English edition v1.3.3

#Survival General Techniques (生存一般特技)

Contents

#§ Scent — The Enemy the Blade Cannot Reach

The enemy does not always take a human shape. Bitter cold, hunger, water, poison, something with no presence — these gnaw at the PCs on the long journey beyond the battlefield. The core Hardiness(剛健) dedicated skill handles the formal system of environmental resistance, but this section is a different layer from that system — a personal survival reflex that operates even without a Hardiness skill number.

The proper domain of these techniques is responding to "quiet enemies" such as hunger and cold. They shine in situations like everyday dangers inside a Barrier, long journeys, and flight after a domain has fallen.

#§ Law — 5 New General Techniques

#Cold Endurance (猛寒) [aptitude]

  • Effect: Ignores by 1 level the movement, camping, and check penalties in extreme climate environments such as bitter cold, scorching heat, high mountains, and desert. When multiple environments overlap, only 1 level is applied.
  • Check: none (passive)
  • Acquisition conditions: The backgrounds "Wanderer, Farmer, Temple-Raised" are recommended. Narratively, residence experience in that environment is required.
  • Repeatable: No.
  • Villain/gaijin constraints: Follow the core conventions. Among gaijin, modern persons and celestials have the opposite effect — even with this technique, an additional 1-level penalty in extreme environments (narrative maladaptation).
  • Recommended play type: mountain, desert, and polar campaigns
  • Design note: The core Hardiness License "Tough Body" is a +2 bonus on environment checks. This technique ignores the penalty itself by 1 level (separate from whether a check is made). Stackable.

#Poison Resistance (毒耐性) [aptitude]

  • Effect: Poison/disease resistance check +3. 1 time a year (not an actual game session), automatic resistance success against an identified non-irritant poison.
  • Check: 2d10 + Physique + (Hardiness proficiency) +3 (this technique) >= the Target Number
  • Acquisition conditions: None.
  • Repeatable: No.
  • Villain/gaijin constraints: Among the 12 villain classes, the Dokuchushi line has a poison-resistance value even without this technique (see core 04-21-villain-dokuchushi) — duplicate acquisition is inefficient. No gaijin constraint.
  • Recommended play type: poison-specialist opponents, exploration and scouting
  • Design note: "Tough Body" of the core Hardiness skill is +2 to poison/disease/environment/torture. This technique is poison-only +3 (additionally). A large bonus over a narrow scope. When both stack, poison +5.

#Famine Adaptation (飢餓適應) [aptitude]

  • Effect: Automatically suppresses food-shortage and water-shortage penalties. No check penalty in a state of starvation or dehydration up to 1 week. From 2 weeks onward, the general rules apply.
  • Check: none (passive)
  • Acquisition conditions: The backgrounds "Farmer, Drifter, Wanderer" are recommended.
  • Repeatable: No.
  • Villain/gaijin constraints: Among villains, the autonomous automaton (machine) line applies the "fuel management" rule instead of this technique (see core 04-17). Acquiring this technique is unnecessary.
  • Recommended play type: long expeditions, defense in a siege, flight campaign
  • Design note: A different layer from "Field Cooking" of the core Survival skill (lull Wounds +1, ignore food penalty by 1 level) — Field Cooking is lull recovery, while this technique is penalty suppression itself. The two can stack.

#Session Rest (休息) [upkeep]

  • Effect: At a between-session rest (when 1 day or more is secured), eases the grave-wound narrative by 1 level — shortening the long-term aftereffect narrative following the core 03-05 Downed. When using 30-10 Grimdark, trauma -1 / when using 30-02 Injury Variant, injury level -1. In campaigns where these are unused, GM-discretion narrative (shortening only the serious-injury narrative, not accelerating recovery).
  • Check: none (automatic)
  • Acquisition conditions: None.
  • Repeatable: No.
  • Villain/gaijin constraints: Follow the core conventions. The gaijin autonomous automaton is interpreted as "repair and upkeep" (only the narrative differs).
  • Recommended play type: long campaigns, recovery after accumulated grave wounds
  • Design note: The core War of Attrition [upkeep] is lull Wounds +1 during combat. This technique is grave-wound reduction between sessions, outside combat. Their points of action are entirely different. Stackable — War of Attrition is short-term, Session Rest is long-term.

#Wild Instinct (野生本能) [aptitude]

  • Effect: Extends to a spiritual presence the function of Crisis Detection [aptitude]. Automatic reaction even against supernatural ambushes such as yoma lurking, ambush, and Spirit Realm intrusion. When a holder of the core Crisis Detection additionally acquires this technique, a +1 initiative correction at the start of combat bonus (ambush immunity + initiative correction +1).
  • Check: none (passive)
  • Acquisition conditions: Holding Crisis Detection is a prerequisite (prior technique). Or Master or higher in Perception(感知).
  • Repeatable: No.
  • Villain/gaijin constraints: Follow the core conventions. Wild-yoma villain lines such as Shikome and Man-Eating Demon, on acquiring this technique, are also detected by the ambushes of their own kind, with a risk of self-betrayal. The Kaibutsu is a separate case — being a still Buddha unable to move while in seated meditation, it inherently cannot acquire wild detection.
  • Recommended play type: yoma hunter, Spirit Realm exploration, scouting
  • Design note: An upper-compatible version of the core Crisis Detection (ambush immunity). The reason for designing it as a separate technique: Crisis Detection is limited to human ambush, while Wild Instinct extends to the supernatural. By requiring Crisis Detection as a prerequisite, duplicate effect is prevented.

#§ Design Perspective

  • Relationship with the Hardiness dedicated skill: Hardiness is the formal resistance-check system; this section is a situational narrative buff. Coexistence is recommended.
  • Environment-overcoming resources: All 5 manage the state before scene entry rather than combat. Strong in domain management and long expeditions.
  • Multilayered villain/gaijin constraints: Cross-species interactions per villain are made explicit (Dokuchushi, autonomous automaton, etc.). The Kaibutsu, being a still Buddha, is inherently unsuited to wild techniques.

"A blade does not last three months. Hunger breaks a person in three days."