#Quick Reference (早見表)
Contents
Authority. This document is a Summary of the volume data and creates no new rules. If a value differs from its card, the source text takes precedence. The authority and GM-permission requirements of Variant, narrow Canon, and Scene Tool remain those of their source documents, and fc cannot override
coCanon. Each PL records their own remaining counts; the GM does not count them on the player's behalf.
#§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 >= Defense, 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).
| Name | Category | Effect Summary | [Depletion] (cartridge) | Degradation Special | Card |
|---|---|---|---|---|---|
| automatic pistol | firearm | Hit +1 · 1 Wound [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 harsh | Firearms |
| Type 89 rifle | firearm | Hit +1 · 1 Wound [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 pistol | Firearms |
| shotgun | firearm | Hit +1 · same zone 1 Wound (Critical +1)·adjacent 1 Wound · 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 -1 | Firearms |
| hunting rifle (bolt-action) | firearm | Hit +1 (+2 if not moved) · 1 Wound (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 firearms | Firearms |
| revolver | firearm | Hit +1 · 1 Wound [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 choice | Manual — no jam. Worn: Fire -1 | Rescue Worker |
| machine gun (GM only) | firearm | Emplaced · sweep (Energy 5·10 rounds): all in zone 1 Wound · 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 automatic | Firearms |
| sniper rifle (GM only) | firearm | After 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 advance | Firearms |
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
| Name | Category | Effect Summary | [Depletion] | Degradation Special | Card |
|---|---|---|---|---|---|
| bulletproof vest | equipment and supplies | Defense +1 (slash +2) · ignores the [Pierce] of pistol round and shot — powerless against rifle round and lead shot · cannot be layered with canon armor | none | A scene blocked through = overuse. Worn: Defense modifier -1 | Equipment and Supplies |
| steel helmet | equipment and supplies | Reduces Wounds damage coming from above by 1 point, 1 time per scene · no Defense modifier | none | Worn: reduction becomes 1 time a day | Equipment and Supplies |
| turnout coat | equipment and supplies | Ignores the Lull damage of a flame zone · reduces flame damage by 1 · no Defense, cannot be layered with armor | none | A flame-zone scene = overuse. Worn: ignore → reduce by 1 | Rescue Worker |
| lighter | equipment and supplies | Succeeds at lighting a fire without a check | [Depletion 4·Clock] | Submersion: loss of Clock 1 selectable. Worn: Energy 1 during combat breath | Equipment and Supplies |
| glow stick | equipment and supplies | Snapped, treated as a lamp for that one night · safe in wind, rain, water · can be thrown and left behind | [Depletion 3·uses] | none | Equipment and Supplies |
| first-aid box | equipment and supplies | 1 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 submersion | Equipment and Supplies |
| painkiller | equipment and supplies | 1 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 decrease | Equipment and Supplies |
| antibiotics | equipment and supplies | 1 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 decrease | Medical Worker |
| water-purifier | equipment and supplies | 1 tablet: one canteen into drinkable water — excluded in a contaminated environment | [Depletion 10·uses] | Loss of remaining count selectable on submersion | Equipment and Supplies |
| emergency ration | equipment and supplies | One 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 supplies | Light-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 +1 | Self-Defense Officer |
| personal first-aid pouch | equipment and supplies | 1 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 degradation | Self-Defense Officer |
| field ration | equipment and supplies | One meal — warmed and eaten without fire · no bivouac food securing needed | [Depletion 6·uses] | none | Self-Defense Officer |
| air respirator | equipment and supplies | While the facepiece is worn, immune to smoke and poison mist · underwater breathing · Perception -1 | [Depletion 2·Clock] — no recovery | Worn: immunity → Physique check +2, no infiltration while worn | Rescue Worker |
| medical bag | equipment and supplies | Medicine 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 check | Rescue Worker |
| surgical tools | equipment and supplies | Always satisfies the tool requirement of surgical treatment — there is no check bonus | none | Drop, submersion, a bag closed with blood on it. Worn: surgery -1 | Medical Worker |
| treatment consumables | equipment and supplies | 1 use: clean treatment (seals infection) or analgesia and antipyresis | [Depletion 6·uses] | Loss of remaining count 1 selectable on submersion | Medical Worker |
| specialist books | equipment and supplies | Reference for half a day at the interlude — +2 to 1 directly relevant non-combat check · authority for a record | none | Submersion, fire only (harsh) — check 2d10+Wisdom+Stratagem | Scholar-Teacher |
| writing-kit set | equipment and supplies | Record output, transcription, and drafting +1 | [Depletion 6·uses] — 1 per record output | none — the day it dries is its lifespan | Scholar-Teacher |
| glasses | equipment and supplies | No effect — if it falls silent, fine-print, distance, and twilight checks -2 | none | Drop, impact — check 2d10+Finesse+Speed | Scholar-Teacher |
| tool set | equipment and supplies | Satisfies the "suitable tools" requirement of maintenance · Disable +1 for disassembly and assembly of an implement | none | Loss special in place of degradation — lose three and all the bonuses are lost | Engineer |
| spare-parts pouch | equipment and supplies | 1 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 |
| wallet | equipment and supplies | No rule effect — evidence and an emotional prop | none | none | civilian-student |
| everyday goods in the bag | equipment and supplies | 2 from the d10 table — snacks [Depletion 2·uses] · wet wipes [Depletion 8·uses] · cosmetics [Depletion 4·uses], and so on | see table | default | civilian-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).
| Name | Category | Effect Summary | [Depletion] | Degradation Special | Card |
|---|---|---|---|---|---|
| smartphone | electronics | Record (lens rule) · light (own zone) · tool — reckoning, surveying, bearing +1 · library — interlude reference +2 · music | [Depletion 4·Clock] — per scene switched on, no leniency | Worn: the Clock turns by 2. On the Verge: loss of library and tool | Electronics |
| auxiliary battery | electronics | 1 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 check | Electronics |
| solar charger | electronics | One clear day = recover Clock 1 of 1 device · a cloudy or winter sun, 1 in two days | none — a spring | Worn: 1 in two days. On the Verge: 1 in three days, clear days only | Electronics |
| flashlight | electronics | Secures 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 breath | Electronics |
| portable radio | electronics | Instant 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 down | Worn: long speech cut + loss of command extension. Without a pair it is the same as silence | Electronics |
| digital camera | electronics | Optical 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 leniency | Worn: every photo blurs — no clear photo possible | Electronics |
| wristwatch | electronics | +1 to a time-matched joint-action check (GM) — the one object of uniform time | none | Worn: drifts off by a few minutes a day — loss of the bonus | Electronics |
| work lamp | electronics | Emplaced type — both hands free · ignores own-zone darkness, adjacent outline · night maintenance holds | [Depletion 6·Clock] | Worn: flickers — 1 time per scene, 1 breath | Engineer |
#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+Riding (roll only for rough handling). Ignition = gunshot rule applied. There is no resupply — only transfer, and degradation follows the more-dying side.
| Name | Category | Effect Summary | [Depletion] (Fuel / Degradation) | Degradation Special | Card |
|---|---|---|---|---|---|
| motorcycle | vehicle | Riders 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 declaration | Vehicles |
| passenger car / SUV | vehicle | Riders 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 harsh | Vehicles |
| truck | vehicle | Cab 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 halved | Vehicles |
| high-mobility vehicle / armored car (GM only) | vehicle | One 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, overuse | Vehicles |
| helicopter (GM only) | vehicle | Riders 6 · no road needed — once aloft, a road of days is one scene · endurance 4 Wounds · a target while aloft | [Depletion 3·Clock] / Degradation 3 | Overuse automatic per flight scene · maintenance Target Number +2 | Vehicles |
#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
| Stage | Name | Rule Effect |
|---|---|---|
| 1 | Intact (穩全) | all of the card's effects |
| 2 | Worn | the check using that gear -1, or the weakening effect of the card's degradation special |
| 3 | On the Verge (故障直前) | Worn maintained + the breakdown Target Number rises one step |
| 4 | Silence (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+ability-score+skill >= Target Number— base formula2d10+Finesse+Disable, a firearm is2d10+Finesse+Archery, a vehicle is2d10+Finesse+Riding. - 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 >= 13per 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.
| Set | Skill Adjustment | Set Trait (1st-dan / 3rd-dan) | Starting Drifted Goods | Conflict Hook |
|---|---|---|---|---|
| Self-Defense Officer | Medicine 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 · helmet | The Trigger Without Orders · The Person on the Sightline |
| Rescue Worker | Police: Stratagem→Unarmed Combat, Medicine→Intimidation / Fire: Stratagem→Geography, Perception→Disable / EMS: Stratagem→Herbalism | 1st-dan only — Subdual / Fire Response / First Aid (3rd-dan 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 blanket | Whose law is it · A scale that cannot be saved |
| Medical Worker | Doctor, nurse: Stratagem acquisition ↔ Medicine entry grade swap / pharmacist: Medicine acquisition upgrade + Herbalism entry | Disinfection and Suture / Triage | House-call bag — surgical tools · treatment consumables · antibiotics | Whom to save · The price of a miracle |
| Scholar-Teacher | History: Perception→Geography / Science: Negotiation→Disable / Teacher: Perception→Agitation (1 each) | Literature Appraisal / The One Who Teaches | A handful of specialist books · a writing-kit set · glasses | The true answer and the wanted answer · Whose are the letters |
| Engineer | Stratagem acquisition → Disable acquisition (common) + optional: Perception entry → Geography entry | Emergency Repair / On-Site Modification | tool set · work lamp · spare-parts pouch | To mend, or to bury · The artisan's pride |
| civilian-student | Medicine entry → Disguise entry (1 — the fewest) | Living Wisdom / Read for the Room | smartphone · wallet · everyday goods in the bag d10 ×2 | Why was it me · I just want to go home |
Common to all sets — these lines are the whole of this volume's balance.
- A skill gained by replacement is Licensed (3) capped. However, if the replacement result is a skill 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 trait is a 1st-dan / 3rd-dan choice-instead, not an addition. From 5th-dan on, every set merges into the canonical modern person's trait 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 skill twice and the background perk is forcibly moved to a remaining skill.
- 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 wildlander/shinobi, the medical worker Pure Land Monk/killing arts, the scholar is Scholar class/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
- 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.
- rounds — 1 each time you fire. Record separately by cartridge type, and distinguish a black-powder reload round with black (黑).
- uses — 1 each time you tear open, jab, swallow.
- 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.
- 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 Good | Unit · Cartridge | Start | Remaining | Degradation (blank = Intact) | Notes |
|---|---|---|---|---|---|
| e.g. Type 89 rifle | rounds · rifle round | 60 | 47 | ☐Worn ☐On the Verge ☐Silence | black (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.
| Item | Unit | Start | Remaining | Notes |
|---|---|---|---|---|
| food | Clock (1 a day) | a starting value that brings the first crisis within a fortnight | ||
| water | Clock (1 a day) | |||
| firewood | Clock (1 a day) | |||
| rifle rounds (communal) | rounds | 1 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.