Origins
The
Culebra are an ancient race of serpentine vampires that inhabited the world for
centuries. They were also known as the Waxaklahun Ubah Kan or Los Culebra which
in Spanish meant Serpent. It is said that the first Culebra was created by the
Nine Lords of the Night – a group of priests and priestesses who worshipped the
serpent god Amaru. One night, one of the nine lords received a dream message
from the serpent god tasking him with finding the virgin priestess Kisa who had
ran from her tribe before she was to perform a ceremony which would have her
sacrifice a baby in a blood offering to Amaru. When she was found, the High
Priest Amancio ordered her to be the sacrifice to Amaru and after slitting her
throat she was thrown into a pit that contained the children of Amaru (blessed
snakes of Amaru) who bit at her and injected her with the poison of the culebra
transforming her into the Mistress of the night and the first Culebra..
Physiology
Culebra , are a semi-reptilian
race of immortal and feral creatures that feed on blood and are somehow related
or descended from the Aztec snake gods, particularly a goddess. According to
Professor Tanner these Culebra look more like snakes than bats and have a
reptilian form. These Culebra are from Mesoamerican, Mayan or Aztec regions,
unlike other vampires in the world, due to their appearance of reptiles (in
other regions, vampires monstrous forms look like rats or bats). These Culebra
have monstrous faces, cone-shaped fangs that fold up against the gums, flaked
skin, vertical pupils, red/orange/yellowish glowing eyes and claws. Some Culebra
that were large in their human form become horned and burly. Some Culebra have
hardened scales while others have flaked skin like other snakes.
The blood of the living is the
main component of a Culebra's diet whether from the source, from a cup or
container, or from the flesh of humans, which the Culebra make into a raw delicacy.
It is undetermined when Culebra need to feed, how long they can go without
feeding and what ill affects it has on them if it fails to feed, while it is
known that they will lose themselves to their animal instincts and behavior due
to their bloodlust. They can also consume human food, but it's uncertain
whether they gain sustenance from it, or simply do it to pass as human.
Despite their monstrous
traits, they still retain many human traits that allow them to further the
illusion that they are normal humans, such as sweating and breathing. As such,
they still need to sleep, which they do during the day time. Culebra even
produce waste and still grow hair like humans do.
Traits
of the Culebra
Vampirism of a Culebra makes
its victims immortal and gives them many supernatural powers.
· Accelerated Healing
- Culebra
heal from physical wounds much faster than humans without any lingering side
effects of such injuries.
· Superhuman Strength
- A
Culebra’s strength increases with age, the 1,000 year old Santanico was able to
eviscerate humans much bigger than her with ease, swing her hands through a
person and maul them in one strike, and throw them with one hand across a room.
Freshly turned Culebra are as weak as humans and one human can easily defeat
them until they are overpowered. The master Culebra can at his or her
discretion create Culebra that are stronger than a normal freshly turned Culebra.
· Steal Memories –
a
Culebra that so much as touches a human will instantly know everything that
human knows. Culebra are also able to see, hear and even feel the past of the
blood they've consumed. This is why some criminal organizations have pacts with
the Culebra. Knowledge in exchange for victims
·
Shapeshifting
-
Culebra can shape-shift into a reptilian form that is stronger and far more
feral than their human form or their regular Culebra form. It causes them to
mentally degenerate into mindless animals that can be killed easier as they are
not as smart in a fight and are more blood crazed, though when partially
transformed, they are simply more aggressive and can speak, while other are
more like hungry zombies and even hunt in hoards or packs. They either have
flaked or scaly skin with sometimes hardened scales and horns.
·
Wall-Crawling
- Culebra
are capable of scaling on surfaces opposite to the ground and on walls,
possibly with their claws.
Special
Abilities
Some ancient Culebra can have a special ability, such as
growing a pair of bat-like wings, one ancient Culebra was able to crush someone
like a boa constrictor.
Weaknesses
If Culebra are killed, they and anything they wear turns to
desert-like dust with no trace that it was ever a creature.
Sunlight - Direct, strong sunlight burns
their skin and, if fully immersed in it, they will die and turn to dust along
with what they wear. The touch of direct sunlight will either cause their skin
to burn in smoke or be set ablaze. Only direct sunlight can harm a Culebra,
while one that remains in shade or shadows will remain unaffected by the sun.
However, if a Culebra has recently fed, it is able to walk in sunlight
temporarily.
Heart Destruction- Damaging or destroying their
heart, the organ of blood and the source of their strength, usually by means of
stabbing it, kills them and turns them and whatever they were into nothing but
dust.
Snake Venom - It appears that snake venom
can incapacitate a Culebra. An S.A.V.E. envoy was told to put some rattlesnake
venom into a goblet filled with blood that would be presented to a Culebra
elder. Minutes after the elder consumed the poisoned blood from the goblet, he
started to choke and became paralyzed, allowing the envoy to kill the elder.
Stats for a Culebra
EWS: 80 (Notable) REF: 70 STA: 80
Injury: Superficial, Minor –10,
Serious –20, Major –30,
Critical –50, Lethal
Disciplines: Change Form (fog),
Influence, Slow, Stifle,
Time Stop (Unique)
Aspects: Bane (religious symbols,
holy water), Parasitic, Special Weakness (sunlight, wood), Supernatural Speed, Venomous,
Sustenance, Unfeeling, Unkillable, Unliving
Special Weakness
(sunlight):
A Culebra dies if it is exposed to sunlight for at least one minute. However,
if a Culebra has recently fed, it is able to walk in sunlight temporarily
Sustenance: Culebras must drink the
blood of a living human or animal at least once a month in order to survive but
like a snake they can exist up to 6 months without feeding – though they weaken
as time goes by. They need only inflict a Minor Injury with their bite in order
to be satisfied. Every night that goes by without feeding inflicts an Injury (beginning
with Minor and escalating every day at sunrise). If the vampire reaches Lethal
Injury from starvation, it becomes inert and will not revive unless human blood
is spilled on its mouth.
Venomous: a bite of a culebra is venomous at the end of the scene in which the envoy is bitten, the envoy’s player rolls a General STA check. If the roll fails, the envoy is poisoned with the culebra’s venom. The venom is persistent and escalating (see p.225 of Chill). The envoy loses 5 STA a day, and the player must make a General STA check each day of game time. If the envoy succeeds in the STA check 5 times (one for each day in game time), the poison has dissipated in the envoys systems and the recovery process can begin. If the roll fails, the character suffers an Injury. If he fails the STA check five times in a row the character suffers a lethal injury and dies only to raise as a new culebra. Restorative disciplines can help the player replenish STA and Injury levels, but they don’t halt the poison. While poisoned, the envoy suffers fevers, intense pain, hallucinations, and bleeding from mouth and eyes (all of this means a -20 penalty to all target numbers, in addition to any Injury penalties).
Venomous: a bite of a culebra is venomous at the end of the scene in which the envoy is bitten, the envoy’s player rolls a General STA check. If the roll fails, the envoy is poisoned with the culebra’s venom. The venom is persistent and escalating (see p.225 of Chill). The envoy loses 5 STA a day, and the player must make a General STA check each day of game time. If the envoy succeeds in the STA check 5 times (one for each day in game time), the poison has dissipated in the envoys systems and the recovery process can begin. If the roll fails, the character suffers an Injury. If he fails the STA check five times in a row the character suffers a lethal injury and dies only to raise as a new culebra. Restorative disciplines can help the player replenish STA and Injury levels, but they don’t halt the poison. While poisoned, the envoy suffers fevers, intense pain, hallucinations, and bleeding from mouth and eyes (all of this means a -20 penalty to all target numbers, in addition to any Injury penalties).
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