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After the fall of Hiruma Castle, the Hiruma family had no sensei and was unable to preserve the knowledge of its ancient bushi school (the school listed in the L5R 4th Edition Core rulebook as “Hiruma Bushi”). Most of the samurai who actually knew its advanced techniques had perished in battle with the Maw, and those who knew its more basic methods were too focused on fighting and surviving to pass on their wisdom. By the time the family realized their school was in danger of perishing, it was too late.

It was the Unicorn Clan which offered a solution, opening its scout dojo to the Hiruma. Training in the Shinjo methods and adapting them for their own use, the Hiruma developed a new school which placed a far stronger focus on stealth and scouting than their ancestral one. The Hiruma relied on this school for over 300 years, until ancient scrolls of the lost Hiruma Bushi School were finally recovered from the Shadowlands. Even after the Hiruma Bushi techniques were recovered, however, the Hiruma refused to abandon their well-tested Scout school, and thereafter their dojo taught both.

School Type
Source
Clan School
Benefit
School Honor
4.50
School Outfit
Ashigaru or Light Armor, Sturdy Clothing, Daisho, Bow with 20 Arrows or Knife, Traveling Pack, 3 koku
School Techniques
Rank One: Dance the Razor's Edge

The Hiruma scouts learn the ways of the Shadowlands intimately, and are taught to rely on speed and stealth to survive, function, and escape in that most inhospitable of environments. You may add your Stealth Skill rank to the total of your Initiative rolls (unless caught by surprise or otherwise unaware). You can make all food, water, and jade rations last twice as long as normal for a number of people equal to your Hunting Skill Rank. While in the Shadowlands, you gain +1k0 to Stealth rolls and always know the direction of the Empire and roughly how far away it is.

Rank Two: Run Like the Wind

The Hiruma practice speed, evasion, and endurance in order to evade their enemies and deliver their scouting reports. You may make Free and Simple Move actions while in the Full Defense stance. You can run at high speed for a number of hours equal to your Stamina + School Rank, after which you are Exhausted until you have one hour's rest.

Rank Three: Veil of the Spirits

At this Rank, the Hiruma has perfected his skills with stealth to the point where they become almost supernatural. As long as you do not move and have some form of cover, concealment, or camouflage available (GM's discretion), you may spend a Void Point to make yourself all but invisible—in mechanical terms, this adds a number of kept dice to your Stealth roll equal to your School Rank. This effect lasts until you move or make a noise.

Rank Four: Harness the Wind

The Hiruma has now learned to strike as swiftly as he runs. You may make attacks as a Simple Action instead of a Complex Action when using any samurai weapons, knife, or bow. You may also attack as a Simple Action regardless of weapon when fighting any Shadowlands creature or other known Tainted nonhuman (such as zombies or gaki).

Rank Five: Strike of the Stalker

The Hiruma Scouts strike their opponents from hiding, delivering vicious blows that get past all defenses. If you are striking a surprised or unaware foe, your Raises are not limited by your Void, and you can ignore 10 points of Reduction (from any source).