Kappa
Overview

The Japanese water-spirit known as a kappa is a trickster, but a very polite one. Cunning adventurers used to fool the kappa by bowing to it. In response, the kappa would return the bow, spilling the fluid from the cavity in its head... the fluid that animates it and gives it its power. Kappa no longer fall for such a cheap trick.
The kappa looks like a scaly, boyish humanoid about four feet tall, with a bowl-shaped depression crowning its skull. This depression is filled with water from the creature's home. They live in bodies of water and prey upon travelers by dragging them underwater and feasting on their entrails.
They are masters of sumo wrestling. They are honorable, and often propose a wrestling match to determine whether travelers may pass safely or end up as dinner. Travelers who capture or impress a kappa may get it to heal wounded allies or teach them new skills. Also, kappa love cucumbers. Travelers get a +2 bonus to all dice rolls involving Social rolls if they present cucumbers as a gift to a kappa.
The kappa is very careful not to spill the water from its concavity, for any such loss weakens it. If the fluid somehow spills or is removed, roll one die and divide by 2 (round down). The resulting number is the increased difficulty for any physical action the kappa makes. Successive rolls are cumulative. If the total cumulative rolls exceed 6, the kappa is immobilized and at the mercy of its enemies.
Stats
Attributes: Strength 4, Dexterity 3, Stamina 4, Charisma 4, Manipulation 3, Appearance 3, Perception 2, Intelligence 3, Wits 4
Glamour: 7
Willpower: 8
Health Levels: OK (x4), -1 (x2), -2 (x3), -5
Attack: Various wrestling joint-locks/3-6 dice, drowning (see main rules)
Talents: Alertness 2, Brawl 5 (With a specialization in wrestling. If using Combat, assume the kappa has 15 Maneuver points for various wrestling techniques. If not, use the Brawl score for all physical and restraining attacks, with a -1 difficulty to all grapples), Dodge 2, Instruction 3, Etiquette 3, Fishing 3, Medicine 3, Survival 2, Swimming 4
Redes: Armor (1 point), Difficulty Reduction (-1 with grapples), Healing
Banes: Vulnerable Spot (fluid atop head)
References
- CTD: Dreams and Nightmares, p. 116-117