Description

A strange and terrible amalgam of reptile and man, Ophidians are among the rarest and most reclusive of the Witchbreeds. Ophidians possess a lean and muscular humanoid body and the head of a snake or lizard. Many also possess a prehensile tail that can be used to attack, defend, or pick up light objects. Their glittering eyes have the vertical slit pupil common to all reptiles, and their mouths are typically filled with sharp teeth and venomous, retractable fangs. An Ophidian’s tongue is long and sinuous, forked at the tip and packed with sensory organs that grant them a powerful sense of smell. Their speech is slow and sibilant, often breathy and difficult to hear. They have scaly skin that is smooth and dry, cool to the touch, and emanates an almost dusty smell. The color and texture of their scales varies by the individual. Some are a single color all over, others covered with dazzling patterns. Some have smooth, glossy scales, some dull and thick, and others rough and formed into ridges and spines.

Ophidians are the children of a secretive and cunning Witch. During the Bane War, The Gorgon preferred working from the shadows rather than engaging in the full frontal violence and domination that others espoused. Turning considerable magical talents toward creating a unique Witchbreed, The Gorgon viewed the serpent as a creature blessed with prodigious natural gifts, allowing it to move quickly and silently. Through Witchcraft, these various gifts of the serpent were combined with the intelligence and cunning of humankind to create Ophidians. Once created, the Ophidians were given carte blanche to further The Gorgon’s objectives, then released to wreak havoc.

Ophidians exhibit abilities common to Morden’s native reptiles. Their senses are incredibly acute— especially smell—and they are keenly aware of their surroundings at all times. They possess the strength and speed of the serpent, moving with unnatural swift ness and grace, while striking with the power of a coiled spring. Ophidians can dislocate their limbs and flatten their bodies at will. Doing so allows them to slip through small spaces inaccessible to other Mordenites. This gives them the reputation of being able to pass any barrier and enter any locked room. Perhaps most importantly, Ophidians possess glands in their mouths that create an incredibly powerful, fast-acting neurotoxin that can paralyze even the toughest opponent in seconds. As they age, the potency of their venom increases, and some Ophidians have even developed venoms that kill rather than incapacitate.

Ophidians do suffer from a number of restrictive, often debilitating vulnerabilities. They are cold-blooded and extremely susceptible to variations in temperature. These Accursed suffer greatly in cold climates, preferring hot and tropical climates like those found in southern Morden.

Those Ophidians who have become independent often take on work as scouts, guides, and Witch Hunters. A number of these Accursed have found their way into working with the Order of the Penitent, although only a comparative handful have ever ventured as far north as Velmand Priory in Darkenmoor. Victor von Drake is considering a number of candidates to serve as a spymaster for the Order, and it is rumored that an Ophidian named Hassa is the preferred choice. Most Ophidians in the Order are valued as agents in the southlands and along the coastline of Morden. Many act as the Order’s eyes and ears in Port Sorrow to try and keep the refugees there safe from the Witches’ reprisals.

Ophidian Witchbreed Package

Venomous Bite: Bite & Poisonous Touch (Mild)
Disjointed: Thanks to their flexibility and loosely jointed skeletons, Ophidians may fit themselves into or through any space at least as large as their head. They may move at their normal Pace while doing so, and can Run.
Serpent Strike: Edge: First Strike
Cold-Blooded: Environmental Weakness (Cold)
Caustic: Attribute Penalty (Vigor –1)
Ancestral Enemy: The Gorgon’s Witchline

Edges

Paralyzing Venom

  • Requirements: Novice, Ophidian
    Adds the option to use Venomous Bite poison as
    Paralysis. Use at Paralysis causes the hero Fatigue.
    Ophidian can choose whether poison delivered is
    Mild or Paralysis.

Deadly Venom

  • Requirements: Seasoned, Ophidian
    Adds the option to use Venomous Bite poison as
    Lethal. Use at Lethal causes the hero Fatigue. Ophidian
    can choose whether poison delivered is Mild or Lethal

Whiptail

  • Requirements: Novice, Ophidian
    The Ophidian is either created with, or grows through some genetic imbalance, a long, powerful, prehensile tail. This tail can be used to attack or entangle an opponent, has reach, increases an Ophidian’s defensive capabilities, and can even be used to pick up small, light objects, typically no bigger than a knife. A tail grants an Ophidian Reach of 1, deals Str+d4 damage, and entangles like a whip. Rules regarding whips and entanglement can be found in Chapter 4.

Constrictor

  • Requirements: Veteran, Ophidian, Strength d8+
    An Ophidian can train himself to coil his body or tail in a way that entangles or crushes an opponent. When he gets a raise on a Fighting roll, the Ophidian entangles his foe with his body. The round they entangle and each round thereafter, they cause damage to their prey equal to Str+d6. The Ophidian may take an additional non-movement action at the same time as dealing the entangling damage. Prey may attempt to escape on their action by getting a raise on an opposed Strength roll.

Speed of the Serpent

  • Requirements: Novice, Ophidian, Agility d8+
    The Ophidian is an idealized serpentine striker, capable of racing around land much quicker than others. An Ophidian with this Edge gains a base Pace of 10.