#Chapter 1 Cheat Sheet — Essential Rules for the First Session
Contents
This single page is the canonical summary of the
cocore rules. Whenever numbers conflict,coalways takes priority. A new GM can run the first session with just this chapter and Start Here open.
#Check — The Basis of Everything
2d10 + attribute + skill proficiency ≥ target number
| Difficulty | Very Easy | Easy | Moderate | Standard | Hard | Very Hard | Extreme | Impossible |
|---|---|---|---|---|---|---|---|---|
| Target Number | 5 | 7 | 9 | 11 | 13 | 15 | 17 | 19 |
- Core/expert actions = 11, a true challenge = 13, 15 or above rarely.
- Total modifier cap +10. Decimals always round (0.5 rounds up).
- If you hold no skill at all (below Novice) Untrained -2.
#Double (10%) — When the Two Dice Show the Same
| Double | Check | Name | Effect |
|---|---|---|---|
| Same pips | success | Critical Hit (会心) | damage one step ↑ (Wounds -2) |
| Same pips | failure | Fumble (失着) | apply Defenseless to yourself |
| 10·10 (sum 20) | success | Heavenly Mandate (天命) | Decisive Moment table (d100) |
| 1·1 (sum 2) | failure | Karmic Retribution (業報) | Fatal Mistake table (d100) |
QS fallback (the Heavenly Mandate / Karmic Retribution d100 tables are in co-11). Heavenly Mandate = Critical Hit effect (Wounds -2) + one dramatic boon chosen by the GM (one enemy instantly incapacitated, etc.). Karmic Retribution = Fumble effect (Defenseless on yourself) + one setback chosen by the GM (drop your weapon · exposed position). No instant death in the first session.
#Attributes (PC -3 ~ +3)
| Attribute | What It Governs |
|---|---|
| Courage (勇) | melee attack · Breakthrough · fear resistance |
| Finesse (技) | action order · precision. → max Energy = 10 + Finesse |
| Physique (體) | Overload resistance · medium-armor Adaptation. → Wounds = 3 + Physique |
| Wisdom (智) | Sorcery power · reading terrain · Squad Command |
| Presence (美) | morale · Negotiation · Domination aura (if Presence is positive, +Presence) |
| Fate (運) | Fate Intervention · life-or-death check |
Derived: max Energy = 10+Finesse · Wounds = 3+Physique · Defense = gear (below) · Fate Intervention = Fate (minimum 1; shift one of the 2d10 by ±1).
#Combat = Round (Maai)
- Round start — everyone resets Energy to maximum.
- Action — one at a time in order of highest remaining Energy, each spends "one breath" (ties broken by higher Finesse). One-breath limit 5 Energy; exceed it and Overload.
- Lull — everyone at 0 Energy. Recovery · upkeep · environment/yoma events → next round.
- Attack:
2d10 + Courage + martial skill ≥ target Defense→ on hit Wounds -1 (Critical Hit -2). No damage roll — the hit is the damage. (Martial skill = add the proficiency of the combat skill matching the weapon you wield — Swordsmanship · Archery · Unarmed Combat · Bearing, and the like.) - Wounds 0 = incapacitated (cannot act, removed from the zone). Death only after combat ends:
2d10 + (higher of Physique and Fate) ≥ 11to survive. - Defensive reaction (Parry · Scabbard Block, etc.): if you pay the listed Energy in advance on your own breath (Reserve N), it triggers for 0 Energy on the enemy turn to meet that attack (full procedure in co-03-07). Reacting on the spot without a reservation costs 1.5×. A reservation expires at the end of your next breath / round. While Defenseless you cannot make a defensive reaction at all, reserved or improvised.
- Overload: you may spend beyond 5 Energy in one breath, but immediately afterward you must succeed at
2d10 + Physique − the excess ≥ 11for the maneuver to fire normally (on failure, the remaining Energy is lost + Defenseless). First-session maneuvers cost 1–3 Energy, so this almost never comes up. (co-03-04)
Your Turn — Commands — in order of highest Energy, pick and combine within one breath (≤5 Energy):
- Move: adjacent zone 2 Energy (Dash 3 = move + the next attack that breath +1).
- Attack: your sheet's "Weapon Techniques" table —
2d10 + attribute + martial skill ≥ target Defense.- Defense: Counterstrike / block (sheet table) — reservation 0 Energy / improvised 1.5×.
- Breakthrough: enter an enemy-held zone 3 Energy (target number under "Zones" above).
- Specialty: trigger [Kata] (Energy) · hold [stance] (1 at a time) · [upkeep] at the lull.
- Squad Order (if you hold a squad, 2 Energy, 1 if Wisdom +2): Volley Fire (teppo) · Shield Wall / Charge (infantry). Full rules in the scenario's "Squad Quick Rules."
- Recovery · upkeep · reload at the lull.
#Zones — Position on the Battlefield
| Zone | Meaning |
|---|---|
| Core Zone | extreme close range with no friend-or-foe distinction. High-risk seat of decision |
| Front Zone | where both sides clash. Allied Front Zone ↔ enemy Front Zone are adjacent — engage without a Breakthrough |
| Rear Zone | safe area behind the Front Zone. Archers · teppo · Command. Breakthrough objective |
| Flank Zone | flanking detour. Stealthy relocation · Surprise Attack (+2) |
| Outside Zone | off the battlefield (Spirit Realm · underground · forest). shinobi · yoma |
Breakthrough (entering a zone the enemy holds): 3 Energy, 2d10 + Courage ≥ 11 / 13 / 15 (enemy advantage / full control / narrow-path Blockade). Forcing the Core Zone = fixed 13. Failure = cannot relocate + Defenseless.
Domination — the allied sum vs the enemy sum in each zone. The higher side controls it, and the other side needs a Breakthrough to enter (target numbers above). At a difference of 5 or more it is Complete Control (Breakthrough +2). A squad forming a shield wall multiplies that squad's Domination by ×1.5 (a routed squad contributes 0). The "Domination +N" in enemy data is that value. (co-05-02)
#Defense-Breaking Tags
| Tag | Effect |
|---|---|
[Pierce N] | ignore N Defense from gear (armor · shield) |
[Direct N] | ignore N non-gear Defense (evasion · stance · Barrier · terrain) |
[Incorporeal] | ignore Defense entirely — blocked only by the defender's Exorcism proficiency |
[Break] | gear damage — makes the accompanying [Pierce] reduction permanent until repaired |
Defense -N | condition/debuff (poison · Curse · binding). Benefits all attackers, floor 2 |
Defense (gear): Unarmored 10 · light armor 12 · medium armor 14 (-1 Energy) · heavy armor 16 (-2 Energy) · shield +1. (For armor not on the table — nanban armor 13 · dharma robe / monk's robe 11, etc. — use the fixed value printed on the sheet as is.)
#Conditions — The Frequently Used
| Condition | Effect | Removal |
|---|---|---|
| Defenseless | Defense -4 (floor 2), no defensive reaction | at the start of your next action |
| Fear | attack -2 | Courage ≥ 11 |
| Poison | Wounds -1 each lull | Physique ≥ 11 or antidote |
| Bleeding | Wounds -1 each lull | Physique ≥ 13 or Medicine ≥ 11 |
| Overload | remaining Energy lost + Defenseless | (one round) |
| Bound | cannot relocate | Physique ≥ 15 or Disable ≥ 13 |
| Blindness | all checks -3 | 1 Energy or after 1 round |
#Specialty Types — [Kata] · [aptitude] · [upkeep] · [stance]
| tag | meaning |
|---|---|
| [Kata] | active maneuver — spends the listed Energy on your own breath |
| [aptitude] | passive — applies at all times merely by being learned (0 Energy) |
| [stance] | sustained — lasts from declaration until released, only 1 at a time (auto-released on relocation) |
| [upkeep] | lull-only — between rounds only (not during combat) |
| [technique] | a maneuver derived from gear (weapon · armor · consumable) |
| [Tactic:*] | squad version — triggered by a Squad Order |
Source: co-03-07. The specialty tags on the pregens and the enemy data point to this table.
#Three Ways and Six Hearts — A Character's Way and Heart
Three ways × bright heart/dark heart: Way of Rites (禮) 忠/覇 · Way of Emptiness (空) 慈/虛 · Way of Mystery (玄) 眞/魔. Not a rules constraint but a narrative tool — write it on the sheet like Heart: Way of Rites/忠 and use it for moral choices and motivation. A 1st-dan usually starts from a bright heart.
#Building a 1st-Dan Character (Summary)
- Class (the basic 6 classes are recommended at first). 2. Attributes distribute
+2/+1/+1/0/0/-1(or 4-point buy). 3. Background. 4. 9 skill points (class Novice 3 + Trained 1 · background 2 · free 2). 5. 3 specialties (class 1 · background 1 · general 1). 6. Gear (weapon 1 · armor 1). 7. Three Ways and Six Hearts 1.
Full procedure:
co-04character creation. Ready-to-use complete builds (1st/5th/10th dan by class):co-04-08pregen index.