#GM Custom-School Design Guide
Contents
The protocol for when a GM directly designs a new school suited to their own table · campaign. A guide based on the patterns of this expansion's ~150 schools.
#§ Scent — Why Make Your Own
This expansion provides ~150 schools, but these are only a part of all possibilities. A GM's campaign has its own ideas · history · worldview, so there may be schools this expansion does not reach. This guide is the procedure for making them safely.
#§ Law — The 8 Custom-Build Stages
#Stage 1: Skill Selection
First, which skill's school is it? One of the core 36 skills.
- Skills that already have schools (Swordsmanship · Spearmanship · Archery · Unarmed Combat · Ninjutsu · Sorcery · Exorcism · Medicine): clarifying the point of distinction from existing schools of the core · 1st · this expansion is required.
- Skills that had no schools (Horsemanship · Mobility 6 · Exploration 6 · Command 6 · Barrier · Prophecy · Poisoncraft): this expansion introduces newly established maneuvers. Follow that pattern.
- The 6 dedicated skills (Fighting Spirit · Speed · Hardiness · Stratagem · Bearing · Fortune): schools forbidden. Use training methods (see the 20-01 framework).
#Stage 2: Type Selection
One of the 4 school types:
| Type | Characteristics |
|---|---|
| Famous School | an established dojo · house · sect. Approach relatively easy. |
| Secret Transmission | covert transmission. Approach difficult. Learning from a secret transmission recommended. |
| Self-Taught Style | self-taught · self-devised. Absence of a license. Free approach. |
| Foreign School (★ newly established in this expansion) | origin in a cultural sphere outside Japan. Foreign Adaptation or an Outsider profession recommended. |
The GM selects the type most fitting for the custom school. Foreign School is recommended by this expansion (emphasizing the weight of Foreign School).
#Stage 3: Cultural Origin · Approach Conditions
Notation of source · period · cultural sphere (adhering to the 00-04 §period · cultural-sphere explicit-statement principle) — insert the following 3 lines right after §Scent or at the top of §Law:
**Source**: [origin of the school/text/tradition]
**Period**: [time of establishment or activity]
**Cultural sphere**: [country · region · people]
Examples:
- Source — German Liechtenauer Swordsmanship / Period — mid 14th century / Cultural sphere — Holy Roman Empire
- Source — Maya rite-of-passage oral tradition / Period — late 15th century / Cultural sphere — Central American Maya
Approach conditions: how can a PC learn this school? Background · general trait · learning from an NPC · Session 0 agreement, etc.
#Stage 4: Designing Licensed · Secret-Art Maneuvers (replacing the core base maneuvers)
Replace the 2 base maneuvers per skill in the core School Data with 2 maneuvers of your own school:
| stage | core base | school replacement |
|------|---------|----------|
| Licensed | (core base maneuver) | **[type] [maneuver name]**: Energy · check · effect · limit |
| secret art | (core base maneuver) | **[type] [maneuver name]**: Energy · check · effect · limit |
Type notation: [Kata] (a 1-time action), [Stance] (a sustained stance), [Upkeep] (the lull phase), [aptitude] (a constant effect), [Tactic:Kata] (squad unit), [technique] (tied to weapon · armor · consumable — core 03-07), [Non-Combat Action] (session · day · week unit — this expansion §13)
Energy cost: Licensed 1~3, secret art 3~5 recommended. Within Energy ±1 of the core base is safe.
Critical Expansion · Fumble prevention (this expansion 2 limited option): as a school add-on effect, Critical Expansion or Fumble prevention can be attached — under specific conditions (thrust only · while in stance · on a Surprise Attack, etc.). No overuse (1~2 maneuvers per school recommended).
#Stage 5: Add-On · Restriction (Balance)
- Add-on: a 1~2 line constant benefit. Not too strong.
- Restriction: a 1~2 line limit · condition. Balanced with the add-on.
#Stage 6: Approach Conditions · Play Type
- Approach: clear conditions (background · general trait · learning from an NPC, etc.).
- Play type: 2~3 keywords (e.g.: sniping · mountain · Scouting).
#Stage 7: Point of Distinction From Core Schools
Examine whether the custom school is a mere variant of an existing school. Points of distinction:
- Idea: a different philosophy even for the same technique.
- Use conditions: a different environment · time · NPC.
- Higher technique: a different effect at the secret-art stage.
This expansion's §4.4.0 "allowance of technique sharing" principle — some overlap is OK. But the reason for existing must be clear.
#Stage 8: Confirmation List
- [ ] Energy cost within ±1 of the core base
- [ ] Balance of add-on · restriction (a strong add-on with a strong restriction)
- [ ] ±1 strength versus core schools (balance versus other schools)
- [ ] Approach conditions clear
- [ ] No change to the core skill itself (only newly establishing · replacing maneuvers)
- [ ] No encroachment on the dedicated-skill domain (adhering to the training-method framework)
- [ ] Stating the principle of 1 school holdable at a time by one PC
- [ ] Examining conflict with the 1st expansion · this expansion
#§ Custom Template
# [school name] ([kanji · original])
**Type**: [Famous School / Secret Transmission / Self-Taught Style / Foreign School]
**Skill**: [skill name]
**Cultural origin**: [source]
**Play type**: [2~3 keywords]
## § Scent
[1~2 paragraphs: idea · history · culture]
## § Law
**Add-on**: [1~2 lines]
**Restriction**: [1~2 lines]
| stage | core base | school replacement |
|------|---------|----------|
| Licensed | [core base] | **[type] [maneuver name]**: Energy · effect |
| secret art | [core base] | **[type] [maneuver name]**: Energy · effect |
**Approach**: [conditions]
**Play type**: [keywords]
## § Point-of-Distinction Memo
- Versus core schools: [point of distinction]
- Versus this-expansion schools: [point of distinction]
- Balance: [examination of core ±1]
---
*"[maxim]"*
#§ GM Custom-Build Recommendations
- Session 0 agreement: a custom school is recommended to be agreed with the PCs in advance.
- Sharing: a well-made custom school is recommended to be shared in this expansion's community (if any).
- Trial play: adjust effects after a 1~2 session trial.
- Training methods are separate: dedicated skills forbid schools. Design training methods following the 20-01 framework.
"The hundred-branched paths are not predetermined. One person makes a new path with a single step."