English edition v1.3.3 · fc-doc

#Quick Reference (早見表)

Contents

Authority. This document is a Summary — a summary of the volume's data, and it makes not a single line of new rule. When a number written here diverges from a card's source text, the source text always wins. The authority of the summarized rules (Variant, narrow Canon, Scene Tool) and the GM-permission premise are all the source documents' — fc cannot override co Canon. And in this volume this is the one and only document permitted to be laid open on the table and referenced during a session. The rest are books read before the session; this one sheet is the book looked at during the session. The spine sentence is set down once more — this book is not a book that makes the modern person strong. It is a book that gives the drama of a future being consumed. This document is the ledger of that drama.


#Scent — A Ledger on One Sheet

#Opening Fragment — Roll Call (點呼)

On an evening after the rain had cleared, a campfire rose beneath the eaves of a ruined temple.

A woman drew an oiled cloth bundle from the topmost compartment of her backpack. Unwrapped, it was a single sheet of paper — its corners worn, the marks of charcoal erasures piled layer on layer along each line.

"Roll call," the woman said. At that one word the party each drew their own load in close.

"Rifle rounds."

"Twenty-nine," answered the man with the gun on his shoulder. The day before yesterday it had been thirty-one. "At the pass, two rounds."

"Antibiotics."

"Two." The one who had been a doctor answered without even opening his bag. That number was memorized too deeply to need opening to see.

"Flashlight."

"Two ticks. — The moon is good tonight, so we don't switch it on."

The woman drew a line of charcoal through each row to erase it, and wrote the new number beside it. A ronin warming himself at the side-fire — a man of this era, hired as escort as far as the pass — watched the movement of her hands a long while, then asked.

"You spread it out at the same hour every evening — is that paper your sutra (經)?"

"It is a storehouse," the woman answered, holding the paper up to the firelight. The number of every line was smaller than yesterday's, or the same. There was not one line that had grown.

"Light, for a storehouse."

"A storehouse that records what grows lighter," the woman said, wrapping the paper back in the cloth. "A storehouse that wastes away though one knows it and cannot stop it. — Still I record it. The numbers I have set down, at least, do not lie."

The ronin asked no more. Only, from that night on, he took up the habit of counting the arrows in his own quiver.

#Scent — Before the Session and During the Session

Every number in this volume lives in some card — firearms in Firearms, the inside of the bag in Equipment and Supplies, the sets in the six documents of the 02 series. Before the session, read those. But after the dice are on the table, the hand turning the pages cuts the scene. So this document exists — a one-line summary of all the volume's data (§1), the half-page of degradation and maintenance (§2), six lines of the sets (§3), and a remaining-count record sheet to copy and use (§4). The record is the PL's part, and the GM does not count it for them — exactly as the Depletion System decreed.


#§1 — Depletion-Resource Overview Table

The starting remaining count is the card default — adjustment is the part of the Depletion System §Operation Dial (Fast: half / Standard: as is / Slow: milestone scenes only) and the GM Guide. The effect and degradation columns are a summary — the detail is always the card source text.

#Firearms — Remaining Rounds Counted Separately by Cartridge Type

Common: fire Energy 2, 2d10+Archery+modifier >= 11, damage is Wounds. The breakdown check is the firearm formula 2d10+Finesse+Archery. The gunshot rule fires on every trigger pull — stealth ends + encounter drawn in at scene's end, d10. There is no suppressor in this volume. A black-powder reload round is recorded on the sheet, distinguished by the single character black (黑).

NameCategoryEffect Summary[Depletion] (cartridge)Degradation SpecialCard
automatic pistolfirearmHit +1 · 1 Wounds [Pierce all] · same zone (adjacent possible) · Core Zone no penalty · magazine 15 rounds[Depletion 30·rounds] (pistol round)Worn: Fire -1 + 1 jam declaration per scene. A black-powder round is harshFirearms
Type 89 riflefirearmHit +1 · 1 Wounds [Pierce all] · 2 zones · burst (Energy 3·3 rounds — 2 Wounds)·full-auto (Energy 4·10 rounds — zone) · bayonet possible · magazine 30 rounds[Depletion 60·rounds] (rifle round)Same as automatic pistolFirearms
shotgunfirearmHit +1 · same zone 1 Wounds (Critical +1)·adjacent 1 Wounds · Minion-Mob squad 1 to 3 additional casualties · tube 7 rounds (2 rounds for Energy 1)[Depletion 12·rounds] (shot)Manual — no jam. Worn: Fire -1Firearms
hunting rifle (bolt-action)firearmHit +1 (+2 if not moved) · 1 Wounds (Critical +1) · 3 zones · reload operation Energy 1 after each fire · internal 5 rounds[Depletion 20·rounds] (hunting-rifle round)A black-powder round is also a general trigger — the only one among modern firearmsFirearms
revolverfirearmHit +1 · 1 Wounds [Pierce all] · same zone (adjacent possible) · Core Zone Energy +1 · cylinder 5 rounds (one at a time — 2 rounds for Energy 1)[Depletion 5·rounds] (revolver round — not interchangeable with pistol round) · reserve rounds 0 to 10, GM choiceManual — no jam. Worn: Fire -1Rescue Worker
machine gun (GM only)firearmEmplaced · sweep (Energy 5·10 rounds): all in zone 1 Wounds · concentrated sweep (Energy 5·30 rounds — 2 rounds of combat): all in zone 2 Wounds, Mob-Minion instant death · threat sweep (Energy 3·5 rounds): Cohesion -2[Depletion GM-set·rounds] (dedicated belt — recommended 100 to 200)Concentrated-sweep scene = overuse automaticFirearms
sniper rifle (GM only)firearmAfter aim (1 breath) Energy 3 · Hit +2 · 2 Wounds (Critical 3 Wounds) · 4 zones · Core Zone impossible[Depletion 10·rounds] (dedicated sniper round)Scope damage (+2 permanent loss) selectable in place of breakdown advanceFirearms

Starting remaining-round adjustments, one line each — Self-Defense Officer combat-deployment type: rifle 60·pistol 15 / disaster-deployment type: rifle 0 to 10 (GM) / relic or seized: d10×3 rounds / scenario reward: 30-round cap at once. The detail is Firearms Law 3.

#Equipment and Supplies — The Inside of the Bag

NameCategoryEffect Summary[Depletion]Degradation SpecialCard
bulletproof vestequipment and suppliesDefense +1 (slash +2) · ignores the [Pierce] of pistol round and shot — powerless against rifle round and lead shot · cannot be layered with canon armornoneA scene blocked through = overuse. Worn: Defense modifier -1Equipment and Supplies
steel helmetequipment and suppliesReduces Wounds damage coming from above by 1 point, 1 time per scene · no Defense modifiernoneWorn: reduction becomes 1 time a dayEquipment and Supplies
turnout coatequipment and suppliesIgnores the Lull damage of a flame zone · reduces flame damage by 1 · no Defense, cannot be layered with armornoneA flame-zone scene = overuse. Worn: ignore → reduce by 1Rescue Worker
lighterequipment and suppliesSucceeds at lighting a fire without a check[Depletion 4·Clock]Submersion: loss of Clock 1 selectable. Worn: Energy 1 during combat breathEquipment and Supplies
glow stickequipment and suppliesSnapped, treated as a lamp for that one night · safe in wind, rain, water · can be thrown and left behind[Depletion 3·uses]noneEquipment and Supplies
first-aid boxequipment and supplies1 use: clean treatment (seals infection worsening) or Physique check +2 to remove bleeding[Depletion 4·uses]A consumable — loss of remaining count 1 selectable on submersionEquipment and Supplies
painkillerequipment and supplies1 use: ignore the pain and fever penalty for one scene — the recovery amount does not rise[Depletion 6·uses]A consumable — left to sit, interlude decreaseEquipment and Supplies
antibioticsequipment and supplies1 use: stops the worsening of disease and festering wound, full cure on day three 2d10+Wisdom+Medicine >= 13 · void against curse, poison[Depletion 3·uses]Left to sit, interlude decreaseMedical Worker
water-purifierequipment and supplies1 tablet: one canteen into drinkable water — excluded in a contaminated environment[Depletion 10·uses]Loss of remaining count selectable on submersionEquipment and Supplies
emergency rationequipment and suppliesOne meal — no fire, cooking, or water needed, no hunger penalty[Depletion 6·uses]none — loss of remaining count 1 declarable on a torn package (drop, submersion)Equipment and Supplies
body armor (Self-Defense Officer)equipment and suppliesLight-armor treatment, Defense +1 (no Energy penalty) · downgrade 1 ranged Critical to an ordinary hit — 1 consumed on declaration[Depletion 3·uses]A downgraded scene = overuse. Worn: loss of Defense +1Self-Defense Officer
personal first-aid pouchequipment and supplies1 use: Medicine or Herbalism +2 and recovery Wounds +1, or stop bleeding and poison worsening — usable even without Medicine[Depletion 3·uses]A consumable — no degradationSelf-Defense Officer
field rationequipment and suppliesOne meal — warmed and eaten without fire · no bivouac food securing needed[Depletion 6·uses]noneSelf-Defense Officer
air respiratorequipment and suppliesWhile the facepiece is worn, immune to smoke and poison mist · underwater breathing · Perception -1[Depletion 2·Clock] — no recoveryWorn: immunity → Physique check +2, no infiltration while wornRescue Worker
medical bagequipment and suppliesMedicine or Herbalism +1 if remaining count 1 or more · 1 use consumed: empowered treatment / treat or detox +3 / festering seal[Depletion 8·uses]Loss of half the remaining count on a failed submersion breakdown checkRescue Worker
surgical toolsequipment and suppliesAlways satisfies the tool requirement of surgical treatment — there is no check bonusnoneDrop, submersion, a bag closed with blood on it. Worn: surgery -1Medical Worker
treatment consumablesequipment and supplies1 use: clean treatment (seals infection) or analgesia and antipyresis[Depletion 6·uses]Loss of remaining count 1 selectable on submersionMedical Worker
specialist booksequipment and suppliesReference for half a day at the interlude — +2 to 1 directly relevant non-combat check · authority for a recordnoneSubmersion, fire only (harsh) — check 2d10+Wisdom+StratagemScholar-Teacher
writing-kit setequipment and suppliesRecord output, transcription, and drafting +1[Depletion 6·uses] — 1 per record outputnone — the day it dries is its lifespanScholar-Teacher
glassesequipment and suppliesNo effect — if it falls silent, fine-print, distance, and twilight checks -2noneDrop, impact — check 2d10+Finesse+SpeedScholar-Teacher
tool setequipment and suppliesSatisfies the "suitable tools" requirement of maintenance · Disable +1 for disassembly and assembly of an implementnoneLoss special in place of degradation — lose three and all the bonuses are lostEngineer
spare-parts pouchequipment and supplies1 consumed per 1 maintenance: +2 before the roll, or retry in the same interlude right after a failure[Depletion 3·uses]Recover 1 by dismantling a silenced modern implement (1 time per implement)Engineer
walletequipment and suppliesNo rule effect — evidence and an emotional propnonenonecivilian-student
everyday goods in the bagequipment and supplies2 from the d10 table — snacks [Depletion 2·uses] · wet wipes [Depletion 8·uses] · cosmetics [Depletion 4·uses], and so onsee tabledefaultcivilian-student

The cardless leftovers — handcuffs, baton, whistle, hatchet, rope, a set of medical instruments, thermal blanket — do not wear down. They only get lost (see each set document).

#Electronics — The Category the Clock Is Strictest On

Common triggers: drop, submersion (submersion is always harsh). The breakdown check is the base formula 2d10+Finesse+Disable. The double-edged rule of light — switch it on and infiltration ends, the one who holds light becomes a target, and after a scene lit all night an encounter check comes once more (Equipment and Supplies). The double-edged rule of the lens — to photograph is to capture, to spread is to feed (Electronics Law 3).

NameCategoryEffect Summary[Depletion]Degradation SpecialCard
smartphoneelectronicsRecord (lens rule) · light (own zone) · tool — reckoning, surveying, bearing +1 · library — interlude reference +2 · music[Depletion 4·Clock] — per scene switched on, no leniencyWorn: the Clock turns by 2. On the Verge: loss of library and toolElectronics
auxiliary batteryelectronics1 consumed at the interlude: recover Clock 1 of 1 device (cap at the starting value)[Depletion 3·Clock]No degradation — submersion is silence without a checkElectronics
solar chargerelectronicsOne clear day = recover Clock 1 of 1 device · a cloudy or winter sun, 1 in two daysnone — a springWorn: 1 in two days. On the Verge: 1 in three days, clear days onlyElectronics
flashlightelectronicsSecures sight in own and adjacent zones · ignores own-zone darkness penalty[Depletion 4·Clock]Worn: 1 time per scene, the GM lets the light go out for 1 breathElectronics
portable radioelectronicsInstant talk between the same channel — across zone and scene · squad-command audible extension (cost and grammar as the canon has them)[Depletion 6·Clock] — per set, standby also wears downWorn: long speech cut + loss of command extension. Without a pair it is the same as silenceElectronics
digital cameraelectronicsOptical zoom — far-zone perception and scouting +1 · the main camp of the lens rule · the flash is a gunshot of light[Depletion 8·Clock] — no leniencyWorn: every photo blurs — no clear photo possibleElectronics
wristwatchelectronics+1 to a time-matched joint-action check (GM) — the one object of uniform timenoneWorn: drifts off by a few minutes a day — loss of the bonusElectronics
work lampelectronicsEmplaced type — both hands free · ignores own-zone darkness, adjacent outline · night maintenance holds[Depletion 6·Clock]Worn: flickers — 1 time per scene, 1 breathEngineer

#Vehicles (All Cards GM Only — Double Clock)

The Fuel Clock is 1 at the end of every scene of running, the Degradation Clock 1 every time the month turns — either one at 0 is silence. The piloting and breakdown check is the vehicle formula 2d10+Finesse+Horsemanship (roll only for rough handling). Ignition = gunshot rule applied. There is no resupply — only transfer, and degradation follows the more-dying side.

NameCategoryEffect Summary[Depletion] (Fuel / Degradation)Degradation SpecialCard
motorcyclevehicleRiders 2 · two porters' worth · endurance 2 Wounds · up to the Good Road · run-through [Kata][Depletion 8·Clock] / Degradation 3 (gasoline)Quagmire, drop, ford. Worn: piloting -1 + ignition misfire declarationVehicles
passenger car / SUVvehicleRiders 5 · eight porters' worth · endurance 4 Wounds · the Great Highway · the interior blocks arrow and spear[Depletion 6·Clock] / Degradation 3 (gasoline)Good Road entry, quagmire, overload. Worn: night driving harshVehicles
truckvehicleCab 3 + squad · a hundred porters' worth · endurance 6 Wounds · the Great Highway only · the stopped cargo bed is the Rear Zone[Depletion 4·Clock] / Degradation 6 (diesel)Overload, quagmire, continuous operation. Worn: load halvedVehicles
high-mobility vehicle / armored car (GM only)vehicleOne squad · endurance 8 Wounds — not shaved even by a teppo · field and ford are roads too · Cohesion -2 on breakthrough[Depletion 4·Clock] (GM-set) / Degradation 6 (diesel)Rough-terrain forcing, overuseVehicles
helicopter (GM only)vehicleRiders 6 · no road needed — once aloft, a road of days is one scene · endurance 4 Wounds · a target while aloft[Depletion 3·Clock] / Degradation 3Overuse automatic per flight scene · maintenance Target Number +2Vehicles

#Drifted Relics — Outside the Reckoning

The cards of drifted relics have, in principle, no [Depletion] — they are objects that have already passed the end of depletion. They take neither degradation nor maintenance, and bond conditions and tatari take that seat instead. The one and only exception is recorded here in one line — the Last Single Round [Depletion 1·rounds]. The smallest remaining count in this volume, and the heaviest remaining count.


#§2 — Degradation and Maintenance Summary

The source text is Depletion System Laws 2 to 3. Do not confuse the two axes — the remaining count is "how much is left," degradation is "how much it is dying." Even with rounds left, a gun can die.

#The 4 Degradation Stages

StageNameRule Effect
1Intact (穩全)all of the card's effects
2Wornthe check using that gear -1, or the weakening effect of the card's degradation special
3On the Verge (故障直前)Worn maintained + the breakdown Target Number rises one step
4Silence (沈默)unusable — no return through maintenance, revival is a scenario-grade task

#The Breakdown Check — Only When There Is a Trigger

  • The 5 triggers: overuse / drop and submersion / disassembly by a non-specialist / black-powder substitute / GM declaration. Up to 1 time per scene on the same gear.
  • Check: 2d10+attribute+skill >= Target Number — base formula 2d10+Finesse+Disable, a firearm is 2d10+Finesse+Archery, a vehicle is 2d10+Finesse+Horsemanship.
  • Target number: Intact 11 / Worn 13 / On the Verge 15. A harsh trigger (submersion, black-powder substitute) is +2.
  • Failure: degradation advances 1 stage. Fail at On the Verge, and — Silence.

#The Maintenance Check — One Stage Only, 1 Time per Interlude

  • Condition: half a day of non-combat time + suitable tools. Check: 2d10+Wisdom+Disable >= Target Number — Worn→Intact 11 / On the Verge→Worn 13.
  • Limit: turns back one stage only. 1 time per interlude on the same gear. No worsening on a failure, but no retry in the same interlude — the only exception is the engineer's spare-parts pouch.
  • Target: implements only. Consumables (ammunition, medicine) cannot be maintained — there is only the road of substitution.
  • The engineer's exception: Emergency Repair is maintenance check +2, and is the only thing in this volume to turn back two stages (On the Verge→Intact).

#The Clock and Substitution — The Whole of the Road That Refills

  • Clock recovery is in principle impossible. The only things that open it are the two cards auxiliary battery and solar charger — electronics only.
  • Time itself is the enemy. For fuel, medicine, and batteries left to sit across a season, the GM can declare an interlude decrease of 1.
  • The three roads of substitution — ① smithy collaboration: a revival traded for permanent weakening. ② black-powder reloading: interlude + tools + case, powder, primer, 2d10+Wisdom+Disable >= 13 per bundle (up to 10 rounds). The number of primers held is the cap — primers cannot be made in this era. The reload round (黑) loses the hit modifier and takes an additional -1, range reduced by 1 zone, an automatic firearm fires single-shot only + a harsh trigger. ③ leather-and-cord modification: the effect stays the same, it grows more familiar in the hand.
  • Revival from Silence is the domain of the scenario. There is no complete resupply — bit by bit, it becomes a thing of Japan.

#§3 — Identity-Set Summary Table

The source text is the Set Overview and the six documents of the 02 series. A set is 1 per character, only at creation, GM permission required — each set is a separate unit of permission.

SetAbility AdjustmentSet Technique (tier 1 / tier 3)Starting Drifted GoodsConflict Hook
Self-Defense OfficerMedicine entry → Archery (firearms only) entry (common to both packages)Firearm Proficiency / Suppressing Fire (Energy 3 + rifle rounds 5)Combat-deployment type: Type 89 60 rounds · pistol 15 rounds · bayonet · body armor · helmet · first-aid pouch · field ration · light — disaster-deployment type: Type 89 0 to 10 rounds · first-aid pouch ×2 · radio · field ration · light · helmetThe Trigger Without Orders · The Person on the Sightline
Rescue WorkerPolice: Stratagem→Unarmed Combat, Medicine→Intimidation / Fire: Stratagem→Geography, Perception→Disable / EMS: Stratagem→Herbalismtier 1 only — Subdual / Fire Response / First Aid (tier 3 from the canon choice)Police: revolver 5 rounds · handcuffs · baton · whistle · light / Fire: turnout coat · air respirator · hatchet · rope / EMS: medical bag · medical instruments · thermal blanketWhose law is it · A scale that cannot be saved
Medical WorkerDoctor, nurse: Stratagem acquisition ↔ Medicine entry grade swap / pharmacist: Medicine acquisition upgrade + Herbalism entryDisinfection and Suture / TriageHouse-call bag — surgical tools · treatment consumables · antibioticsWhom to save · The price of a miracle
Scholar-TeacherHistory: Perception→Geography / Science: Negotiation→Disable / Teacher: Perception→Agitation (1 each)Literature Appraisal / The One Who TeachesA handful of specialist books · a writing-kit set · glassesThe true answer and the wanted answer · Whose are the letters
EngineerStratagem acquisition → Disable acquisition (common) + optional: Perception entry → Geography entryEmergency Repair / On-Site Modificationtool set · work lamp · spare-parts pouchTo mend, or to bury · The artisan's pride
civilian-studentMedicine entry → Disguise entry (1 — the fewest)Living Wisdom / Read for the Roomsmartphone · wallet · everyday goods in the bag d10 ×2Why was it me · I just want to go home

Common to all sets — these lines are the whole of this volume's balance.

  • An ability gained by replacement is Licensed (3) capped. However, if the replacement result is an ability on the canon's master-eligible list (e.g. the medical worker's Medicine) the ceiling follows the canon. The canon's master-eligible list (Stratagem, Medicine, Negotiation, Perception, Deceit, Survival) is invariant.
  • The set technique is a tier 1 / tier 3 choice-instead, not an addition. From tier 5 on, every set merges into the canonical modern person's technique list.
  • Energy Transfer and the ability-score special (Courage/Finesse/Physique -1, Wisdom/Presence/Fate +1) are the skeleton of the occupation — they do not vanish by any choice-instead.
  • The only set that grants direct combat power is the Self-Defense Officer, the one — and that too is time-limited, bound to firearms and [Depletion].
  • Can be used alongside the background Memory of the Modern Age — point to the same ability twice and the background perk is forcibly moved to a remaining ability.
  • The color of Adaptation — fast path (exemption from the first borrowing) / blocked path (no exemption): the Self-Defense Officer is samurai/shinobi, the rescue worker Wildman/shinobi, the medical worker Pure Land Monk/killing arts, the scholar scholar/shinobi, the engineer Artisan/the domain of the mysterious, the civilian blank delegation/agreement on the opposite pole.

#§4 — The Remaining-Count Record Sheet

A sheet to copy and use — copy it onto paper, or copy the table by hand. Examples of entry are also served by the six blocks of the sample drifters.

#Five Lines on How to Write It

  1. The record is the PL's part. The GM does not count it for you — the master of the hand that counts the magazine is you.
  2. rounds — 1 each time you fire. Record separately by cartridge type, and distinguish a black-powder reload round with black (黑).
  3. uses — 1 each time you tear open, jab, swallow.
  4. Clock — 1 each time a scene of meaningful use ends. The smartphone and digital camera have no leniency — a scene switched on is a scene.
  5. Inspect each interlude — the GM decrease declaration for things left to sit, the maintenance check (1 per interlude), and the check of the degradation column.

#Personal Record Sheet

Drifted GoodUnit · CartridgeStartRemainingDegradation (blank = Intact)Notes
e.g. Type 89 riflerounds · rifle round6047☐Worn ☐On the Verge ☐Silenceblack (黑) 5 rounds separate
☐Worn ☐On the Verge ☐Silence
☐Worn ☐On the Verge ☐Silence
☐Worn ☐On the Verge ☐Silence
☐Worn ☐On the Verge ☐Silence
☐Worn ☐On the Verge ☐Silence
☐Worn ☐On the Verge ☐Silence
☐Worn ☐On the Verge ☐Silence

Give a line even to drifted goods without [Depletion] (tools, books, glasses, wallet) — leave the remaining-count cell blank, and record only degradation and loss. The drama of a thing that does not wear down is the drama of losing it.

#Communal Stock Record Sheet — The Group-Drift Variation

For a table that uses the communal-stock special (Variant — premised on GM permission) of the GM Guide. Life supplies are one communal Clock per item — the tick is not a scene but a day. 1 decrease each time the group spends a day. Ammunition is communal rounds by cartridge type exactly per the law of Firearms — 5 decrease recommended per 1 volley of a rifle squad. Replenishment is not a roll but a scenario. The record is one PL's part — the very role of quartermaster is drama.

ItemUnitStartRemainingNotes
foodClock (1 a day)a starting value that brings the first crisis within a fortnight
waterClock (1 a day)
firewoodClock (1 a day)
rifle rounds (communal)rounds1 volley = 5 decrease
medicine (communal)uses

Quartermaster: ______ — the hand that holds the storehouse key is the first to be doubted on the day the storehouse empties.


Grief cannot be counted, but what remains can be — this one sheet exists for that reckoning, and for as long as one counts, one goes on living.