Sacred Tiger Temple

Rei Quiet Willow: A pretty peasant girl who is travelling to Niko-Waji to help her uncle with his concession stand during the tournament. She is somewhat shy, but brave.

Loud Mong: A large, unpleasant blowhard who is travelling to Niko-Waji to participate in the tournament. Or at least, that is what he tells all the girls. Actual combat skill: nil.

Peddler Bu: A skinny old man, bald and hunch-backed, with long white whiskers and a tinker's pack strapped to his back. You have been travelling with him for several days, entertained by his weird stories about the region and his flute-playing.

Madam Mamm: The proprietor of the Inn, she is known for making the most delicious noodles. For some reason, she hates scholars and academics, thinking them lousy tippers.

Football: If the person carrying the ball is Shaken, it flies 1d8" in a random direction. If it lands within 1" of a character, they can catch it automatically. If it lands within 3", they can make an Agility check to dive and catch it, but land prone in its square. If multiple characters try to catch it, it becomes an opposed Agility check (those within 1" of it get a +2 on the check). Finally, the ball can be thrown or kicked with an Agility check and a range of 4/8/12. On a "miss" it scatters 1d2/1d4/1d6" in a random direction. On a "hit," it lands in that square and may be caught as above.

Bandit

Attributes Agility d6, Smarts d6, Spirit d4, Strength d8, Vigor d6

Skills Intimidate d6, Notice d4, Stealth d6

Pace 6", run +1d6"

Parry 5; Toughness 6 shaken 10 incapacitated

leather armor armor 1 torso, arms, legs

Fighting d6

axe/sword 2d6

unarmed 1d6

Violent thugs who prey on travelers.


Crab Demon

Attributes Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d6

Strong Willed +2 vs. Intimidate and Taunt

Aquatic Breathes in water

Skills Boating d6, Intimidate d6, Notice d6, Persuasion d6

Charisma -2 (Mean)

Pace 4", run +1d10"; Swimming d8 (8")

Parry 6; Toughness 8 shaken 12 incapacitated

brawny Size +1

carapace armor 2 torso, arms, legs

hybrid form when shaken, turns into a giant crab-like humanoid

Fighting d8

club/claw 2d10

claw grab 2d10, plus the victim is grabbed

claw grip +2 on Grappling checks against a grabbed victim

Gear Mini abacus, mini balance, variety of coins and metal bullion

Large, gruff, unpleasant demons, they are sometimes known as bullies. But their true love is bartering.

Apprentices (Li Angry Dragon, Sudden Death Miho)

Attributes Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6

Skills Discipline d8, Intimidate d6, Knowledge (Arcane Lore) d8, Notice d6, Stealth d6

Pace 6", run +1d6"

Parry 7; Toughness 7 shaken 11/15/19 wounded

Fighting d8

hook swords 2d8-1, Parry +1

war fan d8+d4, Parry +1

unarmed 2d8

two-fisted Make two attacks, off-hand at -2

Spellcasting d8; Power Points 20, pooled

dancing flames (bolt) 1-6pp, range 12/24/48

mirror image (deflect) 2pp, range Touch

plant growth (entangle) 2-4pp, range 8"

Gear Rare herbs, river stones

Two apprentices of the mysterious sorcerer wear brightly-colored robes and have their faces painted white.


Assassin

Attributes Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6

Acrobat +2 on acrobatic Tricks

Quick Draw Draw weapons as a free action

Skills Discipline d6, Intimidate d6, Notice d6, Persuasion d6, Stealth d10

Charisma +0

Pace 8", run +1d10"; Climbing d8 (3"), Swimming d6 (3")

Parry 8; Toughness 6 shaken 10 incapacitated

Fighting d10

hidden sword 2d6

hidden throwing knives 1d6+1d4; range 3/6/12

unarmed 2d6

Shooting d6

blowgun 2d4 special; range 3/6/12, ROF 1, shots 1; this weapon can't inflict worse than a Shaken result, but hit targets must make a Vigor check vs. the damage or suffer a level of Fatigue. Targets must make a Notice check to realize they have been struck or sedated.

Gear Tight black clothing and veils

The lithe and deadly assassins of the Black Mirror Guild are known for their use of disguises, poisons, and concealed weapons.

Rope Bridge: Can be shook as a Strength vs. Agility trick against everyone on the bridge, including the shaker. A 1 on the Agility die causes the victim to fall.

The bridge can be attacked (Parry 2, ranged -2, Toughness 6). If the bridge is “shaken” it becomes flooped; anyone on the bridge must make an Agility check at the start of each turn or fall. If the bridge is “wounded” (including a hit while flooped) it breaks. All on it must make an immediate Agility check or fall. Moving along a fallen bridge is a simple Climbing check.

Falling: Anyone who falls can make an Agility or Climbing check at -2 to catch themselves. Failure is a fall of 30 feet into the jagged rocks and rushing water (3d6 damage; an Agility or Swimming check can reduce it by half). Getting back to the ropes requires Climbing.


Scorpion Zhao, Elite Assassin

Attributes Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6

Acrobat +2 on acrobatic Tricks

Quick Draw Draw weapons as a free action

Skills Discipline d6, Intimidate d8, Notice d10, Persuasion d10, Stealth d10

Charisma +0

Pace 8", run +1d10"; Climbing d8 (3"), Swimming d6 (3")

Parry 8; Toughness 6 shaken 10 incapacitated

Fighting d10

mancatcher 2d6+1; reach 1, 2-hands

hidden three-section staff 2d6; reach 1, 2-hands

hidden throwing knives 1d6+1d4; range 3/6/12

unarmed 2d6

Shooting d6

blowgun 2d6 special; range 3/6/12, ROF 1, shots 1; this weapon can't inflict worse than a Shaken result, but hit targets must make a Vigor check vs. the damage or suffer a level of Fatigue. Targets must make a Notice check to realize they have been struck or sedated.

Gear Tight black clothing and veils

Elite assassins often appear in disguise and wield deadly weapons.


Boku

Attributes Agility d6, Smarts d4, Spirit d4, Strength d4, Vigor d6

Skills Notice d4, Stealth d6, Taunt d6

Pace 6", run +1d6"; Climbing d6 (2")

Parry 6; Toughness 5 shaken 9 incapacitated

small Size -1

leather armor armor 1 torso, arms, legs

Fighting d6

spear 2d4; throw range 3/6/9, Parry +1, 2 hands

unarmed 1d4

Wretched little goblins who are little better than animals.

Rei Five Tails (Fox Demon)

Attributes Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6

Acrobatic Agility +2 on acrobatic tricks

Great Luck 2 extra bennies

Skills Discipline d8, Knowledge (Arcane Lore) d8, Notice d10, Persuasion d6+4, Stealth d6, Taunt d10

Charisma +4 (Very Attractive)

Pace 8", run +1d6"

Parry 8; Toughness 7 shaken 11/15/19 wounded

improved dodge Ranged attackers suffer -2

block Parry +1

acrobatic Parry +1

Fighting d8

katana 2d6+2, AP 2

unarmed d6+d8

first strike free attack when foe moves adjacent, once per round

Spellcasting d10; Power Points 20

clear water (healing) 3pp, range Touch

fox fire (confusion) 2pp, range 12/24/48

invisibility 5pp, range Self

teleport 3+pp, range 10-15" per pp

Shapeshifting d10

Can assume the shape of any humanoid, or a regular fox, as an action. A Notice roll at -2 (or -4 if she got a raise) is required to see through the disguise.

Gear White dress

A beautiful, glamorous woman in a white dress. Five white fox tails undulate behind her.


Water Snake Wan (Evil Sorcerer)

Attributes Agility d6, Smarts d10, Spirit d10, Strength d4, Vigor d6

Level Headed Draw 2 initiative cards

Skills Discipline d10, Intimidate d10, Knowledge (Arcane Lore) d10, Notice d10

Charisma -2 (Outsider)

Pace 6", run +1d6"

Parry 6; Toughness 8 shaken 12/16/20 wounded

stone skin Toughness 10 shaken 14/18/22 wounded

stone skin (raise) Toughness 12 shaken 16/20/24 wounded

Fighting d8

sai 2d4, foes are at Strength -2 to resist Disarm attempts

unarmed d4+d10

improved disarm no penalty for called shot to the arm

Spellcasting d12; Power Points 30

clear water (healing) 3pp, range Touch

fireball (blast) 2-6pp, range 24/48/96

howling spirits (fear) 2pp, range 20"

stone skin (armor) 2pp, range Touch

whirlwind (havoc) 2-4pp, range 20"

Gear Bits of bones

A lanky, black-haired man, in an elaborate outfit with a giant cone fez.