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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.
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.
Re-Za (Lazer Sculpted Katana) (HERO System 5th Edition)
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)
Active Points 112 Real Cost 22
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.
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.
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.
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.
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.
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.
HERO Designer Package Deal: (NuBushi.hpk)
Way of the NuBushi
5 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]
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.
10 +1 Overall
3 Acrobatics 11-
3 Breakfall 11-
5 Defense Maneuver I-II
3 Fast Draw (Samurai Weapons) 11-
3 Shogushin Society 11-
2 KS: Caligraphy 11-
2 KS: Classical Japanese Literature 11-
2 KS: Go 11-
2 KS: Kenjutsudo 11-
2 KS: Tea Ceremony 11-
2 KS: Zen Gardening 11-
2 Language: Japanese (fluent conversation; literate) (3 Active Points)
3 Meditation (EGO-based) 11-
3 Tactics 11-
1 WF: Samurai Weapons
3 Fringe Benefit: Membership (Shogushin)
1) Atemi Punch: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
2) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 20 STR
3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 25 STR vs. Grabs
5) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
6) Lightning Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike
7) Running Stroke: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove
8) Slashing Stroke: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
9) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 20 STR to take weapon away
10) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 2d6 Strike; Target Falls
11) Weapon Element: Blades (0 Active Points) (0 Active Points)
12) Weapon Element: Empty Hand (Bind, Block, Evade, Escape, Takeaway, Atemi Punch, Takedown maneuvers only)
-10 Distinctive Features: Samurai Bearing Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
-20 Psychological Limitation: Code Of The Bushi Common, Total