The Powers That Be (
powersthatbe) wrote in
synodiporia_ooc2016-03-09 09:43 pm
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CODE OF DISHONOR: A ninja/wuxia Jaunt.
The True-Named Empire is vast and complex, unifying many clans, many cultures. To keep its unruly backcountry regions in check, political exiles are sent to live in the provinces of their most ancient and implacable enemies. Thus is rebellion prevented, and balance maintained.
The Bando Peninsula is home to three provinces seeded with dissidents, rules by the Bando Shogun. Splinter sects of religious groups, former revolutionary armies, and those contaminated by foreign notions via trade are all shut behind the same frontier wall in a dry, mountainous coastal region.
While these microcultures struggle, forced to compete for imperial favor to survive, the Empire prepares to invade a kingdom across the sea. For that, it will need elite marines to be the first and most disposable shock troops off their vessels, and so the three Bando provinces are turned to. One province will supply the troops, at the Bando Shogun’s discretion. And those troops will return home with one fifth of all the treasure taken in the war. Despise the mainland as they might, no one here can risk their rivals gaining that kind of advantage over them… and so, before long, more blood than snow will be shed on the slopes of these unhappy mountains...
Skills
Marksmanship: Sniper-style rifle skills. Usually a Koroshima Suzuki skill.
Ninja Weaponry: In Koroshima, use of shuriken, throwing daggers, darts, smoke bombs, caltrops, chains and chain weapons, tripwires, garrotes, and grappling hooks in combat. In Nakamiyo, use of tonfa, kama, nunchucks, weighted ropes and chains, staves and shortspears, bucklers, fans, scarves, knuckledusters, hoes, and oars in combat
Swordsmanship: In Nakumatou, swordsmanship similar to kendo or tai chi style swordplay. In Koroshima, use of short sword and sheathe as club, sword, and blowgun. In Nakamiyo, skill with sais, sickles, and swordbreakers.
Unarmed Combat Style: In Nakumatou, Shaolin kung fu and tai chi styles. In Koroshima, hapkido and praying mantis kung fu styles. In Nakamiyo, Okinawan karate and aikido.
Superlative Stealth: The ability to use concealment, cover, tumbling, climbing, freezing, breath control, and psychological and anatomical understanding to hide and move silently even under slightly improbable circumstances. Usually a Koroshima skill.
Summoning: The ability to channel ancestral spirits, usually to access their wisdom, martial skills, or athletic abilities. May be used after the jaunt to call upon the mundane skills of idled, dropped, or presently deceased Travelers. Only taught in Nakumatou.
Tattoo Magic: A Nakumatou art used to augment one single physical ability at the cost of another, or use one single illusory or elemental technique at reduced power and increased effort. Specific techniques may require mod approval.
Survivalism: The ability to traverse, navigate, track, hunt, find shelter, food, natural medicine, and water in cold, mountain, or forest terrain. Primarily a Koroshima skill.
Illusionary Magic: The power to bend shadows, project mirror images, summon mist, use ventriloquism, perform short range single target hypnosis, change the color of fabric or other materials, and blur or alter facial features. Primarily a Koroshima Akuryu skill.
Elementalism: The ability to summon, direct, or control one element - fire, wind, water, metal, or wood - in amounts up to 200 pounds, speeds up to 75 mph, and distances up to 100 feet, but always originating beside the user if summoned (and dissipating when concentration is broken). In the case of fire, limited to two cubic meters and 500 degrees Fahrenheit. As exhausting as a heavy workout. Usually used in Nakamiyo to augment unarmed strikes, immobilize foes, or levitate weaponry. In Koroshima, double the distance it can be used at, but reduce the material involved to one quarter. In Nakumatou, double the amount of material, but reduce range and speed to one quarter Nakamiyo values.