Tag archives for Adaptation

Killer Man Eating Sheep

Killer Man eating Sheep 

STR:7 (105) WPR:4 (60 )DEX:NA  PER:N/A AGL:6 (90) PCN:5 (75) STA:6 (90) PWR:*

ATT:2/90% WND:16 MV:L 250   Experience: 500 pts 

Killer man eating sheep are result of Angus Oldfield’s secret genetic experiments that transform ordinary sheep from docile vegetarians into ferocious carnivores whose bite can transform a human into a bloodthirsty half-sheep monstrosity.

Unsettling Powers

Infectious Bite – Any human, or sheep bitten by a Killer man eating sheep can be infected to become a monstrous half sheep – half man with a new zeland accent (if human) or if a sheep, they become a full blooded Killer Man-Eating Sheep that joins the herd. a PC bitten can make a Specific check against Willpower to resist the change, if successful then a Specific Check against Stamina is needed to “burn” out the infectious bite – Failure means the victim changes in 1d6 hours.

Monstrous 1/2 Sheep Humanoid

STR:7 (105) WPR:4 (60) DEX:NA  PER:N/A AGL:4 (60) PCN:5 (75) STA:6 (90) PWR:N/A

ATT:1/6(90)% WND:16 MV: L 100   Experience: 500 pts

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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.
·        ImmortalityCulebra do not age nor decay and are immune to death by disease or sickness.
·       Accelerated HealingCulebra heal from physical wounds much faster than humans without any lingering side effects of such injuries.
·  Superhuman StrengthA 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-CrawlingCulebra 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 DestructionDamaging 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 VenomIt 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).
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Redneck Gators

Note: This conversion is based on the movie “Ragin’ Cajun Redneck Gators” or by its alternate name “Alligator Alley” I think these “Gators” could add something to your chill game. I know if I was a player faced with red tinged gators that can shoot spines from their tails I would piss myself and run away.

Appearance

Redneck Gators were alligators who had been mutated by tainted moonshine spilt by some of the locals into their swamp habitat. The Gators were larger than regular alligators, had a reddish coloration, a spiked carapace, and they are able to shoot spines from their tails.

Origin

The Redneck Gators were created when some Louisiana alligators ingested some toxic moonshine or they were created as a goof by some unknown being with a sense of humor. The mutation causes the gator to take on a red tinge to its skin while enlarging the gator to an average of 10 feet. It also mutated the plates on its back to become denser and provide better protection. If the mutation stopped there the redneck gators would be an impressive sight to behold…but that’s not the case – they have the ability to shoot spines from their tails and any person whom they bit would slowly transform into a Redneck Gator, retaining some traits and physical aspects of the person that they had been (for example, one Gator retained the gold tooth that he had possessed when human).

In addition, at least one of the Gators was able to remember his life as a human when he fought another Gator to protect the woman he had loved as a man. This gator later lived with the woman in her house on the bayou.

Redneck Gator Stats

EWS: 65 (common)    REF: 65                      STA: 75
Injury: Superficial, Minor –10, Serious –20, Major –30, Critical –50, Lethal
Disciplines: Hunters Mark
Aspects: Deadly Attack (Serious; tail spines only), Sturdy, Tough, Native Environment (underwater), Vigor
Infective bite:  anyone who survives a bite from a Redneck Gators is doomed to slowly become one of them. Any envoy bitten can attempt to resist the change if the player makes a general WPR check (–20 for every marked Injury box from an Redneck Gator) he or she resists the urge to change – this just delays the inevitable – the only way to undo the infection is to kill the gator that bit the player and eat the creature’s heart chasing it down with some Jim bean follow that up with a dose of the restorative form of the art such as Sphere of Protection.
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The Hammer

The Hammer


STR: NA WPR: 7 (105)
DEX: NA PER: 6 (90)
AGL: NA PCN: 6 (90)
STA: NA PWR: 130
ATT: 1/* WND: 0*
MV: F 75 (incorporeal)
Experience: 1,000
Ghost Powers
Excise Living
Supernatural Touch
Weakness: can be held at bay with ghost script engraved glass
The Hammer is the ghost of a blacksmith, George Markley, who lived in a small town in the 1890s. He was wrongfully accused of stealing, and when threatened with exile, refused to leave town. A gang led by his accuser hanged his wife and children and burned their bodies; in revenge, George used his sledgehammer to beat his accuser and the other culprits to death. He was then subjected to a cruel form of frontier justice by the townsfolk, being chained to a tree and executed by having railroad spikes driven into his body with his own sledgehammer. They cut off his hand and attached the sledgehammer to the wrist where the hand was cut off. His ghost is seen with the railroad spikes protruding from his body and a sledgehammer for a left hand.

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The Mole People

A narration by Dr. Frank Baxter, an English professor at the University of Southern California, explainsthe premise of the film and its basis in reality. He briefly discusses the hollow earth theories of John Symmes and Cyrus Teed among others, and says that the movie is a fictionalized representation of this unorthodox point of view.
Archaeologists Dr. Roger Bentley and Dr. Jud Bellamin stumble upon a race of Sumerian albinos living deep under the Earth. They keep mutant humanoid mole men as their slaves to harvest mushrooms, their primary food source, since they can grow without sunlight. The Sumerian albinos’ ancestors moved into the subterranean after the cataclysmic floods in ancient Mesopotamia. Whenever their population increases, they sacrifice old people to the Eye of Ishtar, which is really natural light coming from the surface. These people have lived underground for so long that they are weakened by bright light which the archaeologists brought in the form of a flashlight. However, there is one girl named Adad who has natural Caucasian skin who is disdained by the others since she has the “mark of darkness.” They believe the men are messengers of Ishtar, their goddess. When one of the archaeologists is killed by a mole person, Elinu, the High Priest, realizes they are not gods. He orders their capture and takes the flashlight to control the Mole People, not knowing it is depleted. The archaeologists are then sent to the Eye just as the Mole People rebel. Adad goes to the Eye only to realize its true nature and that the men had survived. They then leave for the surface. Unfortunately, Adad dies after reaching the surface, when an earthquake causes a column to fall over and crush her. 

  The Mole People 
STR:
4 (60)                WPR: 4 (60)

DEX: 3 (45)                  PER: 1 (15)
AGL: 3 (45)                  PCN: 4 (60)
STA: 4 (60)                  PWR: NA ATT: 1/53%                  WND: 14
MV: L 75† Experience: 600

Mole People PowersDark Vision – Mole people can see completely in the dark with no modifiers against them.
Burrowing – a Mole person can burrow through the earth at 1/2 movement rate

Weakness – being a subterranean species, sunlight or any light source brighter then a candle hurts a Mole person doing 1 wound box and 1d10 stamina loss. 

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