Shinjo Scout School: Shinjo Scouts

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

Benefit: +1 Perception

Beginning Honor: 2 + 5 boxes

Outfit

 

(All items are of fine quality)

arrows (20 any type), bow, katana, wakizashi, light armor, steed, kimono, traveling pack, any one weapon, 10 koku

Skills

Battle, Defense, Horsemanship, Hunting, Kenjutsu, Stealth, Yomanri

Note

The Hiruma Scouts have long trained in the lands of the Unicorn and the Unicorn have applied much of what the Crab hve taught them.

Techniques

Rank 1

 

The Scout has learned well from his Hiruma allies; when on Full Defense, he may add his School Rank x 5 to his TN to be hit. In addition, he is given a steed specially trained to move swiftly and quietly, allowing the Scout to use Stealth while on horseback. (The horse knows not to make noises when the scout commands and can move with relative silence. Obviously, a horse is still easier to notice than a person and there are some limitations to a trained animal's abilities.)

Rank 2

 

While the Hiruma are endurance runners, the Shinjo are sprinters. For a number of minutes equal to the Scout's Earth, he may run at a speed of his Water x 20 in feet per round. After this time the Scout recieves a + 15 penalty to all TNs until he rests for an equal amount of time.

Rank 3

 

The Scout has a keen sense of direction, rarely becoming lost even in unfamiliar territory. He may always locate true north, and rolls extra dice equal to his School Rank on all Perception rolls.

Rank 4

 

The Scout's incredible speed is now incorporated into his fighting style, and he may make two attacks per round.

Rank 5

 

The Scout has become the master of the swift ambush. He may roll extra dice equal to his Stealth when attacking any foe unaware of his presence. Those actively trying to detect the Scout drop all dice that roll equal to or lower than the Scout's Air.