Second
Attack!
Having just established for the party
what a real leopard attack looks like, now it’s time to show them what sort of a
mess the Leopard Cultists can make. For this purpose, the Keeper should
engineer the assault according to interaction that the party has had with the
local people. If someone is violently opposed to the party’s presence, or has
been outraged by them in some fashion, they will make a suitable victim.
Conversely, if one of the locals has become a useful ally to the party, then
the target could fall upon them. At this stage, the Keeper should avoid
targeting any major players, such as the fakir
or Pandit Chandra, and they should hold off abducting the “butterfly cursed”
player until later (if that scenario is an option). There should be an obvious
connexion between the party and the victim, either positive or negative, so
that the cultists can gain some tangible benefit from their attack.
The attack should happen at night,
preferably in a town (either Rudraprayag or Ratura, depending how far along the
pilgrim route the party has ventured). The victim should be alone when the
attack occurs and in a place where normally they would be safe – behind locked
doors or gates for example.
The wounds on the body will be highly
localised. A real leopard rakes with its rear feet, leaving long, vertical
gashes on the abdomen and thighs as well as bite-marks on the throat. The
victim typically also has defensive wounds on their hands and forearms and
other areas of their body. In these staged attacks, the victim is usually
overwhelmed by several assailants, sometimes suffocated to prevent noise, and
slashed and torn in the abdomen using a bagh
nakh: these rents will usually be horizontal rather than vertical. There
will often be ligature marks where the victim was strangled or tied before
being killed.
The cultists are adept at picking locks
and removing roof-tiles to gain access to buildings. They also post sentries at
the scenes of their crimes to give coded warnings and to distract passers-by.
All of the evidence of watching the scene of the crime and testing its defences
that are typical of a real leopard attack, are absent here.
The cultists are keen to make a
sensation. They want to demonstrate that no-one is safe from the attacks of
“The Leopard” and that, whatever barriers are put in place, “The Leopard” will
bypass them all. If the party is clued-in to the situation, they should soon be
able to spot a real leopard attack from a scübidüberism.
Upping
the Ante
The region is already layered in fear –
once the attacks begin, some of the local people will flock to the party
members seeking their assistance in driving off the “magical” leopard. As often
however, there will be those who believe that the presence of the foreigners in
the area is the reason that the attacks are taking place. The Keeper should
present a mixture of responses from the locals: some villagers are welcoming;
some are wary; some are hostile in the extreme.
At some point, the party will encounter
the fakir once more. This time, he
has thrown a moth-eaten leopard skin over his nakedness and will be leading a
group of similarly-clad novices, all waving sacred flags of Shiva and calling
out to the populace that, unless great penance is performed and offerings
given, the Leopard will strike relentlessly, passing through the very walls to
gain access to its prey. It’s obvious, to the party members at least, that the fakir derives great pleasure from
instilling fear in the villagers and is almost beside himself with delight at
the chaos that he is causing.
Should the party try to break up this
gathering of the Leopard Cultists, they will be in for some stiff resistance.
The Cultists have some Martial Arts
training and some home-grown weaponry that will give the players pause for
thought. Obviously, the Cultists do not openly carry their bagh nakhs – this might give onlookers reason for unwanted
speculation.
Average Cultist
These
adherents of the Leopard Cult are truly dedicated. They worship Shiva as an
escort of the dead and the bringer of death to the world. As a result they are
arrogant and aloof, obeying every command of their Bati Yeli, or ritual executioner – the crazy fakir. They are smeared with white clay covered in dark spots and
draped with leopard skins and yantras
dedicated to Shiva. Like their god, their hair is matted in thick dreadlocks.
Most of the time they are affected by bhang,
a cannabis-based drink that heightens their physical awareness while making
them quite biddable for their leader.
Disciples of the Leopard
char.
|
value
|
char.
|
value
|
char.
|
value
|
STR
|
13,12,13,14,12
|
POW
|
9,9,10,11,10
|
Age
|
18,23,21,34,19
|
CON
|
12,13,11,11,12
|
DEX
|
12,13,14,12,13
|
HP
|
11,12,11,12,13
|
SIZ
|
10,11,10,12,13
|
APP
|
9,10,9,11,12
|
Magic Points
|
9,9,10,11,10
|
INT
|
9,12,12,10,11
|
EDU
|
n/a
|
SAN
|
0
|
Damage
Bonus: +/-0; +/-0; +/-0; +1D4; +1D4
Weapon: Axe 25%, 1D6+1; Club 25%, 1D6; Fist/Punch
50%, 1D3; Kick 30%, 1D6; Knife
30%, 1D4+2; Sword 20%
Armour: None
Skills: Climb 50%; Disguise
25%; Hide 30%; Martial Arts (Kalaripayat)
25%;
Mechanical
Repair (Pick Locks) 35%; Sneak
30%; Track 20%
Spells None
SAN Loss It
costs no SAN to see a normal Leopard Cultist
New Martial Art: Kalaripayat
Element: Fire
Origin: The origins of this fighting style are
lost in time; however references to it can be found in some of the most ancient
Hindu texts. It is believed to have been the training regimen of the great
warrior clans of the Mahabharata. During British rule of the Sub-continent, it went
underground and was all but lost, kept alive by a secret coterie of proponents.
Its spiritual home is now the city of Kerala, where some of the best schools
are situated.
Techniques: The style concentrates on building
physical fitness and endurance for the purpose of defense while targeting nerve
clusters and overbalancing opponents in offense. Students are taught initially
only how to use their bodies in combat before being trained to use short rods
and staves. Many colourful weapons are added to the armoury of the Martial
Artist at advanced levels, including the whip-sword, or urimi.
Statistics
Requirements: Both STR
and DEX should be 12 or more
Weapons: Axe, Club, Dagger, Short Staves and
Rods, Urimi
Martial
Arts Ability
|
Special Techniques
|
01-50%
|
The Blessing of Kali - Fist, Grapple,
Head Butt or Kick damage is
doubled if the roll is also less that the character’s Martial Arts skill (does not apply to the Damage Bonus)
|
51-75%
|
Toppling the Buffalo - The Kalaripayat master has learnt to
perform prodigious kicks from a standing start, leaping high in the air and
returning to his starting position. If the Kick is successful, the Martial Artist is then also able to
strike again that round
|
76-87%
|
The Cobra’s Strike - The Martial Artist has developed his
strength and speed to such a level that he can make two attacks per round,
once at the beginning and once at the end of a round.
|
88-94%
|
Fists of Stone - At this level, the Martial Artist
also doubles his Damage Bonus in a successful attack. Also, a successful
Parry has a 50%+Martial Artist’s POW chance of breaking the weapon used to
attack him.
|
95-98%
|
Bones of Iron - The Martial Artist’s physical
prowess is such that he can ignore 1D4 points of damage from all attacks.
|
99-00%
|
Voice of Thunder - At this level the Martial Artist can
Stun all opponents in a 20 foot
radius with a mighty shout. All within the area must make a DEX Roll or fall
over, while automatically losing their attack for that round. This costs 5
Magic Points.
|
Urimi
As a special surprise for our
Investigators, the Keeper may choose to arm the third cultist (the one with the
best DEX score) with a urimi. This is
a sword, but with 0ne, or several, ribbon-like, edged lengths of steel instead
of a standard blade. The weapon is usually carried coiled on a belt, often
covered by the user’s clothing. When revealed, it is usually whipped forth with
a sinister ringing, hissing sound, and whirled dramatically about the wielder’s
head. Once in motion it must be kept constantly moving or it will snag and
become ineffective; in fact, the user must spend a round getting the weapon up
to speed before using it in attack.
The best way to use the urimi is as part of a massed offense:
the wielder drops back and gets the urimi
moving while his confederates occupy their enemies; then, once the weapon is at
speed, the wielder moves forward, constantly spinning and circling, slashing at
their opponents. If, at any time, the wielder is struck for damage or fails a
DEX Roll, the weapon is stopped and another round must be spent getting it
going once more before it can be used again.
Weapon
|
Base
Chance
|
Damage
|
Range
|
Attacks
/ Round
|
HPs
|
Malfunction
|
Urimi
|
10%
|
1D10
|
touch
|
1
|
10
|
DEX
Roll
|
If combat does ensue, the Keeper should
be keenly on the lookout for opportunities to exploit the party’s missteps and
failures. The fakir will use any gun
misfire, or stumble, to make extreme claims about the invulnerability of the
cultists and their magical protections. Moments such as this will paint strong
pictures about the party in the minds of the villagers, so the Keeper should
milk them for all they’re worth!
To Be Continued...
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