English edition v1.3.3

#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:

TypeCharacteristics
Famous Schoolan established dojo · house · sect. Approach relatively easy.
Secret Transmissioncovert transmission. Approach difficult. Learning from a secret transmission recommended.
Self-Taught Styleself-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."