You have culled the brood of Belishu over the last few days, and harried them from the sewers, an abandoned warehouse and chased them off the streets to their last holdout; Locust Point Yard
You've made sure no innocents are scheduled to be in the train yard tonight. The full moon is in the air and your Rahu can hardly contain his need to strike the killing blow on the leader of the brood; Red Minister it is called. The foul creature has dared to defile you sacred hunting grounds. There is no mercy to be had. This threat is one of the most insidious the Uratha face. They must all die, here, tonight. Lest they be allowed to gather a new swarm and plague your territory again.
You all know the plan, including your wolf-blooded. Tonight, your Zakmur-dah comes to it's glorious end.
You've made sure no innocents are scheduled to be in the train yard tonight. The full moon is in the air and your Rahu can hardly contain his need to strike the killing blow on the leader of the brood; Red Minister it is called. The foul creature has dared to defile you sacred hunting grounds. There is no mercy to be had. This threat is one of the most insidious the Uratha face. They must all die, here, tonight. Lest they be allowed to gather a new swarm and plague your territory again.
You all know the plan, including your wolf-blooded. Tonight, your Zakmur-dah comes to it's glorious end.
Step Four Instructions
The Kill is more like a standard Storytelling scene than
any other in the Zakmur-Dah. The pack has hunted the prey
and harried it to the final confrontation. Now they define
themselves and their place in Uratha society.
The group should try to include
as many peripheral pack members in the Kill as possible, to
showcase the entire pack in the Zakmur-Dah. Troupe Play (see
below) discusses how players can run multiple characters in this
scene if they wish. Including the Wolf-Blooded and humans
as assistants, bait, victims — or fellow hunters — cements the
pack as more than just the werewolves in the players’ minds.
The Kill uses dice more than the other steps, and the
players are encouraged to push characters to their limits.
They can suffer other
consequences — being knocked unconscious, maimed (but not
making the character unplayable), or mentally scarred — but all
wounds can be fixed through appropriate treatment and time.
The Kill doesn’t require the actual death of the prey.
Depending on what narrative the group wants for its Zakmur-
Dah, the prey may escape, or the pack may allow the prey to
live after securing assurances from it, or forcing it to impart
Gifts or oaths.
Whatever the outcome, this individual
reminds the pack of its first triumph and dominance over
its foes.
The Kill is more like a standard Storytelling scene than
any other in the Zakmur-Dah. The pack has hunted the prey
and harried it to the final confrontation. Now they define
themselves and their place in Uratha society.
The group should try to include
as many peripheral pack members in the Kill as possible, to
showcase the entire pack in the Zakmur-Dah. Troupe Play (see
below) discusses how players can run multiple characters in this
scene if they wish. Including the Wolf-Blooded and humans
as assistants, bait, victims — or fellow hunters — cements the
pack as more than just the werewolves in the players’ minds.
The Kill uses dice more than the other steps, and the
players are encouraged to push characters to their limits.
They can suffer other
consequences — being knocked unconscious, maimed (but not
making the character unplayable), or mentally scarred — but all
wounds can be fixed through appropriate treatment and time.
The Kill doesn’t require the actual death of the prey.
Depending on what narrative the group wants for its Zakmur-
Dah, the prey may escape, or the pack may allow the prey to
live after securing assurances from it, or forcing it to impart
Gifts or oaths.
Whatever the outcome, this individual
reminds the pack of its first triumph and dominance over
its foes.
Combat Rules
Combat Summary Chart
STAGE ONE: INTENT
• The players and the Storyteller describe what their characters want out of the fight.
• Decide whether characters can surrender and become Beaten Down.
Stage Two: Initiative
• If the attacker springs an ambush or otherwise strikes when the defender isn’t able to counter, the defender rolls Wits + Composure contested by the attacker’s Dexterity + Stealth. If the defender fails, she doesn’t act on the first turn of combat and cannot apply Defense against attacks.
• Everyone rolls Initiative: the result of a single die roll + Dexterity + Composure. If the character has a weapon readied, apply its Initiative Modifier.
STAGE THREE: ATTACK
• Unarmed Combat: Strength + Brawl - opponent’s Defense
• Melee Combat: Strength + Weaponry - opponent’s Defense
• Ranged Combat: Dexterity + Firearms
• Thrown Weapons: Dexterity + Athletics - opponent’s Defense
A character’s Defense is normally subtracted from any attack dice pools where it applies. If she chooses to Dodge, the defender rolls double her Defense as a dice pool against each attack. Each success reduces the attacker’s successes by one. If the attacker is reduced to zero successes, the attack does nothing. If the attacker has successes remaining, add any weapon modifier to the number of successes to determine how many points of Health the target loses. All weapons deal lethal damage.
STAGE FOUR: DESCRIPTION
The Storyteller describes the attack and wounds in narrative terms.
POSSIBLE MODIFIERS
• Aiming: +1 per turn to a +3 maximum.
• All-Out Attack: +2 with Brawl or Weaponry attack; lose Defense.
• Armor Piercing: Ignores amount of target’s armor equal to item’s rating.
• Autofire Long Burst: 20 or so bullets, no target limit pending Storyteller approval. A +3 applies to each attack roll; -1 per roll for each target after the first.
• Autofire Medium Burst: 10 or so bullets at one to three targets, with a +2 to each attack roll; -1 per roll for each target after the first.
• Autofire Short Burst: Three bullets at a single target with a +1 to the roll.
• Charge: Move at twice Speed and attack with Brawl or Weaponry in one action; lose Defense.
• Concealment: Barely -1; partially -2; substantially -3; fully, see “Cover.”
• Cover: Subtract Durability from damage; if Durability is greater than the weapon modifier, the attack has no effect.
• Dodge: Double Defense, roll as a dice pool with each success subtracting one from the attacker’s successes.
• Drawing a Weapon: Requires instant action without a Merit and could negate Defense.
• Firing from Concealment: Shooter’s own concealment quality (-1, -2, or -3) reduced by 1 as a penalty to fire back (so, no modifier, -1, or -2).
• Offhand Attack: -2 to attack roll.
• Prone Target: -2 to hit in ranged combat; +2 to hit within close-combat distance.
• Pulling Blow: Target gains 1 Defense; the attack can’t deal more than chosen maximum damage.
• Range: -2 at medium range, -4 at long range.
• Shooting into Close Combat: -2 per combatant avoided in a single shot (not applicable to autofire); -4 if grappling.
• Specified Target: Torso -1, leg or arm -2, head -3, hand -4, eye -5.
• Surprised or Immobilized Target: Defense doesn’t apply.
• Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor may or may not apply, but Defense does apply.
• Willpower: Add three dice to a roll or +2 to a Resistance trait (Stamina, Resolve, or Composure) in one roll or instance.
DOWN AND DIRTY COMBAT
The Storyteller might decide that your character can get what she wants without focusing on the details of the fight. Maybe she’s picking on people weaker than her, like a Gauru werewolf faced with a mob of normal people. Maybe she’s internalized the mechanics of violence. Or maybe the fight’s not the important thing going on with regards to the character’s intent. If that’s the case, the Storyteller can opt to use a Down and Dirty Combat. This system resolves the entire fight in a single roll. Storyteller characters might deal some damage, but they’re never able to initiate a Down and Dirty Combat.
Action: Contested; resistance is reflexive Dice Pool: Combat pool (Dexterity + Firearms, Strength + Brawl, or Strength + Weaponry) versus either the opponent’s combat pool (as above) or an attempt to escape (Strength or Dexterity + Athletics). Ignore Defense on this roll.
Roll Results
Dramatic Failure: The character’s opponent gets the upper hand. This usually includes the opposite of the character’s intent — if she wanted to disable the guards so she could escape, she is stunned instead.
Failure: The opponent wins the contest. If the opponent used a combat pool, deal damage equal to the difference in successes plus weapon modifier. Also, the opponent escapes unless he wants to press the combat.
Success: The character wins the contest. She deals damage equal to the difference in successes plus her weapon modifier and achieves her intent — if her intent includes killing her opponents, then she does so.
Exceptional Success: As a success, and the character also gains a point of Willpower from the rush of inflicting violence on an inferior opponent.
Combat Summary Chart
STAGE ONE: INTENT
• The players and the Storyteller describe what their characters want out of the fight.
• Decide whether characters can surrender and become Beaten Down.
Stage Two: Initiative
• If the attacker springs an ambush or otherwise strikes when the defender isn’t able to counter, the defender rolls Wits + Composure contested by the attacker’s Dexterity + Stealth. If the defender fails, she doesn’t act on the first turn of combat and cannot apply Defense against attacks.
• Everyone rolls Initiative: the result of a single die roll + Dexterity + Composure. If the character has a weapon readied, apply its Initiative Modifier.
STAGE THREE: ATTACK
• Unarmed Combat: Strength + Brawl - opponent’s Defense
• Melee Combat: Strength + Weaponry - opponent’s Defense
• Ranged Combat: Dexterity + Firearms
• Thrown Weapons: Dexterity + Athletics - opponent’s Defense
A character’s Defense is normally subtracted from any attack dice pools where it applies. If she chooses to Dodge, the defender rolls double her Defense as a dice pool against each attack. Each success reduces the attacker’s successes by one. If the attacker is reduced to zero successes, the attack does nothing. If the attacker has successes remaining, add any weapon modifier to the number of successes to determine how many points of Health the target loses. All weapons deal lethal damage.
STAGE FOUR: DESCRIPTION
The Storyteller describes the attack and wounds in narrative terms.
POSSIBLE MODIFIERS
• Aiming: +1 per turn to a +3 maximum.
• All-Out Attack: +2 with Brawl or Weaponry attack; lose Defense.
• Armor Piercing: Ignores amount of target’s armor equal to item’s rating.
• Autofire Long Burst: 20 or so bullets, no target limit pending Storyteller approval. A +3 applies to each attack roll; -1 per roll for each target after the first.
• Autofire Medium Burst: 10 or so bullets at one to three targets, with a +2 to each attack roll; -1 per roll for each target after the first.
• Autofire Short Burst: Three bullets at a single target with a +1 to the roll.
• Charge: Move at twice Speed and attack with Brawl or Weaponry in one action; lose Defense.
• Concealment: Barely -1; partially -2; substantially -3; fully, see “Cover.”
• Cover: Subtract Durability from damage; if Durability is greater than the weapon modifier, the attack has no effect.
• Dodge: Double Defense, roll as a dice pool with each success subtracting one from the attacker’s successes.
• Drawing a Weapon: Requires instant action without a Merit and could negate Defense.
• Firing from Concealment: Shooter’s own concealment quality (-1, -2, or -3) reduced by 1 as a penalty to fire back (so, no modifier, -1, or -2).
• Offhand Attack: -2 to attack roll.
• Prone Target: -2 to hit in ranged combat; +2 to hit within close-combat distance.
• Pulling Blow: Target gains 1 Defense; the attack can’t deal more than chosen maximum damage.
• Range: -2 at medium range, -4 at long range.
• Shooting into Close Combat: -2 per combatant avoided in a single shot (not applicable to autofire); -4 if grappling.
• Specified Target: Torso -1, leg or arm -2, head -3, hand -4, eye -5.
• Surprised or Immobilized Target: Defense doesn’t apply.
• Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor may or may not apply, but Defense does apply.
• Willpower: Add three dice to a roll or +2 to a Resistance trait (Stamina, Resolve, or Composure) in one roll or instance.
DOWN AND DIRTY COMBAT
The Storyteller might decide that your character can get what she wants without focusing on the details of the fight. Maybe she’s picking on people weaker than her, like a Gauru werewolf faced with a mob of normal people. Maybe she’s internalized the mechanics of violence. Or maybe the fight’s not the important thing going on with regards to the character’s intent. If that’s the case, the Storyteller can opt to use a Down and Dirty Combat. This system resolves the entire fight in a single roll. Storyteller characters might deal some damage, but they’re never able to initiate a Down and Dirty Combat.
Action: Contested; resistance is reflexive Dice Pool: Combat pool (Dexterity + Firearms, Strength + Brawl, or Strength + Weaponry) versus either the opponent’s combat pool (as above) or an attempt to escape (Strength or Dexterity + Athletics). Ignore Defense on this roll.
Roll Results
Dramatic Failure: The character’s opponent gets the upper hand. This usually includes the opposite of the character’s intent — if she wanted to disable the guards so she could escape, she is stunned instead.
Failure: The opponent wins the contest. If the opponent used a combat pool, deal damage equal to the difference in successes plus weapon modifier. Also, the opponent escapes unless he wants to press the combat.
Success: The character wins the contest. She deals damage equal to the difference in successes plus her weapon modifier and achieves her intent — if her intent includes killing her opponents, then she does so.
Exceptional Success: As a success, and the character also gains a point of Willpower from the rush of inflicting violence on an inferior opponent.
See more
Specifics of the Fight
Redminister is here, as are several other Belishu.
There are Two Hybrids, a Disease Spirit and Red Minister itself. You may also add in any swarms of rats and humans who've been claimed by the Belishu but these should mostly be killed in narrative description. There can be as many as you like.
The Hybrids can be killed by anyone in Gauru form. A successful hit kills them for the purpose of this introduction. The Disease Spirits you should be able to injure using it's Bane.
Red Minister will be treated as a full npc.
Disease Spirit
Rank: 2
Power 5, Finesse 5, Resistance 4, Willpower 9, Essence 15
Initiative: 9
Defense: 5
Speed: 14
Size: 4
Corpus: 8
Influences: Disease 2
Ban: Dematerialize in the presence of a Healer
Bane: Medicinal Plants
Manifestation: Discorporate, Materialize, Reaching, Twilight Form
Numina: Awe, Blast, Drain, Hallucination, Innocuous
Rat-Hybrid
Attributes: Intelligence 4, Wits 4, Resolve 3, Strength 2,
Dexterity 4, Stamina 2, Presence 4, Manipulation 4, Composure 3
Skills: Crafts 1, Investigation 1, Occult 2, Athletics 2, Brawl (Close Quarters) 3, Larceny 1, Stealth 1, Animal Ken (Rats) 3, Intimidation 3, Persuasion 2, Streetwise (Scavenging) 1, Subterfuge (Laying Traps) 2, Weaponry 1
Merits: Direction Sense, Fleet of Foot 3, Iron Stomach
Willpower: 6
Morality: 5
Essence: 4
Health: 7
Initiative: 7
Defense: 4
Speed: 14 (with Fleet of Foot)
Dread Powers: Gnaw Gauntlet, Discorporate, Armored Hide 1, Burrow,
Natural Weaponry 2
Red Minister
Attributes: Intelligence 2, Wits 4, Resolve 5, Strength
7, Dexterity 6, Stamina 8, Presence 5, Manipulation 2,
Composure 2
Skills: Academics 3, Investigation 2, Medicine 3, Occult
3, Athletics 3, Brawl 5, Stealth 2, Science 2, Survival 3,
Animal Ken 2, Expression 3, Intimidation 4, Persuasion 3,
Subterfuge 4
Merits: Allies 4 (Disease Spirits), Iron Stamina 3, Parkour
5, Trained Observer 3
Willpower: 7
Essence: 20
Health: 14
Initiative: 8
Defense: 7
Size: 6
Speed: 18
Dread Powers: Armored Hide 2, Burrow, Discorporate,
Gnaw Gauntlet, Monstrous Resilience, Natural Weaponry
3, Venomous Ichor, Warp Shard
Redminister is here, as are several other Belishu.
There are Two Hybrids, a Disease Spirit and Red Minister itself. You may also add in any swarms of rats and humans who've been claimed by the Belishu but these should mostly be killed in narrative description. There can be as many as you like.
The Hybrids can be killed by anyone in Gauru form. A successful hit kills them for the purpose of this introduction. The Disease Spirits you should be able to injure using it's Bane.
Red Minister will be treated as a full npc.
Disease Spirit
Rank: 2
Power 5, Finesse 5, Resistance 4, Willpower 9, Essence 15
Initiative: 9
Defense: 5
Speed: 14
Size: 4
Corpus: 8
Influences: Disease 2
Ban: Dematerialize in the presence of a Healer
Bane: Medicinal Plants
Manifestation: Discorporate, Materialize, Reaching, Twilight Form
Numina: Awe, Blast, Drain, Hallucination, Innocuous
Rat-Hybrid
Attributes: Intelligence 4, Wits 4, Resolve 3, Strength 2,
Dexterity 4, Stamina 2, Presence 4, Manipulation 4, Composure 3
Skills: Crafts 1, Investigation 1, Occult 2, Athletics 2, Brawl (Close Quarters) 3, Larceny 1, Stealth 1, Animal Ken (Rats) 3, Intimidation 3, Persuasion 2, Streetwise (Scavenging) 1, Subterfuge (Laying Traps) 2, Weaponry 1
Merits: Direction Sense, Fleet of Foot 3, Iron Stomach
Willpower: 6
Morality: 5
Essence: 4
Health: 7
Initiative: 7
Defense: 4
Speed: 14 (with Fleet of Foot)
Dread Powers: Gnaw Gauntlet, Discorporate, Armored Hide 1, Burrow,
Natural Weaponry 2
Red Minister
Attributes: Intelligence 2, Wits 4, Resolve 5, Strength
7, Dexterity 6, Stamina 8, Presence 5, Manipulation 2,
Composure 2
Skills: Academics 3, Investigation 2, Medicine 3, Occult
3, Athletics 3, Brawl 5, Stealth 2, Science 2, Survival 3,
Animal Ken 2, Expression 3, Intimidation 4, Persuasion 3,
Subterfuge 4
Merits: Allies 4 (Disease Spirits), Iron Stamina 3, Parkour
5, Trained Observer 3
Willpower: 7
Essence: 20
Health: 14
Initiative: 8
Defense: 7
Size: 6
Speed: 18
Dread Powers: Armored Hide 2, Burrow, Discorporate,
Gnaw Gauntlet, Monstrous Resilience, Natural Weaponry
3, Venomous Ichor, Warp Shard
Status
detect ambush:
Hybrid 1- 2 successes
Hybrid 2-4 successes
Red Minister- 2 successes
Disease Spirit- 4 successes
Initiative:
18 Disease Spirit*/(14) Rose*
15(12)(8.) Rashid*
9 Red Minister*
8 (6) Luke
7 Rory
6 Cho
Red Minister
Willpower: 7 Essence: 20 Health: 14 Tilt: Condition:
Hybrid 1
Willpower: 6 Essence: 4 Health: 7 Tilt: Condition:
Hybrid 2
Willpower: 6 Essence: 4 Health: 7 Tilt: Condition:
Disease Spirit
Willpower: 9 Essence: 15 Corpus: 8 Tilt: Condition:
Rose
Willpower: 4 Essence: 10 Health: 7 Tilt: Condition: Siskur-dah Form: Gauru
Rory
Willpower: 4 Essence: 10 Health: 7 Tilt: Condition: Siskur-dah Form:
Luke
Willpower: 4 Essence: 10 Health: 7 Tilt: Condition: Siskur-dah Form: Urshul
Rashid
Willpower: 4 Essence: 10 Health: 8 Tilt: Condition: Siskur-dah Form: Gauru
Cho
Willpower: 4 Health: 7 Tilt: Condition:
SISKUR-DAH (PERSISTENT )
Your character is on the Siskur-Dah, the Sacred Hunt. She gains a specific benefit depending on the ritemaster’s tribe.
The Storm Lord Sacred Hunt grants your character the ability to clearly perceive prey that is possessed, Urged, or Claimed. If your character looks at a Ridden human who is the prey of the hunt, for example, she will see the spirit coiled up within him.
Possible Sources: The Sacred Hunt rite, or being personally blessed by a Firstborn.
Resolution: The prey is brought down (a kill is not necessary) or the pack breaks off the Siskur-Dah by taking any significant actions towards ends other than the hunt.
Beat: Your character achieves an exceptional success on an action involving the prey.
Note: This effect means nothing against this particular prey. All that really matters for you is exceptional successes earn extra beats.
detect ambush:
Hybrid 1- 2 successes
Hybrid 2-4 successes
Red Minister- 2 successes
Disease Spirit- 4 successes
Initiative:
18 Disease Spirit*/(14) Rose*
15(12)(8.) Rashid*
9 Red Minister*
8 (6) Luke
7 Rory
6 Cho
Red Minister
Willpower: 7 Essence: 20 Health: 14 Tilt: Condition:
Hybrid 1
Willpower: 6 Essence: 4 Health: 7 Tilt: Condition:
Hybrid 2
Willpower: 6 Essence: 4 Health: 7 Tilt: Condition:
Disease Spirit
Willpower: 9 Essence: 15 Corpus: 8 Tilt: Condition:
Rose
Willpower: 4 Essence: 10 Health: 7 Tilt: Condition: Siskur-dah Form: Gauru
Rory
Willpower: 4 Essence: 10 Health: 7 Tilt: Condition: Siskur-dah Form:
Luke
Willpower: 4 Essence: 10 Health: 7 Tilt: Condition: Siskur-dah Form: Urshul
Rashid
Willpower: 4 Essence: 10 Health: 8 Tilt: Condition: Siskur-dah Form: Gauru
Cho
Willpower: 4 Health: 7 Tilt: Condition:
SISKUR-DAH (PERSISTENT )
Your character is on the Siskur-Dah, the Sacred Hunt. She gains a specific benefit depending on the ritemaster’s tribe.
The Storm Lord Sacred Hunt grants your character the ability to clearly perceive prey that is possessed, Urged, or Claimed. If your character looks at a Ridden human who is the prey of the hunt, for example, she will see the spirit coiled up within him.
Possible Sources: The Sacred Hunt rite, or being personally blessed by a Firstborn.
Resolution: The prey is brought down (a kill is not necessary) or the pack breaks off the Siskur-Dah by taking any significant actions towards ends other than the hunt.
Beat: Your character achieves an exceptional success on an action involving the prey.
Note: This effect means nothing against this particular prey. All that really matters for you is exceptional successes earn extra beats.
This land is ours and you have no place in it! You will all die tonight! Rose's predatory thoughts were so loud in her own head that she wondered how the belishu couldn't hear the danger they were in and run screaming. Rose shifted into urshul form in preparation for her attack. She licked her lips, running her tongue over the sharp fangs in her mouth, ready to rip and tear, the claws on her hands itching to sink into flesh and shred it to the bone.
The train yard they had managed to track the disgusting creatures to had boxcars and a train here and there. Rose didn't notice much more than that, choosing instead to pick a target. A hybrid was moving pretty fast among the group and it drew all her interest and attention. Something like that needs to be taken out first, Rose thought. And I have the best chance at doing so. Getting into stealth mode was like putting on a second skin, a skin that made her quiet. Her movements, her breath, even the sound of her blood pumping in her veins all quieted, allowing her to move without being detected. She slid up to the hybrid until she was directly behind him. As she went in to strike, the creature whirled and faced Rose, catching her arms in his hands and kicking her square in the stomach. She didn't have time to wonder how he had known she was there. Ending his life was consuming her every thought. Rose morphed into gauru, quickly towering over the foul being. She pulled her arms out of his grasp, using enough force to dislocate both his shoulders. He wailed in pain and she growled, tearing into his chest with her sharp claws, covering herself in his blood. With her final act she leaned down and savagely bit his neck, tearing enough off that he was damn close to being decapitated. His body hit the ground with a thud and she eagerly looked around for her next target.
The train yard they had managed to track the disgusting creatures to had boxcars and a train here and there. Rose didn't notice much more than that, choosing instead to pick a target. A hybrid was moving pretty fast among the group and it drew all her interest and attention. Something like that needs to be taken out first, Rose thought. And I have the best chance at doing so. Getting into stealth mode was like putting on a second skin, a skin that made her quiet. Her movements, her breath, even the sound of her blood pumping in her veins all quieted, allowing her to move without being detected. She slid up to the hybrid until she was directly behind him. As she went in to strike, the creature whirled and faced Rose, catching her arms in his hands and kicking her square in the stomach. She didn't have time to wonder how he had known she was there. Ending his life was consuming her every thought. Rose morphed into gauru, quickly towering over the foul being. She pulled her arms out of his grasp, using enough force to dislocate both his shoulders. He wailed in pain and she growled, tearing into his chest with her sharp claws, covering herself in his blood. With her final act she leaned down and savagely bit his neck, tearing enough off that he was damn close to being decapitated. His body hit the ground with a thud and she eagerly looked around for her next target.
dice stuff
Spent an essence to activate my gift Eviscerate and used auspice power Closer than you thought
Rashid was chomping at the bit. The traps were all ready, he was just waiting for the cue to wade in and have some fun. Rory was standing by in the Shadow to push everything back to him, the warehouse had containers of gas and oil along the entire perimeter to keep everything from getting out, the little buggers had been eating poison for days. Luke was probably just as antsy as he was, that showboat wanted to do something, or just be done and go party, whichever.
Rose was their big marker, soon as they were all corralled, Rashid gets to act. In the meantime, he sat impatiently. Something had to happen, and it had to happen soon. In the meantime, he was probably making his company nervous with all of his fidgeting.
Finally the signal came! Brutal, frightening, effective. With one hybid bleeding on the ground, the second jumped in a fright, giving himself away with his frantic scrambling. Rashid flexed his massive claws and leapt out of the boxcar he had spent all day waiting in. His massive head cocked, looking for the Minister, wherever he was.
Instinct kicked into full gear and a furious red haze washed over Rashid, landing on top of the startled creature. The fight was nowhere near even as the entire mass of Gauru slammed into the monstrosity, pinning it against a rail beam. Claws sank deep into the dead flesh of the thing as it screamed and clawed futilely at the beast that Rashid embraced. With a snarl Rashid lifted it overhead and ripped it's torso in half in an explosion of gore, flinging the legs behind him and dropping the rest in time to have his foot crush through it's skull.
The Red Minister would be in the warehouse, Luke and the others would make sure of that, and with an exultant lope, Rashid headed in that direction with purpose.
Rose was their big marker, soon as they were all corralled, Rashid gets to act. In the meantime, he sat impatiently. Something had to happen, and it had to happen soon. In the meantime, he was probably making his company nervous with all of his fidgeting.
Finally the signal came! Brutal, frightening, effective. With one hybid bleeding on the ground, the second jumped in a fright, giving himself away with his frantic scrambling. Rashid flexed his massive claws and leapt out of the boxcar he had spent all day waiting in. His massive head cocked, looking for the Minister, wherever he was.
Instinct kicked into full gear and a furious red haze washed over Rashid, landing on top of the startled creature. The fight was nowhere near even as the entire mass of Gauru slammed into the monstrosity, pinning it against a rail beam. Claws sank deep into the dead flesh of the thing as it screamed and clawed futilely at the beast that Rashid embraced. With a snarl Rashid lifted it overhead and ripped it's torso in half in an explosion of gore, flinging the legs behind him and dropping the rest in time to have his foot crush through it's skull.
The Red Minister would be in the warehouse, Luke and the others would make sure of that, and with an exultant lope, Rashid headed in that direction with purpose.
#Ratrape
Father's Form Gauru, 1 Essence to activate Killer Instinct, dice destroyed Hybrid 1, 7 Successes. Reminder: 2 beats
Red Minister heard the screams of it's remaining brood and the howl's of those who were savaging them. He heard their clawed footfalls racing towards the warehouse.
His lesser kin would flee in panic, terrified of the vengeance being wrought by the Uratha. But Red Minister knew better. The only way out was through. Any moment they would smash down the door and expect to find him alone and cowering. Instead, they would find him ready to slay their weakest member and break the ring of flesh and fangs that had pushed his back against this wall.
Meanwhile, Gift-of-Rot-and-Rash made it's way back to where it had reached across the gauntlet earlier. There was no sense sticking around, it's Belishu allies were finished. They would provide no more essence, and the world of flesh was becoming too dangerous with a pack of the halfbreeds exerting their will.
With little effort Gift was back in the Hisil. But alas, it was not alone here. No, of course not. The Moon Bitch's whelps were here waiting as well.
His lesser kin would flee in panic, terrified of the vengeance being wrought by the Uratha. But Red Minister knew better. The only way out was through. Any moment they would smash down the door and expect to find him alone and cowering. Instead, they would find him ready to slay their weakest member and break the ring of flesh and fangs that had pushed his back against this wall.
Meanwhile, Gift-of-Rot-and-Rash made it's way back to where it had reached across the gauntlet earlier. There was no sense sticking around, it's Belishu allies were finished. They would provide no more essence, and the world of flesh was becoming too dangerous with a pack of the halfbreeds exerting their will.
With little effort Gift was back in the Hisil. But alas, it was not alone here. No, of course not. The Moon Bitch's whelps were here waiting as well.
actions
Red Minister will hold his action to swing on the first person to get through the door. The Disease Spirit spent it's turn moving and reaching. It is now in the shadow, close enough for Rory to attack on his action.
Red Minister will hold his action to swing on the first person to get through the door. The Disease Spirit spent it's turn moving and reaching. It is now in the shadow, close enough for Rory to attack on his action.
It was so damned hard to stay silent. The massive urshul wolf let out small whines has he paced along the backside of the warehouse, impatiently waiting on his pack mate’s signal. Somewhere behind him Cho was at work setting fire to the parameters to trap the smaller rats in so they could cleanse the area for good. He would have loved to be in the fray, get in the first bite and strike terror into their prey’s hearts but he understood the need to trap the belishu into the warehouse so that Red Minister could not escape their wrath. So he would wait, but not patiently, to pin the creatures between himself and Rashid, who should be herding more of the creatures into him from the other direction.
At the sounds of guttural squeals and snarling, Luke’s keen ears flipped forward. That was it, the sounds of Rose sinking her fangs into some hapless creature and driving them to their trap. Baring his glistening fangs in a broad grin, he dug his paws into the earth and threw his body forward at full force onto the old battered door, collapsing it inward as his throat opened to release a long rallying howl.
All pack members within hearing range gain +1L to all Brawl and Weaponry attacks
At the sounds of guttural squeals and snarling, Luke’s keen ears flipped forward. That was it, the sounds of Rose sinking her fangs into some hapless creature and driving them to their trap. Baring his glistening fangs in a broad grin, he dug his paws into the earth and threw his body forward at full force onto the old battered door, collapsing it inward as his throat opened to release a long rallying howl.
War Howl
rolls 9d10m8 = 1 (6 4 3 7 5 7 1 9 4 → 1 success(es) against 8) ) ones:1 #Warhowl
rolls 9d10m8 = 1 (6 4 3 7 5 7 1 9 4 → 1 success(es) against 8) ) ones:1 #Warhowl
All pack members within hearing range gain +1L to all Brawl and Weaponry attacks
dice stuff
Luke spends a will to raise his defense 2, total 6.
12-6=6
2 successes +3 weapon mod is 5
Luke takes 5 Lethal.
Luke spends a will to raise his defense 2, total 6.
12-6=6
2 successes +3 weapon mod is 5
Luke takes 5 Lethal.
Just as it hoped, one of the Moon Bitch's children came barreling through the door, all snarls and howling. It was in the form of an impossibly large wolf. It's essence infused war-cry nearly paralyzed Red Minister with fear. Nearly.
But then it regathered it's wits and leapt from it's shadowy hiding place. Hissing with a seething rage of it's own. These wolves had killed it's brood, thwarted it's plans and now they intended to kill it.
He fell onto the over-zealous wolf and raked it savagely before being hurled free of the now bloody dire wolf. Red Minister rose, hissing and screaming obscenities in the First Tongue at it's would be killer.
Rory had expected a disease spirit. The delay of its escape was an added bonus. His hand pumped the weed sprayer as it aerated the area on his size with a thick mist of essential oils and herb mix that echo had concocted. The thing would have to push through its own hell of acid air before it could do much more.
The sprit’s body pressed up against the hole in the gauntlet a piece of it pushing though like play-dough coming out of a press on fast forward. As the rest came though it re-took it’s shape. A writhing mass of maggots and swollen pale greenish flesh. A single large jaundiced eye lolled on a too small head above a cavernous bleeding mouth like a cyclopean tick pushing its belly though a cat door.
Rory’s main concern here was dealing with any escaping Belishu. But if the path out was blocked by the spirit, that was just as well.
Of course Rory wasn’t planning on waiting for it to finish and just saunter through.
Rory’s throaty growl grew deeper as he shifted from his waiting Dalu from to his Gauru from. And he leaped forward through the mist burying his claws into the things corpus, his claws sliding into the rotten flesh with ease until catching on bone and gristle. Pulling back and spreading his arms outward he pulls the spirit through the gauntlet and tearing his claws outward splitting the thing open in two directions. Bones crack and split as stomach is split from viscera. Yellow fat globules flew by his face as blood bile and the contents of the things stomach spilled out over Rory's chest.
In the very back of Rory's mind a little voice intoned that all of this was metaphorical as the appearance and content of things of the spirit world were more defined by perception and concept and had nothing to do with actual biological function. That little voice was buried behind the 10 decibel scream in his mind of "KKKKiiiillllll"
The sprit’s body pressed up against the hole in the gauntlet a piece of it pushing though like play-dough coming out of a press on fast forward. As the rest came though it re-took it’s shape. A writhing mass of maggots and swollen pale greenish flesh. A single large jaundiced eye lolled on a too small head above a cavernous bleeding mouth like a cyclopean tick pushing its belly though a cat door.
Rory’s main concern here was dealing with any escaping Belishu. But if the path out was blocked by the spirit, that was just as well.
Of course Rory wasn’t planning on waiting for it to finish and just saunter through.
Rory’s throaty growl grew deeper as he shifted from his waiting Dalu from to his Gauru from. And he leaped forward through the mist burying his claws into the things corpus, his claws sliding into the rotten flesh with ease until catching on bone and gristle. Pulling back and spreading his arms outward he pulls the spirit through the gauntlet and tearing his claws outward splitting the thing open in two directions. Bones crack and split as stomach is split from viscera. Yellow fat globules flew by his face as blood bile and the contents of the things stomach spilled out over Rory's chest.
In the very back of Rory's mind a little voice intoned that all of this was metaphorical as the appearance and content of things of the spirit world were more defined by perception and concept and had nothing to do with actual biological function. That little voice was buried behind the 10 decibel scream in his mind of "KKKKiiiillllll"
combat
Rory spends 1 essence to change as an instant action. Spends 1 willpower on his attack for +3 dice
Str 1+brawl 1+ 3 Str for form +3 willpower – 5 spirit defense leaves 3 dice: Alric5388 rolls 3d10m8 = 1 #Roryattack
+2 damage from claws + whatever effect from the herbs
Str 1+brawl 1+ 3 Str for form +3 willpower – 5 spirit defense leaves 3 dice: Alric5388 rolls 3d10m8 = 1 #Roryattack
+2 damage from claws + whatever effect from the herbs
Luke snarled as he felt the creature sink its claws into his unsuspecting hide, causing him to spin in a loud flash of silver and tawny fur, turning on the twisted rat-creature. Red Minister! It had to be the leader due to its size and blood hued hide pulled taught over its writhing body of rats. The host whirled away from him but was foolish enough not to run as he knitted his muscles that were already changing, stretching, and shifting to his full terrifying gauru form as he sprung after their prey. Luke's fangs sunk down in to the sagging sack of flesh the beshilu had made its home in, tearing into its shoulder with his massive jaws. Over its heaving body he could see his pack mates closing in, only increasing his savageness, baring his bloody fangs and egging the rat host on.
Bite Down!
Spend 1 essence to change to gauru immediately! Luke heals all damage.
rolls 2d10m8 = 1 ( (4 10 1 → 1 success(es) against 8) ) ones:1 #Lukelatches on
8d10m8 = 5 ( (3 9 8 10 8 5 2 10 3 4 → 5 success(es) against 8) ) #damage
Spend 1 essence to change to gauru immediately! Luke heals all damage.
rolls 2d10m8 = 1 ( (4 10 1 → 1 success(es) against 8) ) ones:1 #Lukelatches on
8d10m8 = 5 ( (3 9 8 10 8 5 2 10 3 4 → 5 success(es) against 8) ) #damage
Rose heard Luke's howl and gave an unintended growl in response even though he couldn't hear her. The cry he had given spurred her on and she sprinted toward the location of the leader, Red Minister. She arrived in time to see Luke's injured back before he shifted into guaru, instantly healed and attacked as well. Rose snarled in ferocity at the sight of her packmate's injury, even if it was now healed, the bastard had dared to maim one of the Uratha and it would pay dearly. She quickly lunged at the creature, claws extended, mouth open ready to bite his head off. He sidestepped at the last second, completely evading her attack. She slammed into the wall behind him, snapping and growling in impatience. Rose circled the prey, looking for another opening and being more cautious about her next attempted attack.
dice stuff
Spend 1 willpower. 5d10m8 = 0 ones:1 #attacks red minister
Rashid was just far enough behind to watch his companion scrabble off to the side. The kill would be his! The giant grey squeezed into the doorway and rose up again, blocking all of the light, filling the air with menace and bloodlust. His legs coiled in thick muscle before propelling him through the air as he howled in victory.
He collided with in with a crunch as bones broke and it was sent spralwing into the middle of the room. The thing's skin was sickeningly slick as Rashid clung to it. Not with blood, that taste he was used to, but with disgusting ichors and the stench of sewers. Those things kept Rashid from clamping down on its neck, ending their fight. Instead, the brutal mauling left his claws sunken deep into rotting flesh, which he gleefully pulled towards him, exposing the repulsive thing's flank to the Tawny Gauru behind it.
He collided with in with a crunch as bones broke and it was sent spralwing into the middle of the room. The thing's skin was sickeningly slick as Rashid clung to it. Not with blood, that taste he was used to, but with disgusting ichors and the stench of sewers. Those things kept Rashid from clamping down on its neck, ending their fight. Instead, the brutal mauling left his claws sunken deep into rotting flesh, which he gleefully pulled towards him, exposing the repulsive thing's flank to the Tawny Gauru behind it.
Rashid's assault
Spends 1 Willpower on attack, spends 1 essence for Crushing Blow. Red Minister Defense reduced an additional 2 on next attack only rolls 11d10m8 = 5 #alloutonRed 9 Damage total
The spirit was all the way through and towered over Rory even in Gauru form. Rory’s only advantage was the mist he had sprayed either stunned or made the thing recoil. Rory didn’t have time to really assess which. Crouching down on his haunches he nearly curled into a ball before launching up his right arm pushing up and into the hole he had torn. The bloated disease spirit thrashed at him ripping at his back. The pain only encouraging Rory to push deeper and farther in. He bit down at the insides tearing out maggot filled viscera. The bile and rot filled his nose and nearly gagged him, but he bit down again and again, pushing into the spirit to protect him from the flailing blows of the spirits claws. Then the push was over and balance was lost. Rory had a sense of weightlessness before the weight tipped him backwards and the spirit fell bodily upon him knocking the wind out of him. He was pinned by the things mass. Shifting to Dalu he capitalized on his smaller size to slide his way out from underneath. He howled in triumph with the rush of adrenaline and the excitement of being alive. He kicked the spirit for good measure before turning back to the gate. Taking up his vigil to ensure only his pack mates exited through the gate.
Luke's attack
All out attack & Spend willpower
rolls 11d10m8 = 2 ( (7 10 6 7 2 2 1 7 5 1 9 4 → 2 success(es) against 8) ) ones:2 #Luke attack
All out attack & Spend willpower
rolls 11d10m8 = 2 ( (7 10 6 7 2 2 1 7 5 1 9 4 → 2 success(es) against 8) ) ones:2 #Luke attack
Luke was easily spurred to greater fervor as his pack join in on the kill. Even as a newly formed pack it was easy to follow and read their movements, so he knew it was time to strike even as Rashid sunk his claws into the sagging hide of their prey pulling it around to expose its flank to his waiting jaws. Leaping atop the creature, Luke readily tore into its spine with his sharp fangs, ignoring the stench of rotted meat and the feeling of the smaller rats thrashing against his muzzle. He felt it snap and buckle under his weight, letting out a shrill wet squeal as its life force drained out. As his pack mates joined in at savaging their kill, tearing through the little rodents that burst out of the carcass, Luke threw his massive head back and announce their victory, piercing the night with his echoing howl.
Moderators: Rashid Mosley (played by cyranax) The Storyteller (played by Gingerkid88) Tanya Barnes (played anonymously)