Shiba Bodyguard School: Shiba Yojimbo
Reprinted w/out permission from L5R RPG, 2nd Ed.
Benefit: +1 Willpower
Beginning Honor: 2 + 5 boxes
Outfit |
(All items are of average quality) arrows (20 any type), bow, katana, wakizashi, light or heavy armor, kimono, traveling pack, 2 koku |
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Skills |
Archery, Battle, Defense, History, Lore: Bushido, Kenjutsu, any High or Bugei skill |
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Note |
These Shiba are those who protect the Elemental Masters and their servants. They are similar to the traditional Shiba, but use their skills entirely for defense. |
Techniques | ||
Rank 1 |
The Yojimbo knows his place in the universe, and is prepared to sacrifice himself for another. When performing Full Defense, instead of the normal bonuses the Yojimbo may attempt to intercept an attack within 10 feet by anouncing that he is intercepting the attack before the attack roll is made, and then making an opposed Defense/Agility roll vs. the attack roll. If successful the target of the attack is changed to the Yojimbo. | |
Rank 2 |
The Yojimbo may spend any amount of Void to raise his TN to be hit for a single round. On Full Defense, his TN to be hit is increased by 10 per Void point spent instead of 5. This Full Defense benefit may be combined with the Rank 1 Technique. | |
Rank 3 |
The Yojimbo has become mystically linked to someone under his care. By spending a Void point and meditating for one hour with an individual, he places this person under his charge. Afterward, the Yojimbo will always know what direction that person lies in regards to himself by spending a Void point to do so. This does not indicate distance, location, or even if the charge still lives, only direction. A Yojimbo may only have one "charge" at a time. | |
Rank 4 |
The Yojimbo may make two attacks per round, even while using his Rank 1 Technique. (This is a special bonus. He does not otherwise get to attack on Full Defense.) | |
Rank 5 |
The Yojimbo's spirit is like the flames, unquenchable, unconquerable. The Yojimbo's opponent rolls one fewer Damage die for each Rank of the Yojimbo's Water Ring; someone attacking a Yojimbo with a Water Ring of 4 would roll four fewer Damage dice than usual. The opponent may always roll at least one die. |