Lost Hiruma Bushi School: Hiruma Bushi

Reprinted w/out permission from Bearers of Jade

Benefit: +1 Willpower

Beginning Honor:

Outfit

 

None given

Skills

Archery, Athletics, Battle, Kenjutsu, Stealth, Shadowlands Lore, one of Heraldry, Navigation, or Hunting

Techniques

Rank 1

 

The Hiruma learns to focus his strikes even while protecting himself, perfecting the penetrating quality of his blows without sacrificing his defense. As long as he is not making a Full Attack, the Hiruma adds his Fire to hit and damage roll totals.

Rank 2

 

Hiruma bushi learn to dash in and out in a single motion, increasing their TN to be hit by 5 + Athletics for every Raise they make on their attack. This does not apply to a Full Attack.

Rank 3

 

Hiruma know how the hummingbird can move in any direction. Once a round, the bushi can make a contested Agility+Defense roll vs. the opponent's attack roll total to dodge it outright. They do not have to declare Full Defense to use this, and can attack once in the same round, although with a +5 to their TN. This cannot be used with a Full Attack.

Rank 4

 

No animal waits to see the effect of its first attack before pressing its advantage. At this rank, Hiruma can make two attacks a round. If they prefer, they may sacrifice one attack for a second Hummingbird Wing dodge.

Rank 5

 

The Hiruma learns to use no more energy than is precisely needed to kill his opponent. If the bushi delivers more Wounds than necessary to kill his target, he may apply the excess Wounds to the next target he hits. The carry-over effect does not last beyond the end of the current skirmish. This may be done once for each of the Hiruma's attacks.