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 module | Classification | Core replacement target | 1st-expansion linkage |
|---|---|---|---|
| 01 class alternative feats | additive | — | 1st Commoner feat linkage |
| 02 alternative backgrounds | additive | — | 1st Drifter background linkage |
| 03 general feats | additive | — | — |
| 10~15 martial-arts schools | additive | core 04-04 school data (coexistent) | coexists with the 1st 22 hell schools |
| 16~18 non-martial schools (new) | additive | — (no core schools) | — |
| 19 mystic schools | additive | part of core 04-04 (coexistent) | compatible with the 1st Barrier system |
| 20 dedicated disciplines | additive | — (core school-forbidden domain) | — |
| 21 cross-cultural index | additive (meta) | — | — |
| 25 famous squads | additive | core 06-06 squads (reinforcement) | coexists with the 1st 01-07 domain 2-slot |
| 30 alternative rules | replacement | each part of core 03-core-rules | compatible with some 1st systems |
| 35 Sorcery spell system | replacement (per PC) | Sorcery / Exorcism techniques (chosen per PC) | — |
| 40 props | additive | core 07-02 masterworks (coexistent) | separate from 1st Spirit Realm relics |
| 45 foreign Divine Treasures | additive | core 07-02 (coexistent) | separate from 1st 99-02 |
| 50 Tatsujin tournament scenarios | additive (short pieces) | — | can branch into Spirit Realm events |
| 55 monster conversion | additive | core 08-02 yoma (coexistent) | separate from 1st 99-01 |
| 60 house rules | additive (meta) | — | — |
| 80 GM tools | additive (tools) | — | — |
| 99 appendix | additive (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:
- Drift of the Spirit Realm (靈界漂流記)
- Rule Delta — the 1st 12 rule deltas
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 pair | Reason |
|---|---|
| 35 spell + core Sorcery / Exorcism techniques | when stacked on the same PC, power explodes. choose per PC. |
| 30-03 morale + 1st 01-06 morale | only 1 morale system |
| 30-10 Grimdark + 30-11 Hero | opposite tones |
| core Horsemanship (no school) + a homebrew Horsemanship school beyond this expansion's 15 Horsemanship schools | core principle (no new Horsemanship schools) |
#§ Recommended Campaign-Start Procedure
- Session 0: agree with the PCs on tone, length, and PC count
- Reference 00-02 module-selector and choose 1~3 modules
- Choose 0~2 of the 30 alternative rules (1-session trial)
- Trial the modules with the 60-09 playtest procedure
- 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."