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Sachamama
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==Kith Mechanics== ===Affinity=== Actor ===Birthrights=== ====Snake Skinned==== So long as they are touching their shed skin, which typically appears to be a large snakeskin jacket or the equivalent, sachamama can spend 1 Glamour to assume the form of a large snake. Constrictors are most common, though any large snake species is possible. While in this form, they retain their power of speech, albeit more sibilant than normal, and can use any skills or powers they can manage in serpent form. The shed skin cannot be lost and is extremely durable – while it does not serve as armor exactly, it cannot be permanently damaged with anything other than cold iron. Any other wear and tear mends itself over the course of a day or so. If the skin is destroyed with cold iron, a sachamama must make another by killing and consuming a large animal, then shedding their skin afterward. Once per story, the sachamama may assume the form of a huge, fearsome snake, reaching lengths of up to fifty feet and possessed of tremendous supernatural strength. This form lasts for one scene, during which time they gain four additional dots of Strength and Stamina, and their jaws can distend to swallow an adult human whole. However, they cannot use any other powers during this time, and can communicate only in short phrases. ====Keen Observers==== Even though it often seems like they’re not paying attention at all, sachamama are keenly aware of what’s going on around them, and have fearsome recall for detail. They receive the Eidetic Memory Merit for free, and cannot botch Alertness or Kenning rolls. In addition, sachamama cannot be surprised unless their attackers are supernaturally concealed. ===Frailty=== ====Gorging==== Sachamama often eat at almost twice what someone their size typically eats in a day, and at least once per year they must devour roughly five hundred pounds of meat in just a day or two. Most retreat to the jungle for this time, hunting in serpent form, though some simply make impressive trips to nearby supermarkets and butcher shops… and a few unsavory members of this kith use it as an excuse to make sure local rivals and troublemakers go missing. Even ordinary meals leave this kith sluggish, however. Sachamama suffer +1 to the difficulty of all rolls for an hour after eating, and must succeed at a Willpower roll (difficulty 5) to pass up an easy chance to eat. Note that light snacking does not incur this penalty, and thus most sachamama do it constantly, but this kith cannot skirt this Frailty by just grazing – the lure of a “real” meal is simply too strong for them and they must have at least a couple full meals daily.
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