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Captivating Rakshasa

Tipo ADVERSARYGrau de conflito Combat conflict rank 9 Intrigue conflict rank 10
PoW p. 248

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 Air 5 Earth Earth 4 Fire Fire 4 Water Water 5 Void Void 3
Atributos
Resistência
16
Compostura
18
Foco
8
Vigilância
5
Comportamento
Beguiling Fire+2 Earth-2
Grupos de perícia
Artisan
2
Martial
3
Scholar
2
Social
4
Trade
1

Vantagens e desvantagens

Vantagens
  • Shifting Form Air: Social, Martial; Interpersonal, Physical
Desvantagens
  • Bitter Void: Social; Interpersonal, Mental

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: Combat conflict rank 9 Intrigue conflict rank 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

Fire+2, Earth–2

DEMEANOR - BEGUILING

5

ENDURANCE

COMPOSURE

FOCUS

VIGILANCE

ARTISAN 2 MARTIAL 3 SCHOLAR 2 SOCIAL 4 | TRADE 1

ADVANTAGES | DISADVANTAGES

Shifting Form: Air Social, Martial; Interpersonal, Physical

Bitter: Void 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.