English edition v1.3.3 · fc-doc

#Dan 6 — Hands That Run a Power

Contents

Dan 6 Use Standard. Dan 6 is an even-numbered dan — only attribute +1 and skill +2 points grow, and there is no talent slot (cumulative: total attribute bonuses +6, 15 skill points, 7 talents). Master (4 points) is rule-legal from Dan 2 (only the 6 skills allowed by the class), but this catalog first shows Master at this dan. The Licensed-or-higher count cap at Dan 6 is 4 (usually 1 Master + 2 licenses). Masterworks and divine objects appear from Dan 7.


#Scent — Between Orders and Newcomers

Dan 6 is the hands that actually run a power. They are neither the ones who give orders (Dan 7+) nor the ones who just arrived (Dan 1-2) — they are the middle pillars who make the work move in between. The military affairs of daimyo houses, the force of great temples, merchant-house money, and intelligence contracts all pass through their hands.

Because this is a dan with no new talent, their strength is proven not by new techniques but by thickness — two licenses, one first-reached Master, and a completed operation loop.

#NameClass / LivelihoodRoleOrigin
1Ujiie Bokusaischolar (support / healing)mentor — daimyo strategistTokai
2Kakuenesoteric monk (Core Zone / grappling)client — great-temple executor monkKii
3Sorin of Omiyamerchant (society / economy)informant — go-shu bantoOmi
4Tesshinmaruautonomous automaton (Front Zone / defense)adversary — mechanical guardian of a powerKanto
5Horikawa Dohakuonmyoji + scholar (dual build)ally — magical adviser to a powerSanyo-Sanin
6Kanroku of EchizenCommoner — Livelihood:Blacksmithinglocal figure — domain swordsmithHokuriku-Shinetsu

#Law — Character Distribution in This Chapter

The five standard/dual-class NPCs were drawn one each from five role groups (support / healing, Core Zone / grappling, society / economy, Front Zone / defense, spellcasting / summoning). Their origins were chosen from five different entries among the ten regions of fc09 (standard in the regional cross-reference table).

#Class (Role Group)Region1st PurposeTable Role
1scholar (support / healing)Tokaischemes, lordmentor
2esoteric monk (Core Zone / grappling)Kiisect responsibilityclient
3merchant (society / economy)Omioperation, strange newsinformant
4autonomous automaton (Front Zone / defense)Kantocreation purpose(order)adversary
5onmyoji+scholar (spellcasting / summoning)Sanyo-Saninmagical adviceally
6(Commoner slot, separate axis) Commoner (Livelihood:Blacksmithing)Hokuriku-Shinetsulivelihood, namelocal figure

The roles, purposes, role groups, and regions of the five standard/dual-class NPCs do not overlap. No. 5 is the fourth dual build case — the "path of the Astronomical Officer (天文官)" for onmyoji (primary) + scholar (secondary). The Commoner slot (No. 6) is a separate axis (ex1-99-06).


#1. Ujiie Bokusai (氏家朴斎) — Dan 6 Scholar

Ujiie Bokusai, sixth-dan scholar, complete upper body from head to waist, blank documents bundled under one arm, judging gaze, paper screens with no writing.

With one sweep of his war fan, the formation of a unit changes.

A strategist (軍師) in the retainer corps of a Tokai daimyo. He is the middle pillar who receives orders and runs units and operations. Having reached Master in Military Science, a single line of his operation plan is said to change the texture of a battlefield.

Ujiie Bokusai (氏家朴斎) — Dan 6 scholar · mentor(daimyo strategist)
Secondary Class: none (single class)
Wounds 4, Defense 10(plain clothes), Energy 11. Wisdom+3, Presence+2, Finesse+1, Physique+1, Courage 0, Fate-1.
Background: fallen noble (Dan 5 branch A restoration) | Path/Heart: Way of Courtesy / Loyalty (Inscribed Heart)
Skills: Military Science Master · Stratagem Licensed · Negotiation Licensed · Geography/Prophecy Trained · Medicine Initiated (Master 1=Military Science, licenses 2=Stratagem/Negotiation)
Talents: Divine Calculation[aptitude](automatic) · Family Name[aptitude](background) · Tough[aptitude](Dan 1 general) / Tactical Instruction(戰術指示)[form](Dan 3) · Field Command[aptitude](Dan 3 general) / Supreme Command(總指揮)[form](Dan 5 class) · Retainer Summons(Dan 5 background branch A)
Equipment: hankyu(self-defense) · tanto · gunbai(war fan), saihai · books of war, maps, writing brush · plain clothes. 4 gold.
Source: co canon — no source badge needed.
  • Operation. Energy transfer (Divine Calculation — 2 Energy to a Front Zone ally, squad command Energy always 1), Supreme Command (simultaneous command of multiple squads), Military Science Master (Unified Command — squad enhancement). Non-combat: daimyo strategist, operation planning, advice. Weakness: no personal combat power (Wounds 4) — Core Zone absolutely forbidden, Rear Zone only.
  • Backstory. A hand that moves a battlefield without holding a sword. Orders come from above; turning those orders into formation is his work.
  • Relationship Hook. Gives operations to a PC unit or teaches strategy (mentor/superior). Uses the PCs as one move in a larger strategy. Competes over advice with Astronomical Officer Dohaku (No. 5 in this chapter).
  • PC Conversion. Scholar Dan 1→6. Priority: Wisdom axis / Military Science Master(first Dan 6 Master) / Stratagem and Negotiation licenses / Dan 5 Supreme Command. Core Zone absolutely forbidden.

#2. Kakuen (覚円) — Dan 6 Esoteric Monk

Gakuen, sixth-dan mikkyo monk, complete upper body from head to waist, heavy beads and vajra, austere robe silhouette, ritual authority without dense decoration.

With a single vajra, he breaks yokai and commands a group of warrior monks.

An executor monk (執行) of a great temple on Koyasan. He is the middle pillar who commands warrior monks and runs the temple's force. He raises a vajra to crush yokai and is said to have reached Master in Exorcism.

Kakuen (覚円) — Dan 6 esoteric monk · client(great-temple executor monk)
Secondary Class: none (single class)
Wounds 5, Defense 11(monk-robe barrier, Defense +2 against yokai), Energy 10. Courage+3, Physique+2, Wisdom+2, Finesse 0, Presence 0, Fate-1.
Background: temple origin (Dan 5 branch A warrior monk) | Path/Heart: Way of Emptiness / Mercy (Inscribed Heart)
Skills: Exorcism Master · Unarmed Combat Licensed · Fighting Spirit Licensed · Hardiness/Medicine Trained · Perception Initiated (Master 1=Exorcism, licenses 2=Unarmed Combat/Fighting Spirit)
Talents: Mark of Asura[aptitude](automatic) · Power of Sutras[aptitude](background) · Tough[aptitude](Dan 1 general) / Vajra-Body(金剛不壞)[aptitude](Dan 3) · Indomitable[aptitude](Dan 3 general) / Vajra(金剛杵)[aptitude](Dan 5 class) · Warrior Monk Connections(Dan 5 background branch A)
Equipment: vajra(Dan 5 talent — 2 Wounds on hit against yokai) · rokushakubo · monk-robe barrier · prayer beads, vajra bell, mandala · goma ritual tools. 2 gold.
Source: co canon — no source badge needed.
  • Operation. Free Core Zone entry (Mark of Asura), close exorcism (Exorcism Master — Soul-Extinguishing Formation), Vajra-Body (defense), Vajra, free placement of a warrior-monk foot squad (Warrior Monk Connections). Non-combat: great-temple administration, warrior-monk command, exorcism contracts. Weakness: bound by sect orders.
  • Backstory. Someone who holds scripture and force together. The temple's power is his blade.
  • Relationship Hook. Entrusts the PCs with yokai extermination or temple disputes (client). One move in sect politics.
  • PC Conversion. Esoteric monk Dan 1→6. Priority: Courage axis / Exorcism Master / Unarmed Combat and Fighting Spirit licenses / Dan 5 Vajra + warrior monk path. Core Zone freedom is automatic at Dan 1.

#3. Sorin of Omiya (近江屋宗林) — Dan 6 Merchant

Sorin of Omiya, sixth-dan merchant, complete upper body from head to waist, travel account book blank and sealed cargo cord, composed logistical authority.

One ledger for a trade route holds the supply of one battlefield.

The banto (番頭) of an Omi merchant house. As an assistant to the go-shu, he runs trade routes, ledgers, funds, and information. Having reached Master in Negotiation, a single word of his is said to turn the flow of supplies.

Sorin of Omiya (近江屋宗林) — Dan 6 merchant · informant(go-shu banto)
Secondary Class: none (single class)
Wounds 3, Defense 10(plain clothes), Energy 12. Presence+3, Wisdom+2, Finesse+2, Physique 0, Courage 0, Fate-1.
Background: merchant's child (Dan 5 branch A merchant-house management) | Path/Heart: No Heart (No Heart)
Skills: Negotiation Master · Bribery Licensed · Perception Licensed · Deceit/Stratagem Trained · Geography Initiated (Master 1=Negotiation, licenses 2=Bribery/Perception)
Talents: Gold Is Omnipotent[form](automatic) · Funding[aptitude](background) · Lucky[aptitude](Dan 1 general) / Merchant-House Supply(商團補給)[upkeep](Dan 3) · Skilled[aptitude](Dan 3 general) / War Economy(戰爭經濟)[aptitude](Dan 5 class) · Merchant-House Network(Dan 5 background branch A)
Equipment: kaiken · accompanying bodyguard · abacus, main ledger(大帳), bills of exchange · tea bowl · silk. 8 gold (base 5 + Funding 3).
Source: co canon — no source badge needed.
  • Operation. Gold tactics (Gold Is Omnipotent), War Economy (control enemy supply), Merchant-House Network (obtain enemy information), Negotiation Master (conciliatory purchase text). Non-combat: merchant-house operation, trade routes, funding, information network. Core Zone entry is forced Breakthrough. Weakness: no martial power (Wounds 3), bound to the interests of the za and merchant house.
  • Backstory. A hand that shakes the supply of one battlefield without ever drawing a sword.
  • Relationship Hook. Provides information and supply to the PCs and draws them into competition with another za (informant/trading partner). He may be a trading partner of Sotoku the Magnate (Dan 5).
  • PC Conversion. Merchant Dan 1→6. Priority: Presence axis / Negotiation Master / Bribery and Perception licenses / Dan 5 War Economy. Core Zone entry is forced Breakthrough.

#4. Tesshinmaru (鉄心丸) — Dan 6 Autonomous Automaton

Tesshinmaru, autonomous mechanical warrior, complete upper body from head to waist, iron and wood joints visible at one arm, sword held with mechanical precision, face mask serene.

It does not tire, does not fear, and follows only orders.

An autonomous automaton (自律機人) made by a workshop or power in Kanto. Its creator's mark is its purpose. People say it is a warrior made of iron. Who made it, and why — that is the only question that can stop it.

Tesshinmaru (鉄心丸) — Dan 6 autonomous automaton · adversary(mechanical guardian of a power)
Secondary Class: none (single class) · * autonomous automaton frame: Wounds=4+Physique, base Defense 14(no additional armor), Fate=always 0(no Fate Intervention), no natural recovery(artisan repair only)
Wounds 7, Defense 16(mechanical body 14 + weapon transformation +2), Energy 12. Physique+3, Wisdom+2, Finesse+2, Courage 0, Presence-1, Fate 0.
Background: mechanical origin (Dan 5 branch B skill specialization) | Path/Heart: No Heart (No Heart — no Heart, autonomous automaton)
Skills: Hardiness Master · Disable Licensed · Perception Licensed · Geography/Stratagem Trained · Speed Initiated (Master 1=Hardiness, licenses 2=Disable/Perception)
Talents: Mechanical Body[aptitude](automatic) · Creator's Mark[aptitude, combat-purpose attack +1](background) · Tough[aptitude](Dan 1 general) / Ironwall Defense(鐵壁防禦)[aptitude][form](Dan 3) · Indomitable[aptitude](Dan 3 general) / Great Shield Mode(大盾模式)[form][stance](Dan 5 class) · Weapon Transformation(Dan 5 background branch B)
Equipment: built-in weapons(weapon transformation — built-in blade and spear) · tetsubo · mechanical body(Defense 16, no additional armor). 0 gold(machine).
Source: co canon — no source badge needed.
  • Operation. Front Zone tank (Mechanical Body Defense 16 + Ironwall Defense + Great Shield Mode), Hardiness Master. Immunities: poison, disease, fear, bleeding, and curse immunity; no Fate Intervention (Fate 0). No natural recovery — artisan repair only (artisan 2 Energy -> 1 Wound). Non-combat: carries out creation purpose (combat-purpose — attack +1), tireless watch and transport. Weakness: repair dependency (cannot recover without an artisan), no yokai negotiation, no Fate Intervention.
  • Backstory. Its creator's mark is its soul. (An autonomous automaton does not have a Heart of the Three Ways and Six Hearts until it reaches the 9th-dan pseudo-emotion.)
  • Relationship Hook. Mechanical guardian of an enemy power (adversary). If the creator is found, the order may change. Who made it, and why, is the key to resolving it.
  • PC Conversion. Autonomous automaton Dan 1→6 (autonomous automaton can be a PC, but cannot be a secondary class). Priority: Physique axis (Wounds 4+Physique!) / Hardiness Master / Disable and Perception licenses / Dan 5 Great Shield Mode + Weapon Transformation. Fixed Fate 0, base Defense 14, and no natural recovery are the class frame.

#5. Horikawa Dohaku (堀川道伯) — Dan 6 Onmyoji + Scholar Dual Build

Horikawa Dohaku, onmyoji-scholar dual build, complete upper body from head to waist, blank scroll case and fan, severe intellectual occult presence.

Eyes that read the stars read enemy deployment, and a mouth that read books of war lays formations.

A magical adviser employed by a power in Sanyo-Sanin. He reads both the stars and military theory and is known as "one who reads the heavens (天文官)." He sends shikigami to see far away and sets formations through tactics — a staff officer standing in the middle of the Rear Zone.

Horikawa Dohaku (堀川道伯) — Dan 6 onmyoji · ally(magical adviser to a power)
Primary Class: Dan 6 onmyoji / Secondary Class: scholar (declared at Dan 3)
Wounds 3, Defense 10(plain clothes), Energy 12. Wisdom+3, Presence+2, Finesse+2, Physique 0, Courage 0, Fate-1.
Background: fallen noble (Dan 5 branch A restoration) | Path/Heart: Way of Courtesy / Loyalty (Inscribed Heart)
Skills: Sorcery Master · Barrier Licensed · Military Science Licensed · Prophecy/Exorcism Trained · Stratagem Initiated (Master 1=Sorcery, licenses 2=Barrier/Military Science)
Talents: Shikigami Command[form](automatic) · Family Name[aptitude](background) · Yokai Knowledge[aptitude](Dan 1 general)
    / Curse(呪い)[form](Dan 3 class) · Tactical Instruction(戰術指示)[form](Dan 3 general slot -> borrowed from secondary scholar)
    / Curse-Kill(呪殺)[form](Dan 5 class) · Retainer Summons(Dan 5 background branch A)
Equipment: tanto · rokushakubo · shikigami talismans · astronomical tools(shikiban, armillary sphere), calendar · books of war, maps · plain clothes, eboshi. 4 gold.
Source: co canon — no source badge needed.
  • Dual Build. Primary onmyoji Dan 6 / secondary scholar (declared at Dan 3). Prerequisites met: Wisdom +3 · Military Science Licensed (scholar prerequisite: Wisdom+2, Military Science trained+). Borrowed talent: 1 Dan 3 general slot is replaced with the scholar Dan 3 talent Tactical Instruction. Secondary Renown Title, secondary Dan 1 automatic (Divine Calculation), and Dan 7+ are not gained. Core Zone entry follows the primary onmyoji rule (forced Breakthrough, shikigami only). Dedicated Renown Title at Dan 10 = Astronomical Officer (天文官).
  • Operation. Shikigami operation (Shikigami Command — Wisdom +3 -> 3 bodies for scouting and decoys), Sorcery Master (curse spread), Curse-Kill, barriers, tactical staff work (Tactical Instruction — secondary scholar). Non-combat: astronomy, calendars, divination, tactical advice. Core Zone forced Breakthrough (shikigami only), Rear Zone type. Weakness: personal combat power (Wounds 3).
  • Backstory. Someone who reads heaven and military theory together. Where two paths meet, "one who reads the heavens" stands.
  • Relationship Hook. Magical and tactical adviser to the PCs' side power (ally). Cooperates and competes over advice with strategist Bokusai (No. 1 in this chapter).
  • PC Conversion. Onmyoji Dan 1→6, declare secondary scholar at Dan 3. Why two paths: he added the mind of military theory to the eyes of shikigami. Dan 10 = Astronomical Officer. See dual build patterns.

#6. Kanroku of Echizen (越前の鐶六) — Dan 6 Commoner · Livelihood:Blacksmithing (Craftsman)

Kanroku of Echizen, master smith commoner, complete upper body from head to waist, iron ring and hammer, powerful craftsman's hands outlined but unshaded, apron as main black mass.

In the domain, people say retainers compete to seek his blades.

A swordsmith (刀工) of Echizen. He has reached the "known in the domain" Craftsman stage, and people say retainers compete to seek his blades. Daimyo and warriors entrust him with their swords, but he is still one step short of Master Artisan (名匠), a name known beyond one region.

Kanroku of Echizen (越前の鐶六) — Dan 6 Commoner · local figure(domain swordsmith) [ex1-99-06]
Wounds 6, Defense 10(work clothes), Energy 12. Physique+3, Wisdom+2, Finesse+2, Courage 0, Presence 0, Fate-1.
Background: farmer | Path/Heart: Way of Mystery / Truth (Inscribed Heart)
Skills(Dan 1: 9 points[free 5 + background 2 + free 2] + 3 even-numbered dan +2 points = 15 points): Disable Licensed · Perception/Geography Trained · Herbalism/Hardiness/Survival/Deceit/Fortune/Negotiation/Bribery/Intimidation Initiated (1 license=Disable, farmer background=Hardiness·Survival) · Livelihood:Blacksmithing Craftsman [ex1-99-05] is separate
Talents: (no automatic talent — Commoner) Child of the Earth[aptitude](background) / Skilled, Tough, Long Haul, Indomitable, Danger Sense[aptitude] (5 general, all within the 10 Commoner types)
Equipment: forge(bellows, anvil, charcoal) · swordmaking tools · prototype sword(試作刀) · work clothes, leather apron · swordmaking register, za license. 5 gold.
Source: Commoner [ex1-99-06] · Livelihood:Blacksmithing [ex1-99-05]. If ex1 is absent — replace with an unranked non-combat NPC.
  • Operation. Non-combat — sword crafting and repair (Livelihood:Blacksmithing Craftsman +2 — domain-known swordsmith, cannot be used for battlefield checks), iron and locks (Disable/Perception). Local figure: a famous swordsmith of the domain; daimyo and warriors entrust him with blades. Masterwork candidates come from his hands — connects to the swordsmith guide in fc05 Meitoki. On the battlefield, he is an untrained Commoner -> treated as rabble (雜) (Wounds 0, instant death).
  • Backstory. Craftsman (+2) is the "known in the domain" stage — Master Artisan (+3, a name beyond one region) still lies one step away.
  • Relationship Hook. Forges the PCs' blades and works among daimyo orders (local figure). Directly connects to the swordsmith creation guide in Meitoki.
  • PC Conversion. Commoners cannot be used as PCs. To move him into play, rebuild him as a main-text artisan (swordsmith) or similar.

#Closing Dan Note — The Practical Layer of One Power

These six are not only scattered individuals; they can also run as the middle layer of one organization.

  • Two Heads of One House. If strategist Bokusai (operations) and Astronomical Officer Dohaku (magic/information) serve the same daimyo, one power has two heads — the PCs' choice lies where their advice diverges.
  • Force and Credit. If executor monk Kakuen (temple force) and banto Sorin (merchant-house funds) support one siege defense, blade and gold defend the same castle wall.
  • Maker and Made Thing. If the blade forged by swordsmith Kanroku and the workshop that made Tesshinmaru came from the same hands, the key to stopping the mechanical guardian lies in one forge.

#Scent — One Sentence

"What moves a power is not an order, but the hand that turns that order into work — Dan 6 is the dan of that hand."