Skip to main content

Since the first days of the Crab Clan, the athletic and attentive Hiruma have often served as yojimbo for the Crab Champion and his most important vassals. This is not because the Hida lack for physical or martial power, of course, but rather because the Hiruma excel at perceiving threats that other Crab might easily miss. They are also considerably faster than the average member of most other Crab families, and speed is an essential component of any successful yojimbo’s repertoire of talents.

School Type
Source
Clan School
Replaces
Hiruma Bushi 3 or Hiruma Scout 3
School Techniques
The Crab’s Shell - Those Hiruma tasked with protecting the lives of important Crab personages understand that the best and most effective means of defending them is to destroy their enemies as quickly as possible. After making a successful melee attack, you may immediately perform the Guard Action as a Free Action (if your charge is close enough for you to Guard). If you do so, you may add the amount by which your attack roll exceeded your opponent’s Armor TN to the Armor TN of your charge until your next Turn.
Requirements
Defense 3
Path Technique Rank
3