I‘ve deliberately left this narrative
somewhat nebulous so that the Keeper can work the elements around whatever plot
points their campaign story has determined. Given what has gone before however,
the referee can stage any number of attacks and confrontations for the
Investigators to disentangle in an attempt to thwart the evil intentions of the
Leopard Cult. There are only a few things left to add to the mix and these are
outlined below.
Kali’s Vengeance
If the Keeper has the opportunity to run
the sub-plot where the vain Investigator learns their lesson about being overly
concerned with their appearance whilst on-mission, this is the result of that
scenario.
First, the keeper needs to find an
opportunity to abduct the character in question. This can be effected as a
standard Leopard Cult attack (minus the disembowelling) or during the heat of a
confrontation with Leopard Cultists. Spearheading the kidnap attempt is the fakir, who has all sorts of twisted
revenge scenarios in his head and the wherewithal to carry them out. (NB: that
the character in question could also be an NPC associate of the party, which makes
their abduction even easier.)
The kidnapped character awakens deep in
the jungle, trapped inside a rude cage of stout design. The floor of the cage
is littered with a mess of crushed flowers and sticky fruit, reeking with a
sickly sweet aroma. The character has a vile taste in their mouth and will
discover that light and sound seem abnormally exaggerated, almost painful to
experience. Along with this aural- and photosensitivity, their sense of touch
has become quite acute.
As soon as they’ve noted their new
surrounds, they suddenly hear the sound of sharp blades scraping together. The fakir squats to one side near a small
fire of burning Cannabis sativa,
rasping two large knives together. As the character starts to move within the
cage, hundreds of butterflies, attracted by the sweet mess on which the
character has been laid, rise up around them. Given the suggestion of the
scraping knives, along with the hypersensitivity induced by the bhang which the fakir has administered, the character starts to think that the
brushing of the butterfly wings against their skin is causing dangerous slashes
to appear on their flesh. They will see (hallucinatory) blood running down
their skin and feel the slicing of the wings against their body. The experience
necessitates a SAN Roll (1d4/1d8) which, if they fail, will cause them to pass
out due to perceived – if not actual – blood loss.
The fakir
will enjoy playing with this new toy for as long as the character has Sanity
points to spare. Each period of unconsciousness lasts 20-CON hours (minimum 1
hour), and the infusion of bhang
lasts for a 12 hour duration, after which it must be administered again. The
rest of the party should hurry to rescue their friend before his mind is
permanently damaged.
Things in the party’s favour are the fact
that the scene of this horrible vengeance is not too far removed from where the
abduction took place; also, the small stupefying fire upon which the fakir brews his various potions produces
a lot of smoke, which could lead the rest of the party to him with successful Tracking Rolls. As the party approaches,
the fakir will be notified by Leopard
Cult sentries and he will abandon his revenge and flee. Nonetheless though, he
has something else, even more deadly up his (metaphorical) sleeve...
Were-Leopards!
The Leopard Cultists are trophy-takers
and they are enjoined to souvenir the blood and intestines of those whom they
kill. With these disgusting keepsakes, the fakir
is able to cast a secret spell which allows the recipient to transform into a
human-leopard hybrid, the better to undertake their evil cultish business.
New
Spell: Brew Borfima
This spell has a number of requirements
that need to ticked off before it can be cast. First, the spell only works on
those who have drunk a bottle of blood taken from a victim whom they have
killed whilst working to serve the ends of the Leopard Cult. Traditionally,
every Leopard Cult member who goes out on a raid, must return to the hidden
Cult shrine with a bottle of their victims’ blood and drink it as part of the
concluding ritual for that night’s events.
Secondly, the concoction must be brewed
from the intestines of a human being killed by a member of a Leopard Cult.
These are cooked in a broth of oats, wheat or barley and left to ferment for a
period of a week. While cooking, the Bati
Yeli chants over the brew and infuses it with all of their Magic Points.
After fermenting, the brew is strained and bottled at night; once this is
accomplished, the bottles must never be exposed to sunlight or they will lose
their efficacy.
Armed with their bottle of borfima, a Leopard Cultist need only
drain the bottle and they will transform into a were-leopard. This
transformation lasts until the following sunrise, at which time the drinker
will return to normal (with the exception of any injuries which they may have
sustained while transformed) with only dim and fragmentary memories of what
occurred whilst they were changed.
Alternatively, if sprayed with the enchanted
sacred waters of Udar Kund, the were-leopard will revert back to their human
form, suffering enormous pain as they do so. In this case, their minds return
to human normalcy first, and they retain all knowledge of their acts whilst
transformed. This painful alteration takes 3D4 minutes and causes the one so
affected to lose 1D6/1D10 points of SAN.
Mystical Cat Warriors of
the Punjab!
char.
|
value
|
char.
|
value
|
char.
|
value
|
STR
|
6D6 (21)
|
POW
|
2D6+6 (13)
|
Move
|
12
|
CON
|
2D6+6 (13)
|
DEX
|
2D6+6 (13)
|
HP
|
12
|
SIZ
|
3D6 (10-11)
|
APP
|
N/A
|
Magic Points
|
0
|
INT
|
3D6 (10-11)
|
EDU
|
N/A
|
SAN
|
0
|
Damage
Bonus: +1D4 or 1D6
Weapon: Bite 30% (1D8); Claw 50% (1D6+db); Rake
80% (2D6+db)
Armour: 1
point Hide + 1 hit point Regeneration per round
Skills: Hide 60%; Stalk Prey 60%;
Track by Smell 90%
Spells: None
SAN Loss: 0/1D8
to see a Wereleopard; 0/1D3 to see one transforming
A Were-Leopard attacks with two Claws and a Bite each round. If both Claw
attacks are successful, the Were-Leopard may opt to hang on, automatically Biting the next round or attempting to Rake with both hide feet. Like most
Leopards, they tend to attack from ambush after sizing up their enemies. They
will try to split up groups and force the weaker party members to become
separated if possible. Note that, while these cultists lose their memories of
being were-creatures once transformed back to human beings, while they are in
their cat forms, they have access to all their human intelligence and
understanding in order to co-ordinate their attacks.
Were-Leopards are able to become full
leopards, or can adopt a half-human arrangement granting them the use of hands.
To this end they can use any weapon with which they are normally proficient
while fully human at their standard level of ability. While transformed though,
their greatly enlarged teeth prevent them from using any spells.
Resolution
This all depends upon what the Keeper has
in mind. In real life encounters with Leopard Cults, it was sufficient to prove
to the locals that the cultists have no real “magic” and that they are simply
ruthless individuals ready to prey of their fellow-creatures by means of fear
and extortion. A satisfying conclusion to this tale would likely be the
throwing of the wicked fakir to the
mob to enact their own vengeance.
If the Keeper decides that the Leopard
Cult is not a complete scübidüberism, then things get a tad trickier. In this
case, the presence of Pandit Chandra becomes crucial to the players’ getting
the upper hand over the Cult. As you recall, Chandra is on his own mission to
rid the area of the Leopard curse, travelling to a mystical spring called Udar
Kund near the small pilgrim town of Guptkashi. Chandra has an Enchanted Conch Shell which enables him
to carry holy water from the spring and magically activate it for the purpose
of un-transforming Were-Leopards.
The waters of Udar Kund are believed to
come from all the oceans of the world and are spiritually pure. While many
pilgrims believe that bathing with these waters conveys a blessing and removes
sin, in actual fact the waters are not inherently magical – they need to be
‘activated’ by means of a spell and the magic container which Chandra carries.
Chandra has a magical text, a strip of cloth painted with images and Sanskrit
words in the Devanagari script. These allow him to take water from the spring
and Enchant it. This water, if a dose
of it is Thrown successfully at a
Were-Leopard, will turn it back into a human being; the Conch Shell contains 1D3+1 such doses before needing to be refilled.
New
Spell: Enchant Waters of Udar Kund
To cast the spell, the caster must
meditate for at least an hour before the spring at Udar Kund, burning incense
and reciting the holy sutras recorded on the strip of cloth with the Enchanted Conch Shell before him. Once
completed, the caster may approach the spring and fill the Conch with water:
such water will thereafter become mystically activated and may be transported
from the area of the spring and used as outlined above. The casting of the
spell costs 5 Magic Points. Note that
this spell can be cast only once per day.
Other Statistics
The
Leopard
The Leopard is a skilled hunter relying
on stealth and ambush to catch its prey. More than this however, the Leopard
often tries to dupe its victims, feigning illness or incapacity in order to get
closer to them. The Leopard also is known to ignore attacks from superior foes
in order to close distance and inflict harm: this willingness to walk into
danger has earned the cat a respectful reputation among the peoples of Asia.
The Leopard of Rudraprayag, once killed
by Jim Corbett, proved to be an elderly male and afflicted by a painful gum
disease and tooth loss. Unable to chase and catch its normal prey it was forced
to turn its attentions to easier kills, mainly humans. To this end it clawed
its way through walls and doors and broke through roofs in order to snatch
women, children and invalids before dragging them away to eat. A healthy
Leopard is unlikely to attack humans unless cornered, in extremis, or if they threaten its young. The place where the
Leopard of Rudraprayag was killed is commemorated to this day with a sign and
the town holds an annual fair in remembrance as well. These days, Leopards are
a protected species, in India and elsewhere.
When attacking, the Leopard is only able
to bring its Rake attack to bear if
it makes two successful Claw attacks
or one Bite and one Claw attack – the Rake attack follows directly after, clinging to its prey in order
to more quickly subdue it. In the subsequent round, if still holding its prey,
the Leopard may choose to forego all attacks in order to perform another Rake.
Indian
Maneater (Panthera pardus fusca)
char.
|
rolls
|
averages
|
char.
|
rolls
|
averages
|
STR
|
3d6+6
|
16-17
|
DEX
|
2d6+12
|
19
|
CON
|
3d6
|
10-11
|
Move
|
12
|
|
SIZ
|
2d6+8
|
15
|
HP
|
13
|
|
POW
|
3d6
|
10-11
|
Av.
Damage Bonus: +1d6
Weapon: Bite 30%, 1d10; Claw 50%, 1d6+db; Rake
80%, 2d6+db
Armour: 1 point of fur
Skills: Climb 80%; Hide
80%; Jump 40%; Sneak 90%
Habitat Northern India & Central Asia through to Western China
Jim Corbett
"The wound that has caused a
particular tiger to take to man-eating might be the result of a carelessly
fired shot and failure to follow up and recover the wounded animal, or be the
result of the tiger having lost his temper while killing a porcupine".
Edward James "Jim" Corbett (1875–1955)
was a legendary British hunter and tracker-turned-conservationist, author and
naturalist, famous for hunting a large number of man-eating tigers and leopards
in India.
Corbett held the rank of colonel in the
British Indian Army and was frequently called upon by the government of the
United Provinces, now the Indian states of Uttar Pradesh and Uttarakhand, to
kill man-eating tigers and leopards that were preying on people in the nearby
villages of the Garhwal and Kumaon regions. His hunting successes earned him
longstanding respect and fame in Kumaon. Some even claim the locals considered
him a sadhu, or saint.
Corbett was an avid photographer and
after his retirement authored Man-Eaters
of Kumaon, Jungle Lore, and other books recounting his hunts and
experiences, which enjoyed critical acclaim and commercial success. Later on in
life, Corbett spoke out for the need to protect India's wildlife from
extermination and played a key role in creating a national reserve for the endangered
Bengal tiger by using his influence to persuade the provincial government to
establish it. In 1957 the national park was renamed Jim Corbett National Park
in his honour.
Rewards:
For each Were-Leopard eliminated:
+1D8 SAN Points
For meeting Jim Corbett:
1D4 SAN Points
For breaking the back of
the Leopard Cult: +1D20 SAN Points
For helping bring down the
Leopard of Rudraprayag: +1D6 SAN Points
For each villager/associate
killed by the Cultists: -1D4 SAN Points
The Bati Yeli/evil fakir
is brought to justice: +1D10 SAN Points
Pandit
Chandra dies: -1D10 SAN Points
Escaping the Butterfly Trap: +1D8 SAN Points
As
usual there are other less tangible benefits to success. First, the party will
be the recipients of the gratitude of the local villagers, if they help
eliminate the threat which the Cult imposes. Second, if the party has involved
the assistance of Pandit Chandra, he will be happy to pass on his lore
concerning the waters of Udar Kund; if the party members have sat with him and
studied the scroll which he carries, they will receive the skills Read Devanagari Script at 10%, and Speak Sanskrit at 15%. And, again as
usual, the Keeper is free to add any other benefits they like to reward the party
for having quelled this insidious outbreak
If
anyone takes this scenario out for ride and sees what happens, I’d appreciate
hearing back any thoughts or comments you might have. Enjoy!
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