Doji Magistrate School: Doji Magistrates

Reprinted w/out permission from L5R RPG, 2nd Ed.

Benefit: +1 Intelligence

Beginning Honor: 2 + 5 boxes

Outfit

 

(All items are of fine quality)

arrows (20 any type), bow, katana, wakizashi, light armor, jitte, helm, traveling pack, kimono, steed, badge of office, any weapon, 10 koku

Skills

Archery, Etiquette, Heraldry, Iaijutsu, Investigation, Kenjutsu, Law

Note

The Crane have always had a close relationship with the Emerald Champion, often holding the office itself. Even when a Crane is not the Emrald Champion, many Cranes carry on the search for justice.

Techniques

Rank 1

 

The Magistrate's first lesson is that his eyes must always be open, ever prepared for ambush from any quarter. His TN to be hit is increased by his Perception.

Rank 2

 

The Magistrate has infused the duties of his position into his being. Spending a Void Point or making a Raise on any Law or Investigation roll has double the normal effect. (Add two dice instead of one or gain the effect of two Raises for each Raise made.)

Rank 3

 

When in combat against a Rokugani who is in severe violation of the Emperor's law (any crime punishable by death), the Magistrate rolls additional dice equal to his Honor for all attack rolls against that opponent.

Rank 4

 

The Magistrate is so dedicated in his pursuit of justice that he may now make two attacks per round.

Rank 5

 

The Magistrate no longer needs to roll an any Law or Investigation tests unless he wishes to make a Raise. If the Magistrate Raises on any Law or Ivestigation Test and fails but still rolls greater than the original TN, the roll succeeds without the benefit of his Raises.