#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 Function | Zone Property (co Gimmick) | Scene Pressure | Detail |
|---|---|---|---|---|
| otemon and castle gate (大手門) | blocks·gathers | narrow path Blockade + wall | time·morale | 02-02 |
| moat (堀) | blocks·forces | underwater/waterside / empty moat=narrow path | time | 02-02 |
| earthwork and stonework (土塁·石垣) | blocks·height | wall + high ground | time·fire | 02-02 |
| watchtower (櫓) | height·sight | high ground | morale | 02-02 |
| honmaru (本丸) | connects to Core Zone | Core Zone type 3 boss lair | morale·time | 02-02 |
| ninomaru and sannomaru (丸) | blocks·retreat line | multiple kuruwa + conditional Core Zone | time | 02-02 |
| well (井戸) | protects supply | Core Zone type 2 objective point + holdout resource | supply·public sentiment | 02-02 |
| storehouse (蔵) | supply·gathers | supply depot + powder storehouse=fire zone | supply·time | 02-02 |
| shrine and wayside shrine (神社) | taboo·Core Zone | Barrier + spiritual vein + Spiritual Taint | yoma·spirit world | 02-02 |
| castle town (城下町) | forces/information | social zone + public sentiment | public sentiment | 02-02 |
| secret passage (抜け穴) | hides·bypasses | Outside Zone + narrow interior | collusion·time | 02-02 |
Do not write numbers — the gimmick links own them. Fixed values: Blockade Breakthrough
2d10+Courage ≥ 15· forced Core Zone entry2d10+Courage ≥ 13· fortress Defense palisade 12 / stone castle 15 / great castle 18.
#§2 — Hazard Quick Legend (02-03)
| Castle Hazard | co Gimmick | One-Line Effect |
|---|---|---|
| fire attack | fire zone | everyone 1 Wound each lull; barricades and buildings destroyed |
| rockfall/collapse | rockfall/collapse | Finesse ≥ 13 avoid; failure 2 Wounds + binding / zone modification (delete, block, merge) |
| smoke | sight part of poisonous fog | sight -2 (Archery -2), damage component off |
| rain | none new | turns off fire attack and smoke (hazard that turns off hazards) |
| night/darkness | co-03-09 night / borrowed values from forest/brush | night: all checks -2·Infiltration +3·yoma encounter 2 times / simple darkness: Infiltration +2·Archery -2 |
| Barrier | Barrier | yoma 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).
| Resource | co Source | When It Reaches 0 |
|---|---|---|
| food and well | supply depot + clock | hunger and dehydration |
| public sentiment | co-03-10 | 0=uprising; ≤2 cohesion -1; ≥7 militia +1(cohesion 4) |
| forces | co-03-10 (1 mook squad per 1000 koku) | abandon defense zone |
| Barrier | Barrier (upkeep 1 Energy/lull) | Spiritual Taint enters |
| wounded | Wounds recovery | personnel exhausted |
| collusion | Perception search | gate opened or well poisoned |
| escape route/relief | Outside Zone shelter | holdout forced |
#§5 — Kageyama Castle One-Line Summary (07-02)
3-kuruwa mountain castle (sannomaru, ninomaru, honmaru), stone castle Defense 15.
| Mode | Central Question | Example Zones to Open Today | Pressure |
|---|---|---|---|
| siege | how do we open it? | uphill path, otemon, watchtower, ninomaru, honmaru | time·morale |
| defense | how many days can it hold? | same zones from defender view + well and storehouse | supply·public sentiment·time·collusion |
| Infiltration | what do we rescue? | secret passage, sewer, cliff, castle town, shrine | collusion·yoma·spirit world |
| ruins | what remains? | collapsed gate, collapsed watchtower, yoma-tainted storehouse, shadow gate | yoma·spirit world·collapse |
#Holdout Tracking Sheet (Copy and Use)
| Resource | Starting Value | Current Value | Notes |
|---|---|---|---|
| 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."