English edition v1.5 · hb-doc

#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.

Source: co-11-01 §check / co-03-03

#Double (10%)

  • Success + Double = Critical Hit (usually 2 Wounds)
  • Failure + Double = Fumble (Defenseless)
  • 10-10 = Heavenly Mandate / 1-1 = Karmic Retribution (see d100)

Source: co-11-01 §double / co-03-01

#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.

Source: co-11-01 §Fate Intervention / co-03-01

#Combat Sequence (round structure)

Round sequence cycle diagram

NumberMeaning
1round start
2count progression
3one breath
4reorder after Energy spend
5all at Energy 0
6lull, then next round
Everyone at max Energy → count descending → one breath (base 5) → alternate with the enemy → everyone at 0 → lull

Count progression:

  1. Round start: reset everyone's Energy to its maximum.
  2. Proceed in descending order from the one with the highest remaining Energy. Those at or above that value take a breath.
  3. On a tie, the higher Finesse (技) goes first; on a further tie, allies take priority.
  4. If Energy drops after a breath, the next count is the highest of the remaining Energy.
  5. 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.

Source: co-11-01 §one breath / co-03-04

#One-Breath Limit Variation (baseline cap 7, absolute cap 10)

SourceBonus
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.

Source: co-11-01 §one-breath limit variation / co-03-04

#Maneuver Types

TypeDescriptionExample
techniquefrom weapon/equipmenthorizontal cut, parry-riposte, reload
Kataactive from a specialtyikkiuchi declaration, kiai
aptitudepassivewind blade, tough
upkeeplull onlyflower of the field, full-lotus seat
stancemaintained (only 1 at a time)Immovable Formation, Spear Wall, Thunder Emperor

Source: co-11-01 §maneuver types / co-03-07

#Common Maneuver Costs

ManeuverEnergy
walk2
sprint3
leap3
mounted gallop1
stealth move3
Breakthrough3 + 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 Core2
forced Breakthrough into the Core3 + Courage check target number 13 (fixed)
entry from Outside0–2
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 declarationper stance
stance release0

Source: co-11-01 §common maneuver costs / co-03-04

#Energy-Cost Handling (4 rules)

  1. Absolute floor: every maneuver is at least 1 Energy. 0 Energy holds only under an explicit exception.
  2. Offset first: compute base cost + penalty - bonus first, and if the result is below 1, raise it to 1 Energy.
  3. Short weapon in the Core: a 1-Energy weapon converts the Energy -1 into combo-fatigue -1 instead.
  4. 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

SlotCondition
Attack A (primary attribute)base
Attack B (secondary attribute)base
defense / reloadbase
weapon Licensed techniqueskill Licensed (3 points)+
masterwork techniquemasterwork weapon + Master (4 points)+

Source: co-11-01 §weapon technique slots / co-07-01

#Defense-Bypass · Pierce Tags

Defense bypass layer diagram

NumberMeaning
1base 10
2armor layer (armor/shield add-on)
3bonus layer (evasion/stance/Barrier/terrain/Sorcery)
4final 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)
8Defense -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.

TagEffectMinimum 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]

Source: co-11-01 §defense-bypass · pierce tags / co-03-05

#Armor

TypeDefenseEnergy Penalty
none10
light armor12
rapid-strike11— (one breath +1)
heavy armor14-1
great armor16-2

Source: co-11-01 §armor / co-07-20

#Unit Wounds

GradeWounds
Mob0 (instant death)
Minion1
Veteran2–3
Elite3–4
Lord3+Physique

Source: co-11-01 §unit Wounds / co-06

#Zone Maneuver Modifiers

ZoneFavorableUnfavorable
Frontspear +1, cavalry unlockeddagger -1
Coreshort weapon -1, grapple +2long weapon +1
Rearranged +1, upkeep -1melee restricted
Flankinfiltration +2, ambushsquad +1

Front ↔ Front is adjacent, so with a range-adjacent technique you can engage without a Breakthrough.

Source: co-11-01 §zone maneuver modifiers / co-05-01

#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

UnitContributionUnitContribution
Mob0.5Elite+4
Minion squad+2Lord+1.5 + Presence aura
Veteran squad+3Veteran individual+1

Core special: all Domination bonuses are void. The two sides cancel out (ally − enemy).

Source: co-11-01 §domination contribution / co-05-02

#Conditions

ConditionEffectRemoval
DefenselessRelease maintained stances + Defense -4. No defense reservation, evasion, or riposte-type defensive techniqueyour next count, and other rule-specific conditions
SleepCannot act. Defense -4immediately when struck
Spiritual Contaminationloses 1 Wound each lullExorcism ≥ 13 or staying within a Barrier
Grudge Markloses 1 Wound each lull (specific onryo only)Exorcism ≥ 15 or resolving the grudge
Mantra CorrosionNegotiation/command -3 (after using mantra-Exorcism types)automatic at the end of that round
PossessionA yoma controls the target. Friend-foe switchExorcism ≥ 15 or Vajra Strike
SanctificationYoma in the zone lose 1 Wound each lull (harmless to humans)

Source: co-00-03 §conditions / co-11-02

#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.

Source: co-11-01 §non-corporeal · [Incorporeal] / co-03-05

#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

Source: co-11-01 §surprise / co-03-06

#Non-Combat Checks

Check TypeFormulaBase Target NumberNote
Negotiation2d10+Presence+Negotiation >= target number7 (favor) / 11 (neutral) / 13 (wary) / 17+ (hostile)offering gold +1–3
Intimidation2d10+Courage+Intimidation >= target number11 (civilian) / 13 (soldier) / 15 (Elite grade)+1 the higher the Wounds
Literature/Knowledge2d10+Wisdom+field skill11 (common) / 13 (rare) / 15 (esoteric)a fitting skill: Geography, Stratagem, Sorcery, Bearing, etc.
Perception2d10+Finesse+Perception >= target number11 (search) / 13 (see through concealment) / 15 (illusion/non-corporeal)night -2
Infiltration2d10+Finesse+Infiltration >= Perception target numberopposed by the other's Perception checkarmor penalty applies
Medicine2d10+Wisdom+Medicine >= target number11 (first aid) / 13 (cure poison) / 15 (return from incapacitation)herbs +2
Disable/Repair2d10+Finesse+the fitting proficiency among Disable or Livelihood11 (common) / 13 (complex) / 15 (on-the-spot fabrication)tools +2
Trackingthe favorable side: 2d10+Wisdom+Survival, 2d10+Finesse+Scouting11 (open ground) / 13 (forest) / 15 (city)rain -2, snow +2 (footprints)
Yoma Negotiation2d10+Presence+Negotiation >= 1717 (base) / 15 (yoma marked as negotiable)Enryokan faction trait +3
Antidotethe favorable side: 2d10+Physique, 2d10+Wisdom+the higher proficiency among Medicine or Poison-Craftvaries by poisonan antidote succeeds automatically

Source: co-11-01 §non-combat checks / co-03-09

#Squad Order Cost

Wisdom (智)Order Energy
+1 or lower2
+2 or higher1

Source: co-11-01 §squad order cost / co-06-06

#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.

Source: co-11-01 §bonus-stacking rules / co-03-07

#School Quick Reference

Each school replaces a skill's Licensed maneuver (3 points) and secret art (Master-tier maneuver) with the dedicated maneuvers below.

SchoolSkillSchool Licensed (replaces skill Licensed)School secret art (replaces Master tier)
Katori Shinto-ryuSwordsmanshipAttitude of Sen (stance, +3 first strike)Heaven-Earth-Man (3-hit combo, +2 Wounds)
YagyuSwordsmanshipMuto (disarm)Life-Giving Sword (non-lethal)
JigenSwordsmanshipDragonfly Stance (first attack each round +4)First Sword (automatic Critical Hit)
NitoSwordsmanshipNiten Ichi-ryu (dual blades at once)Ganryu (3 Wounds)
HozoinSpearmanshipTen-Cross (check + disarm)Crimson Lotus (yoma 3 Wounds)
Kan-ryuSpearmanshipOne Spear Pierces Heaven (range 2 zones)Ten Thousand Spears (whole zone)
TakenouchiUnarmed CombatUltimate Joint Lock (full submission)No Killing (neutralize with no Wound loss)
IgaNinjutsuPoison Master (poison ×2)Killing Incense (zone poison mist)
KogaNinjutsuTrap ChainMechanical Ninjutsu
OgasawaraArcherySeiza Shooting Method (+3 shooting)Thousand-Year Arrow (unlimited range)
KassenArcheryIntuitive Shot (Fate-based)No-Thought Shot (infiltration maintained)
AbeSorceryGreater Shikigami Art (shikigami boost)Hundred Demons Summoning (5 bodies)
TsuchimikadoSorceryCurse (checks -3)Astronomical Observation (reveal enemy actions)
ShugendoExorcismGoma Formation (Sanctification zone)Great Seal (seal a yoma)
ShingonExorcismMahavairocana Mantra (zone Exorcism)Vajra Strike (3 Wounds + curse removal)
InatomiArcheryRapid-Fire Method (reload 1 Energy)Three-Rank Firing (3-shot volley, 4 Wounds)
NanbanArcheryForeign Design (range 3 zones)Cannon (whole zone, 2 Wounds)
ManaseMedicineAcupuncture and Moxibustion (2 Wounds + status removal)Battlefield Surgery (return from incapacitation)

Source: co-11-01 §school quick reference / co-04-04.


#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+Finesse pursuit opposition. When accompanied by a squad, a Cohesion check 2d10+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.