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    Mythic Japan for the AGE SystemIn Support of Japan Earthquake & Tsunami Relief Efforts

    Written by

    Josh JarmanDaniel M. Perez

    http://Dragonageoracle.wordpress.com

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    IntroductionOn March 11, 2011, at 2:46 PM local time, Japan was hit by a9.0 magnitude earthquake, the most powerful to ever hit thatnation and among the five most powerful earthquakes inrecorded history. Not 30 minutes later, a tsunami measuring10 meters (30 feet) slammed against the northeast portion of

    the island nation. The rushing waters destroyed everything intheir path; whole villages were wiped away by the wall of

    water and mud, leaving nothing but debris and memories intheir wake.

    As of this writing, the confirmed death toll is close to 2000,with thousands more still unaccounted for. Even for a so-called first-world country, this level of devastation isstaggering. It will take the help of the world to bring Japanout of this tragedy. This is where this document comes in.

    I wanted to do something to help drive donations towardrelief efforts in Japan. To that end, I figured a small collectionof new material for the AGE System centered on mythic

    Japan would be the most appropriate way, given the scarcityof material for this increasingly popular game system. That

    way, fans could get some new material for their games, andrelief organizations providing help to Japan could get neededdonations to fuel efforts in the days and weeks ahead.

    This was put together literally over a weekend; from initialidea and the email asking Josh Jarman for help, tocompletion of writing, editing and layout, there were roughly70 hours. Such was our excitement in being able to provide something that would help the people of Japan and promotethe game we both like. What that means, however, is that everything in here in untested in play. And thats where youcome in. Use the material here and send us feedback on how it worked out to [email protected]. If we needto issue a revision, well gladly do so.

    A very special thank you goes out to the entire Green Ronin team, both for this fantastic game, and for supporting thislast-minute charity project.

    You all have our most sincere and deepest thanks for supporting relief efforts for the people of Japan.

    Daniel M. PerezEditorDragon Age Oracle

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    Table of Contents

    Introduction......................................... ............................................... .............................................. ............................................ 1

    Table of Contents.......................................... ............................................... ............................................... .................... 2

    A Note on Weapons and Armors ........................................ ............................................... .............................................. ..... 2

    backgrounds.......................................... ............................................... .............................................. ............................................ 3Buke ............................................. .............................................. ............................................... ............................................... .................... 3

    Tengu ......................................... .............................................. ............................................... ............................................... .................... 4

    Bestiary ............................................ ............................................... ............................................... .............................................. ..... 5Kappa (River Child) ........................................ .............................................. ............................................... .................................... 5

    Kirin (Dragon Deer) ......................................... .............................................. ............................................... .................................... 6

    Kitsune.............................................. ............................................... ............................................... ............................................... ............ 7

    Oni ......................................... ............................................... .............................................. ............................................... ............................ 9

    Tengu .......................................................................................................................................................................................................11Yuki-Onna (Snow Woman).............................................................................................................................................................12

    A Note on Weapons and ArmorsAGE of the Rising Sun is not meant to be a comprehensive campaign to playing in Mythic Japan, simply to presentenough elements for both players and Game Masters to at least convey the feel should they wish to expand their owngame worlds. For that reason, and in the spirit of simplicity that the AGE System is built on, instead of writing a

    whole section on the weapons and armors of Mythic Japan, we offer the following notes on adapting the existing rulesto represent the equipment found in such a locale.

    WeaponsBo QuarterstaffDaikyu Longbow

    Kanabo Mace/Two-handed MaulKatana Bastard SwordNaginata Two-handed SpearNinja-to Short SwordOdachi Two-handed SwordTanto DaggerWakizachi Short SwordYari Spear

    ArmorsGusoku, or armor, is made of various materials muchlike those presented in the rules.

    Use the game stats provided for any armor from lightleather to light mail.Typical samurai armor uses the stats for heavy mail orlight plate armor, based on the particular configurationused by a samurai.O-yoroi, or samurai great armor, uses the following gamestats:

    Armor Rating: 10; Armor Penalty: -4; Cost: 500 sp

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    Non-Human BukeA Game Master may determine that non-humanraces may be a part of the buke class in theircampaign world. If that is the case, social class trumpsracial qualities and non-human buke use the samebackground. You can determine that a non-humanrace may have an ability bonus other than Willpowerbased on racial nimbleness or toughness, forexample, but all other choices remain the same.

    There are also some races, such as the kitsune, thatcan take human form and may move undetectedamong people for years at a time. Members of these

    races that achieve the rank of buke may take thebackground presented and become samurai, onnabugeisha or majutsushi. Due to the inherent power ofthese races, however, it is suggested these bukeremain as NPCs unless specially approved by theGame Master.

    backgroundsBuke

    More commonly known as the samurai caste, buke is the propergender-neutral term for the varying degrees of this privilegedaristocratic social class. Buke men are properly called samurai, while

    women (be they legitimate wives, or natural-born or adopteddaughters) are called buke no onna, or woman of the buke category.

    Buke members are well educated, highly literate and cultured. Theyenjoy privileged lives with time for education and ceremony,practicing the arts themselves as well as becoming patrons to others.Buke samurai also train in a variety of martial arts, as they areexpected to act as soldiers to their lord, or daimyo, their general, orshogun, and to their emperor. Their primary weapon is the daish, thepairing of a katana and wakizashi. Buke warriors also are renownedfor their skill with the daikyu or longbow. No bushi would go to battle

    without a bow at the ready, and their deadly accuracy with theweapon is a hallmark of the class. Women who receive training in thewarrior arts are called onna bugeisha, and primarily fight using thenaginata, a spear with a curved blade at the end.

    Buke can be courageous and brave, or treacherous and conniving, all in the service to their immediate lord. The life of abuke is one of honor and loyalty, to their master and to their code, whatever labyrinthine ways that may take.

    Most buke, male and female, become bushi, or warriors, though a small number may receive training in the magical arts

    and become majutsushi, or sorcerors.

    Playing a BukeIf you choose to play a buke modify your character as follows:

    Add 1 to your Willpower ability. Buke are determined andpossessed of near endless resolve.

    Pick one of the following ability focuses: Cunning (CulturalLore) or Willpower (Self-Discipline).

    You can speakNihongo (or the Trade Tongue). You can readand write kanji.

    Choose a class. You can play either a mage (majutsushi) orwarrior (bushi).

    Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the dice together. If you get the sameresult twice, re-roll until you get something different.

    Buke2d6 Roll Benefit

    2 +1 Cunning

    3-4 Focus: Communication (Etiquette)

    5 Focus: Dexterity (Calligraphy)

    6 Focus: Constitution (Drinking)

    7-8 +1 Dexterity

    9 Focus: Cunning (Musical Lore)

    10-11 Focus: Willpower (Courage)

    12 +1 Strength

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    TenguTengu are a race of avian humanoid protector spirits. Theyare seekers of knowledge and perfectionists in everyendeavor they undertake, with a deep sense of honor andrespect for skill mastery. Proud almost to a fault, tengu alsosuffer no fools and are known to play tricks on the haughty.

    There are two types of tengu: karasu and dai. Karasu tenguhave crow- or raven-like facial features and are morecommonly found in human lands, whether as wanderingadventurers or as mentors to buke families. Dai tengu havereddish, more human-like faces with long noses; they prefermeditative isolation, though some do wander among humansin order to further their knowledge, whether mundane ormagical.

    Playing a Tengu

    If you choose to play a tengu modify your character as follows:

    Choose whether you are karasu tengu or dai tengu:o If karasu tengu, add 1 to your Dexterity ability. Karasu tengu are nimble and graceful.o If dai tengu, add 1 to your Cunning ability. Dai tengu are wise and knowledgeable.

    Pick one of the following ability focuses: Cunning (Arcane Lore) or Willpower (Courage). Your wings grant you a Flying speed of 2 (plus your Dexterity, if applicable). You may use the Circle and Fly

    minor actions only. You can speak Nihongo (or the Trade Tongue). You can read and write kanji. Choose a class.

    o Karasu tengu can play either a rogue (ninja) or warrior (bushi).o Dai tengu can play either a mage (majutsushi) or warrior (bushi).

    Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the dice together. If you get the sameresult twice, re-roll until you get something different.

    Tengu2d6 Roll Karasu Tengu Benefit Dai Tengu Benefit

    2 +1 Cunning +1 Cunning

    3-4 Focus: Dexterity (Stealth) Focus: Communication (Etiquette)

    5 Focus: Cunning (Military Lore) Focus: Cunning (Religious Lore)

    6 Focus: Perception (Empathy) Focus: Constitution (Stamina)

    7-8 +1 Dexterity +1 Magic

    9 Focus: Dexterity (Initiative) Focus: Dexterity (Calligraphy)

    10-11 Focus: Communication (Etiquette) Focus: Willpower (Faith)

    12 +1 Strength +1 Willpower

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    BestiaryKappa (River Child)These small reptilian creatures inhabit the rivers and ponds of

    Japan, and are often used as a warning to children about thedangers of playing in water. Kappa possess webbed hands and feetand a rough scaly skin that helps them navigate their naturalhabitat. The creatures can breathe underwater, and can operate onland due to the bowl shaped depression on their heads in whichthey carry water from their home with them.

    Mischievous creatures, kappa are known for playing pranks andtricks on humans but also for more sinister acts such as drowningsand the abductions of children. They are extremely agile, and theirskill in wrestling is legendary. Few creatures can hope to overcome

    a kappa in unarmed combat in its natural habitat.

    Kappas are known to feed on human children and pack animalssuch as horses they drown, but their favorite food of all iscucumbers. They can be bribed with this food to leave an area orsettlement alone or to return abducted children (their secondfavorite food.) Intelligent creatures, kappa can speak and read thetrade tongue.

    KAPPA

    Abilities (Focuses)

    2 Communication (Etiquette)3 Constitution (Swimming)

    0 Cunning

    5 Dexterity (Brawling)

    0 Magic

    2 Perception (Smelling)

    3 Strength (Claws, Jumping)

    1 Willpower

    Combat RatingsSpeed Health Defense Armor Rating

    15 (Swimming

    15)

    25 15 3

    AttacksWeapon Attack Roll Damage

    Claws +5 1d6+3

    PowersFavored Stunts: Knock Prone (1SP), Skirmish andStrangle.

    Politeness: Despite their sometimes sinister nature andfood choices, kappa are exceedingly polite and honor-bound to respond in kind to actions of etiquette. Acharacter who bows to a kappa, and beats an opposedCommunication (Etiquette) test against the creature,forces it to bow back causing the water bowl on top ofthe kappa's head to empty. Kappas are helpless on landwithout this water, and become immobilized until thebowl is refilled. Characters who refill the bowl candemand concessions from the kappa or even get thecreature to serve them in a simple task before the kappaflees back to its watery home.

    Rough Hide: The scaly skin of a kappa grants it an AR of3.

    Strangle: For 3 SP, the kappa can perform a specialstrangulation attack, inflicting 1d6+3 penetrating damage

    to a creature. The kappa continues to do this damageeach round unless the victim can can beat an opposedStrength (Might) or Dexterity (Brawling) test against thekappa's Dexterity (Brawling) as a major action.

    Talents: Unarmed Style (Journeyman).

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    Kirin (Dragon Deer)Commonly associated with the rule of beneficent sages and wisekings, kirin are mystical beasts with the head of a dragon and adeer-like body covered in hard metallic scales. The magical firethat covers a kirin's body makes it lighter than air, granting it theability to fly, though it often prefers to hover just above the groundgiving the appearance of walking. A kirin's flames will not burn

    those they deem pure or honorable. Despite its fearsomeappearance, the kirin is the gentlest of creatures when notpunishing evil or righting wrongs. It is said that the creature even

    walks just above the ground to avoid trampling blades of grass orharming insects.

    Kirin are vegetarians that strive to harm no living thing. They existto uphold the rule of law and serve as the messengers and heraldsof righteous deities. When confronted by evil, however, kirin can

    be staunch opponents that use their hooves and flames to great

    effect.

    KIRIN

    Abilities (Focuses)-1 Communication

    3 Constitution (Running, Stamina)

    0 Cunning

    3 Dexterity (Fiery Breath)

    2 Magic

    3 Perception (Hearing, Smelling)4 Strength (Jumping, Kick)

    2 Willpower

    Combat RatingsSpeed Health Defense Armor

    Rating

    18 (Flying 18) 35 13 3

    AttacksWeapon Attack Roll Damage

    Fiery Breath +5 2d6+3

    Kick +6 1d6+4

    PowersFavored Stunts: Fiery Breath, Lightning Attack andTrample.

    Fiery Breath: A kirin can exhale a blast of fire as a rangedattack with a short range of 6 yards and a long range of 12yards. For 2 SP, a kirin can spread its flames to cover anarea 8 yards across. Targets other than the primary targetcan make a Dexterity (Acrobatics) test against the kirin'sDexterity (Fiery Breath) to take only half damage.

    Scaly Hide: The dragon-like scales that cover the kirin'sbody grant it an AR of 3.

    Trample: Kirin can perform a special Trample stunt for 3SP after a successful kick attack. The target is knockedprone and struck by the kirin's fiery hooves for anadditional 1d6+4 damage.

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    Age of a KitsuneIn Japanese myth, the age and wisdom of a fox can bedetermined by the number of tails it possesses; theycan have up to nine. In game terms, Game Master'sshould modify the creatures' base stats using theguidelines found in the Set 1 Game Master's Guide.

    A simple rule to follow is to use the Elite template for

    a kitsune with five tails, the Heroic template for akitsune with seven tails, and the Epic template (fromthe Set 2 playtest document) for a kitsune with ninetails, the rarest, wisest and most powerful kind. Everytime a kitsune achieves one of these milestones, theyadd an extra spell to their repertoire.

    KitsuneKitsune, or Japanese foxes, are highly intelligent andmagical creatures that live alongside humans.Believed to be the messengers and children of Inari,the rice god, kitsune are in many ways honored and

    respected by humans. Their capacity for mischief,however, is legendary and their crafty nature can leadthem to be at odds with their human neighbors.

    Known for their magical powers and the ability totake human form, kitsune delight in punishing theprideful, and especially in tricking boastful samuraiand greedy merchants.

    Kybi no Kitsune (Nine-Tailed Fox)

    Long-lived, nine-tailed kitsune turn gold or whitewith age. These kitsune are believed to not only bethe oldest and wisest of all foxes, but some of the

    wisest creatures alive. One famous legend of a Kybino Kitsune tells how it took the shape of a beautifuland gifted courtesan in order to exert power over theemperor.

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    KITSUNE

    Abilities (Focuses)3 Communication (Disguise)

    2 Constitution (Running)

    1 Cunning

    3 Dexterity (Bite)

    1 Magic

    2 Perception (Smelling, Tracking)2 Strength (Jumping)

    2 Willpower (Morale)

    Combat RatingsSpeed Health Defense Armor Rating

    15 25 13 0

    AttacksWeapon Attack Roll Damage

    Bite +5 1d6+4

    PowersFavored Stunts: Knock Prone, Lightning Attack and

    Skirmish.

    Kitsune-bi: Kitsune are able to summon a small floatingball of flame known as a kitsune-bi, or Fox Fire, at will.The fire hovers near a kitsune's mouth or tail untildismissed, illuminating a 10-yard radius around it withthe brightness of a lantern. As a minor action, a kitsunecan move its fox fire to any location within 30 yards, atrick sometimes used to lead travelers astray in thewilderness.

    Shape Change: Kitsune can take human form as a majoraction. They are able to take the shape of any type of

    human or humanoid creature with no restriction on ageor gender. Kitsune can exactly replicate a living person,but associates who pass a Perception (Empathy) testopposed by the kitsunes Communication (Disguise)check can determine that the duplicate is not actingnaturally, and in fact seems wiser or wilier than thecopied person. A kitsune gains two weapon groupsassociated with the type of creature it shape changes into.

    Spells: Daze, Heal, Mind Blast plus any one spell of yourchoice.

    KYUBI NO KITSUNE

    Abilities (Focuses)5 Communication (Disguise, Persuasion, Seduction)

    2 Constitution (Running)

    3 Cunning (Historical Lore)

    6 Dexterity (Bite, Initiative)

    3 Magic

    3 Perception (Smelling, Tracking)3 Strength (Jumping)

    3 Willpower (Morale, Self-Discipline)

    Combat RatingsSpeed Health Defense Armor Rating

    18 45 16 3

    AttacksWeapon Attack Roll Damage

    Bite +8 1d6+5

    PowersAs kitsune, plus the following.

    Spirit Fox: As its wisdom grows, a kitsune gains theability to project its spirit outside of its body, whichgoes into a hibernation-like sleep while its spirit isaway. In spirit form, the fox gains flying speed of 12(Spirit Walk) and becomes insubstantial, granting itthe ability to move through physical objects andrendering it immune to non-magical damage.

    Spirit Possession: As a major action, a kitsune inspirit form can perform an opposed Willpower (Self-Discipline) test to possess another creature. Creaturescan make another test to expel the kitsune at the startof each turn.

    Once possessed, the victims actions are completelycontrolled by the kitsune, which typically uses its hostto cause mischief. Nobler kitsune might possess acreature in order to right a wrong or punish theprideful. While inhabiting its host, a kitsune takes nodamage from physical attacks and only half damagefrom magical attacks, though the host takes fulldamage from both.

    The speech and actions of the victim might take on a

    sly tone or craftiness that is out of character for thehost. Associates can determine that the host is underanother creature's control with a successful TN 13Perception (Empathy) or Cunning (Arcane Lore)test.

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    OniOni is a general term meaning ogre or demon, and is used to name an entire range of creatures vaguely fitting thatdescription. Oni are hideous, gigantic creatures with sharp claws, wild hair and at least two long horns growing from theirheads. They are humanoid for the most part, though they may also possess extra features such as additional eyes orfingers. Their skin may be any number of colors, but red, blue, black, pink and green are particularly common. Thoughsome people may remember old stories of oni as protector spirits, far more common and widespread is their role as

    torturers of sinners and forces of destruction.

    The most common type of oni encountered is known as oni ni kanabo, or oni with an iron club, a giant twice the size ofa man in height and width, wielding a wicked iron-covered club. The oni ni kanabo has an aggressive nature and livesonly to destroy. Though it normally keeps to the wilderness, it can sometimes wander into villages and town seekingfood (humans) or simply to terrorize.

    Another type of oni sometimes encountered is the magic-using kind, simply referred to as oni ni mah, or oni with magic.Equally ferocious as its club-wielding kin, this oni also commands majinai, spells, making it a far more dangerousopponent. Oni ni mah are repositories of arcane and historical information, and clever petitioners may find ways to

    placate these demons long enough to learn forgotten pieces of lore.

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    ONI NI MAH

    Abilities (Focuses)1 Communication (Bargaining)

    6 Constitution

    5 Cunning (Arcane Lore, Historical Lore)

    1 Dexterity (Bite, Initiative)

    5 Magic (Entropy)

    2 Perception (Smelling)2 Strength (Jumping)

    5 Willpower (Morale)

    Combat RatingsSpeed Health Defense Armor Rating

    12 70 11 4

    AttacksWeapon Attack Roll Damage

    Fist +2 2d6+2

    PowersFavored Stunts: Fast Casting, Imposing Spell and

    Mighty Spell.

    Spells: Drain Life, Heal, Vulnerability Hex andWeakness.

    Talents: Entropy Magic (Journeyman).

    Tough Hide: The oni ni mahs tough, leathery hidegives it an AR of 4.

    ONI NI KANABO

    Abilities (Focuses)0 Communication

    8 Constitution (Stamina)

    -1 Cunning

    1 Dexterity

    0 Magic

    2 Perception (Smelling)8 Strength (Bludgeons, Intimidation)

    2 Willpower (Morale)

    Combat RatingsSpeed Health Defense Armor Rating

    12 80 11 6

    AttacksWeapon Attack Roll Damage

    Kanabo +10 3d6+8

    Fist +8 2d6+8

    Powers

    Favored Stunts: Knock Prone, Mighty Blow and Stomp.

    Stomp: For 2 SP, an oni ni kanabo can perform a KnockProne stunt against all targets within 6 yards by stompingthe ground with great force.

    Tough Hide: The oni ni kanabos tough, leathery hidegives it an AR of 6.

    EquipmentKanabo (massive iron mace).

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    TenguThe tengu are a race of avian humanoid guardian spirits found primarily in deep forests or high mountaintops. There aretwo types of tengu, the more common lesser karasu tengu, characterized by their crow- or raven-like features, and therarer, greater dai tengu, characterized by its more human-like visage and long nose. Karasu tengu are masters of themartial arts and are said to have taught humans the secrets of the katana and wakizashi, as well as the stealthy ways of theninja. Dai tengu evolve from karasu tengu after decades of solitary meditation and diligent training. They retreat to

    isolated mountaintops with a flock of servitor karasu where they mediate to accomplish greater level of personal mastery,which is rumored to include the ability to wield magic.

    Known as harmless tricksters, tengu delight in making fools of vainglorious priests and samurai, though they too areproud to a fault.

    DAI TENGU

    Abilities (Focuses)1 Communication (Etiquette)

    1 Constitution

    3 Cunning (Arcane Lore, Military Lore, Religious Lore)

    3 Dexterity

    3 Magic (Primal, Spirit)

    1 Perception

    0 Strength

    2 WillpowerCombat Ratings

    Speed Health Defense Armor Rating

    15 (Flying 5) 22 13 0

    AttacksWeapon Attack Roll Damage

    Quarterstaff +1 1d6+1

    Arcane Lance +3 1d6+3

    PowersFavored Stunts: Skillful Casting and Mana Shield.

    Flying: A dai tengu has small wings that it can use toachieve limited flight. Dai tengu may use the Circle andFly minor actions only.

    Spells: Mind Blast, Rock Armor, Shock, Spell Shield,Winters Grasp .

    Talents: Primal Magic (Journeyman), Spirit Magic(Journeyman).

    Weapon Groups: Staves.

    EquipmentQuarterstaff, kimono.

    KARASU TENGU

    Abilities (Focuses)0 Communication

    2 Constitution

    2 Cunning (Military Lore)

    3 Dexterity (Initiative, Light Blades, Stealth)

    0 Magic

    2 Perception (Seeing)

    2 Strength (Heavy Blades)

    2 Willpower (Morale)

    Combat RatingsSpeed Health Defense Armor Rating

    15 (Flying 5) 25 13 0

    AttacksWeapon Attack Roll Damage

    Beak Strike +3 1d6+2

    Katana +4 2d6+3

    Wakizachi +5 1d6+4

    PowersFavored Stunts: Dual Strike, Lightning Attack (2 SP)and Pierce Armor.

    Beak Strike: A karasu tengu can follow up a successfulattack with a Beak Strike as a special stunt costing 2 SP.This beak strike attack must be taken against the sametarget as the original attack. Doubles on the beak strikeattack roll does not generate more stunt points.

    Flying: A karasu tengu has small wings that it can use toachieve limited flight. Karasu tengu may use the Circleand Fly minor actions only.

    Talents: Dual Weapon Style (Journeyman).

    Weapon Groups: Heavy Blades, Light Blades .Equipment

    Katana, wakizashi, kimono.

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    Yuki-Onna (Snow Woman)The yuki-onna is a malevolent spirit that lives among the snowymountain passes, at home in the freezing lash of a blizzard and theicy wind. Some believe the snow woman is the spirit of a person

    who perished in the snow, but others think she is the evil spirit ofwinter taken human form. She appears as a beautiful maiden with

    soft white, almost translucent skin, long dark hair and bright redlips. Yuki-onna often use their great beauty to draw unsuspectinghumans to them so they can feed on their life energies. As a yuki-onna feeds on a victim's life force, a slow red blush colors herotherwise stark white form, radiating from her mouth and chestuntil her whole body glows with a rosy hue.

    Often clothed in a white kimono, the yuki-onna walks across thesnow leaving no footprints and can transform into icy mist ifthreatened. Yuki-onna who enter dwellings often give themselvesaway because of the small, footprint-sized puddles of water left bytheir passage.

    YUKI-ONNA

    Abilities (Focuses)2 Communication (Seduction)

    0 Constitution

    0 Cunning

    5 Dexterity (Stealth)

    4 Magic

    1 Perception (Smelling)-3 Strength

    4 Willpower

    Combat RatingsSpeed Health Defense Armor Rating

    15 30 15 0

    AttacksWeapon Attack Roll Damage

    Icy Touch +5 1d6+4 Penetrating

    PowersFavored Stunts: Icy Blast, Lightning Attack and

    Winters Kiss.

    Frost Form: Yuki-onna are incorporeal and ignore theeffects of terrain. Only magical attacks can harm them;other attacks pass through their forms without effect.

    Icy Blast: A yuki-onna can perform a special Icy Blaststunt for 4 SP. All enemies within 6 yards are buffeted bya life draining cold, inflicting 1d6 penetrating damage toeach.

    Icy Constitution: A yuki-onna is immune to cold-basedeffects, suffering no damage from spells such as Winter'sGrasp or weapons imbued with the Frost Weapons spell.

    She suffers an extra 1d6 penetrating damage from spellssuch as Flame Blast and weapons imbued with theFlaming Weapons spell. Mundane fire causes 1d3penetrating damage.

    Icy Mist: When reduced to 10 health or less, the yuki-onna transforms into a cloud of icy particles and escapeson the winter wind. The yuki-onna gains Flying 30 and a+2 to Dexterity (Stealth) tests in snowy landscapes.

    Winter's Kiss: For 2 SP, a yuki-onna may make anopposed Communication (Seduction) test against avictims Willpower (Self-Discipline). If successful, she

    kisses the victim and draws out their life force as a majoraction as per the spell Drain Life. The victim may makean opposed test of Constitution (Stamina) vs. the yuki-onnas Communication (Seduction) to reduce thedamage to only 1d6 or to escape her hold on subsequentturns.