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Rain Yupa
Himura Family: +1 Intelligence
HIMURA BUSHI SCHOOL v0.3
TECHNIQUES
RANK ONE: THE KRAKEN SLUMBERS
A Himura is quick to action, but not necessarily quick to aggression. You add your Honor to all initiative rolls. When taking the Defense or Full Defense Stances, they may add their Void Ring their Armor TN, in addition to any other modifications.
RANK TWO: THE KRAKEN STIRS
Owing to their Kitsuki heritage, a Himura is a good judge of character. Add your Investigation skill rank to all Awareness/Iaijutsu (Assessment) rolls. In addition, add the difference of your Honor Rank and your target's Honor Rank to each damage die, if yours is higher.
RANK THREE: THE KRAKEN WAKES
The namesake of the clan, Himura, was known for his skill with a blade being as deft as with a brush, and this is encouraged to all his descendents. Add your Artisan skill rank to all Void/Iaijutsu (Focus) rolls. This calm and patience has been focused in other ways, as well; The turn after moving from the Defense or Full Defense Stances into the Attack Stance, you add +1k1 plus your Void Ring to any one roll made that turn, as if you had moved from the Center Stance. You do not get the Center Stance's initiative bonus, however.
RANK FOUR: THE KRAKEN IS RELEASED
The Himura strike only when necessary, but do so with unwavering confidence. You may make attacks as a Simple Action instead of a Complex Action while using weapons with the Samurai keyword.
RANK FIVE: THE KRAKEN HUNTS
When confronting a Himura, an opponent can become overwhelmed, even in the face of serenity. While in an iaijutsu duel, add your Etiquette skill rank to your Reflexes/Iaijutsu to strike your opponent. In normal combat, if your attack roll exceeds an opponent's Armor TN by 5 or more, you may spend a Void Point to gain a number of Free Raises equal to the number of intervals of 5 in which you exceeded the TN, which may immediately be used for Maneuvers as if you had called Raises normally before your attack was rolled.
HIMURA BUSHI SCHOOL v0.3
- Benefit: +1 Awareness
Skills: Etiquette, Iaijutsu, Investigation, Kenjutsu (Katana), Any one Artisan Skill, Any one Merchant Skill, Any one High or Bugei Skill.
Honor: 5.5
Outfit: Light Armor, Sturdy Clothing, Daisho, any 1 weapon, Traveling Pack, 3 koku.
TECHNIQUES
RANK ONE: THE KRAKEN SLUMBERS
A Himura is quick to action, but not necessarily quick to aggression. You add your Honor to all initiative rolls. When taking the Defense or Full Defense Stances, they may add their Void Ring their Armor TN, in addition to any other modifications.
RANK TWO: THE KRAKEN STIRS
Owing to their Kitsuki heritage, a Himura is a good judge of character. Add your Investigation skill rank to all Awareness/Iaijutsu (Assessment) rolls. In addition, add the difference of your Honor Rank and your target's Honor Rank to each damage die, if yours is higher.
RANK THREE: THE KRAKEN WAKES
The namesake of the clan, Himura, was known for his skill with a blade being as deft as with a brush, and this is encouraged to all his descendents. Add your Artisan skill rank to all Void/Iaijutsu (Focus) rolls. This calm and patience has been focused in other ways, as well; The turn after moving from the Defense or Full Defense Stances into the Attack Stance, you add +1k1 plus your Void Ring to any one roll made that turn, as if you had moved from the Center Stance. You do not get the Center Stance's initiative bonus, however.
RANK FOUR: THE KRAKEN IS RELEASED
The Himura strike only when necessary, but do so with unwavering confidence. You may make attacks as a Simple Action instead of a Complex Action while using weapons with the Samurai keyword.
RANK FIVE: THE KRAKEN HUNTS
When confronting a Himura, an opponent can become overwhelmed, even in the face of serenity. While in an iaijutsu duel, add your Etiquette skill rank to your Reflexes/Iaijutsu to strike your opponent. In normal combat, if your attack roll exceeds an opponent's Armor TN by 5 or more, you may spend a Void Point to gain a number of Free Raises equal to the number of intervals of 5 in which you exceeded the TN, which may immediately be used for Maneuvers as if you had called Raises normally before your attack was rolled.