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Mischievous Kappa

Tipo ADVERSARYGrau de conflito Combat conflict rank 2 Intrigue conflict rank 3
PoW p. 247

Descrição

Hailing from Sakkaku, the Realm of Trickster Spirits, the kappa resembles a child-sized turtle with a smooth shell, webbed hands and feet, and a small bowl-shaped indentation on the top of its head, in which water is always contained. Kappa live in lakes and ponds and sustain themselves with blood, often attempting to trick wanderers into drowning so they can feast. The water in the bowl-shaped indentation of the kappa’s head contains its life energy, so if it is spilled, the kappa becomes weak and desperate. Some say that you can trick a kappa by bowing to it, in hopes that its good manners may take over and it will bow back!

Atributos

Anéis
Air Air 4 Earth Earth 2 Fire Fire 2 Water Water 3 Void Void 1
Atributos
Resistência
8
Compostura
10
Foco
4
Vigilância
3
Comportamento
Shrewd Air+2 Fire-2
Grupos de perícia
Artisan
0
Martial
1
Scholar
0
Social
3
Trade
2

Vantagens e desvantagens

Vantagens
  • Excellent Swimmer Water: Martial; Physical
  • Lightning Reflexes Fire: Martial; Physical
Desvantagens
  • Deferential Water: Social; Interpersonal, Mental
  • Weak Spot (Water in Head) Earth: Martial; Physical

Armas e equipamento

Armas
  • Razor Claws: Range 0, Damage 4, Deadliness 6, Razor-Edged
Equipamento (equipado)

Turtle shell (Physical 4)

Habilidades

  • AQUATIC SPIRIT: The kappa is an Otherworldly creature of silhouette 1 that can move through the water without requiring checks.
  • LOVER OF GAMES: A character may make a TN 4 Games check (Air 5, Fire 2) to challenge the kappa to a game of riddles. If a character succeeds, the kappa offers that character a small favor (such as distracting an enemy or giving the character an item the kappa has). If the character fails, they suffer 3 strife.

Texto do livro

Path of Waves – The Essential Guide to Rōnin · Chapter 7: Non-Player Characters › New NPCs › Spirits and Strange Beings · p. 247

Mostrar o texto como impresso

ADVERSARY | CONFLICT RANK: Combat conflict rank 2 Intrigue conflict rank 3

Hailing from Sakkaku, the Realm of Trickster Spirits, the kappa resembles a child-sized turtle with a smooth shell, webbed hands and feet, and a small bowl-shaped indentation on the top of its head, in which water is always contained. Kappa live in lakes and ponds and sustain themselves with blood, often attempting to trick wanderers into drowning so they can feast. The water in the bowl-shaped indentation of the kappa’s head contains its life energy, so if it is spilled, the kappa becomes weak and desperate. Some say that you can trick a kappa by bowing to it, in hopes that its good manners may take over and it will bow back!

2

1

4

3 | 2

8 10 4

Air+2, Fire–2

DEMEANOR - SHREWD

3

ENDURANCE

COMPOSURE

FOCUS

VIGILANCE

ARTISAN 0 MARTIAL 1 SCHOLAR 0 SOCIAL 3 | TRADE 2

ADVANTAGES | DISADVANTAGES

Excellent Swimmer: Water Martial; Physical

Lightning Reflexes: Fire Martial; Physical

Deferential: Water Social; Interpersonal, Mental

Weak Spot (Water in

Head): Earth Martial; Physical

FAVORED WEAPONS & GEAR

Razor Claws: Range 0, Damage 4, Deadliness 6, Razor-Edged

Gear (equipped): Turtle shell (Physical 4)

ABILITIES

AQUATIC SPIRIT

The kappa is an Otherworldly creature of silhouette 1 that can move through the water without requiring checks.

LOVER OF GAMES

A character may make a TN 4 Games check (Air 5, Fire 2) to challenge the kappa to a game of riddles. If a character succeeds, the kappa offers that character a small favor (such as distracting an enemy or giving the character an item the kappa has). If the character fails, they suffer 3 strife.