#Divinity Mechanics — Checks, Combat, Depletion, Return
Contents
Canon — fc01 divinity mechanics. Checks ride atop the core 2d10 system. Checks outside a domain are the core rules as-is; this document applies only to checks inside a domain.
#Scent — The Moment a God Reaches Out
Two dice tumble. The moment the blade extends, the moment the prayer ends, the moment of the final stroke drawing a barrier. In that brief breath, if a god is watching — the face on which the tumbling dice come to rest is different.
A god's aid is not a miracle. Hachiman does not seek out the arrow and carry it to the target. He merely makes the arrow that could have struck all along strike without fail. A god guarantees the completeness of what is possible; he does not overturn the impossible into the possible.
"Prayer does not bend the arrow. It only keeps the hand from trembling."
#Law — In-Domain Check Benefits (3 Kinds)
On a check where a domain applies, the god chooses one of three to use. Once used, it is depleted and does not recover until the return cycle.
#Benefit 1 — Pin the Eye
On a 2d10 check, set one die's face to any value of your choosing (0~9). The other die rolls normally.
- Declaration timing: before rolling.
- Restriction: you cannot designate "10" on a d10 (following the core's 0=10 convention; d100 checks are the exception).
- Use: inducing a Critical Hit (double), guaranteeing a floor.
#Benefit 2 — Critical Expansion (Extended Critical)
In-domain checks treat not only doubles but also "adjacent faces" as a Critical Hit.
- Example:
4-5→ originally not a crit. Inside a domain, a Critical Hit.
#Benefit 3 — Power Invocation
Trigger the 1 special Divine Authority assigned per domain.
Basic types:
- Auto-success — 1 in-domain check succeeds without rolling. Not a Critical Hit.
- Area effect — unleash the domain's effect over 1 zone.
- Seal · Disable — resolve an obstacle bound by the domain (doors, barriers, curses, etc.).
Divine Authority is "the complete execution of what is possible," not "anything is possible." Results outside the domain cannot be designated.
#Law — Benefit Use Count
| Divinity | Daily uses per domain | Greater Authority cycle |
|---|---|---|
| 1 Lesser God | 1 use | — |
| 2 Minor God | 2 uses | — |
| 3 Middle God | 2 uses | Middle Authority 1/week |
| 4 Great God | 3 uses | Great Authority 1/month |
| 5 Imperial God | 4 uses | Source Authority 1/year |
- "Daily uses" means any of Benefits 1·2·3, totaling N times per domain.
- "Greater Authority" is the more powerful single-shot Divine Authority held by Middle, Great, and Imperial Gods. Counted separately per domain.
Example: Hachiman (Great God, 4 domains) → daily 3 uses × 4 domains = 12 uses of general benefits + 1/month × 4 domains = 4 uses of Great Authority.
#Scent — Shrines and Rites Are the Axis of Rest
A god's power is lent by people. When those who worship are severed, there is nothing left to receive back.
A small hearth god recovers on a single cup of morning water. Hachiman waits each quarter for the great festival at Usa. Amaterasu has the main rite at Ise — 1 time a year, a nationwide event must be held for her to fully return.
A god exists only while its shrine exists. For an enemy to destroy a shrine is to weaken the god, and to restore a ruined shrine is to wake the god. This is why politics and faith are not separable.
"Before a lamp whose fire has gone out, a god quietly catches its breath."
#Law — Return Cycle
| Divinity | Daily recovery condition | Greater Authority recovery condition |
|---|---|---|
| 1 Lesser God | every dawn (one offering) | — |
| 2 Minor God | every dawn + village rite 1/month | — |
| 3 Middle God | shrine monthly rite (月祭) | quarterly great festival |
| 4 Great God | quarterly great festival | annual great festival |
| 5 Imperial God | quarterly great festival | annual main rite (national scale) |
If offerings and rites are severed, there is no recovery. This point is the campaign hook.
Relation to core Energy (co-03-04-action-points.md) · lull: a divinity's depletion and return are an independent, separate axis from core Energy. Even with Energy full, you cannot use a Divine Authority while it is depleted.
#Scent — The God on the Battlefield
Combat checks are fast. The blade flies, the bow snaps, the maneuver is decided. The moment divinity rides on is only one breath among them.
A god intervenes only the moment its own domain applies. Hachiman dwells in the one drawing the bow, but does not dwell again in that same person who draws a blade on the next breath. Because he is the god of archery — swordsmanship is not his work.
So "when does divinity open" creates the campaign's rhythm. Once per scene, at the decisive moment. That is the breath of Japanese divinity.
#Law — Combat Rules (co Inheritance + Divinity Intervention)
#Initiative
- Divinity grants no bonus to initiative modifiers. The core initiative rules as-is.
#Attack · Defense (In-Domain)
- Weapon, armor, and skill bonuses are tallied first.
- If the check falls under a god's domain, apply one of the benefits above.
- Example: Hachiman's "archery" domain → a benefit may be used on a bow attack check.
- Divinity does not intervene in damage rolls (the core has no damage roll at all).
#Maneuver Linkage (co Inheritance)
- Rides atop the core maneuver system.
- In-domain maneuvers may apply a benefit. Out-of-domain maneuvers are the core as-is.
#Wounds · Defense (co Inheritance)
- Divinity gives no direct bonus to Wounds or Defense.
- Exception: a god with a recovery Divine Authority in its domain (e.g., Okuninushi's "healing").
#Law — Deity vs Deity
#When Domains Overlap
- Both sides may use benefits. After reflecting both sides' bonuses on the core check, resolve with 2d10.
- If there is a divinity rank gap, the gap grants a roll advantage equal to it. (A 1-rank difference = add 1 advantage die: roll a d10 once more and take the higher face.)
#When Domains Do Not Overlap
- Each side's divinity effects do not interact.
- The contest is resolved by the core check (class/skill based).
#The Role of Offerings
- Whose shrine is larger at the current location — a 3-axis tiebreaker of distance, scale, and activity. GM's judgment.
#Law — Prohibitions (Canon)
The following are not permitted:
- Laying divinity on an out-of-domain check — even if Amaterasu uses a solar Divine Authority in Yomi, it is useless.
- Nullifying a check itself with a Divine Authority — forcing an opponent to reroll their check is forbidden. (An in-domain auto-success is possible, but you cannot directly touch an opponent's check.)
- Stacking multiple domain benefits on 1 check — one benefit per check.
- Shortening the return without offerings — even if campaign time passes, there is no recovery if there were no rites.
#Scent — In One Sentence
"A god is a god only within its own breath. When that breath ends, it rests again."
#Law — Summary at a Glance
- In-domain check: choose 1 of pin the eye / Critical Expansion / Divine Authority, N times daily per domain.
- Out of domain: the core as-is, divinity ignored.
- When depleted, return via rites. Without a shrine, no recovery.
- Between gods: when domains overlap, resolve by divinity rank + shrine scale.