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Daidoji Harrier School

There have been rumors of Daidoji battlefield agents who gather intelligence and disrupt enemy supply lines since the first battle with the Crane. However, under the current Daidoji daimyo, the Harrier corps has become increasingly effective at ending conflicts before the first blow, and an increasingly prominent part of the Crane army. Through sabotage, assassination, and forgery-tactics that would bring great dishonor to most samurai-a single harrier might negate tens, or even hundreds, of enemy combatants and ensure the continued safety of their Clan. Often the only sign a harrier has been at work is the sound of thunder and the smoke of a collapsed bridge or ruined fortification.   Rank 1 Subjects and Advancements   Trade Skills   Fitness   Martial Arts (Melee)   Martial Arts (Ranged)   Rank 1 Kata   Clouds Parted by Steel (Rank 2 Air Shuji)   Swift Scouting (Rank 1 Ninjutsu)   Rank 2 Subjects and Advancements   Martial Skills   Government   Medicine   Skullduggery   Rank 1-2 Kata   The Patient Viper (Rank 2 Ninjutsu)   Employ Terrible Thunder (Rank 2 Ninjutsu)   Rank 3 Subjects and Advancements   Scholar Skills   Labor   Martial Arts (Melee)   Tactics   Rank 1-3 Air Shuji   Imbue Thunder (Rank 4 Ritual)   Vanish in the Shadows (Rank 3 Ninjutsu)   Rank 4 Subjects and Advancements   Trade Skills   Martial Arts (Ranged)   Medicine   Sentiment   Rank 1-4 Kata   Wreck Havoc (Rank 4 Ninjutsu)   Beseech Bayushi's Absolution (Rank 4 Ritual)   Rank 5 Subjects and Advancements   Martial Skills   Courtesy   Medicine   Survival   Rank 1-5 Fire Shuji   Pink the Fan (Rank 5 Ranged Kata)   Silencing Stroke (Rank 4 Ninjutsu)   Rank 6 Final Advancement   Spreading Chaos: After you use Explosive Arrival during a duel or skirmish, your target and any other character friendly to them within 3 range suffers the Dazed condition. If used in a mass battle, the leader of the cohort you targeted suffers the Dazed condition.
Clan: Crane   Type: Bushi, Shinobi   Elements: Air, Fire   Starting Skills (choose five): Culture, Fitness, Martial Arts (Melee), Martial Arts (Ranged), Medicine, Sentiment, Skullduggery   Honor: 40   Techniques Available: Kata, Rituals, Shuji   Starting Techniques:   Kata (choose one): Soaring Slice (Rank 1 General Kata), Striking as Air (Rank 1 General Kata)   Ninjutsu: Skulk (Rank 1 Ninjutsu)   Explosive Arrival (School Ability): After you perform an Attack action against a target who is Dazed or unaware of your presence, that target receives Strife/mental damage equal to your school rank. If your target is an enemy leader's cohort in a mass battle, the enemy army also receives that much Panic.   Starting Outfit: Traveling clothes, common clothes, daisho (katana and wakizashi), any one weapon of uncommon rarity or lower, knife, traveling pack
Type
Illicit

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