English edition v1.3.3

#Survival Schools Collection, 4 Kinds (first establishment)

Contents

No Survival-skill schools exist in the core. This expansion newly establishes 4 kinds. It replaces the core's newly established maneuvers for the Licensed Field Cooking / secret art Keep the Ember.

#§ Check Procedure

Core 03-09 Non-combat Check Target Number 11-17 + 04-01 Skills Survival applied. This expansion adds no new Target Number table. For detailed mapping see 00-05 §14.

#§ Scent — A Hundred Strands of Surviving

Drawing a sword happens once a month. But eating and sleeping happen every day. Survival is the martial art of daily life — only the one who does not die wields the sword.

#§ Law — 4 Schools


#17-02-01. Mountain Survival (山岳生存) — Self-Taught Style · origin-independent

Survival in mountains and rough terrain. Hunters, reclusive warriors, and thieves all learn it. Self-Taught Style.

  • Addition: mountain Adaptation — automatically obtain drinking water·food in mountains·rough terrain. Hardiness check +1.
  • Constraint: no plains·city bonus.
  • Licensed: [aptitude] Mountain Adaptation: drinking water·food automatic in mountains. Hardiness exemption for 1 session of marching.
  • Secret art: [Kata] Mountain Refuge: Energy 4. 1 session. Discover a natural refuge within a 1-ri radius in the mountains + squad rests 1 session (Wounds +1 recovery).
  • Approach: Self-Taught Style. 5+ sessions of mountain residence recommended. Play type: mountain marching·seclusion.

#17-02-02. Extreme Endurance (極限 忍苦) — Secret Transmission · northern·Siberia

Adaptation to the extreme cold zone (寒帶) or the extreme tropics. Secret-transmission tutelage in the mountains. A discipline of surviving the extreme of any one environment.

  • Addition: extreme Adaptation — Hardiness check +3 in extreme environments (cold zone·tropics·high mountain), immune to qi-exhaustion (fatigue).
  • Constraint: no temperate bonus.
  • Licensed: [aptitude] Extreme Breath: Hardiness +3 in extreme environments, immune to qi-exhaustion.
  • Secret art: [Kata] 1-Session Endurance: Energy 4. 1 session. In an extreme environment, the whole squad gains Wounds +1 recovery (an exception limited to extreme environments).
  • Approach: secret-transmission tutelage — 5+ sessions of residence in the north or desert·tutelage under reclusive warriors·mountain ascetics. Play type: extreme marching·endurance.

#17-02-03. Maritime Survival (海上生存) — Foreign Style · pirates·navigators

Cultural origin: survival of maritime drifting. Japanese fishermen, wako, Portuguese navigators, and Vikings all learn it. Adaptation to water shortage, sea wind, and drifting.

  • Addition: maritime Adaptation — automatically obtain drinking water·food at sea (fishing·rainwater). Hardiness +2 in storms.
  • Constraint: no land bonus.
  • Licensed: [aptitude] Maritime Adaptation: drinking water·food automatic at sea. Hardiness +2 in storms.
  • Secret art: [Kata] Drift Endurance: Energy 4. 1 session. Guarantees survival of 7 days of maritime drifting + automatic arrival at a target using currents (GM discretion).
  • Approach: tutelage under fishermen·pirates·navigators. Foreign Adaptation (free). Play type: maritime drifting·Navigation.

#17-02-04. Spirit Realm Adaptation (靈界適應) — Secret Transmission · 1st-expansion compatible

Cultural origin: adaptation to the Spirit Realm (靈界) environment. Onmyoji·1st-expansion Spirit Realm campaign PCs. Adaptation to qi-exhaustion, hallucination, and Time Distortion of the spiritual environment.

  • Addition: Spirit Realm Adaptation — Hardiness +3·hallucination resistance +2·immune to Time Distortion in the Spirit Realm.
  • Constraint: no current-world bonus. Spirit Realm entry presupposed.
  • Licensed: [aptitude] Spirit Realm Breath: Hardiness +3·hallucination resistance +2 in the Spirit Realm.
  • Secret art: [Kata] Spirit Realm Marching: Energy 4. 1 session. Safely traverse 1 Spirit Realm zone on foot + immune to Time Distortion.
  • Approach: an onmyoji class, or a PC entering a 1st-expansion Spirit Realm campaign. Play type: Spirit Realm campaign.
  • Related: 1st-expansion Drift of the Spirit Realm — directly compatible with the Spirit Realm environment rules.

#§ Design Perspective

  • Distribution of 4 schools: self·secret 2·foreign 1.
  • Environmental specialization: mountain·extreme·maritime·Spirit Realm — 4 different environments.
  • 1st-expansion compatibility: 17-02-04 Spirit Realm Adaptation is directly compatible with 1st-expansion campaigns.
  • Newly established Licensed·secret arts: the core's newly established Field-Cooking·Keep-the-Ember maneuvers.

"One meal of food and one night's sleep divide the outcome of a thousand-ri trek."