Serpent Kin

A new race created from a dying one
The serpent kin are a new race, barely a century old, struggling to find its place in the world and their own identity. Outwardly they appear quite human, with a few key differences. Serpent Kin are totally hairless, have long forked tongues, and either slit vertical (in females) or horizontal (in males) pupils. They can extend their jaws to swallow prey (up to SIZ 20) whole and move with an unnatural grace, like a trained dancer or acrobat. They are extremely intelligent, with boundless curiosity and a natural gift for science. Their temperament is one of cold clinical calculation, with subdued emotions. While they understand the concept of empathy it is not something they truly feel, making many of them seem detached at best and cruel at worst. 

Created accidentally when serpent man geneticists were seeking ways to bolster their numbers and combat inbreeding by introducing limited human DNA into certain bloodlines. In the past this created dangerous mutant species, such as the Worms of the Earth (see page 152-153 of the Call of Cthulhu Malleus Monstrorum) one particular experiment produced something relatively stable. These specimens were very intelligent and genetically stable, but appeared very humanlike with only a few traces of their serpent man ancestor. The serpent people decided that this, ultimately, was yet another failed research branch and moved to euthanize the dozen or so specimens they created. 

Things did not go to plan, as the subjects to be destroyed had already prepared for such an eventuality. They rebelled, killing the serpent men researches who created them, and fled. With a few cosmetic accessories and the right clothing, they quickly melted away into human society. With a wig, some fake eyebrows and eyelashes, and contact lenses or dark glasses, a Serpent Kin can appear nothing more than just another human being. So long as they keep a good distance and do not mingle too much Serpent Kin can and have been successfully living among humans completely unnoticed.

Over the decades their numbers grew, albeit very slowly, and they resumed their former masters research into further improving their bloodline. They are seeking ways to diversify their genetic profile without diluting their serpent man blood or creating mutants. They hope to eliminate their low birth rate while avoiding inbreeding, by seeking out the rare human donors with the right genetic markers needed to further their aims. 

Many Serpent Kin work in the fields of science and medicine, specifically in the fields of genetic research and reproduction. Jobs in sperm banks, embryology labs (egg freezing) and fertility clinics gives them plenty of raw data and genetic samples for their own private research into further improving their own genetic profile. They are no longer looking to improve themselves, and their research is focused on creating at least 24 stable bloodlines. Currently there are only six, and three of these can no longer interbreed without risking mutation due to inbreeding. Without new stable bloodlines to reproduce with their race is doomed to decline, either dying out completely or degenerating into something unstable, like the Worms of the Earth. 

Serpent Kin work hard to keep up appearances, mastering disguising themselves as human (90% success rate). In combat they can employ any weapon used by humans, as well as their natural weapon. Males have retractable fangs that can inject a powerful toxic (Deadly, 2D10, extreme con check for half damage) when delivering a bite. Female do not have fangs but can spit their venom, which enters the bloodstream through contact with an opponent’s skin. This venom is less potent (Severe, 1D10, extreme con check for half damage), but has a range of 3 feet (1 meter or yard). On a hard success on the attack roll their venom is sprayed onto the victims face, and imposes 1 penalty dice on all actions for the next 15 minutes. Serpent Kin can only possess enough venom for 2 such attacks today, but increasing this is a lesser goal in their research. 

Serpent Kin and Serpent People do not get along, and most encounters between them end in violence. At best they keep a respectful distance from one another, negotiating territories and spheres of influence which the other side is not allowed to cross into. A sort of cold war exists between the two groups, with each side attempt to disrupt the activities of the others. The Great Old One Yig loves all of his children, and sees the conflict between them as a positive thing, as the strong should prevail and become greater through adversity.

Sinister Seed, Quadruplets – Recently a woman being treated for infertility was lucky enough to conceive via IVF (In Vetro Fertilization) after visiting a clinic run by Serpent Kin. She has four viable embryos gestating within her, but doctors have advised her to reduce this number by at least half or risk miscarrying them all. Unbeknownst to this woman and her husband, they are carrying the seventh stable bloodline of serpent kin, the result of nine years of research. These children’s birth would help stabilize the Serpent Kin race for another century or so, and these creatures are not about to allow for half their number to be destroyed. They intend to kidnap her, kill her husband and frame her for his murder, and imprison her until the embryos are viable for removal or delivery. They have zero regards for the woman’s life, and even if she carries the quadruplets to term and delivers them successful, they plan to kill her once her usefulness to them ends. 

Serpent Kin, The Rebellious Children of the Serpent People

Char. Averages rolls
STR  75 (1D6+12 x 5)
CON  90 (5D6 x 5)
SIZ  55 (3D6 x 5)
DEX  110 (2D6+15 x 5)
INT  90 (5D6 x 5)
POW  80 (3D6+6 x 5)
HP 15
Av. Damage Bonus: +1D4
Average Build: +1
Average Magic Points: 16
Move 9

ATTACKS
Attacks per round: 1
Fighting attacks: By any weapons, bite or spray 

Fighting, Brawl 60% (20/8), damage DB

Fighting, 1 specific weapon type (Handgun, Rifle/Shotgun, etc) 60% (20/8), damage as weapon

Fighting, Bite or Spray 60% (20/8), damage 2D10 or 1D10 depending on gender (see above)

Dodge 65% (32 / 13)

Armor: None

Skills: Disguise 90%, First Aid 75%, Language – Aklo 75%, Medicine 85%, 

Science (Biology, Chemistry, Pharmacy, Zoology) 95%, Stealth 50%.

Sanity Loss: 1/1D4 for to see a Serpent Kin

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