Weekly Design Blog for Steampunk Musha #5: Adolescent Deviant Shinobi Terrapins

This blog is being reproduced here, as it was part of the original Weekly Design Blogs for Steampunk Musha series that was lost when our information was wiped. The artwork is not fully reproduced. See This Post for more information on that. This blog was originally posted Feb 2, 2016.

Hello All,

So we’ve been doing any number of ‘things’ with the materials for the Steampunk Musha setting material — but I figured today I’d talk about the Kappa and how we’ve been revising it.The Fattest Goblin previously posted to the Steampunk Musha Facebook page a mock up layout of our fine, leathery friends:

 

The eagle eye among you could zoom in and see stats listed, but we’ve taken our favorite little turtle-folk in a slightly different direction for “base racial traits” because of a few key shifts in the role kappa play on Rosuto-Shima.

Kappa Racial Traits
+2 Dexterity, +2 Wisdom, -2 Intelligence: Kappa are strong and agile, but also considered dim-witted.
Type: Kappa are monstrous humanoids with the aquatic subtype but are amphibious, and can breathe both air and water.
Small: Kappa are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Kappa have a base speed of 20 feet on land. As aquatic creatures, they also have a swim speed of 40 feet, can move in water without making Swim checks, and always treat Swim as a class skill and have a +8 racial bonus on Swim checks that a swim speed normally grants.
Darkvision: Kappa can see in the dark up to 60 feet.
Claws: Kappa have two claws that count as primary attacks and deal 1d3 points of damage each.
Shell: Kappa gain a +2 natural armor bonus to their Armor Class.
Unbindable: Kappa gain a +4 racial bonus to Escape Artist checks.
Languages: Kappa begin play speaking Aquan and Common. Kappa with high Intelligence scores can choose from the following: (7 languages).

The plan is to have two sets of Alternate Racial Traits, one of “traditional” traits and a second set of mutation traits. The mutation traits will be designed with the idea that the pollution and chemical runoffs from the steamworks and chemical factories of the major cities have begun to negatively affect the coral reefs as well as stream, rivers, lakes, and so forth that the kappa call home.

The Fattest Goblin has a few ‘design choices’ for his kappa, but we’re trying to allow for a lot of great options in how to play a kappa. One of the biggest things we’re “adjusting” is that a few simple changes in the fluff about kappas and their relationship to the other races moves them from being fairly simple creatures/monsters they’re presented as in the Pathfinder Roleplaying Game: Bestiary 3, or the merely mischievous tricksters to serial rapists (a common issue for any ‘monsters’ in Japan seemed to include this conceptually and we really don’t want to include it in the least in SpM) and allow for a race players may actually want to play.

And while stat-ting out an entire race that will automatically make you think of a popular comic-cartoon-TV-movie franchise, rest assured, we’ll offer “appropriate” options for those kinds of characters too.

Lucus Palosaari, Editor & Project Manager at Fat Goblin Games (Like us on Facebook!)

 

 

 



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