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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