Monday, January 14, 2019

Rougarou










In the Cajun legends, the creature is said to prowl the swamps around Acadiana and Greater New Orleans, and possibly the fields or forests of the regions. The rougarou most often is described as a creature with a human body and the head of a wolf or dog, similar to the werewolf legend.





Often the story-telling has been used to inspire fear and obedience. One such example is stories that have been told by elders to persuade Cajun children to behave. According to another variation, the wolf-like beast will hunt down and kill Catholics who do not follow the rules of Lent. This coincides with the French Catholic loup-garou stories, according to which the method for turning into a werewolf is to break Lent seven years in a row.





A common legend says that the rougarou is under the spell for 101 days. After that time, the curse is transferred from person to person when the rougarou draws another human’s blood. During that day the creature returns to human form. Although acting sickly, the human refrains from telling others of the situation for fear of being killed. A rougarou’s only weakness is fire, which can destroy them, as well as decapitation





EWS: 75 (Notable) REF: 80 STA: 80

Injury: Superficial, Minor –10, Serious –20, Major –30,
Critical –50, Lethal

Disciplines: Hunter’s Mark

Aspects: Deadly Attack (Serious; creature form only),Regeneration (creature form only), Shapeshifter, Sturdy (creature form only), Supernatural Speed (creature form only), Vigor (creature form only) Special Weakness: Fire 

Saturday, January 12, 2019

Axeman of New Orleans

The Axeman of New Orleans was an American serial killer active in New OrleansLouisiana (and surrounding communities, including Gretna), from May 1918 to October 1919. The Axeman was not caught or identified, and his crime spree stopped as mysteriously as it had started. The murderer's identity remains unknown to this day, although various possible identifications of varying plausibility have been proposed. On March 13, 1919, a letter purporting to be from the Axeman was published in newspapers saying that he would kill again at 15 minutes past midnight on the night of March 19, but would spare the occupants of any place where a jazz band was playing. That night all of New Orleans' dance halls were filled to capacity, and professional and amateur bands played jazz at parties at hundreds of houses around town. There were no murders that night.Many media outlets sensationalized this aspect of the crimes, even suggesting Mafia involvement despite lack of evidence. Some crime analysts have suggested that the killings were related to sex, and that the murderer was perhaps a sadist specifically seeking female victims. Criminologists Colin and Damon Wilson hypothesize that the Axeman killed male victims only when they obstructed his attempts to murder women, supported by cases in which the woman of the household was murdered but not the man.

The Axeman's letter


Hell, March 13, 1919
Esteemed Mortal of New Orleans:The Axeman
They have never caught me and they never will. They have never seen me, for I am invisible, even as the ether that surrounds your earth. I am not a human being, but a spirit and a demon from the hottest hell. I am what you Orleanians and your foolish police call the Axeman.

When I see fit, I shall come and claim other victims. I alone know whom they shall be. I shall leave no clue except my bloody ax, besmeared with blood and brains of he whom I have sent below to keep me company.
If you wish you may tell the police to be careful not to rile me. Of course, I am a reasonable spirit. I take no offense at the way they have conducted their investigations in the past. In fact, they have been so utterly stupid as to not only amuse me, but His Satanic Majesty, Francis Josef, etc. But tell them to beware. Let them not try to discover what I am, for it were better that they were never born than to incur the wrath of the Axeman. I don't think there is any need of such a warning, for I feel sure the police will always dodge me, as they have in the past. They are wise and know how to keep away from all harm.
Undoubtedly, you Orleanians think of me as a most horrible murderer, which I am, but I could be much worse if I wanted to. If I wished, I could pay a visit to your city every night. At will I could slay thousands of your best citizens (and the worst), for I am in close relationship with the Angel of Death.
Now, to be exact, at 12:15 (earthly time) on next Tuesday night, I am going to pass over New Orleans. In my infinite mercy, I am going to make a little proposition to you people. Here it is:
I am very fond of jazz music, and I swear by all the devils in the nether regions that every person shall be spared in whose home a jazz band is in full swing at the time I have just mentioned. If everyone has a jazz band going, well, then, so much the better for you people. One thing is certain and that is that some of your people who do not jazz it out on that specific Tuesday night (if there be any) will get the axe.
Well, as I am cold and crave the warmth of my native Tartarus, and it is about time I leave your earthly home, I will cease my discourse. Hoping that thou wilt publish this, that it may go well with thee, I have been, am and will be the worst spirit that ever existed either in fact or realm of fancy.

--The Axeman

The Axe Man 

STR 60 CON 80 SIZ 70  DEX 40 INT 50
APP 50 POW 50         EDU 60 SAN 50 HP 15 
Luck 45         Magic 10        DB +1D4        Build 1 Move 7
Unarmed 25% (12/5): Skill: 25%; Damage: 1D3+DB; Range: Touch; Hands: 1
Hatchet (i) 70% (35/14): Skill: 70%; Damage: 1D6+1+DB; Impale: 1; Range: Touch
Skills: Art/Craft (Trumpet) 80% (40/16), Credit Rating 30% (15/6), Dodge 50% (25/10), Fighting (Axe) 70% (35/14), Intimidate 60% (30/12), Jump 65% (32/13), Language (Own): English 60% (30/12), Listen 50% (25/10), Natural World 30% (15/6), Occult 60% (30/12), Psychology 40% (20/8), Spot Hidden 45% (22/9), Stealth 65% (32/13)
Spells: Enthrall Victim (MP: 2, SAN: 1D6, CT: 1 round, Res: Opposed POW), Create Gate (POW: variable, SAN: 1, CT: 1 hour per POW)




Wednesday, October 24, 2018

The Babadook


The Babadook, also known as Mister Babadook, is a supernatural creature that is said to be the embodiment of grief, anxiety, and depression. It is said to haunt those who would be foolish enough to read a pop-up book, disguised as a children's book that talks about it. While believed to be a spirit or demon, the Babadook is merely a tulpa, a thought-form which can manifest in our plane of reality due to the amount of fear and belief in its existence.

Appearance

The Babadook most generally appears as a towering, shadowy bogeyman wearing a black coat and hat, with long, claw-like hands and a pale frightening face. The Babadook haunts whomever reads its poem and hides inside a pop-up book that mysteriously appears in random homes. As its prey becomes more frightened, the Babadook becomes more monstrous.
The Babadook is considered to be the embodiment of grief and as time goes on, it slowly brings its victim to the brink of insanity through their five stages of depression. The first stage is denial, meaning the Babadook weaves scenarios where the victim listens to a conversation that reminds them of something traumatic and thus perform all that they can to avoid the topic and the mention of this event, consequently isolating themselves from society including their own family members.

Abilities

The Babadook has been shown to have the ability of possession. When the Babadook weakens its victim's will and spirit to the point where they can barely walk, it plunges itself into the victim's back, which is described like having a large knife be slowly shoved into their spine. Its influence over its prey is great to where it can cause conflict and turmoil between family members, even those who are quite close in relations.
It demonstrated the ability of shape shifting. The Babadook can take the form of any person, animal, or insect. The entity usually takes the form of a person that the victim was once involved with, have a history with be it unpleasant or not. The Babadook uses this as a method of manipulation of the victim's emotions, to where it took the form of a single mother's deceased husband and convince her to offer it her son in order to devour him.
Being a tulpa, the Babadook cannot be defeated by normal conventional means. However, being the embodiment of grief, the Babadook can be defeated through acceptance. Meaning that if the victim ceases to be scared and come to terms with the tragic event that occurred in their past life, the Babadook loses its power over them. It can also fade from existence if those who believe in it, do not think about it so much to where it is real. However, given the Babadook’s methods of inducing fear into its prey, it is a task considered to be highly difficult.

Statistics for the Babadook

EWS: 80 (Notable) REF: 65 STA: 75
Injury: N/A
Disciplines: Whisper, Terrorize, Possession (deadly), Corporeal Manifestation, Change form (Deadly)
Aspects: Unfeeling, Unkillable, Unliving, Bloodless, Parasitic (grief),
Special Weakness (Bravery): The Babadook feeds on grief and fear – so the opposite is a true means of keeping the Babadook at bay, the victim of the Babadook must make a successful General willpower check If the roll fails, the Babadook is not affected and the victim needs to try again. If the roll succeeds
Will Power Check Results
Botch
The Babadook inspires more terror in the victim – the victim receives a -30 modifier to all target numbers for 1d5 rounds
Failure
The Babadook is unaffected by the attempt
Low Success
The Babadook receives a –10 modifier to all target numbers
High Success
The Babadook receives a –20 modifier to all target numbers
Colossal Success
The victims will is strong enough to create a sphere of protection naturally. The Babadook receives a –30 modifier to all target numbers
After 5 successful attempts the Babadook will dissipate and all traces of his existence will be gone – this is the only way to drive the tulpa away.

The Babadook









The Babadook, also known as Mister
Babadook, is a supernatural creature that is said to be the embodiment of
grief, anxiety, and depression. It is said to haunt those who would be foolish
enough to read a pop-up book, disguised as a children's book that talks about
it. While believed to be a spirit or demon, the Babadook is merely a tulpa, a
thought-form which can manifest in our plane of reality due to the amount of
fear and belief in its existence.


Appearance



The
Babadook most generally appears as a towering, shadowy bogeyman wearing a black
coat and hat, with long, claw-like hands and a pale frightening face. The
Babadook haunts whomever reads its poem and hides inside a pop-up book that
mysteriously appears in random homes. As its prey becomes more frightened, the
Babadook becomes more monstrous.


The
Babadook is considered to be the embodiment of grief and as time goes on, it
slowly brings its victim to the brink of insanity through their five stages of
depression. The first stage is denial, meaning the Babadook weaves scenarios
where the victim listens to a conversation that reminds them of something traumatic
and thus perform all that they can to avoid the topic and the mention of this
event, consequently isolating themselves from society including their own
family members.


Abilities



The
Babadook has been shown to have the ability of possession. When the Babadook
weakens its victim's will and spirit to the point where they can barely walk,
it plunges itself into the victim's back, which is described like having a
large knife be slowly shoved into their spine. Its influence over its prey is
great to where it can cause conflict and turmoil between family members, even
those who are quite close in relations.


It
demonstrated the ability of shape shifting. The Babadook can take the form of
any person, animal, or insect. The entity usually takes the form of a person
that the victim was once involved with, have a history with be it unpleasant or
not. The Babadook uses this as a method of manipulation of the victim's
emotions, to where it took the form of a single mother's deceased husband and
convince her to offer it her son in order to devour him.


Being a
tulpa, the Babadook cannot be defeated by normal conventional means. However,
being the embodiment of grief, the Babadook can be defeated through acceptance.
Meaning that if the victim ceases to be scared and come to terms with the
tragic event that occurred in their past life, the Babadook loses its power
over them. It can also fade from existence if those who believe in it, do not
think about it so much to where it is real. However, given the Babadook’s
methods of inducing fear into its prey, it is a task considered to be highly
difficult.





Statistics for the Babadook







EWS: 80 (Notable) REF: 65 STA: 75


Injury: N/A


Disciplines: Whisper, Terrorize, Possession
(deadly), Corporeal Manifestation, Change form (Deadly)

Aspects: Unfeeling, Unkillable,
Unliving, Bloodless, Parasitic (grief),


Special
Weakness (Bravery)
: The
Babadook feeds on grief and fear – so the opposite is a true means of keeping
the Babadook at bay, the victim of the Babadook must make a successful General willpower
check If the roll fails, the Babadook is not affected and the victim needs to
try again. If the roll succeeds



























Will Power Check Results


Botch


The Babadook
inspires more terror in the victim – the victim receives a -30 modifier to
all target numbers for 1d5 rounds


Failure


The Babadook is
unaffected by the attempt


Low
Success


The Babadook
receives a –10 modifier to all target numbers


High
Success


The Babadook
receives a –20 modifier to all target numbers


Colossal
Success


The victims will is
strong enough to create a sphere of protection naturally. The Babadook
receives a –30 modifier to all target numbers


After 5 successful
attempts the Babadook will dissipate and all traces of his existence will be
gone – this is the only way to drive the tulpa away.

Culebra


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.
·        Immortality- Culebra do not age nor decay and are immune to death by disease or sickness.
·       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).

Culebra





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.


·        Immortality
-
Culebra
do not age nor decay and are immune to death by disease or sickness.


·       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).



The Shadows of future past

October 20  Another day nothing changes.this month marks the birthfay of my late brother.  I used to run a RPG blog dedicatedvto horror game...