Hiruma Scout School
The Shadowlands do not sleep, so those that watch it cannot either. To scout the ever shifting realms of darkness requires a level of determination, focus, and preparation that most are simply not able to manage. Unless they are of the Hiruma, of course.
The Hiruma saw their lands, their homes, swallowed by the Shadowlands, and thus know the pain that comes from failure. And any of their number will die before they see more of Rokugan slide into the abyss. Trained to observe and get out, striking when they can and retreating when the risk becomes too great, the samurai of the Hiruma value patience and endurance above all. Even within the Crab, they are the masters of survival, using their incredible mobility to run circles around monsters ranging from goblins to oni. When a Hiruma Scout is rotated out to serve within Rokugan's borders, the haunted look in their eyes mark them as one who has stared into the heart of darkness....and hunted it down.
Rank 1 Subjects and Advancements
Martial Skills
Medicine
Survival
Theology
Rank 1 Kata
Threshold Barrier (Rank 1 Ritual)
Slippery Maneuvers (Rank 2 Water Shuji)
Rank 2 Subjects and Advancements
Trade Skills
Martial Arts (Unarmed)
Martial Arts (Ranged)
Smithing
Rank 1-2 Water Shuji
Skulk (Rank 1 Ninjutsu)
Lord Hida's Grip (Rank 2 General Kata)
Rank 3 Subjects and Advancements
Martial Skills
Command
Skullduggery
Survival
Rank 1-3 Kata
Deadly Sting (Rank 2 Ninjutsu)
Touchstone of Courage (Rank 3 Earth Shuji)
Rank 4 Subjects and Advancements
Scholar Skills
Command
Martial Arts (Ranged)
Tactics
Rank 1-4 Air Shuji
Noxious Cloud (Rank 3 Ninjutsu)
Crashing Wave Style (Rank 4 General Kata)
Rank 5 Subjects and Advancements
Martial Skills
Command
Smithing
Survival
Rank 1-5 Kata
Rouse the Soul (Rank 5 Void Shuji)
Silencing Stroke (Rank 4 Ninjutsu)
Rank 6 Final Advancement
Slayer's Slash: Increase the severity of critical hits you land on creatures of size 3 or greater by your ranks in Survival.
Clan: Crab
Type: Bushi, Shinobi
Elements: Air, Water
Starting Skills (choose five): Fitness, Martial Arts (Melee), Martial Arts (Ranged), Skullduggery, Survival, Tactics, Theology
Honor: 35
Techniques Available: Kata, Rituals, Shuji
Starting Techniques:
Kata (choose one): Pelting Hail Style (Rank 2 Ranged Kata), Rushing Avalanche Style (Rank 2 Melee Kata)
Kata (choose one): Striking as Air (Rank 1 General Kata), Striking as Water (Rank 1 General Kata)
Flickering Flame Skirmisher (School Ability): After you perform an Attack, you may switch to a different stance. If you do so, increase the difficulty of Attacks made against you by creatures of size 3 or larger by an amount equal to your school rank.
Starting Outfit: Traveling clothes, ashigaru armor, daisho (katana and wakizashi), yari (spear) or yumi (bow) and quiver of arrows, knife, traveling pack, finger of jade
Type
Military
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