English edition v1.3.3 · qs-doc

#Chapter 1 Cheat Sheet — Essential Rules for the First Session

Contents

This single page is the canonical summary of the co core rules. Whenever numbers conflict, co always 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

DifficultyVery EasyEasyModerateStandardHardVery HardExtremeImpossible
Target Number5791113151719
  • 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

DoubleCheckNameEffect
Same pipssuccessCritical Hit (会心)damage one step ↑ (Wounds -2)
Same pipsfailureFumble (失着)apply Defenseless to yourself
10·10 (sum 20)successHeavenly Mandate (天命)Decisive Moment table (d100)
1·1 (sum 2)failureKarmic 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)

AttributeWhat 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)

  1. Round start — everyone resets Energy to maximum.
  2. 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.
  3. 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) ≥ 11 to 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 ≥ 11 for 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

ZoneMeaning
Core Zoneextreme close range with no friend-or-foe distinction. High-risk seat of decision
Front Zonewhere both sides clash. Allied Front Zone ↔ enemy Front Zone are adjacent — engage without a Breakthrough
Rear Zonesafe area behind the Front Zone. Archers · teppo · Command. Breakthrough objective
Flank Zoneflanking detour. Stealthy relocation · Surprise Attack (+2)
Outside Zoneoff 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

TagEffect
[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 -Ncondition/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

ConditionEffectRemoval
DefenselessDefense -4 (floor 2), no defensive reactionat the start of your next action
Fearattack -2Courage ≥ 11
PoisonWounds -1 each lullPhysique ≥ 11 or antidote
BleedingWounds -1 each lullPhysique ≥ 13 or Medicine ≥ 11
Overloadremaining Energy lost + Defenseless(one round)
Boundcannot relocatePhysique ≥ 15 or Disable ≥ 13
Blindnessall checks -31 Energy or after 1 round

#Specialty Types — [Kata] · [aptitude] · [upkeep] · [stance]

tagmeaning
[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)

  1. 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-04 character creation. Ready-to-use complete builds (1st/5th/10th dan by class): co-04-08 pregen index.