#Konsei Reiyotan Kenkaku Benran (劍客便覽)
Contents
Player's Handbook. This book holds only what you use at the table — how to make a check, how to fight, how to build and grow a character, and how to roll it solo without a GM.
📄 Get the PDF — the print/offline edition (cover, auto TOC, all 15 chapters): Korean · 日本語 · English. The same files are also on itch.io.
With this one book you can build a character, run combat, and grow to 5th dan. The original text of the rules lives in the core rulebook, and the source footnote at the end of each section points to its place — follow it only when you want to look deeper. Where the wording seems to conflict, the core rulebook takes priority. The only new rule in this book is Chapter 11, the Solo Oracle — an opt-in layer that fills the GM's empty seat.
#Three Doors In
- If TRPGs are new to you — start at Chapter 1, Prologue and go in order. A sample play dialogue shows you the feel of the game first.
- If you have run the Quickstart — go straight to Chapter 3, Checks and Combat and Chapter 5, Character Creation. Graduate from the Quickstart's pregens and make your own character.
- If you want to roll solo — make a character in Chapter 5, then go to Chapter 12, "The First Sword". It is a 39-paragraph gamebook that teaches you the rules one at a time as you meet them. After that comes Chapter 11, the Oracle.
- If you have decided to be the GM — learn this book first, then read the core rulebook. The yoma data, scenarios, and running guidance are there. Even if the players know only this book, the table is complete once the GM knows that one.
#Contents
| Chapter | Content |
|---|---|
| Chapter 1 — Prologue | The Door into This World — what a TRPG is, how to use this book, a sample of play |
| Chapter 2 — The World on One Sheet | The Sengoku era and yoma, the Three Ways and Six Hearts, an overview of the thirteen factions |
| Chapter 3 — Checks and Combat | 2d10 checks · doubles · Energy and breath · round · attack and defense — the spine of this book |
| Chapter 4 — Zone Tactics | How to read the five zones, move, and break through |
| Chapter 5 — Character Creation | A 7-step checklist + 3 walkthroughs (samurai · onmyoji · entertainer) |
| Chapter 6 (Part One) — The Basic 6 Classes | Samurai · ronin · shinobi · onmyoji · esoteric monk · Pure Land Monk |
| Chapter 6 (Part Two) — Extended, First Half | Shugenja · feng shui master · scholar · merchant · artisan · entertainer |
| Chapter 6 (Part Three) — Extended, Latter Half | Gaijin · wildlander · hanyo · arahitogami · autonomous automaton · puppeteer + an introduction to what lies beyond the boundary |
| Chapter 7 — Schools | The school-slot economy and the data and selection guide for the 18 schools |
| Chapter 8 — Arms and Equipment | 8 standard weapons · armor · gear · an introduction to masterworks and Divine Artifacts |
| Chapter 9 — Growth | Promotion · mastery grade · the 3 pillars of Renown Titles + a 1→5 dan growth chronicle |
| Chapter 10 — Squads | How to command a single squad — Cohesion · orders · tactic tags |
| Chapter 11 — Solo Mode: The Oracle | A question oracle you roll without a GM (the only new layer, opt-in) |
| Chapter 12 — Solo Adventure: "The First Sword" | A 39-paragraph gamebook rolled solo with a freshly made 1st-dan character |
| Chapter 13 — Quick Reference + Glossary | The summary tables you open mid-combat and a player's glossary |
#What This Book Does Not Cover
Detailed yoma data, guidance on GM discretion, domain and trade management, and the play rules for the 12 Majin classes and the 3 Outsider classes are not in this book — open the core rulebook on the day you need them. Chapter 6 (Part Three) guides you on where that boundary lies and what to open next.
One-line principle. This book is the map, and the core rulebook is the land. It is built so you can walk by the map alone, but when the map and the land differ, trust the land.