36 skills. At least 3 per skill.
  • House rules strongly encouraged: presents official alternative rules while also including a GM homebrew guide.
  • Educational short pieces: 5 scenarios for testing new data and schools (Sengoku Tatsujin Tournament).
  • No core modification: every addition is coexistent. Alternative rules also have explicit On/Off.

#What This Expansion Does Not Provide

  • New classes: core 33 + 1st-expansion Commoner 1 = 34 is enough. No new ones.
  • New skills: keeps the core 36. No new ones.
  • A single long campaign: handled by the 1st expansion(Drift of the Spirit Realm). This expansion is short-piece and module oriented.

#Reference Documents

Core (Core):

1st Expansion (Drift of the Spirit Realm):

Inside This Expansion:


#This Expansion's Identity (Concretized)

This expansion holds 218 schools and disciplines, 108 spells, 187 divine items and items, 45 squads, 58 converted yoma, 5 scenarios, and 36 meta guides. About 720+ data entries.

This is similar to the data volume of D&D Unearthed Arcana vols. 1~3. You cannot use it all in one campaign, so module selection is key.

After the GM decides their campaign's color, they pick from this expansion the modules that match that color. Introducing 0~5 modules is typical. Introducing 6+ modules at once is a complexity burden.

#Starting-Point Recommendations (By Campaign Tone)

ToneStarting modules (1~3)
Cinematic30-11 Hero + this expansion's martial-arts schools 1~2
Grimdark30-10 Grimdark + 14 Ninjutsu + 55-12 Cthulhu
Orthodoxcore only + this expansion's martial-arts schools 1~2
Foreign02-14 Foreign-Born + this expansion's foreign-style schools + 45 Divine Treasures
Mystic19 Mysticism + 35 Spells

For details, see 00-02 module-selector.


"It is not one school. It is not a hundred schools either. It is the story of one who walks between the schools."