English edition v1.5 · fc-doc

#NPC Creation and Dan Advancement Check Procedure

Contents

Build harness tools, blank character slips, six small stones, and a tied cord, construction without text.

Scene Tool. This document is not a rule, but a handle for making NPCs. The basis for the numbers all comes from the co canon. Here, we organize only what a GM checks, in what order, and by what standard when making or adjusting one NPC.

Series specification: ../co/co-99-meta/co-99-03-fc-spec.md


#Scent — Look at the Reason Before the Numbers

A finished, strong sheet lies on the desk. Its attributes are high, its talents are sharp, and its equipment shines. But then someone asks — "How did this person come this far?" If you cannot answer, that sheet is not a person. It is a pile of numbers.

This volume's promise is one line. A good NPC has not numbers, but a life that the numbers explain. Every time you choose attributes, skills, talents, and equipment, that choice must explain this person's history, class, relationships, and scene use.

A finished card should be a single page that can be opened and used immediately. The five procedures in this document are checklists that hold that single page in place when you make or revise it directly, so its numbers do not leave the co growth path or the character concept.


#Law 0 — How to Use the Check Procedure

#Who Uses It and When

When you directly make one NPC or change a card's dan, class, or equipment, go through the five procedures below in order. Leave only the finished numbers, talents, equipment, and necessary operation sentences on the card. Keep the reasons for choices only concise enough for the GM to understand the person.

The same applies when the GM needs one new person at the table. If you go through the five procedures even in your head, that person becomes not "plausible numbers," but "a person with a road behind them."

#What the Five Procedures Fill on the Card

ProcedureCard Items FilledCanonical Basis
① Dan 1 Creationattributes, skills, talents (Dan 1 portion), equipment, Three Ways and Six Heartsco-04-00
② Advancementattribute growth, skill growth, talents (Dan 2+), Renown Titleco-04-02
③ Dual Buildclass, dual build declaration, secondary-class borrowed talentsco-04-02 §Dual Build
④ Commoner(Commoner card) dan, skills, talents, Livelihoodex1-99-06
⑤ Equipmentequipment, masterworks, Divine Artifactsco-07-20

One person checks ①+②+⑤ as the baseline, and a dual build person also checks . A Commoner person replaces ① and ② with ④.


#Law 1 — Dan 1 Creation Check

Take the 7 creation steps of co-04-00 as ordered fields. Pair each field with "1 line for the concept-implementation reason" — before writing the number, first write what that choice says about this person.

StepEntry FieldConcept Reason
① Class1 of the 18 basic classes (Commoner branches to §Law 4)What does this person do on the battlefield that makes this the class?
② Attributesarray +2,+1,+1,0,0,-1 or point buy (4 points, -1 to +3 per field, total +4) · Dan 1 cap +3What is strong and what is weak in this person?
③ Background1 of the 13 backgrounds in co-04-01 (representative 6 first)Where did they come from, and what did they inherit?
④ Skillsclass automatic (Novice 3 + Trained 1) / background benefit (2 of 3, 1 point each) / free 2 points = 9 pointsDoes this score fit the daily life they have lived?
⑤ Talentsclass Dan 1 automatic 1 + background talent 1 + general talent 1 = 3Are these three the person's first impression?
⑥ Equipmentdelegate to §Law 5 (equipment check)
⑦ Three Ways and Six Hearts1 Path + 1 Heart from co-02-02 (bright heart recommended at Dan 1)What do they believe, and what do they fear?

#Derived Values — Derive Only from Formulas

Do not write derived values arbitrarily. Always calculate them from the derived-value table formulas in co-04-00.

ValueDerivation
Energy Maximum10 + Finesse
Wounds3 + Physique (autonomous automaton 4+Physique, hanyo regenerates +1 at lull)
Defensearmor base value (+ shield)
Fate Intervention Usesas many as the Fate modifier, minimum 1 use
Squad Order Energy1 if Wisdom is +2 or higher; otherwise 2
Domination Aurathe value of Presence if Presence is positive

5 skill proficiency tiers (co-04-09-00): Novice (1 point,+0), Trained (2 points,+1), Licensed (3 points,+2), Master (4 points,+3), Saint (5 points, automatic success). Dan 1 may have only 1 Licensed skill (Master from Dan 2, Saint at Dan 10 only).

On the card, use that class's starting automatic skills as written, and the 3 talents must correspond to the Dan 1 slots (automatic, background, general). Skill names use only the 36 skills (co-04-09-01). For ranged shooting, both bows and matchlocks are written as Archery; do not create a separate skill name, "firearms skill."

The ex1-99-03 Dan 1 PC template is the model structure for "a complete Dan 1 build with stats, talents, skills, equipment, narrative, and motive." Even at a table without ex1, co-04-00 alone can fill this check.


#Law 2 — Advancement Check (Odd = Talents / Even = Attribute + Skills)

Take the 10-dan cross-growth table in co-04-02 as rows by dan, and record cumulatively from Dan 1 to the target dan. Even for a Dan 1 card, fill the Dan 1 row of this table and use it as the baseline for advancement from Dan 2 onward.

DanFields Filled
Even dan (2, 4, 6, 8)attribute +1 (maximum +3 cap) / skill +2 points
Odd dan (3, 5, 7, 9)talent slot — class talent (Dan 3 and 5) or advanced talent (Dan 7 and 9) + general/background talent + whether lower-dan talent borrowing is possible
Tatsujin (10)attribute +1 / skill +2 points / class advanced talent 1 + Renown Title talent 1

For each dan, include "1 line for the concept-implementation reason." Advancement is the record of what happened to this person that year.

Lower-dan talent borrowing (co-04-02): When advancing, a new talent slot can choose a lower-dan talent from the same class (at Dan 5, the Dan 1, 3, and 5 pool). Therefore a Dan 5 card can have a Dan 3 talent — this is normal, and fc11-01-03 §PC Conversion explains the reason to the reader. General talent slots are always free, with no tier restriction.

Licensed-or-higher (Licensed / Master / Saint) share one count cap — 1 at Dan 1, +1 per even-dan promotion (1/2/3/4/5/6 at Dan 1/2/4/6/8/10). Master (4 points) is possible from Dan 2 and only within the 6 class-allowed skills. Do not place Dan 7 or Dan 9 advanced talents before their dan, and do not take the same talent twice (for repeatable talents, note the use limit).

Renown Title is a campaign-ending device. At Tatsujin (Dan 10), gain only one of the three routes — class, background, or skill saint — as a title + capstone talent. It is not a numerical bonus (co-04-05). If one card writes a Renown Title as "+N," that card must be revised.


#Law 3 — Dual Build Check

Organize the contract of co-04-02 §Dual Build as a table. Patterns and PC conversion are applied by fc11-01-03; this section checks whether any rule is violated.

FieldEntry Standard
Declaration Timingat Dan 3, 5, 7, or 9, record "Secondary Class: ○○" and the declaration Dan (Dan 1 and 2 impossible; cannot change afterward)
Prerequisite Fulfilledwhether the sheet satisfies the secondary class's prerequisite attributes and skills (co-04-02 prerequisite table)
Danthe character has one Dan: the primary class's Dan. Do not allocate or accumulate secondary-class Dan
Borrowing Rangeat the declaration Dan and each later odd Dan, exchange at most 1 newly gained general talent slot for a secondary-class Dan 1, 3, or 5 talent no higher than the current Dan. No retroactive exchange or Dan 7+ borrowing
Dan 10 Renown Titleexactly 1 Renown Title. A combination title is a class-capstone branch; choose 1 among it, a background capstone, and Skill Saint

#Prohibited Items

The secondary class's Dan 1 automatic talent is not free, but it may be borrowed by paying a general talent slot. Secondary-class Dan 7+ advanced talents and standalone class capstones cannot be gained. Free Core Zone entry is handled only by the primary-class rule. Even if the secondary class is ronin, esoteric monk, or shinobi, no secondary-class entry right arises. Also verify that a Dan 3 or 5 talent does not automatically create a required resource, shikigami, puppet, barricade, or sacred ground.

Secondary-class borrowing must explain "why this person walks two roads." If the choice is merely for widening performance, rebuild it as a single class + general talents instead of a dual build.

Adaptation and dual build are exclusive. The 3 outsider classes (modern person, heroic spirit, celestial) use Adaptation and cannot make dual builds (co-04-02 §Adaptation). A "gaijin" is not an outsider, so a gaijin can make a dual build — do not confuse the two. fc11-01-03 applies the canon's official combination-title examples; combinations outside the table follow the canon's GM-consultation clause.


#Law 4 — Commoner Check

A Commoner person is not forced into a main-edition class from the result sheet, but made with the ex1-99-06 Commoner class. Replace §Law 1 and 2 with this section.

FieldEntry Standard
DanNPC-only and Dan 9 or below (Dan 10, Renown Title, and Tatsujin impossible)
AttributesDan 1 total +3, +1 at each even dan (same as main edition)
SkillsDan 1 9 points (free allocation 5 + background bonus 2 + free 2) +2 points at each even dan (Licensed-or-higher count cap: 1 at Dan 1, +1 per even-dan advancement; Master from Dan 2, class 6 skills)
Talentsreplace every talent slot with a general talent (no class automatic talents). Dan 1 = background 1 + general 1
Livelihood1 of the 4 tiers in ex1-99-05 (Livelihood:X)

General talents are chosen only from the 10 Commoner-possible talents (Tough, Swift, Lucky One, Skilled, War of Attrition, Indomitable, Danger Sense, Battlefield Instinct, Yoma Knowledge, Field Command). Do not give Commoners the 6 talents that require martial training (Nito-ryu, Shield Art, Heavy Armor Adaptation, Master of Evasion, Mounted Combat, Focus). Livelihood is bought with skill points, not a talent slot, and is not used for battlefield checks. In combat, replace it with main-edition skills.

Dual handling on the battlefield. Commoner individual data is used only in non-combat and narrative moments. On the battlefield, untrained commoners are treated as mobs, and basic-trained commoners as 1-person minion-grade squads; individual dan is meaningless (ex1-99-06). Always place this one line in the card's §Operation.

Special rule for the Dan 10 chapter. Because Commoners cannot become Dan 10, the Commoner slot in the Dan 10 chapter is a Dan 9 Commoner Master Artisan (Livelihood Master Artisan +3) — read not as combat dan, but as hands that touched an age.


#Law 5 — Equipment Check

Fill the weapon, armor, consumable, class tool, and symbolic-object fields by the standard of co-07-20 Equipment. For masterworks and Divine Artifacts, also fill the source, ownership condition, curse, and cost fields by the standard of co-07-02 Masterworks and co-07-03 Divine Artifacts.

FieldEntry Standard
Weapon / Armordoes it fit the dan and role (no free overpowered equipment relative to dan)
Class Tools / Living Toolswhether they are included (blacksmith tools, talisman bundle, herb pouch, etc.)
Consumablesuse only existing notation (for example, "basic matchlock ammunition carried: 6 shots," "1 use") — do not create this volume's own new equipment rule such as [Depletion]
Masterwork / Divine Artifactsource badge + ownership condition, curse, cost, and separate inheritance note (masterwork techniques require Master 4 points)

Equipment must not be a simple bonus, but part of the person's character. Masterworks and Divine Artifacts include ownership conditions, curses, costs, and sources. Avoid equipment that is excessive for the dan and role, and attach a source badge to ex/fc-source equipment.

The weapon values themselves come from co-07, and this section checks only "why this person carries this object." If you hand over a masterwork only as a performance modifier, §Law 6 stops it.


#Law 6 — Non-Optimization Standard

After going through all five procedures, use the standards below to cut away numerical excess. If even one item is off, lower the numbers or equipment, or reinforce relationships, Livelihood, weaknesses, or regionality. This section prevents the catalog from degenerating into "a list of combat-enhancement builds."

  1. Choices prioritize concept implementation over numerical efficiency.
  2. Do not repeat choices that strengthen only one combat loop.
  3. Include at least one non-combat skill, relationship, Livelihood, weakness, or regional trait.
  4. Do not give equipment beyond the expected level for the dan and class for free.
  5. Use masterworks and Divine Artifacts only when they are axes of the story.
  6. Even when read as a PC build guide, the normal order of choices must be visible.

An NPC may be strong. But an NPC must not be optimized. If a PC of the same dan looks at this card and feels it is "the optimal answer I want to copy," remove one field of choices.


#Closing — Use Standard

One NPC must satisfy all applicable items among the Dan 1 creation, advancement, dual build, Commoner, and equipment standards. Even if the numbers match, the card is not complete without the person's reason.


#Scent — One Sentence

"The card is one page, but that one page folds away the time of ten dan — open it, and a life stands up."