English edition v1.3.3

#Cross-Cultural General Techniques (異文化一般特技)

Contents

§ Clarification of the Bearing check: In the core 04-01 Skill List, "Bearing(風格)" is defined only as a dedicated skill (1:1 correspondence with the Presence attribute), and a separate check formula is the definition area of this expansion itself. This expansion handles a Bearing check = an application of the core 04-01 Presence attribute check + a bonus from this expansion's own Bearing techniques (if any). Standard formula: 2d10 + Presence + (proficiency if holding the Bearing dedicated skill) + (bonus from Bearing-related techniques or disciplines, e.g. [20-06 Bearing Disciplines](../ex2-20-dedicated-disciplines/ex2-20-06-presence-disciplines.md)) >= Target Number. This expansion does not define a new Target Number table; apply 03-09 Non-Combat Target Number 11-17. Mapping: 00-05 §14.

#§ Scent — Reading People Across the Sea

The core Foreign Adaptation(異國適應) [aptitude] concentrates on opening the right to use Exotic Sacred Objects (items). This section is the line, placed beside it, for reading the people, etiquette, religion, and politics of foreign lands. To learn a cultural sphere, one needs training not only in that culture's artifacts but in reading the people within that culture.

It naturally responds to users of the foreign-type schools (sections 10~19) and to PCs with a foreign-origin background (02-14). Outside classes (modern person, heroic spirit, celestial) also blend into the order of this world through these techniques.

Core designated concept — cultural sphere (文化圈): On acquiring a technique of this section, designate 1 cultural sphere. The major cultural spheres the core and this expansion mention: Japan, Joseon, Ming, Qing, Mongol, Arab/Persia, Nanban (Spain, Portugal), Western Europe (Netherlands, England, France, Germany, Italy), India, Spirit Realm, antiquity (Greece, Rome), etc. Arbitrary additions under GM permission.

#§ Law — 5 New General Techniques

#Interpretation (通譯) [aptitude]

  • Effect: Fluent in the language of the designated cultural sphere. Automatic for everyday conversation, document deciphering, and understanding regional dialects. +2 bonus on checks for technical terms (law, Medicine, religion).
  • Check: when needed, 2d10 + Wisdom + (Wisdom-based lore check) +2 >= the difficulty
  • Acquisition conditions: Narratively, residence or study experience in the cultural sphere is required.
  • Repeatable: Yes (a different cultural sphere each time). Compatible with the gaijin 1-slot 2-culture adaptation convention (core).
  • Villain/gaijin constraints: Follow the core conventions. On acquisition, a modern person among gaijin can choose only 1 of "ancient language, modern language" (era difference).
  • Recommended play type: envoy, scholar, trade merchant
  • Design note: Different from the core Foreign Adaptation — Foreign Adaptation is items, this technique is words. Using both is recommended. When overlapping with the scholar class's language-specifying technique (core 04-09), this technique is separated as spoken-language specialized and the scholar technique as written-language specialized.

#Diplomacy (外交術) [aptitude]

  • Effect: Negotiation, Bribery, and Deceit checks +2 against NPCs of the designated cultural sphere. At a first meeting with the ruling class (nobles, officials, warrior-house heads) of that cultural sphere, an additional own Domination +1 in the face-contest (the core Domination calculation).
  • Check: the existing Command skill formula + 2 (this technique)
  • Acquisition conditions: Diplomacy, spy, study-abroad, and commerce backgrounds are recommended.
  • Repeatable: Yes (a different cultural sphere each time).
  • Villain/gaijin constraints: When a villain's identity is exposed, the effect of this technique reverses — checks against NPCs of that cultural sphere -2 (deception narrative).
  • Recommended play type: political diplomat, international trade-guild management
  • Design note: A cultural-sphere-specialized bonus of the core Negotiation and Bribery skills. Operates even without the core skill (without the skill, only the base 2d10, only this technique's +2).

#Foreign Etiquette (異國禮法) [aptitude]

  • Effect: Knowledge of the rites, ceremonies, and official-rank order of the designated cultural sphere. Automatic success on a rudeness check (the Domination penalty from an etiquette error) within that cultural sphere. +2 when officiating a ceremony.
  • Check: 2d10 + Presence + (Bearing dedicated skill) +2 (this technique) >= the difficulty
  • Acquisition conditions: None. Only the cultural-sphere designation.
  • Repeatable: Yes.
  • Villain/gaijin constraints: Among villains, "irreverent being" lines such as Tatarigami and Shikome retain restrictions on entering shrines and temples even after acquiring this technique (see core 04-19·04-26).
  • Recommended play type: court campaign, diplomatic missions
  • Design note: Complements the core Bearing dedicated skill. Bearing is presence itself; this technique is the exact etiquette of that culture. When both are used together, diplomatic persuasiveness is maximized.

#Religious Knowledge (宗敎知識) [aptitude]

  • Effect: Knowledge of the religion, faith, and sacred objects of the designated cultural sphere in general. +1 on checks with NPCs of that religion (priest, monastic, shaman, missionary). Automatic success on identifying the sacred objects and Foreign Divine Treasures of that religion.
  • Check: the existing Negotiation/Deceit formula + 1
  • Acquisition conditions: The background "Temple-Raised" is recommended. A general case is also allowed on GM permission.
  • Repeatable: Yes.
  • Villain/gaijin constraints: Among villains, "heretic/black-magic" lines such as Dokuchushi, Itako, and Shikome become instantly hostile when their identity is exposed to specific religious NPCs.
  • Recommended play type: exorcist, religious practitioner, foreign-sacred-object hunter
  • Design note: Strong synergy with the 45-foreign-relics section. Automating the identification of foreign sacred objects is the core value of this technique.

#Foreign Connection (異國緣故) [aptitude]

  • Effect: Automatic safe lodging during domestic stay in the designated cultural sphere (the residences of that cultural sphere's resident community, envoy lodgings, churches, mosques, etc.). +1 on Negotiation and Infiltration checks in that area. Automatic success on a foreign faction's "connection verification" (identity matching) check.
  • Check: the existing area-related formula + 1
  • Acquisition conditions: The backgrounds "Castaway, Merchant's Child, Exile" are recommended, or a foreign-origin background.
  • Repeatable: Yes.
  • Villain/gaijin constraints: On acquiring this technique, a modern person among gaijin automatically establishes a narrative connection with "1 fellow countryman" (of the same modern-person origin) (GM declaration).
  • Recommended play type: securing a foreign foothold, long overseas campaign
  • Design note: Can overlap with the social line's (03-02) High-Official Connection but the direction differs — High-Official Connection is the power class, Foreign Connection is the resident community. If one PC has both, they hold both ends of that area.

#§ Design Perspective

  • Orthogonal to the core Foreign Adaptation: Foreign Adaptation is items, the 5 cross-cultural techniques are people. Using both in the same cultural sphere maximizes synergy.
  • Cultural-sphere system: The "cultural sphere" concept introduced by this section is linked with the foreign-Divine-Treasure access rules of the 45-foreign-relics section. Using consistent cultural-sphere names is recommended.
  • Allowing repeated acquisition: All 5 are acquired repeatedly per cultural sphere. Also compatible with the gaijin 1-slot 2-culture convention.

"How to cross the sea is taught by the ship. How to survive after crossing is taught by words."