Vulnus
Vulnus is a Bane hybrid that resides around the old Expo in Vancouver.
Overview
The Vulnus has a power of 80 when at full capability, but it has just been awakened. It needs to feed. As it is not yet at full power, the Vulnus will not be able to use the Nexus Crawler's ability to warp reality... yet. (The characters should be thankful for small favors.)
For each Garou or Kindred character that the Vulnus kills or extinguishes and tosses into the Wyrm caern, it will increase in power by 10 points. If it reaches its full 80 points, it will be able to warp reality. (Note that the Scrag know this, and will gleefully toss any incapacitated victim into the toxic caern. Being thrown into the caern is immediately fatal to both Garou and Kindred.)
This final scene should be climactic battle royal, which the player characters should win... barely. If it seems they will go down to defeat, it's possible that outside forces may join the fray. Possibly some Get or other militant Garou have ignored the orders of the elders and have penetrated the city. Alternatively, Siegfried might have ordered the mixed pack followed, and the shadowers have realized that they had better do something if they want to keep Vancouver as they know it in one piece.
Destroying the Vulnus leaves the caern temporarily quiescent, but nobody knows how long this will last. If any Kindred witnesses survive and report what they saw to Siegfried, the princes will allow a contingent of Garou Theurges into his city to seal the caern permanently.
Assuming success, the Garou characters will have earned great renown, while the Kindred will have made valuable contacts among the undead and among the lupines. Of course, the social stigma of working with the "enemy" still remains. As for the individual characters, they should have good reason to trust each other and perhaps work together in the future for everyone's greater good.
One dangerous option for the Storyteller is to let the Vulnus win. Regardless of whether the players escape, the Expo Site will be a full blown Wyrmhole to exist so close to the Great Caern. This means war. Garou during war are not likely to distinguish between Wyrm-tainted vampires and Wyrm Banes. This option will mean a drastic revision in the balance of power. How does the Methuselah feel about this turn of events? How will it try to get hold of the situation from torpor? Perhaps it will awaken...
Stats
- Willpower 6, Rage 10, Gnosis 10, Power 40 (80)
- Charms: All those charms possessed by both the fire elemental (or Furmlings, if you have Book of the Wyrm) and the Nexus Crawler, as given in the rule book.
References
- VTM/WTA: Dark Alliance: Vancouver, p. 116