Secrets Seen in the Smoke - Interludes

"I will show you fear in a handful of dust" T.S. Eliot
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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Secrets Seen in the Smoke - Interludes

Post by Tribe of One »

"Whoa, mushrooms eat trees? So if I eat mushrooms, I'm like the eater of eater of trees? That's badass man," Tito says, holding up another log covered with the blue and silver toadstools. "I've been learning so much badass stuff since I hooked up with these guys. I mean, we never got to burn stuff when I was growing up, man, and the only mushrooms were in cans and stuff. This is way more badass."

Seemingly unaware that his conversation partner -- an RRC scout only slightly more sociable than the others -- has fallen asleep, Tito tosses the log onto the fire, where the fungal blossoms pop and crack, releasing a sweet-smelling smoke that drifts across the campsite, filtering into the tents of the other members of the COT. Beyond the firelight, the smoke even reaches Silverclaws as he prowls the perimeter.

Any scrap-miner who's survived a year or more on the plains knows that the blue-veined silkies bring death when boiled, and strange dreams when burned in a fire. Some say the visions are illusion, old memory and imagination stirred together in a soporific soup. Others say they are the whispers of a dream-snake, or the prophecies of some god ... few will deny that they sometimes tell true, and other times seem to hint at possibilities that never were.

For the sleepers in the Combine camp that night, the smoke brought dreams ... only time will tell if they brought truth, too.


Interlude Opportunity!

The smoke that infuses the campground that night brings visions -- describe what your character sees and gain an immediate +1 XP. Maybe it's nonsense, maybe it's a hint of things to come, or a glimpse of an old ally or enemy. What's Blurre's sister up to? Or her robed master with the glowing eye, the sorcerer they call the Shibboleth? How's Delta getting on with those kids and Eudal Hayes? What about Stella, bound and sequestered in some deep chamber covered in cables and arcane etchings? Who's to say if what you see can be trusted?
GM Bennies: 7/7
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Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Secrets Seen in the Smoke - Interludes

Post by Kim Black »

New Mexico/Desert
Afternoon
Day 33
Round 2

Kim tossed and turned in her tent as the smoke from the fire filled it. She murmured as the haze of deep sleep gave way to dreams.

A woman in battered, patchwork combat mage armor sat on the hood of an old green pre-Rifts pickup. It’s engine revved, as if frustrated with just sitting there. The woman seemed to be peering down at a great walled city that billowed with the smoke of manufacturing foundries.

“Settle down,” she spoke to the truck, patting the hood. “Soon enough we can go hunting again.”

Finally the woman removed her helmet, shaking out her unruly blonde hair, revealing a war-weary face with a scar running over one eye and down her cheek. She still had a kind of beauty despite the careworn lines and the scar. Her blue eyes were had, though.

Kim murmured with surprise in her sleep. “Mom?”
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Secrets Seen in the Smoke - Interludes

Post by Freemage »

WIP
1: Tragedy
2: Dark Omen
3: Victory/Joy
4: Surreal

Second die for intensity

[dice:e5g105qi]53317:0[/dice:e5g105qi]

Smoke. Smoke and sparks drifting through the streets of the ghost town as it burns. His eyes water from it, as he peers through the
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Seswarick
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Posts: 156
Joined: Fri Sep 07, 2018 12:23 pm

Re: Secrets Seen in the Smoke - Interludes

Post by Seswarick »

The dark of the desert in front of the fleeing COT is made more so by the by the glaring light of the burning city behind them. Concern for his friends is only surpassed by his concern for his home as the team flees...Something?, someone?, the lyn-srial isn't sure. He knows he needs to watch the shadows around the Sky Siren, but also feels his worried gaze looking upwards into the starry darkness.

Also a sense of failure and powerlessness share space in his mind with the worry. Nothing I could do was of any use he thinks, still not sure what brought death to the once great city of Arzno, the screams of the dying still ringing in his mind.

Fleeing into the dark the 18th runs towards the home of the Lyn-Srial. To warn them and to hopefully find help.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Silverclaws
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Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: Secrets Seen in the Smoke - Interludes

Post by Silverclaws »

The Wolfen sits before the fire. The COT's camp had gone quiet. Silver sat pitching sticks into the fire and watching flames lap at them and then consume them. The fire's intensity leaves nothing but ash.

Picking up another twig he tosses it into the fire. When the heat and flames touch the twig, it flashes bright for a few seconds. Blinded. Silver looks up into the sky undisturbed by his lack of sight and finds his vision full.

A single star descends to Earth. Bright and burning it settles to the Earth. The sky grows dark for a time.

Another star flares in the night sky. It too, seems drawn to Earth and finds itself upon a darkened mesa. For a time both stars are together. The sky over head darkens once more.

The mesa flairs brightly and is soon awash in red and black. One star moves across the sea of red and black the other holds a position and shines bright. The sky darkens once more.

A final star falls. Its distance shorter but it falls near another sea of red and blue. Again a star amongst the waves greets the recently fallen. The last star looks to fade until the star amidst the conflict grants some of its light to the last and light is renewed in the last.

Silver's sight clears of the sudden flash. Looking down at his claws, Silver dreams.

Stella was near. A being of celestial origin. No doubt. Silver felt it his personal responsibility to liberate Stella. She needed that from him at least. Silver was grateful that the COT had arrived when they had. Now they could liberate Stella and Silver could get her back to her mission here or back to her place of origin.

Delta was away protecting children recently rescued. Her purpose her was to locate an old facility, a military facility. Silver was uncertain how long it would be before he could resume the task of protecting her. The role of Star Guardian has no set limitations.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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