English edition v1.3.3 · fc-doc

#Quick Reference — One Page During a Session

Contents

Summary. A GM sheet compressing the whole fc12 volume (02~07) into one page. With no new rules, it collects only the conclusions of 02-02 structures, 02-03 hazards, 03~06 modes, 04-02 clock, and 07-02 Kageyama Castle into tables and checkboxes. Every number is owned by its link.

"The same castle is a gate to the attacker, a wall to the defender, a shadow to the infiltrator, and a tomb to the explorer."


#§1 — Structure → Zone Mapping

Structure (Kanji)Scene FunctionZone Property (co Gimmick)Scene PressureDetail
otemon and castle gate (大手門)blocks·gathersnarrow path Blockade + walltime·morale02-02
moat (堀)blocks·forcesunderwater/waterside / empty moat=narrow pathtime02-02
earthwork and stonework (土塁·石垣)blocks·heightwall + high groundtime·fire02-02
watchtower (櫓)height·sighthigh groundmorale02-02
honmaru (本丸)connects to Core ZoneCore Zone type 3 boss lairmorale·time02-02
ninomaru and sannomaru (丸)blocks·retreat linemultiple kuruwa + conditional Core Zonetime02-02
well (井戸)protects supplyCore Zone type 2 objective point + holdout resourcesupply·public sentiment02-02
storehouse (蔵)supply·gatherssupply depot + powder storehouse=fire zonesupply·time02-02
shrine and wayside shrine (神社)taboo·Core ZoneBarrier + spiritual vein + Spiritual Taintyoma·spirit world02-02
castle town (城下町)forces/informationsocial zone + public sentimentpublic sentiment02-02
secret passage (抜け穴)hides·bypassesOutside Zone + narrow interiorcollusion·time02-02

Do not write numbers — the gimmick links own them. Fixed values: Blockade Breakthrough 2d10+Courage ≥ 15 · forced Core Zone entry 2d10+Courage ≥ 13 · fortress Defense palisade 12 / stone castle 15 / great castle 18.


#§2 — Hazard Quick Legend (02-03)

Castle Hazardco GimmickOne-Line Effect
fire attackfire zoneeveryone 1 Wound each lull; barricades and buildings destroyed
rockfall/collapserockfall/collapseFinesse ≥ 13 avoid; failure 2 Wounds + binding / zone modification (delete, block, merge)
smokesight part of poisonous fogsight -2 (Archery -2), damage component off
rainnone newturns off fire attack and smoke (hazard that turns off hazards)
night/darknessco-03-09 night / borrowed values from forest/brushnight: all checks -2·Infiltration +3·yoma encounter 2 times / simple darkness: Infiltration +2·Archery -2
BarrierBarrieryoma entry 2 Wounds or Wisdom ≥ 11, upkeep 1 Energy/lull, Spiritual Taint cleansing Exorcism ≥ 15

#§3 — 4-Mode Flow

Siege — "How do we open it?" (03-01·03-02) Reconnaissance (Perception) → weak point choice → pressure (Archery, volley fire, Intimidation) → Breakthrough (2d10+Courage 11/13/15) → honmaru (Core Zone 13).

  • On failure: stalemate→Infiltration / long war→defense / after fall→ruins

Defense and holdout — "How many days can it hold?" (04-01·04-02 clock) Closure → supply → reinforcement → sortie → search (Perception, Negotiation) → public sentiment (Agitation) → holdout limit.

  • On failure: gate breach→street battle / clock expiration→escape (Infiltration), surrender, fall→ruins

Infiltration — "What do we rescue without opening the gate?" (05-01·05-02 map) Rumor → disguise (Disguise, Deceit) → route (Infiltration, Lightness Skill, Disable) → guard shift (discovery track) → Core Zone arrival.

  • Outside Zone entry: shinobi 0 Energy / Infiltration Master (4 points) 2 Energy / Lightness Skill Saint (5 points)
  • On failure: discovery = immediate siege/defense shift

Ruins — "What remains?" (06-01·06-02 d100) Approach → search (d100 finds) → blocked gate → earthbound spirit → yoma-tainted storehouse → forgotten passage.

  • Unsealing: release / resealing / yoma awakening→combat shift

All ranged shooting is Archery (covering bows and teppo) — there is no separate gun skill. Target Numbers are usually odd (11/13/15...), and fixed combat values are cited.


#§4 — Holdout Clock + Resources (04-02)

Clock — tick unit = scene (not round or turn). Dials: 5 boxes (desperate) / 8 boxes (standard) / 12 boxes (relief imminent). Advancement: scene ends 1 box + pressure, failure, and resource 0 acceleration. Holdout d100 internal event table (the holdout side of this volume's d100 devices).

Resourceco SourceWhen It Reaches 0
food and wellsupply depot + clockhunger and dehydration
public sentimentco-03-100=uprising; ≤2 cohesion -1; ≥7 militia +1(cohesion 4)
forcesco-03-10 (1 mook squad per 1000 koku)abandon defense zone
BarrierBarrier (upkeep 1 Energy/lull)Spiritual Taint enters
woundedWounds recoverypersonnel exhausted
collusionPerception searchgate opened or well poisoned
escape route/reliefOutside Zone shelterholdout forced

#§5 — Kageyama Castle One-Line Summary (07-02)

3-kuruwa mountain castle (sannomaru, ninomaru, honmaru), stone castle Defense 15.

ModeCentral QuestionExample Zones to Open TodayPressure
siegehow do we open it?uphill path, otemon, watchtower, ninomaru, honmarutime·morale
defensehow many days can it hold?same zones from defender view + well and storehousesupply·public sentiment·time·collusion
Infiltrationwhat do we rescue?secret passage, sewer, cliff, castle town, shrinecollusion·yoma·spirit world
ruinswhat remains?collapsed gate, collapsed watchtower, yoma-tainted storehouse, shadow gateyoma·spirit world·collapse

#Holdout Tracking Sheet (Copy and Use)

ResourceStarting ValueCurrent ValueNotes
clock (scene)/ 8 boxes
food and well
public sentiment (1~10)5
forces (squad count)
Barrier
wounded
collusion risk

"Even on an unprepared evening, this one page is enough — the castle opens."