MiB: The Werewolves - Myth-Weavers Lethe


MiB: The Werewolves


Title
Game Masters
Players

Game Information
  • Created Jun 2 '11
  • Last Post Jan 19 '13 at 3:22am
  • Status Aborted
  • System Werewolf

Game Description

Some of you were born here. Your every day and night has been spent here in isolation from the world. You've never known a tribe and you've never known what it truly is to be Uratha.
Some of you were conscripted. They've got something on you - got something over you. And whatever it is, it had better not see the light of day. Your life and the lives of those you hold dear are at stake. You, the conscripted, come from all walks of life, from all tribes, from many packs - and for the safety of all you hold dear, you must now set them aside and trust that the United States Government will do you right.

Your mission, the destruction of certain conspiracy theories by means of destroying their very spirits and, furthermore, the rearing of new, more useful conspiracies to take their places.

Doesn't sound too hard, right?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Today you've come back from a mission three Wolves lighter. The old man was Pure, but in here no one cares where you're from. You're prisoners with a common enemy, and at such a time it cannot be each other. The girl was a Rahu, a Stormlord. It would have been her death to have her weaknesses broadcast to her pack, her family, and her tribe. It was her death to be lacerated by a spirit supposing to be a piece of the "true cross." Allie was a talented fighter, but (as it's commonly whispered) everyone has their time... The last member was one of the project-bred specimen - a strange lot they are, unequipped for dealing with the world at large. He was called Simeon. Simeon died in Kuruth, the death rage, after Allie fell. The Pure fellow - never got his name - tried to hold him down when he lashed out at the party. The Cross got them both.
You were finally able to defeat the Cross in combat, dissipated it's form, and drunk it's essence to the last. Back to the bunks. The bus is waiting outside as it always is, reinforced, tinted windows, agents armed with silver who herd you into the vehicle, then go to collect the cooling remnants of what were Allie, Simeon, and the Pure fellow. You hear the compartments close below you and know the bus will be starting soon. There is tension in the air as the motor starts. There's always tension.

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