Mischievous Kappa
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 4
Earth 2
Fire 2
Water 3
Void 1- Atributos
- Resistência
- 8
- Compostura
- 10
- Foco
- 4
- Vigilância
- 3
- Comportamento
- Shrewd
+2
-2 - Grupos de perícia
- Artisan
- 0
- Martial
- 1
- Scholar
- 0
- Social
- 3
- Trade
- 2
Vantagens e desvantagens
- Vantagens
- Excellent Swimmer
: Martial; Physical - Lightning Reflexes
: Martial; Physical
- Excellent Swimmer
- Desvantagens
- Deferential
: Social; Interpersonal, Mental - Weak Spot (Water in Head)
: Martial; Physical
- Deferential
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: 2 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
+2,
–2
DEMEANOR - SHREWD
3
ENDURANCE
COMPOSURE
FOCUS
VIGILANCE
ARTISAN 0 MARTIAL 1 SCHOLAR 0 SOCIAL 3 | TRADE 2
ADVANTAGES | DISADVANTAGES
Excellent Swimmer:
Martial; Physical
Lightning Reflexes:
Martial; Physical
Deferential:
Social; Interpersonal, Mental
Weak Spot (Water in
Head):
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.
