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NuBushi
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NuBushi are members of the Shogushin, a
modern day society of men and women with
almost two decades of provenance who find
solace in the ancient traditions of the
Japanese Shogunate era. While many Shogushin
are content to live peacefully, some of
them take up the Way of the Warrior seeking
to become modern day Samurai. They learn
advanced hand to hand fighting techniques
and develop their minds and bodies via intense
meditative focus.
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NuBushi are trained in a honed and extended
version of Kenjutsu mixed with a few Taijustu
manuevers to discourage grapplers, and the
addition of deep meditative and philosophical
internal aspects that facilitate hyper-focus.
This art is called, somewhat brashly, Kenjutsudo,
and mixes elements of both Kenjustsu and
Judo plus a custom move or two.
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Gear Lvl 1 |
Enforcement, 50,000 creds |
Laser Sculpted Katana: Hand-To-Hand Killing Attack 3d6 (vs. PD), Reduced Endurance (0 END; +1/2), AP (x2; +1) (112 Active Points); Independent (-2), OAF (-1), STR Minimum 10 (-1/2), No Knockback (-1/4), Real Weapon (-1/4) |
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Active Points
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112 |
Real Cost
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22 |
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Edit
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Kenjutsudo was developed by and is exclusive
to the NuBushi, but a few practitioners
have gone rogue and made their own way in
the world in the near two decades of the
art's existance.
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NuBushi are ideally initiated at a young
age no later than their mid teens, but "new
joins" come to the Shogushin at all ages
and some wish to become NuBushi. The training
is arduous, and it takes many years to become
fully proficient in all the skills considered
crucial to a NuBushi -- both the hard (martial)
and the soft (artistic and philosophical)
aspects of the art as represented by the
Package Deal.
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Almost all NuBushi spend at least a few
years as Runners, in some cases starting
once they have passed a certain point in
their training but not yet become full NuBushi.
The Shogushin sect believes that it is only
in the crucible of conflict and survival
that a NuBushi's spirit can be truly tested
and found worthy or wanting. Some NuBushi
never tire of the opportunity to hone themselves
in such an intense forge and Run until they
are slain.
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As part of their code of honor, NuBushi
disdain cybernetic enhancement; and though
some minor allowance is made for replacement
parts needed to sustain life or function
such parts must only replace, not
augment. Similarly, they abhor the use of
PharmiTech. The leaders of the sect are
still withholding final judgement on BioWare;
currently it is not allowed, but future
advances may lead to them being approved
within reason. Biofeedback Training is perfectly
acceptable however.
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Along similar lines, NuBushi disdain the
use of ranged weapons. They may use bows
and other primitive ranged weapons, revolvers,
or automatic pistols, but their code of
honor disparages the use of such, and forbids
the use of any more sophisticated ranged
weapon. In general, even using the allowed
types of ranged weapons in battle is still
frowned upon and is a good way to lose subtle
face. The only exception to this is traditional
Samurai Kyujutsu style archery, but even
that's a grudging exception and generally
impractical in modern warfare regardless.
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NOTE: NuBushi are almost always Adepts,
though it isn't impossible to contemplate
a rare Tuber or Meta among their ranks.
Due to their strict rules against most forms
of BodyTech, Amper is not a suitable Origin
for NuBushi. |
PACKAGE DEAL (NuBushi) |
HERO Designer Package Deal: (NuBushi.hpk) |
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Way of the NuBushi
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5
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NuBushi Focus: Succor Any One Ability One
At A Time 1d6+1, Any One Ability One At
A Time (+1/2) (10 Active Points); Self Only
(-1/2), Requires A Meditation Skill Roll
(-1/2) [1 END / Phase]
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NOTE: A NuBushi could buy multiples of this
ability so as to boost multiple things at
once. Alternately the Variable Effect Advantage
can be improved to include more than one
ability simultaneously (starting at Two
Simultaneously for +3/4). Finally, individual
NuBushi can increase the dice of effect,
or improve or remove the RSR: Meditation
Limitations, but not the Self Only Limitation.
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10
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+1 Overall
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3
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Acrobatics 11-
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3
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Breakfall 11-
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5
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Defense Maneuver I-II
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3
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Fast Draw (Samurai Weapons) 11-
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3
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Shogushin Society 11-
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2
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KS: Caligraphy 11-
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2
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KS: Classical Japanese Literature 11-
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2
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KS: Go 11-
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2
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KS: Kenjutsudo 11-
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2
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KS: Tea Ceremony 11-
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2
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KS: Zen Gardening 11-
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2
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Language: Japanese (fluent conversation;
literate) (3 Active Points)
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3
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Meditation (EGO-based) 11-
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3
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Tactics 11-
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1
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WF: Samurai Weapons
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3
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Fringe Benefit: Membership (Shogushin)
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44
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Kenjutsudo |
4 |
1) Atemi Punch:
1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
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4 |
2) Bind: 1/2
Phase, +1 OCV, +0 DCV, Bind, 20 STR
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4 |
3) Block:
1/2 Phase, +2 OCV, +2 DCV, Block, Abort
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4 |
4) Escape:
1/2 Phase, +0 OCV, +0 DCV, 25 STR vs. Grabs
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4 |
5) Evade:
1/2 Phase, -- OCV, +5 DCV, Dodge, Affects
All Attacks, Abort
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4 |
6) Lightning
Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon
+2 DC Strike
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5 |
7) Running
Stroke: 1/2 Phase, +1 OCV, +0 DCV, Weapon
+v/5; FMove
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5 |
8) Slashing
Stroke: 1/2 Phase, -2 OCV, +1 DCV, Weapon
+4 DC Strike
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5 |
9) Takeaway:
1/2 Phase, +0 OCV, +0 DCV, Grab Weapon,
20 STR to take weapon away
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3 |
10) Takedown:
1/2 Phase, +1 OCV, +1 DCV, 2d6 Strike; Target
Falls
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1 |
11) Weapon
Element: Blades (0 Active Points) (0 Active
Points)
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1 |
12) Weapon
Element: Empty Hand (Bind, Block, Evade,
Escape, Takeaway, Atemi Punch, Takedown
maneuvers only)
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100
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SUBTOTAL
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-10
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Distinctive Features: Samurai Bearing Concealable,
Noticed and Recognizable, Detectable By
Commonly-Used Senses
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-20
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Psychological Limitation: Code Of The Bushi
Common, Total
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70
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TOTAL
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