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==Dungeons & Dragons== [[File:kappa MC6.png|300px|right]] The kappa first entered the ranks of [[Dungeons & Dragons]] monsters with the [[Oriental Adventures]] sourcebook for [[Advanced Dungeons & Dragons]] 1e, being presented as both the standard kappa and with a "vampiric kappa" subtype. [[Dragon Magazine]] #151 would feature an Ecology of the Kappa article that expanded upon this original version of the kappa. Both these kappas would later return in AD&D 2e, when a Monstrous Compendium Appendix was published for [[Kara-Tur]], the "not!Asian" region of the [[Forgotten Realms]]. This also introduced a new subrace, the Kappa-Ti. The AD&D kappa is presented as a potbellied, amphibious humanoid turtle with a concave depression on the top of their head used to store water. Described as a dim-witted, self-centered, [[Chaotic Evil]] bully, the kappa is a deceptively dangerous foe; despite their small size, they have incredible (18/00) strength, are practiced martial artists (specialized in grapples and holds), and regenerate 1 HP per round so long as their bowl is filled. Immune to [[Wu Jen]] spells of the Water school, 10% of all kappa are themselves Wu Jen of level equal to their Hit Dice, typically Water school spells. Additionally, 5% of all kappa can utter a Death Curse when slain, affecting up to 4 victims with a permanent -4 penalty to their attack rolls and saving throws - so potent is this curse that anyone within a 30ft radius of a Death Cursed character also suffers a -2 penalty to ''their'' attack rolls and saving throws so long as they are in that area. Only a shukenja of 10th level or higher can remove a Kappa Death Curse through a Remove Curse spell. Standard AD&D kappa live in family groups of 2d6 adult males with an equal number of females, with a number of children equal to the number of adults; mating is initiated by the females. Selfish and stupid as they are, kappa families are anarchic ffairs whose members show little concern or compassion even for their own kin. The Kappa-ti is a larger, faster, stronger (Str 19) softshelled version of the kappa, and their common cousins find them repulsive. They are much more reclusive than common kappa, living either alone or in mated pairs. They have a natural camouflage that gives them a 75% chance to hide in their native environments. The Vampiric Kappa isn't a "real" vampire, but an unusually smart breed of kappa that feeds on blood, often carrying a wasting disease with its bite. They can drink blood from victims and drain Strength just like vampires. Like Kappa-ti, Vampiric Kappas are loners and are shunned by other kappas, as they will readily feed on them. A 3rd edition update for the kappa appeared in the 3e [[Oriental Adventures]] sourcebook. ===Soburin Kappa=== In the setting [[Mists of Akuma]], kappa are a race of highly spiritual and traditionalistic [[beastfolk|humanoid turtles (with a dash of frog)]]. Unlike most depictions of kappas, they have no head deformities; the whole "bowl on the head" comes from them ''literally'' balancing bowls atop their head as a traditional expression of their spirtuality. Unlike a normal turtle, a kappa's skin is a relatively thin, slimy membrane, obligating them to stay moist in order to stay healthy. These reptilian humanoids can live in excess of five centuries, and practice gerontocracy; the eldest kappa is always the leader of a clan, with the collective clan leaders coming together to form a ruling council for a kappabuchi (village). Although small, they are perhaps the most stubborn of Soburin’s peoples and can be as unmoving as a boulder in a stream. There is a common saying among soburi that throwing a kappa off-balance can be a sign of good fortune, though the few foolish enough to try it almost always come to regret making an enemy for life. are not entirely inflexible but once they have made up their mind it is nearly impossible to influence them—they are firm in their footing, be it argumentative or literal—and they look through a large prism that encompasses a much longer worldview than most other races know. Of all the soburi races, they have arguably the greatest hatred for the gaijin peoples of Ceremia and Ropaeo, since their combination of an intensely traditionalist culture and natural longevity means that there is a vast population of often-bitter veterans who were there for all two hundred years of the ocupation of Soburin. Most kappa still live in traditional stone villages built on and in coves and shorelines, but the changed culture of Soburin has resulted in an increasing population of urbanized kappa dwelling amongst other races. Mechanically, Soburin kappa have the following PC stats for [[Dungeons & Dragons 5th Edition]]: ::Ability Score Increase: +2 Constitution ::Size: Small ::Speed: 30 Feet, Swim 20 feet :Amphibious: You can breathe both air and water. ::Creature of Nature: You are Proficient in both Nature and Survival. ::Kappa Shell: Your base armor class increases by +1, but standing up from prone requires an action and your entire movement allotment for the turn. ::Steady Feet: You have Advantage on checks made to avoid the Prone condition. ::Vulnerability: Lightning [[Category: Dungeons & Dragons Races]] [[Category: Mists of Akuma]]
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