English edition v1.5 · hb-doc

#Chapter 7 — Schools

Contents

Two swordsmen before maai

Even the same blade becomes a different sword by school. The sword of Katori Shinto-ryu is a sword that seizes the enemy's initiative; the sword of Yagyu Shinkage-ryu is a sword that takes the enemy's blade away. The spear has schools, the bare hand has schools, and even sorcery has schools.

Joining a school is not simply learning stronger techniques. You form a master-disciple bond, become bound by the obligations of fellow disciples, and carry the school's honor. In exchange, you gain techniques of a level that an ordinary warrior cannot reach. This chapter deals with the rules of that contract and all the data of the eighteen schools.


#1. The School System

#What a School Replaces

A school replaces the relevant skill's Licensed (3 points) maneuver and secret art (4 points, the Master-stage maneuver). Instead of the skill's basic maneuver, you come to use the school's own stronger maneuvers. The check bonus (Trained +1 / Licensed +2 / secret art +3) is always retained, regardless of the school. What a school changes is not the bonus but the maneuver you gain at that stage.

Skill StageNo SchoolWith School
Novice (1 point)untrained removedsame
Trained (2 points)+1 bonussame (+ school added benefit)
Licensed (3 points)+2 + skill-specific maneuver+2 + replaced with school Licensed maneuver
Secret art (4 points, Master stage)+3 + skill-specific maneuver+3 + replaced with school secret art
Saint (5 points)automatic successautomatic success

Weapon techniques are separate. Licensed techniques from weapon slots (uchigatana One Flash, zanbato One Stroke, etc.) remain usable regardless of the school. A school is about technique, not how to use a weapon.

Bonuses do not stack. A school's added effect and the same check bonus granted by Licensed/secret art do not stack when of the same name and type; only the highest applies.

Source: co-04-03 §1·§3

#Learning Rules

5-step school skill ladder

NumberMeaning
1Initiate
2Practiced
3Licensed
4Secret Art / Master
5Saint
Left / Right columnNo School / With School
→ (stages 3·4)replaced with school Licensed / secret art maneuver (double border)
= (stages 1·2·5)same regardless of school
ItemRule
Costspend 1 trait slot (instead of a class/general/background trait)
Timingat character creation or on advancement (odd dan)
Limitonly 1 school per skill. Different schools on multiple skills are allowed
Prerequisiterelevant skill Trained (2 points) or higher
EffectLicensed maneuver → replaced with school Licensed maneuver. Master maneuver → replaced with school secret art

Source: co-04-03 §2 (learning conditions)

#School Types and Added Benefits

When you learn a school, you gain 1 added benefit in addition to maneuver replacement. Each school has a set type, and the type determines the added benefit and the restriction.

School TypeTrait NameAdded BenefitRestriction
Famous School (有名門派)"Disciple of the ○○-ryu"Negotiation +2 with dojos/fellow disciples in various regions. Lodging/information/repair support. Fame +1 when using the relevant skillOn damaging the school's honor, expulsion (loss of school maneuvers). You share the master's enemies
Secret Transmission (秘人秘傳)"Inheritor of ○○"A connection to 1 master NPC. In a crisis, advice (the GM provides a hint). Access to a secret manualDuty to carry out the master's secret mission (campaign hook). If the master dies, the transmission remains incomplete
Self-Taught Style (自己流)"Nameless ○○"Against the first duel opponent, impossible to read — a -2 penalty to the opponent's choice of defense techniqueThe benefit applies only in the first engagement. Afterward you are studied. No fellow disciples/dojos (alone)

Source: co-04-03 §2 (school types and added benefits)

#Expulsion Rules (Famous Schools)

While you belong to a Famous School, the following actions trigger an expulsion check.

  • attacking a fellow disciple
  • teaching the school's maneuvers to an enemy (including yoma)
  • publicly damaging the school's honor

On expulsion, you lose the school's Licensed/secret-art maneuvers and return to the basic maneuvers. The trait slot is not returned.

Source: co-04-03 §2 (expulsion rules)


#2. School Data

Sword and scroll still life

Below is the full set of this game's schools (the original text is in the core rulebook, co-04-04). This table alone lets you choose and play. Each school has a type, skill, added benefit, and restriction, plus the replacement maneuvers of the Licensed and secret-art stages. In the tables, "Basic Maneuver" is the skill-specific maneuver you gain at that stage when you have no school, and "School Replacement Maneuver" replaces it.

#2-1. Swordsmanship Schools (劍術流派)

#Katori Shinto-ryu (香取神道流)

  • Type: Famous School · Added: Katori Shrine network (lodging/information/repair at dojos in various regions, Negotiation +2 with fellow disciples) · Restriction: duty to preserve the school's honor. Using cowardly acts (assassination, poison, ambush) triggers an expulsion check
  • Three Ways and Six Hearts: naturally fits Loyalty. "The orthodox sword method."
StageBasic ManeuverSchool Replacement Maneuver
LicensedSwordsmanship weapon defense technique reservation cost -1[stance] Attitude of Sen (先の態度): maintain for 2 Energy. During this stance, first attack +3. On release, Defense -2 (1 breath, debuff)
Secret artno Energy cost when counterattacking[Kata] Heaven-Earth-Man (天地人): 4 Energy, 1/round. High-middle-low 3-strike chain. Roll each check. If all 3 strikes hit, deal 2 additional Wounds

#Yagyu Shinkage-ryu (柳生新陰流)

  • Type: Secret Transmission · Added: successor NPC connection to the master Yagyu Muneyoshi (柳生宗嚴). Advice in a crisis. Access to the secret manual "Life-Giving Sword (活人劍)" · Restriction: duty to carry out the master's secret mission. The master is disappointed by needless killing
  • Three Ways and Six Hearts: Compassion or Truth. "Win without using the sword."
StageBasic ManeuverSchool Replacement Maneuver
LicensedSwordsmanship weapon defense technique reservation cost -1[Kata] Muto (無刀): 3 Energy, 1/round. 2d10+Finesse+Swordsmanship vs enemy 2d10+Courage. On success, disarm the enemy + immediately make 1 attack with that weapon
Secret artno Energy cost when counterattacking[Kata] Life-Giving Sword (活人劍): 2 Energy, 1/combat. Declare "nonlethal" on 1 target. For this combat, all techniques against that target inflict Defenseless + loss of fighting will instead of Wounds damage (cannot act next round)

#Nito-ryu (二刀流, Miyamoto Musashi)

  • Type: Self-Taught Style · Added: against the first duel opponent, "impossible to read" — -2 to the opponent's choice of defense technique · Restriction: after the first engagement, the advantage disappears. No fellow disciples/dojos (self-taught)
  • Three Ways and Six Hearts: No Heart or Demon. "Winning is everything."
StageBasic ManeuverSchool Replacement Maneuver
LicensedSwordsmanship weapon defense technique reservation cost -1[aptitude] Niten Ichi-ryu (二天一流): when equipped for two-sword style (katana+kodachi), you may use main-weapon + off-weapon techniques at the same time in one breath (total Energy stays within the one-breath limit)
Secret artno Energy cost when counterattacking[Kata] Ganryu (巖流): 3 Energy, 1/round. Simultaneous strike with the blades in both hands. 2d10+Courage+Swordsmanship+3 >= Defense. On success, 3 Wounds. On Critical Hit, 4 Wounds

The secret art Ganryu (巖流) is written with the same kanji as the school of Sasaki Kojiro, Ganryu (巖流), introduced in §4 — the traces of the two swordsmen who met at Ganryu Island are handed down side by side, reading the characters differently.

#Jigen-ryu (示現流)

  • Type: Famous School · Added: Satsuma (薩摩) regional network. Negotiation +2 for matters related to the Shimazu clan · Restriction: the doctrine of "stake everything on the first blow." Each attack beyond the first takes a cumulative -1 penalty
  • Three Ways and Six Hearts: Hegemony or Loyalty. "A sword needs only one stroke."
StageBasic ManeuverSchool Replacement Maneuver
LicensedSwordsmanship weapon defense technique reservation cost -1[stance] Dragonfly Stance (蜻蛉の構え): 2 Energy (maintain). A stance with the sword raised over the head — while maintained, first attack of each round +4, and if that attack is a Critical Hit, +1 additional Wound damage. Cumulative -2 from the second and later attacks in each breath. You can move while maintaining the stance
Secret artno Energy cost when counterattacking[aptitude] First Sword (一の太刀): the first attack of the first breath of the round is an automatic Critical Hit. Later attacks are normal

Source: co-04-04 §Swordsmanship Schools

#2-2. Spearmanship Schools (槍術流派)

#Hozoin-ryu (寶藏院流)

  • Type: Famous School · Added: Nara Hozoin (寶藏院) temple network. Negotiation +2 for warrior-monk/esoteric-monk matters · Restriction: monk's precepts. Cannot attack civilians. Yoma extermination takes priority
  • Three Ways and Six Hearts: Way of Emptiness Compassion or Way of Mystery Truth. "The spear is both a ritual implement that purifies yoma and a tool that guards sentient beings."
StageBasic ManeuverSchool Replacement Maneuver
Licensedadditional Front Zone Domination +1[stance] Jumonji Force (十文字の勢): maintain for 2 Energy. Jumonji-yari only. While maintained, +2 to probing techniques + hook techniques automatically succeed (disarm)
Secret artyari Energy 2 → 1[Kata] Crimson Lotus (紅蓮): 4 Energy, 1/round. Exorcist energy at the spearpoint. Against yoma, 3 Wounds + sealing (cannot act for 1 round). Against humans, 2 Wounds

#Kan-ryu (貫流)

  • Type: Secret Transmission · Added: legendary spear-master NPC. In a crisis, provides hints on "the ultimate art of the spear" · Restriction: the master is cursed by a yoma. A mission to break the curse
  • Three Ways and Six Hearts: Way of Mystery Truth. "With one spear, pierce a thousand answers."
StageBasic ManeuverSchool Replacement Maneuver
Licensedadditional Front Zone Domination +1[aptitude] One Spear Pierces Heaven (一槍貫天): the range of the suyari straight thrust extends to 2 zones. You can thrust from the Rear Zone to the enemy Front Zone
Secret artyari Energy 2 → 1[Kata] Ten Thousand Spears (萬槍): 5 Energy, 1/combat. Phantasmal spears multiply. Against all enemies in the target zone, 2d10+Courage+Spearmanship >= Defense. Each takes 1 Wound

Source: co-04-04 §Spearmanship Schools

#2-3. Unarmed Combat Schools (體術流派)

#Takenouchi-ryu (竹內流)

  • Type: Famous School · Added: dojos in various regions. Negotiation +2 for binding/arrest matters · Restriction: "subdue without killing" is the doctrine. When you finish an enemy with Unarmed Combat, Cohesion changes by -1 instead of +1 (fellow disciples' disappointment)
  • Three Ways and Six Hearts: Way of Emptiness Compassion. "Subduing without killing is the hardest path."
StageBasic ManeuverSchool Replacement Maneuver
Licensedshort weapon Core Zone bonus applies[Kata] Ultimate Joint Lock (極意關節技): 2 Energy, 1/breath. On successful grapple, target cannot act (while the grapple is maintained). Maintaining costs 1 Energy each breath. No other actions
Secret artchoose an additional effect on hit[aptitude] No Killing (無殺): on an Unarmed Combat hit, you may choose "neutralize" instead of Wounds damage — the target's Wounds do not decrease, but cannot act this round + Defenseless

Source: co-04-04 §Unarmed Combat Schools

#2-4. Ninjutsu Schools (忍術流派)

#Iga-ryu (伊賀流)

  • Type: Secret Transmission · Added: Iga jonin master NPC. Access to secret manuals related to poison/traps · Restriction: duty to keep Iga's secrets. If exposed, all of Iga is endangered
  • Three Ways and Six Hearts: Way of Mystery Demon or No Heart. "Shadows have no morals. Only the mission."
StageBasic ManeuverSchool Replacement Maneuver
Licensedfirst infiltration strike automatic Critical Hit[aptitude] Poison Master: when a single-hit poison hits or scores a Critical Hit, poison effect is multiplied by 2 (poison 1 Wound→2 Wounds). However, the multiplier does not apply to the per-round tick of sustained/area effects (e.g., Killing Incense). Antidote difficulty +3
Secret artpoison needle stacks each round[Kata] Killing Incense (殺人香): 3 Energy, 1/combat. Spread poison mist over everyone in the zone. 1 Wound each round, Physique>=15 to clear

#Koga-ryu (甲賀流)

  • Type: Famous School · Added: Koga network. Negotiation +2 for drug/tool supply · Restriction: duty to carry out Koga commissions (information gathering/assassination)
  • Three Ways and Six Hearts: Way of Mystery Truth. "Where knowledge and craft exist, shadows remain."
StageBasic ManeuverSchool Replacement Maneuver
Licensedfirst infiltration strike automatic Critical Hit[Kata] Trap Chain (罠連鎖): 2 Energy, 1/round. Trigger 2 installed traps at the same time. Or strengthen a trap (2 Wounds damage)
Secret artpoison needle stacks each round[aptitude] Mechanical Ninjutsu (機械忍術): combines Kunitomo Guild technology. Add a mechanical function to a trap (automatic reset 1 time)

Source: co-04-04 §Ninjutsu Schools

#2-5. Archery Schools (弓術流派)

#Ogasawara-ryu (小笠原流)

  • Type: Famous School · Added: ritual archery network. Negotiation +2 for audiences with nobles/daimyo · Restriction: values ritual. No "cowardly shooting" in combat (from infiltration, shooting into the Core Zone)
  • Three Ways and Six Hearts: Way of Rites Loyalty. "The bow is not a tool but a rite. Rites have discipline."
StageBasic ManeuverSchool Replacement Maneuver
Licensedbow reload 1 Energy[stance] Seiza Shooting Method (正坐射法): maintain for 2 Energy. While maintained, all Archery techniques +3. Cannot move
Secret art2-zone shooting[Kata] Thousand-Year Arrow (千年の矢): 4 Energy, 1/combat. Unlimited range. 2d10+Courage+Archery+4 >= Defense. 2 Wounds. Snipe anywhere on the battlefield (Aim Focus [Direct] allowed)

#Gassen-ryu (合戰流)

  • Type: Self-Taught Style · Added: against the first duel opponent, "impossible to read" — -2 when the opponent chooses a defense technique against Archery shooting · Restriction: after the first engagement, the advantage disappears. No fellow disciples. Formless shooting — scorned by the ritual schools
  • Three Ways and Six Hearts: Way of Emptiness Void or Way of Mystery Truth. "Abandon ritual and see only the flow of battle."
StageBasic ManeuverSchool Replacement Maneuver
Licensedbow reload 1 Energy[aptitude] Intuitive Shot (直感射擊): you may use Fate instead of Courage for Archery attack techniques
Secret art2-zone shooting[Kata] No-Thought Shot (無想射): 3 Energy, 1/round. Shoot with eyes closed. 2d10+Fate+Archery+2 >= Defense. 2 Wounds. Can be used while infiltrating (infiltration maintained)

Source: co-04-04 §Archery Schools

#2-6. Sorcery Schools (呪術流派)

#Abe-ryu (安倍流)

  • Type: Secret Transmission · Added: master NPC descended from Abe no Seimei. Shikigami secret manual · Restriction: must treat shikigami as "living beings." Shikigami self-destruction is taboo
  • Three Ways and Six Hearts: Way of Mystery Truth. "A shikigami is both a tool and a friend."
StageBasic ManeuverSchool Replacement Maneuver
LicensedSorcery attack into adjacent zone[aptitude] Greater Shikigami Art (大式神術): shikigami gain Wounds +1, Defense +2. A shikigami can attack independently 1 time/round (2d10+Wisdom >= Defense)
Secret artSorcery range 2 zones[Kata] Hundred Demons Summoning (百鬼召喚): 5 Energy, 1/combat. Summon 5 shikigami at the same time. Each has Wounds 2, Domination +1

#Tsuchimikado-ryu (土御門流)

  • Type: Famous School · Added: Tsuchimikado family network. Negotiation +2 for Imperial Court (朝廷) matters. Access to astronomical observation data · Restriction: must prioritize the Imperial Court's orders. Using sorcery against the court triggers expulsion
  • Three Ways and Six Hearts: Way of Rites Loyalty. "Heaven's will lies in the Imperial Court."
StageBasic ManeuverSchool Replacement Maneuver
LicensedSorcery attack into adjacent zone[Kata] Curse (呪詛): 2 Energy, 1/round. Place "Tsuchimikado's Curse" on 1 enemy within 2 zones — the target takes -3 to all checks (1 round). Pure sorcery, not shikigami
Secret artSorcery range 2 zones[stance] Astronomical Observation (天文觀測): maintain for 2 Energy. While maintained, know every enemy's next-breath action in advance (GM reveals it)

Source: co-04-04 §Sorcery Schools

#2-7. Exorcism Schools (退魔流派)

#Shugendo-ryu (修驗道流)

  • Type: Famous School · Added: mountain Shugendo network. Lodging at mountain temples/training grounds · Restriction: must revere the mountain kamuy. Forest destruction triggers expulsion
  • Three Ways and Six Hearts: Way of Mystery Truth or Way of Emptiness Compassion. "The path of mountain and fire."
StageBasic ManeuverSchool Replacement Maneuver
Licensed+2 attack against yoma[stance] Goma Formation (護摩の陣): maintain for 2 Energy. While maintained, your zone becomes a "Holy Fire" environment — yoma take 1 Wound each lull, humans unharmed
Secret art+1 Wound on hit against yoma[Kata] Great Seal (大封印): 5 Energy, 1/combat. Against 1 yoma, 2d10+Wisdom+Exorcism+3 >= Defense+4. On success, seal: cannot act until combat ends. Even on failure, 2 Wounds

#Shingon Exorcism School (眞言退魔流)

  • Type: Secret Transmission · Added: nameless blind monk NPC. Access to the mantra (mahamantra) secret manual. Instruction in making a vajra (金剛杵) · Restriction: "Those who use sound as a weapon are eaten by sound." After using a school technique, all Negotiation/command checks -3 within that round (the voice is corroded by the mantra). Abuse causes permanent voice alteration — if used for 3 consecutive rounds, the GM triggers a "spiritual corrosion" event
  • Three Ways and Six Hearts: Loyalty or Compassion. "Sweep away demons with sound. Pay the price with the body."
StageBasic ManeuverSchool Replacement Maneuver
Licensed+2 attack against yoma[Kata] Mahavairocana Mantra (大日眞言): 3 Energy, 1/round. Sacred vibration in your zone + adjacent 1 zone. Against all yoma in the area, 2d10+Wisdom+Exorcism >= Defense. Each takes 1 Wound. Effective against incorporeal yoma too
Secret art+1 Wound on hit against yoma[Kata] Vajra Strike (金剛杵擊): 4 Energy, 1/combat. Against 1 yoma, 2d10+Wisdom+Exorcism+4 >= Defense. 3 Wounds + immediately remove curse/possession + if the target is Elite-grade or lower, fear (1 round). Against humans, only 1 Wound

Source: co-04-04 §Exorcism Schools

#2-8. Gunnery Schools (銃術流派)

Gunnery uses the Archery skill (covering bows and teppo). The two schools replace the Archery slot's Licensed and secret art.

#Inatomi-ryu (稻富流)

  • Type: Famous School · Added: the shooting-dojo network of Inatomi Ikkan (稻富一甘). Negotiation +2 for gunpowder/ammunition supply. Kunitomo Guild connection · Restriction: the doctrine that "firearms are fired from the front." No surprise shooting from infiltration. Violation bars entry to the dojo
  • Three Ways and Six Hearts: Hegemony or Loyalty. "Battlefield efficiency lies in firearms."
StageBasic ManeuverSchool Replacement Maneuver
Licensedteppo reload 2 Energy[aptitude] Rapid-Fire Method (速射法): teppo reload is reduced to 1 Energy. Can shoot every breath
Secret artteppo 2-zone shooting[Kata] Three-Rank Firing (三段擊發): 4 Energy, 1/round. Fire 3 teppo in rotation. 3-shot volley. Each is 2d10+Archery >= Defense. Each deals 1 Wound. If all 3 shots hit, deal 1 additional Wound (total 4 Wounds)

#Nanban-ryu (南蠻流)

  • Type: Self-Taught Style · Added: access to Nanban technology — checks to obtain foreign firearms/gunpowder/tools +3. gaijin NPC network · Restriction: treated as a "foreigner." Negotiation -2 with conservative factions (Hiei League, Ikko-ikki). No fellow disciples/dojos
  • Three Ways and Six Hearts: No Heart or Hegemony. "Power came from beyond the sea."
StageBasic ManeuverSchool Replacement Maneuver
Licensedteppo reload 2 Energy[aptitude] Foreign Design (異國設計): teppo range extends to 3 zones. Improved gunpowder efficiency. In exchange, reload remains 2 Energy
Secret artteppo 2-zone shooting[Kata] Cannon (大砲, cannon): 5 Energy, 1/combat. Use a Nanban cannon. Against all in the target zone, 2d10+Archery+3 >= Defense. Each takes 2 Wounds. Destroy 1 zone terrain gimmick

Source: co-04-04 §Gunnery Schools

#2-9. Medicine Schools (醫術流派)

#Manase-ryu (曲直瀨流)

  • Type: Famous School · Added: the medical network of Manase Dosan (曲直瀨道三). Negotiation +2 to obtain medicinal materials. Lodging at clinics in various regions · Restriction: "A physician sometimes must treat an enemy." Refusing a treatment request from an incapacitated enemy triggers an expulsion check
  • Three Ways and Six Hearts: Compassion. "Saving lives is the physician's duty."
StageBasic ManeuverSchool Replacement Maneuver
Licensedhealing restores 1 Wound[Kata] Acupuncture and Moxibustion (鍼灸術): 2 Energy, 1/round. Use needles and moxa on 1 ally. Restore 2 Wounds + remove 1 abnormal condition (choose poison/curse/fear, etc.)
Secret arteveryone +1 Wound at lull[aptitude] Battlefield Surgery (戰場外科): healing at lull gains a +1 Wound bonus (total everyone +2 Wounds). In addition, during combat, if you succeed at 2d10+Wisdom+Medicine >= 15 on 1 incapacitated ally, they return to combat with 1 Wound (1 time per round)

Source: co-04-04 §Medicine Schools


#3. How to Choose a School — the 3 Questions Your Sword Must Answer

A school uses one whole trait slot. The replacement maneuver is strong, but you also carry the bonds and restrictions that come with the type. Before you choose, answer the three questions below.

Question 1 — How do you want to win. Do you want to strike first and end it (Katori's Attitude of Sen, Jigen's Dragonfly Stance, Inatomi's rapid fire), to take away the opponent's weapon and will (Yagyu's Muto/Life-Giving Sword, Takenouchi's joint lock/No Killing), or to specialize in purifying yoma (Hozoin, Shugendo, Shingon)? The shape of the school's replacement maneuver is the very motion you will repeat in combat.

Question 2 — What bonds can you bear. The three types are each a different contract. A Famous School gives you the support of dojos/fellow disciples and Negotiation +2, but if you damage its honor you are expelled and the trait slot is not returned. Secret Transmission gives you one master and a secret manual but bears the campaign hook of the master's secret mission. Self-Taught Style gives you the impossible-to-read that works only in the first duel, but you walk alone — from the second opponent on, the advantage vanishes. How you become entangled with the GM in the campaign is decided here.

Question 3 — Does it fit your heart. Each school has a Three Ways and Six Hearts it naturally fits. Katori is Loyalty, Yagyu is Compassion/Truth, Jigen is Hegemony/Loyalty, Nito-ryu is No Heart/Demon, Takenouchi is Compassion, Manase-ryu is Compassion. Choosing the fitting heart makes the narrative smooth; deliberately choosing against it creates conflict — "Is striking first justice?" (Katori), "What it means to win without a blade" (Yagyu), "The price of the arrogance that once is enough" (Jigen). Either way, if it is an intended choice, it is good.

If the answers to the three questions converge on one, that school is your sword. If they split, delaying the school and spending the trait slot on a skill or weapon first is also a valid choice. Since you can layer only one school on any one skill, there is no reason to rush.

Source: co-04-03 §5 (schools and the Three Ways and Six Hearts), co-04-04 each school's Three Ways and Six Hearts note


#4. More Schools — Expansion Material

The schools above cover all 9 skills. If that is not enough, the expansion material widens the path of the sword further. EX2 adds 12 new swordsmanship schools on top of the 4 swordsmanship schools — from the practical sword methods of bakumatsu warriors to the Joseon sebeop, the Central Plains tang dao, and Western Liechtenauer, covering the swords of foreign lands. FC03 adds 3 new schools alongside the chronicle of 12 sword masters — Tsukahara Bokuden's Kashima Shinto-ryu (鹿島新當流), Sasaki Kojiro's Ganryu (巖流), and Ito Ittosai's Ito Itto-ryu (伊東一刀流). All three are schools born from the sword of a single founder. All of these follow the same replacement rules, so they do not compete for a seat with this book's schools and only widen the range of choice.

Source: ex2-10-01 (12 new swordsmanship schools), fc03-03-00 (3 new schools)


#Summary

  • A school replaces one skill's Licensed (3 points) and secret art (4 points) maneuvers. The check bonus (+1/+2/+3) and weapon techniques are retained regardless of the school.
  • The learning cost is 1 trait slot (at creation or on odd-dan advancement), the prerequisite is the relevant skill Trained (2 points) or higher, and any one skill takes only one school.
  • A school has three types: Famous School (Negotiation +2, support / risk of expulsion), Secret Transmission (master, secret manual / secret mission), Self-Taught Style (impossible to read in the first duel / alone).
  • This book's schools are 4 swordsmanship, 2 spearmanship, 1 unarmed combat, 2 ninjutsu, 2 archery, 2 sorcery, 2 exorcism, 2 gunnery, 1 medicine.
  • When choosing, answer the three questions: how you will win · what bonds you will bear · which heart it fits.
  • If you need more, there are EX2 (12 swordsmanship) and FC03 (3).