#Chapter 13 — Quick Reference + Glossary
Contents
In the thick of the round there is no time to leaf through the rulebook. This chapter gathers the one-line check, the combat sequence, Energy costs, conditions, and the vocabulary a swordsman must know into one place. The earlier section is a reference table to spread on the table and roll from; the later section is the sole place of definition for the terms that rise and fall in a rules context. If a number in a table seems to disagree with the main-text chapters' narration, the main-text chapter takes priority.
#13.1 Quick Reference
#Check
2d10 + attribute + proficiency >= target number
The final modifier after all bonuses and penalties must remain within -10 to +10.
- Ordinary-difficulty target number: 11 | Easy 7 | Hard 13 | Extreme 17
- Combat fixed values: Defense, Breakthrough/Blockade/Core, Overload, and status resistance follow the fixed number of each rule.
- Attack:
2d10 + attribute + proficiency >= Defense. The attribute used differs by technique.
#Double (10%)
- Success + Double = Critical Hit (usually 2 Wounds)
- Failure + Double = Fumble (Defenseless)
- 10-10 = Heavenly Mandate / 1-1 = Karmic Retribution (see d100)
#Fate Intervention
After 2d10, adjust one d10 by ±1. You may use it per battle up to your Fate (運) modifier, at least 1 time. The post-combat life-or-death check is 2d10 + the higher of Physique or Fate >= 11.
#Combat Sequence (round structure)
| Number | Meaning |
|---|---|
| 1 | round start |
| 2 | count progression |
| 3 | one breath |
| 4 | reorder after Energy spend |
| 5 | all at Energy 0 |
| 6 | lull, then next round |
Everyone at max Energy → count descending → one breath (base 5) → alternate with the enemy → everyone at 0 → lull
Count progression:
- Round start: reset everyone's Energy to its maximum.
- Proceed in descending order from the one with the highest remaining Energy. Those at or above that value take a breath.
- On a tie, the higher Finesse (技) goes first; on a further tie, allies take priority.
- If Energy drops after a breath, the next count is the highest of the remaining Energy.
- As long as Energy remains, one character may breathe multiple times in a single round.
Source: co-11-01 §round structure · count progression / co-03-06
#One Breath
- Base limit: Energy 5. It can be extended by rapid-strike, Speed, or special effects.
- Exceeding the limit = Overload:
2d10 + Physique - the excess >= 11. - Success: the action is carried out, and immediately afterward the limit drops to 3 for 1 breath.
- Failure: the action is carried out, but the round's remaining Energy all vanishes and you become Defenseless.
- Reservation: prepay a defensive technique on your own breath and it costs 0 Energy on trigger. Used off the cuff without a reservation, it costs 1.5 times.
#One-Breath Limit Variation (baseline cap 7, absolute cap 10)
| Source | Bonus |
|---|---|
| Speed Licensed / rapid-strike armor | +1 (→6) |
| Speed Master / Ashura (Core) / Kamuy descent | +2 (→7) |
Different sources stack, but the total is capped at 10. The official-balance baseline cap is 7, while 8–10 is reserved for exceptional peak effects. The Overload baseline varies to match the actual limit after applying the cap.
#Maneuver Types
| Type | Description | Example |
|---|---|---|
| technique | from weapon/equipment | horizontal cut, parry-riposte, reload |
| Kata | active from a specialty | ikkiuchi declaration, kiai |
| aptitude | passive | wind blade, tough |
| upkeep | lull only | flower of the field, full-lotus seat |
| stance | maintained (only 1 at a time) | Immovable Formation, Spear Wall, Thunder Emperor |
#Common Maneuver Costs
| Maneuver | Energy |
|---|---|
| walk | 2 |
| sprint | 3 |
| leap | 3 |
| mounted gallop | 1 |
| stealth move | 3 |
| Breakthrough | 3 + Courage check (target number 11/13/15) |
| Blockade Breakthrough (narrow path) | 3 + Courage check target number 15. On failure, Defenseless + bounced out |
| free entry into the Core | 2 |
| forced Breakthrough into the Core | 3 + Courage check target number 13 (fixed) |
| entry from Outside | 0–2 |
| Retreat (withdrawal) | 3 (from the Flank/Rear) |
| Squad Order (basic action) | 2 (1 if Wisdom +2 or higher) |
| Squad Tactic (Kata/stance/aptitude) | Squad Order cost + tactic Energy (per tactic) |
| stance declaration | per stance |
| stance release | 0 |
#Energy-Cost Handling (4 rules)
- Absolute floor: every maneuver is at least 1 Energy. 0 Energy holds only under an explicit exception.
- Offset first: compute
base cost + penalty - bonusfirst, and if the result is below 1, raise it to 1 Energy. - Short weapon in the Core: a 1-Energy weapon converts the Energy -1 into combo-fatigue -1 instead.
- 0-Energy active: an [1 per round] limit is attached automatically. Up to 2 times in a single round.
Exceptions: the scholar's Energy transfer (received Energy is the same as ordinary Energy), stance release, an always-on [aptitude], the trigger of a reserved defense.
Decimal handling: every value is rounded. No exceptions.
Source: co-11-01 §energy-cost handling · decimal handling / co-03-04
#Weapon Technique Slots
| Slot | Condition |
|---|---|
| Attack A (primary attribute) | base |
| Attack B (secondary attribute) | base |
| defense / reload | base |
| weapon Licensed technique | skill Licensed (3 points)+ |
| masterwork technique | masterwork weapon + Master (4 points)+ |
#Defense-Bypass · Pierce Tags
| Number | Meaning |
|---|---|
| 1 | base 10 |
| 2 | armor layer (armor/shield add-on) |
| 3 | bonus layer (evasion/stance/Barrier/terrain/Sorcery) |
| 4 | final Defense (= 1+2+3) |
| 5 | [Pierce N] — ignores layer 2, floor 10 |
| 6 | [Direct N] — ignores layer 3, floor 10+armor |
| 7 | [Incorporeal] — bypasses Defense itself (Exorcism exemption table) |
| 8 | Defense -N — reduces final Defense, floor 2 |
Defense-bypass effects are written in 3 families: [Pierce], [Direct], [Incorporeal]. Defense -N is a debuff, and [Break] is an equipment-damage support effect that keeps the [Pierce N] reduction written alongside it until repaired. The check formula keeps the single form >= Defense, and the tags are written in the effect area: 2d10+Finesse+Swordsmanship >= Defense | [Pierce 2]. 1 Wound.
| Tag | Effect | Minimum floor |
|---|---|---|
[Pierce N] | Ignore N points of the armor/shield add-on (N = a number or all). No effect on an unarmored enemy. | 10 (bare skin) |
[Direct N] | Ignore N points of evasion/stance/Barrier/terrain/Sorcery bonus. Armor and shield stay. | 10 + armor/shield add-on |
Defense -N (no brackets) | A bind/weaken debuff. The final Defense itself -N. Not an attack tag. | 2 (auto-hit grade) |
[Incorporeal] | Bypasses Defense itself. The defender applies the Exorcism-tier exemption table. | none held = 10 / initiate = normal -2 / Licensed+ = full |
[Break] | Applies the [Pierce N] reduction written alongside it permanently until repaired. The performing equipment's grade must be ≥ the target equipment's grade. | same as [Pierce] |
#Armor
| Type | Defense | Energy Penalty |
|---|---|---|
| none | 10 | — |
| light armor | 12 | — |
| rapid-strike | 11 | — (one breath +1) |
| heavy armor | 14 | -1 |
| great armor | 16 | -2 |
#Unit Wounds
| Grade | Wounds |
|---|---|
| Mob | 0 (instant death) |
| Minion | 1 |
| Veteran | 2–3 |
| Elite | 3–4 |
| Lord | 3+Physique |
Source: co-11-01 §unit Wounds / co-06
#Zone Maneuver Modifiers
| Zone | Favorable | Unfavorable |
|---|---|---|
| Front | spear +1, cavalry unlocked | dagger -1 |
| Core | short weapon -1, grapple +2 | long weapon +1 |
| Rear | ranged +1, upkeep -1 | melee restricted |
| Flank | infiltration +2, ambush | squad +1 |
Front ↔ Front is adjacent, so with a range-adjacent technique you can engage without a Breakthrough.
#Breakthrough / Forced Charge / Pincer
- Breakthrough: enter a zone where enemy Domination is superior. 3 Energy +
2d10+Courage ≥ 11 / 13 / 15(enemy superior / full control / Blockade). - Chain Breakthrough: there is no separate rule for entering the Rear. The target number is the higher of the Front Domination and the Rear Domination.
- Forced Charge [Kata]: 5 Energy. Head straight into the enemy Rear in one breath. Target number = Front + Rear Domination +5. On failure, Defenseless in the middle of the enemy Front + Energy 0 + next round's Energy −3 (exhaustion).
- Pincer: both sides adjacent and attack at once. Enemy Defense -2, enemy Cohesion check -1.
Source: co-11-01 §breakthrough/forced charge/pincer / co-05-03
#Domination Contribution
| Unit | Contribution | Unit | Contribution |
|---|---|---|---|
| Mob | 0.5 | Elite | +4 |
| Minion squad | +2 | Lord | +1.5 + Presence aura |
| Veteran squad | +3 | Veteran individual | +1 |
Core special: all Domination bonuses are void. The two sides cancel out (ally − enemy).
#Conditions
| Condition | Effect | Removal |
|---|---|---|
| Defenseless | Release maintained stances + Defense -4. No defense reservation, evasion, or riposte-type defensive technique | your next count, and other rule-specific conditions |
| Sleep | Cannot act. Defense -4 | immediately when struck |
| Spiritual Contamination | loses 1 Wound each lull | Exorcism ≥ 13 or staying within a Barrier |
| Grudge Mark | loses 1 Wound each lull (specific onryo only) | Exorcism ≥ 15 or resolving the grudge |
| Mantra Corrosion | Negotiation/command -3 (after using mantra-Exorcism types) | automatic at the end of that round |
| Possession | A yoma controls the target. Friend-foe switch | Exorcism ≥ 15 or Vajra Strike |
| Sanctification | Yoma in the zone lose 1 Wound each lull (harmless to humans) | — |
#Non-Corporeal / [Incorporeal]
- Non-corporeal yoma: even if a physical attack hits, it is void on d100 01–50. Exorcism initiate (1 point)+ exempts it.
[Incorporeal]attack: bypasses Defense itself. The defender applies the Exorcism-tier exemption table.- For armor/Barrier bypass notation, use the Defense-bypass · Pierce tag standard above.
#Surprise Attack (奇襲)
- Basic surprise (Flank → adjacent move + attack, first strike of infiltration): first attack check +2
- Enhanced surprise (Outside → anywhere): first attack check +2 + target cannot use a reaction technique
- shinobi [surprise] 3rd-dan specialty: a true automatic Critical Hit (no check needed). No added Defenseless
- Weapon Licensed/masterwork techniques and school Licensed/secret arts also gain surprise (regardless of maneuver type).
- Surprise immunity: [Danger Sense] specialty, Perception Master
#Non-Combat Checks
| Check Type | Formula | Base Target Number | Note |
|---|---|---|---|
| Negotiation | 2d10+Presence+Negotiation >= target number | 7 (favor) / 11 (neutral) / 13 (wary) / 17+ (hostile) | offering gold +1–3 |
| Intimidation | 2d10+Courage+Intimidation >= target number | 11 (civilian) / 13 (soldier) / 15 (Elite grade) | +1 the higher the Wounds |
| Literature/Knowledge | 2d10+Wisdom+field skill | 11 (common) / 13 (rare) / 15 (esoteric) | a fitting skill: Geography, Stratagem, Sorcery, Bearing, etc. |
| Perception | 2d10+Finesse+Perception >= target number | 11 (search) / 13 (see through concealment) / 15 (illusion/non-corporeal) | night -2 |
| Infiltration | 2d10+Finesse+Infiltration >= Perception target number | opposed by the other's Perception check | armor penalty applies |
| Medicine | 2d10+Wisdom+Medicine >= target number | 11 (first aid) / 13 (cure poison) / 15 (return from incapacitation) | herbs +2 |
| Disable/Repair | 2d10+Finesse+the fitting proficiency among Disable or Livelihood | 11 (common) / 13 (complex) / 15 (on-the-spot fabrication) | tools +2 |
| Tracking | the favorable side: 2d10+Wisdom+Survival, 2d10+Finesse+Scouting | 11 (open ground) / 13 (forest) / 15 (city) | rain -2, snow +2 (footprints) |
| Yoma Negotiation | 2d10+Presence+Negotiation >= 17 | 17 (base) / 15 (yoma marked as negotiable) | Enryokan faction trait +3 |
| Antidote | the favorable side: 2d10+Physique, 2d10+Wisdom+the higher proficiency among Medicine or Poison-Craft | varies by poison | an antidote succeeds automatically |
#Squad Order Cost
| Wisdom (智) | Order Energy |
|---|---|
| +1 or lower | 2 |
| +2 or higher | 1 |
#Bonus-Stacking Rules
- Effects of the same name do not stack (only the highest applies).
- Numerical bonuses from different sources are summed.
- A stance + a Tactic:stance are separate, so they can be maintained at the same time.
#School Quick Reference
Each school replaces a skill's Licensed maneuver (3 points) and secret art (Master-tier maneuver) with the dedicated maneuvers below.
| School | Skill | School Licensed (replaces skill Licensed) | School secret art (replaces Master tier) |
|---|---|---|---|
| Katori Shinto-ryu | Swordsmanship | Attitude of Sen (stance, +3 first strike) | Heaven-Earth-Man (3-hit combo, +2 Wounds) |
| Yagyu | Swordsmanship | Muto (disarm) | Life-Giving Sword (non-lethal) |
| Jigen | Swordsmanship | Dragonfly Stance (first attack each round +4) | First Sword (automatic Critical Hit) |
| Nito | Swordsmanship | Niten Ichi-ryu (dual blades at once) | Ganryu (3 Wounds) |
| Hozoin | Spearmanship | Ten-Cross (check + disarm) | Crimson Lotus (yoma 3 Wounds) |
| Kan-ryu | Spearmanship | One Spear Pierces Heaven (range 2 zones) | Ten Thousand Spears (whole zone) |
| Takenouchi | Unarmed Combat | Ultimate Joint Lock (full submission) | No Killing (neutralize with no Wound loss) |
| Iga | Ninjutsu | Poison Master (poison ×2) | Killing Incense (zone poison mist) |
| Koga | Ninjutsu | Trap Chain | Mechanical Ninjutsu |
| Ogasawara | Archery | Seiza Shooting Method (+3 shooting) | Thousand-Year Arrow (unlimited range) |
| Kassen | Archery | Intuitive Shot (Fate-based) | No-Thought Shot (infiltration maintained) |
| Abe | Sorcery | Greater Shikigami Art (shikigami boost) | Hundred Demons Summoning (5 bodies) |
| Tsuchimikado | Sorcery | Curse (checks -3) | Astronomical Observation (reveal enemy actions) |
| Shugendo | Exorcism | Goma Formation (Sanctification zone) | Great Seal (seal a yoma) |
| Shingon | Exorcism | Mahavairocana Mantra (zone Exorcism) | Vajra Strike (3 Wounds + curse removal) |
| Inatomi | Archery | Rapid-Fire Method (reload 1 Energy) | Three-Rank Firing (3-shot volley, 4 Wounds) |
| Nanban | Archery | Foreign Design (range 3 zones) | Cannon (whole zone, 2 Wounds) |
| Manase | Medicine | Acupuncture and Moxibustion (2 Wounds + status removal) | Battlefield Surgery (return from incapacitation) |
#13.2 Glossary
The definitions of the vocabulary that rises and falls in a rules context are carried here as in the original. Advancing-side terms — detailed yoma data, GM tools, domain management — are found in the core rulebook.
#Dice and Checks
- 2d10: the basic check method of rolling two 10-sided dice at once and summing them. Range 2–20, a bell curve averaging 11.
- d100 (percentile): the method of reading two 10-sided dice as the tens digit / ones digit. Range 01–00 (100).
- Double (雙目): when both dice come up the same number on a 2d10 roll. A 10% chance. Triggers a Critical Hit or a Fumble.
- Critical Hit (会心): Double + a successful check. The critical hit. 2 Wounds or a special effect.
- Fumble (失着): Double + a failed check. The fumble. Defenseless, weapon breakage, etc.
- Heavenly Mandate (天命): Double 10 (sum 20) + success. A decisive great success.
- Karmic Retribution (業報): Double 1 (sum 2) + failure. A fatal great failure.
- Fate Intervention (運命介入): the act of spending the Fate (運) attribute to adjust one d10's value by ±1.
- Target Number (目標値): the minimum sum needed for a check to succeed. Base 11.
#Attributes
- Courage (勇, Courage): spirit and might. Attack modifier, Breakthrough check, fear resistance.
- Finesse (技, Finesse): hand-work and nimbleness. Maximum Energy (10+Finesse), initiative order.
- Physique (體, Physique): toughness and endurance. Wounds derivation (3+Physique), Overload resistance.
- Wisdom (智, Wisdom): strategy and Sorcery. Command Energy efficiency, Sorcery power.
- Presence (美, Presence): grace and charm. Domination aura bonus (+Presence), morale rousing.
- Fate (運, Fate): heaven's fortune. Fate Intervention (dice ±1), used per battle up to the Fate modifier but at least 1 time.
- Modifier (修正値): the bonus/penalty derived from an attribute. The base range for a PC and an ordinary character is -3 to +3.
#Combat — Action
- Energy (活力, Energy): the action resource within a round and the count timeline. Maximum 10+Finesse. Reset each round.
- Overload (過負荷, Overload): triggered when Energy spent within one breath exceeds the current limit (base 5). Check
2d10 + Physique - the excess >= 11. On success, the next 1 breath's limit is 3; on failure, the round's remaining Energy all vanishes + Defenseless. - Breath (呼吸, Breath): the unit of continuous action on your own count. The base limit is Energy 5, extended by skill/equipment/special effects. Overload when exceeded.
- Round (間合, Round): 1 round of combat. The cycle of everyone's Energy reset → count progression → everyone at 0 → lull.
- Count (Count): the action order proceeding in descending order from high Energy. Enemy and ally cross.
- Reservation (豫約, Reservation): prepaying a defensive maneuver within a breath. Triggers at the enemy's breath for 0 Energy. When unreserved, off the cuff (1.5 times the cost).
#Combat — Damage
- Wounds (戰力, Wounds): the number of fatal blows a unit can withstand. Lord-grade = 3+Physique. Loses a base 1 on a hit. At 0, incapacitated.
- Defense (防備, Defense): the value that blocks an attack. A hit if
2d10+attack modifier >= Defense. - Defenseless (無防備, Defenseless): release the maintained stance and Defense -4. Cannot use a defense reservation, evasion, or riposte-type defensive technique.
- Weapon Seal (武器封印, Weapon Seal): 1 of the target's weapons becomes unusable for a set number of rounds (usually 1). A sealed weapon cannot attack or use techniques (other weapons and unarmed strikes still work). It is usually granted on a defense Critical Hit by a weapon-binding defense (e.g., Blade-Body Block). Unlike
[Break](permanent damage), it clears automatically when the duration ends and does not damage the weapon. - Critical Expansion (会心擴張): only when a stated specialty, Relic, or expansion effect is present, a successful check whose two dice differ by exactly 1 also counts as a Critical Hit. A basic surprise does not use Critical Expansion.
- Incapacitated (戰鬪不能): Wounds 0. Fallen and can no longer act.
#Combat — Phases
- Initiative Phase (先攻, Initiative): decide count order at round start. In descending order of Energy.
- Action Phase (行動, Action Phase): the main phase where you spend Energy to act.
- Lull Phase (小康, Lull): after the round ends, handle recovery, buffs, and environmental variables.
- Retreat (戰場離脫, Retreat): a 3-Energy maneuver. Exit off the battlefield from your own Flank or your own Rear. If there is an adjacent enemy, a
2d10+Finessepursuit opposition. When accompanied by a squad, a Cohesion check2d10+Presence >= 11.
#Zones
- Zone (區域, Zone): the spatial unit that divides the battlefield. There is no grid.
- Domination (制壓, Domination): the value of control over a zone. Calculated from the quality and quantity of units.
- Breakthrough (突破, Breakthrough): entering a zone where enemy Domination is high. Extra Energy or the risk of Defenseless. Target number 11/13/15, three tiers.
- Blockade (封鎖, Blockade): the state in which one faction has reached the Domination cap of a narrow path. The opposing faction cannot enter by ordinary movement, and the only forcing means is a Blockade Breakthrough target number 15 (on failure, Defenseless + no entry until your own next count). Everyone on the blockading side long weapon +1 / short weapon -1.
- Core (心府, Core): an extreme-melee zone where friend and foe cannot be told apart. Special entry conditions, Domination cancellation, friendly fire.
- Front Zone (前列, Front Zone): the zone where the two factions engage directly. The ally Front and the enemy Front are directly adjacent.
- Rear (後列, Rear): the safe zone behind the Front. Archers and commanders wait here.
- Flank (外廓, Flank): a side-flanking route.
- Outside (外部, Outside): a special stealth zone beyond the battlefield.
#Unit Grades
- Mob (Mob): Wounds 0. The weakest existence, dying instantly on a mere attack declaration.
- Minion (Minion): Wounds 1. Holds Defense. Instant death on a hit. Operated in squad units.
- Veteran (Veteran): Wounds 2–3. Minus 1 Wound per hit.
- Elite (Elite): Wounds 3–4. Its own Energy pool. An enemy lieutenant grade.
- Lord (Lord): Wounds 3+Physique. Player characters and enemy generals.
In a rules context, only the official terms Mob/Minion/Veteran/Elite/Lord are used. Customary words like "mob" or "boss" are not rule terms, and when a check hinges on it, the side reduced to the official grade takes priority.
- Squad (部隊, Squad): the unit that groups Minions/Veterans for operation. It holds Cohesion.
- Individual Unit (個別部隊, Individual Unit): a unit operated as 1 person = 1 block. Not a target of Squad Order, overall command, Squad Tactics, or Cohesion. A shikigami, puppet, Elite-grade lieutenant, or Lord-grade PC falls here.
- Cohesion (結束力, Cohesion): a squad's morale and durability. At 0 it collapses.
- Rout (崩壞, Rout): Cohesion 0. The state where squad members have broken apart and fled or gone into hiding. Wounds may remain, and rescue is possible with a Lord's Presence (美) check each lull. Automatic reassembly after combat.
- Destruction (潰滅, Destruction): the state where a squad has been physically annihilated by Wounds 0 or a special effect. No return during combat. A named lieutenant is lost permanently.
#Weapons
- Size classification: the physical size of a weapon. Affects Energy cost within the Core.
- Short weapon (短): Energy -1 within the Core (a dagger, etc.).
- Standard (標準): no modifier within the Core (a katana, etc.).
- Long weapon (長): Energy +1 within the Core (a yari, a nodachi, etc.).
- Ranged (遠): can shoot into an adjacent zone. Risk of friendly fire in the Core (a bow, a teppo, etc.).
- Overburdened (過積載): the state of directly carrying a large load or an obviously heavy object with no squad or mount. Maximum Energy -1, Infiltration -2.
#Three Ways and Six Hearts
- Three Ways and Six Hearts (三道六心): a disposition system based on Confucian, Buddhist, and Taoist roots. Used in place of D&D's 9 alignments.
- Way of Rites (禮道): the Confucian root. Order, loyalty, human ethics. "What is the duty of a human being?"
- Way of Emptiness (空道): the Buddhist root. Compassion, karma, liberation. "Why does suffering exist?"
- Way of Mystery (玄道): the Taoist/Shinto root. Nature, harmony, the divine. "Is the world complete just as it is?"
- Loyalty (忠): the light heart of the Way of Rites. Keep order. | Hegemony (覇): the dark heart of the Way of Rites. Force order.
- Compassion (慈): the light heart of the Way of Emptiness. Embrace suffering. | Void (虛): the dark heart of the Way of Emptiness. Let go of everything.
- Truth (眞): the light heart of the Way of Mystery. Become one with the world. | Demon (魔): the dark heart of the Way of Mystery. Follow instinct.
- No Heart (無心): the state of leaning to no Way. One who has lost the path, or one who has not yet found it.
- Heart Shift (心轉, Heart Shift): the mind switching from the light side to the dark, or the reverse.
#Maneuver System
- Maneuver (Maneuver): every individual action that can be carried out in combat. The 6 sources of technique/Kata/aptitude/upkeep/stance + Squad Tactics.
- Technique (技法): a maneuver from a weapon/armor/consumable. Attack A / Attack B / defense / Licensed / masterwork technique per weapon.
- Kata (型, kata): an active maneuver from a specialty. Triggered by spending Energy.
- Aptitude (素養): passive. Always in effect on acquisition alone.
- Upkeep (整備): a Lull-phase-only maneuver.
- Stance (構え): a maintained passive. Only 1 at a time.
- School (流派): a martial school that replaces a skill's Licensed maneuver and secret art (the Master-tier replacement maneuver).
- Secret art (秘技): a dedicated maneuver by which a school replaces the base Master maneuver at the Master tier. Separate from a masterwork technique.
#School Types
- Famous School (有名門派): Negotiation +2 with dojos/fellow disciples in various regions. Expulsion on damaging its honor.
- Secret Transmission (秘人秘傳): a connection to a master NPC. If the master dies, the secret art is left unfinished.
- Self-Taught Style (自己流): self-study. "Cannot be read" (-2) on your first opponent.
- Expulsion (破門): cast out from a Famous School. Loss of the school Licensed/secret art, return to the base maneuver, slots not refunded.
#Growth
- Dual Build (二重構成): Dan belongs only to the primary class. At 3rd-, 5th-, 7th-, or 9th-dan advancement, pay a general-trait slot to borrow an eligible secondary-class 1st-, 3rd-, or 5th-dan trait at or below the current Dan; Master-eligible skills are the union of both class lists. The secondary class has no Dan, the character gains exactly 1 Renown Title, and a combination Renown replaces only the class-capstone branch.
- Squad promotion: promotion Mob → Minion → Veteran → Elite → Lord through combat experience.
#Squad Tactics
- Tactic (戰術): a combat action a squad holds. Triggered by the commander's Squad Order. The 6th source of maneuvers.
- [Tactic:Kata]: a squad's active tactic. Triggered by the commander's Energy expenditure.
- [Tactic:stance]: a squad's maintained formation. 1 at a time, released when moving.
- [Tactic:aptitude]: a squad's passive trait. Always applied. Includes faction traits.
- Faction trait (陣營基盤): a force-shared passive [aptitude]. Built into Minion–Elite, treated as a Lord-grade specialty, acquirable by a PC.
#Faith and Philosophy
- Shinto (神道): Japan's native polytheism. Kami dwell in all things. The spiritual base of living gods / wild folk.
- Buddhism (佛教): the teaching of compassion and liberation. In the Warring States it is both the base of Exorcism and a political force.
- Onmyodo (陰陽道): Taoism + yin-yang and the five phases + Japan's native Sorcery. The scholarly base of the onmyoji.
- Confucianism (儒教): a system of human ethics. The root of bushido. The root of the Three Ways and Six Hearts' Way of Rites (禮道).
- Kirishitan (吉利支丹): Christianity. Faith in a single god from beyond the sea. Its own three Ways: the Way of the Lord of Heaven (Faith/Madness).
- Kegare (穢): impurity. The defilement of death/blood/yoma. Shinto's interpretation of spiritual pollution.
- Kamuy (神威): the majesty and power of the kami that the Emishi / wild folk revere.
Source: co-00-03 (an excerpt of the player's vocabulary). The detailed definition and reference links for each entry are in the core rulebook's glossary.
#Summary
- A check is
2d10 + attribute + proficiency >= target number, and the ordinary target number is 11. - A round is the cycle of everyone's Energy reset → count descending → lull, and the base limit of one breath is Energy 5 (Overload when exceeded).
- Every maneuver is at least 1 Energy, and values are rounded.
- A Breakthrough check is the three tiers of enemy superior 11 / full control 13 / Blockade 15.
- The unit grades in a rules context use only the official terms Mob/Minion/Veteran/Elite/Lord.