English edition v1.3.3

#Compatibility — Compatibility With the Core and the 1st Expansion

Contents

#Identity

A compatibility matrix specifying, for each of this expansion's 26 sections (00-meta 5 + content sections 21), which section of the core it replaces, reinforces, or coexists with. Also, guidance on linkage when inserting this expansion's modules into a 1st-expansion(Drift of the Spirit Realm) campaign.

#§ Core Compatibility Policy

  • Core 07-04 Divine Treasure replacement-data policy (45-00): the 7 Divine Treasure duplicate entries are handled as core replacement data (Holy Grail · Seven-Star Sword · Fangtian Huaji · Green Dragon Crescent Blade · chakram · trishula). Coexistence prohibited; when this expansion is used, replace the core entries.
  • Morale / madness 4-axis policy (00-05 §12): core = Cohesion only / 1st = domain morale / this expansion = 30-03 variant / madness = 30-10 Grimdark. The many "morale ±N" notations across 18·20·25 are automatically compatible per 4-axis.
  • Barrier unit separation (00-05 §11): this expansion's Barrier = Wounds unit / the 1st Domain Barrier = Barrier HP 100 preserved. Only the 35-15-15 9th-dan permanent Barrier is directly compatible with the 1st Domain Barrier.
  • Removal of same-name yoma merged in the core: nine-tailed fox · nue · gaki are merged in core 08-02. Delete the corresponding entries in this expansion's 55-08·55-09.
  • Adherence to the core squad convention (25-01): famous squads follow the numeric standard of the core Unit Operations exactly. Their specialness comes from unique aptitudes, unique tactics, and narrative gimmicks.

#Design Goals

  • 3 per-module classifications:
  • additive (coexistent) — only added to the core. No conflict. The default.
  • replacement — when adopted, a specific core rule is turned off. Explicit On/Off required.
  • hybrid (mixed) — per character and per situation, you can choose to apply either the core or this expansion.
  • Per-core-section replacement map: which part of core 03-core-rules/04-character/06-units/07-weapons/08-gm-tools interacts with which module, in a table.
  • Linkage with the 1st expansion: cautions when inserting this expansion's modules mid-way through a Drift of the Spirit Realm campaign (e.g., how 25-famous squads coexists with the 1st "domain 2-slot limit").
  • Forbidden combinations: specify module pairs that break immediately when used together.

#§ Per-Module Classification Table

This expansion's moduleClassificationCore replacement target1st-expansion linkage
01 class alternative featsadditive1st Commoner feat linkage
02 alternative backgroundsadditive1st Drifter background linkage
03 general featsadditive
10~15 martial-arts schoolsadditivecore 04-04 school data (coexistent)coexists with the 1st 22 hell schools
16~18 non-martial schools (new)additive— (no core schools)
19 mystic schoolsadditivepart of core 04-04 (coexistent)compatible with the 1st Barrier system
20 dedicated disciplinesadditive— (core school-forbidden domain)
21 cross-cultural indexadditive (meta)
25 famous squadsadditivecore 06-06 squads (reinforcement)coexists with the 1st 01-07 domain 2-slot
30 alternative rulesreplacementeach part of core 03-core-rulescompatible with some 1st systems
35 Sorcery spell systemreplacement (per PC)Sorcery / Exorcism techniques (chosen per PC)
40 propsadditivecore 07-02 masterworks (coexistent)separate from 1st Spirit Realm relics
45 foreign Divine Treasuresadditivecore 07-02 (coexistent)separate from 1st 99-02
50 Tatsujin tournament scenariosadditive (short pieces)can branch into Spirit Realm events
55 monster conversionadditivecore 08-02 yoma (coexistent)separate from 1st 99-01
60 house rulesadditive (meta)
80 GM toolsadditive (tools)
99 appendixadditive (index)

#Reference Documents

Core's full structure:

  • ../../../03-core-rules/ — reference for the alternative-rule 30 series
  • ../../../04-character/ — the basis for all reinforcement modules of class, background, school, and skill
  • ../../../06-units/ — the basis for famous-squad modules
  • ../../../07-weapons/ — the basis for prop and foreign-Divine-Treasure modules
  • ../../../08-gm-tools/ — the basis for yoma-conversion modules

1st expansion's full set:

Inside This Expansion:


#§ 1st-Expansion Campaign + This Expansion Integration Guide

For details, see 99-05 cross-expansion-map.

Core compatibility:

  • 17-02-04 Spirit Realm Adaptation (Survival school) — directly compatible with the 1st Spirit Realm environment
  • 17-05-04 Spirit Realm Seal Disable (Disable school) — compatible with 1st Spirit Realm seals
  • 25-08 Spirit Realm / otherworld mercenary squad — directly compatible with the 1st Spirit Realm campaign
  • 30-03 Variant A squad-type morale — directly compatible with the 1st 01-06 morale system
  • 19-04 Barrier school + 35-15 Barrier spell — compatible with the 1st 01-02 Barrier HP system

#§ Forbidden Combinations (Break Immediately)

Excluded pairReason
35 spell + core Sorcery / Exorcism techniqueswhen stacked on the same PC, power explodes. choose per PC.
30-03 morale + 1st 01-06 moraleonly 1 morale system
30-10 Grimdark + 30-11 Heroopposite tones
core Horsemanship (no school) + a homebrew Horsemanship school beyond this expansion's 15 Horsemanship schoolscore principle (no new Horsemanship schools)
  1. Session 0: agree with the PCs on tone, length, and PC count
  2. Reference 00-02 module-selector and choose 1~3 modules
  3. Choose 0~2 of the 30 alternative rules (1-session trial)
  4. Trial the modules with the 60-09 playtest procedure
  5. Reassess at season's end — decide whether to adopt or revert modules

"Compatibility is a contract. Specify in advance the places where the contract will break."