Captivating Rakshasa
Descrição
While rakshasa are often thought of as devious, horned and fanged creatures that are ever plotting for their next human meal, some are more perspicacious. Most rakshasa are intelligent, and not all are driven by insatiable bloodlust. When a rakshasa overcomes their urge to feed, they can spend more time refining their illusory and magical arts, making them much more potent and deadly. These older, wiser rakshasa are capable of both good and bad acts, but are often driven to wicked deeds in response to being hunted by humans who view them as no more than monsters.
Atributos
- Anéis
Air 5
Earth 4
Fire 4
Water 5
Void 3- Atributos
- Resistência
- 16
- Compostura
- 18
- Foco
- 8
- Vigilância
- 5
- Comportamento
- Beguiling
+2
-2 - Grupos de perícia
- Artisan
- 2
- Martial
- 3
- Scholar
- 2
- Social
- 4
- Trade
- 1
Vantagens e desvantagens
- Vantagens
- Shifting Form
: Social, Martial; Interpersonal, Physical
- Shifting Form
- Desvantagens
- Bitter
: Social; Interpersonal, Mental
- Bitter
Armas e equipamento
- Armas
- Deadly Claws (in natural form): Range 0–1, Damage 5, Deadliness 4, Razor-Edged, Unholy
- Urumi (whip-sword): Range 1–2, Damage 4, Deadliness 5, Cumbersome, Razor-Edged, Snaring
- Equipamento (equipado)
Unholy Hide (Physical 3, Spiritual 2, Unholy), morbid trophies
Habilidades
- ILLUSORY HUNTER: A captivating rakshasa is a being of silhouette 3 that can change their form to appear as a creature of silhouette 2–4. At the start of a scene characters must make a TN 5 Survival or Theology check (Air 7, Void 3) to attempt to see through the rakshasa’s illusionary form. If they fail, they receive 2 strife and cannot see through the illusion.
- CAPTIVATING CHARM: As an Attack action check, a captivating rakshasa may choose a target. The target must resist with a TN 5 Meditation or Theology check (Fire 7, Earth 3). If they fail, the target must immediately move one range band toward another target of the rakshasa’s choice and perform the Strike action against them. If no targets are in range, the original target instead suffers 4 strife.
Texto do livro
Path of Waves – The Essential Guide to Rōnin · Chapter 7: Non-Player Characters › New NPCs › Spirits and Strange Beings · p. 248
Mostrar o texto como impresso
ADVERSARY | CONFLICT RANK: 9 10
While rakshasa are often thought of as devious, horned and fanged creatures that are ever plotting for their next human meal, some are more perspicacious. Most rakshasa are intelligent, and not all are driven by insatiable bloodlust. When a rakshasa overcomes their urge to feed, they can spend more time refining their illusory and magical arts, making them much more potent and deadly. These older, wiser rakshasa are capable of both good and bad acts, but are often driven to wicked deeds in response to being hunted by humans who view them as no more than monsters.
4
3
5
5 | 4
16 18 8
+2,
–2
DEMEANOR - BEGUILING
5
ENDURANCE
COMPOSURE
FOCUS
VIGILANCE
ARTISAN 2 MARTIAL 3 SCHOLAR 2 SOCIAL 4 | TRADE 1
ADVANTAGES | DISADVANTAGES
Shifting Form:
Social, Martial; Interpersonal, Physical
Bitter:
Social; Interpersonal, Mental
FAVORED WEAPONS & GEAR
Deadly Claws (in natural form): Range 0–1, Damage 5, Deadliness 4, Razor-Edged, Unholy
Urumi (whip-sword): Range 1–2, Damage 4, Deadliness 5, Cumbersome, Razor-Edged, Snaring
Gear (equipped): Unholy Hide (Physical 3, Spiritual 2, Unholy), morbid trophies
ABILITIES
ILLUSORY HUNTER
A captivating rakshasa is a being of silhouette 3 that can change their form to appear as a creature of silhouette 2–4. At the start of a scene characters must make a TN 5 Survival or Theology check (Air 7, Void 3) to attempt to see through the rakshasa’s illusionary form. If they fail, they receive 2 strife and cannot see through the illusion.
CAPTIVATING CHARM
As an Attack action check, a captivating rakshasa may choose a target. The target must resist with a TN 5 Meditation or Theology check (Fire 7, Earth 3). If they fail, the target must immediately move one range band toward another target of the rakshasa’s choice and perform the Strike action against them. If no targets are in range, the original target instead suffers 4 strife.
