Bushi

​Bushi are not from the same noble caste as the Samurai, representing instead the common fighters, the Shao Yan men of low birth who wish to lead the life of a warrior. The bushi represents the common foot soldier, the mercenary, the bandit, and practically every other low-born warrior but the barbarian. Because the more powerful and wealthy lords have their own samurai retainers, the majority of bushi wander from village to village, seeking work from peasants and merchants. The pay is usually poor but provides the bushi with the basics of food and shelter. ​  
Role
​In his constant wanderings, the bushi might find his way to non-Shao Yan lands. Maybe the bushi has left his homeland in shame. A bushi who turned criminal and was exiled is another example. ​
 
Distinctive Appearance
None
 
Special Benefits
​Like the samurai, the bushi also possesses the ability to focus internal energy. In the bushi’s case, by shouting a fierce kiai (battle yell), he can temporarily raise his effective level by two. He gains the hit points, fighting ability, and saving throws of a fighter two levels higher for one full turn. All lost hit points are first taken from the temporary ones, without harming the character. Subsequent wounds cause normal damage. This ability can be used once per day. ​
 
Special Hindrances
​Bushi, as a rule, have a hard time finding and keeping money. Both the player and the DM should keep this in mind while playing, and endeavor to keep the bushi in a constant state of poverty, at least at lower levels. Thieves may single out the bushi as a target, the poor warrior might be over-charged for services and equipment, or his aged backpack might sprout a hole in the bottom. ​
Class
Fighter
 
Attribute Requirements
​Strength of 9, Constitution and Dexterity of 8 ​
 
Barred Beliefs
None
 
Race Requirement
Human ​
 
Bonus Weapon Proficiencies
None​
 
Required Weapon Proficiencies
None
 
Recommended Weapon Proficiencies
​Axe, dagger, halberd, hand axe, javelin, long sword, mace, pike, short sword, spear, tetsubo, trident, two-handed sword. ​
 
Barred Weapon Proficiencies
None
 
Bonus Non-Weapon Proficiencies
Armorer, then either Weaponsmithing or Bowyer (player’s choice). ​
 
Recommended Non-Weapon Proficiencies
Appraising, Direction Sense, Endurance, Gaming, Set Snares, Survival
 
Equipment
​Typically poor, bushi have become masters at finding “loose” equipment, as well as modifying pieces of castoff junk to fit another need. They have a base 20% chance to find a common piece of equipment or a workable substitute in any village. This chance can be increased to as much as 90% in a large city (at the DM’s discretion). Finding the equipment, however, is not the same as obtaining it. Often some sort of payment is due, whether it is half the item’s normal price in coin or trade, or some kind of menial service for the owner in exchange. ​
 
Wealth Options
​The bushi starts the game with 4d4 x 10 gp, but must spend all but 5 gp before play begins. ​
 
Homeland Terrain
None
 
Economic System
​None​

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