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Chapter 8: Non-Player Characters
Chapter 8: Non-Player Characters
Spirits
Shugenja and their allies may encounter manifest elemental kami when 
they have been summoned or when a kami is in great distress.
Manifest Earth Kami (Adversary)
When they take physical form, earth kami often shape bodies of stone 
for themselves, appearing as statues of warlike Fortunes or the sacred 
beasts that guard ancient shrines and tombs. These beings are powerful, 
wise, and slow to anger—but their wrath is that of an avalanche, and once 
started, it cannot be stopped.
EARTH
RESILIENCE
COMPOSURE
FOCUS
VIGILANCE
PHYSICAL 
RESISTANCES
SUPERNATURAL
RESISTANCES
FIRE
AIR
WATER
VOID
6
2
1
12
4
5
8
3
0
2
1
Conflict Rank: Combat 8, Intrigue 2 
Skills: Martial 2, Trade 3, Scholar 3
Advantages: Massive Stature (Earth) [Martial; Physical]
Disadvantages: Honest to a Fault (Earth) [Social; Mental], Extremely 
Literal (Earth) [Social; Mental] 
Demeanor: Gruff (Water +2, Earth –2)
Typical Outburst: Inappropriate Remark
Abilities: Silhouette (3)
Burrow (As a Movement action, a manifest earth kami may withdraw 
into the ground. It cannot be targeted by effects or perform actions other 
than Eruption while burrowed.)
Living Earth Spirit (Once per scene as an action of the appropriate 
type, a manifest earth kami may perform any one Earth invocation tech-
nique [see Earth Invocations, on page 121].)
Gear (equipped): Crushing fists (Range 0–2, Damage 6, Deadliness 4, 
deals physical or supernatural damage), stony hide.
Techniques
Eruption
As an Attack action, while burrowed, a manifest earth kami may burst 
forth from the ground at a chosen point at range 0–3 from where it origi-
nally burrowed in. Each character at range 0–2 of the chosen point must 
resist with a TN 4 Fitness (Air 2, Water 5) check or suffer 6 physical 
damage and the Prone condition.
Manifest Air Kami (Adversary)
When air kami abandon subtlety to act directly upon the world, they are 
terrifying to behold—the twisting storm, howling with rage and fury. 
Their form is that of a many-armed whirlwind, flickering hands reaching 
out to toss about loose items, and it can grow or shrink in an instant to 
serve the entity’s needs.
EARTH
RESILIENCE
COMPOSURE
FOCUS
VIGILANCE
PHYSICAL 
RESISTANCES
SUPERNATURAL
RESISTANCES
FIRE
AIR
WATER
VOID
1
2
2
10
8
3
6
2
3
6
1
Conflict Rank: Combat 7, Intrigue 5 
Skills: Martial 2, Social 5, Scholar 2
Advantages: Variable Size (Air) [Martial; Physical]
Disadvantages: Short Memory (Air) [Scholar; Mental], Easily Distracted 
(Air) [Social; Mental]
Demeanor: Shrewd (Earth +2, Fire –2)
Typical Outburst: Expose a Weakness
Abilities: Silhouette (1–5)
Flight (A manifest air kami can move vertically and ignores the nega-
tive effects of terrain [see Terrain, on page 167].)
Living Air Spirit (Once per scene as an action of the appropriate type
a manifest air kami may perform any one Air invocation technique [see 
Air Invocations, on page 117].)
Gear (equipped): Talons of air (Range 2–3, Damage 4, Deadliness 6, 
deals supernatural damage), swirling form.
Techniques
Swoop 
When performing an Attack action, a manifest air kami may spend  as 
follows:
•• 
+: Move one range band away from the target per  spent this way. 
If the target is of silhouette 5 or smaller, the air kami may carry it to its 
destination instead.
Manifest Fire Kami (Adversary)
Energy given form, a manifest fire kami usually appears as a humanoid 
shape. Clothed in a robe of smoke and with blazing skin, it is the harbinger 
of destruction but also of renewal. While they are intelligent and knowledge-
able, fire kami are notoriously single-minded once they have taken form, 
seeking only to consume everything within their reach before sputtering out.
EARTH
RESILIENCE
COMPOSURE
FOCUS
VIGILANCE
PHYSICAL 
RESISTANCES
SUPERNATURAL
RESISTANCES
FIRE
AIR
WATER
VOID
2
6
1
12
4
2
3
1
2
2
1
Conflict Rank: Combat 9, Intrigue 2 
Skills: Martial 3, Social 1, Scholar 5
Advantages: Primal Terror (Fire) [Social; Interpersonal]
Disadvantages: Extremely Direct (Fire) [Social; Mental], Endless Hunger 
(Fire) [Scholar; Mental, Physical] 
Demeanor: Assertive (Air +2, Water –2)
Typical Outburst: Become Enraged


201
Chapter 8: Non-Player Characters
Abilities: Silhouette: 3
Mantle of Smoke and Ash (Other characters treat the area at range 0–1 
of the manifest fire kami as Dangerous and Obscuring terrain [see Ter-
rain, on page 167].)
Living Fire Spirit (Once per scene as an action of the appropriate type, 
a manifest fire kami may perform any one Fire invocation technique [see 
Fire Invocations, on page 124].)
Gear (equipped): Blazing touch (Range 1–3, Damage 6, Deadliness 4, 
deals supernatural damage), flaming form.
Techniques
Searing Caress
When performing an Attack action, a manifest fire kami may spend  
as follows:
•• 
+: The target and up to one other character per  spent this way at 
range 0–1 of the target suffer the Burning condition (see page 170).
Manifest Water Kami (Adversary)
Water kami usually take the form of a humanoid torso rising from a 
source of water; if they have legs, these are often obscured within the 
water or become visible only if the kami stride onto land. The forms of 
these kami shift and change as circumstances require, and they can even 
split themselves to act in multiple places at once and reabsorb damaged 
copies to restore their own vitality.
EARTH
RESILIENCE
COMPOSURE
FOCUS
VIGILANCE
PHYSICAL 
RESISTANCES
SUPERNATURAL
RESISTANCES
FIRE
AIR
WATER
VOID
2
1
6
12
8
1
8
2
5
2
1
Conflict Rank: Combat 7, Intrigue 4 
Skills: Martial 2, Social 5, Scholar 2
Advantages: Liquid Body (Water) [Martial; Physical]
Disadvantages: Without Convictions (Water) [Social; Mental], Loves 
Shiny Baubles (Water) [Social; Mental]
Demeanor: Ambitious (Air –2, Fire +2)
Typical Outburst: Compromise
Abilities: Silhouette (1–5)
Split (Once per round, after a manifest water kami suffers wounds, it 
may split in two. The two new manifest water kami each have a resilience 
equal to half that of the original [rounded up], and any wounds it had 
suffered are divided evenly [rounded up]. Then, both may remove any 
conditions the original was suffering. All of them act during the original 
water kami’s turn, in the order of the GM’s choosing.)
Absorb (Once per round, after performing an action, a manifest water kami 
may absorb another manifest water kami [or another suitably large source of 
water] at range 0–1, healing 6 wounds and increasing its resilience by 3.)
Living Water Spirit (Once per scene as an action of the appropriate type, 
a manifest water kami may perform any one Water invocation technique 
[see Water Invocations, on page 128]. A water kami who has divided one 
or more times can still only perform one invocation this way per scene.)
Gear (equipped): Smashing torrent (Range 1–2, Damage 6, Deadliness 4, 
deals supernatural damage), form of shifting water.
Animals
Many animals can be found in the Emerald Empire. Some are hunted for 
meat or sport, others are domesticated.
Boar (Adversary)
Ferocious and territorial, boars are dangerous game indeed. 
EARTH
RESILIENCE
COMPOSURE
FOCUS
VIGILANCE
PHYSICAL 
RESISTANCES
SUPERNATURAL
RESISTANCES
FIRE
AIR
WATER
VOID
3
4
2
9
6
3
4
3
0
2
1
Conflict Rank: Combat 5, Intrigue – 
Skills: Martial 2, Nature 2, Survival 3
Advantages: Territorial (Earth) [Martial; Mental], Keen Sense of Smell 
(Earth) [Scholar; Physical]
Disadvantages: Hot-Tempered (Fire) [Social; Mental] 
Demeanor: Territorial (Earth +2, Water –2)
Typical Outburst: Become Enraged
Abilities: Silhouette (2)
Enrage (Each time a boar suffers 1 or more wounds, it suffers 1 strife.)
Sustaining Fury (A boar cannot suffer the Incapacitated or Uncon-
scious condition while it has the Enraged condition.)
Gear (equipped): Deadly tusks (Range 0, Damage 7, Deadlines 7, Natu-
ral, Durable), thick hide (Physical 3).
Unicorn Warhorse (Adversary)
The Unicorn Clan brought back magnificent warhorses from their travels 
abroad, and these beasts quickly became storied across the Emerald Empire. 
EARTH
RESILIENCE
COMPOSURE
FOCUS
VIGILANCE
PHYSICAL 
RESISTANCES
SUPERNATURAL
RESISTANCES
FIRE
AIR
WATER
VOID
3
2
4
12
4
3
8
2
0
2
1
Conflict Rank: Combat 3, Intrigue – 
Skills: Nature 1, Survival 2
Advantages: Tireless Runner (Earth) [Martial; Physical], Bred for War 
(Fire) [Martial; Mental, Physical]
Disadvantages: None
Demeanor: Domesticated (Earth –1, Fire +1)
Typical Outburst: Flee 
Abilities: Silhouette (3)
Noble Steed (A horse can be ridden by a human-sized rider. A charac-
ter may mount or dismount from a horse at range 0–1 as an action. 
While it is being ridden during a conflict, a mount does not take a turn 
of its own, but provides the following benefits to its rider: 


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