The Great Yukon Serpent
Ontario, Canada, 2124
They held for three days with a simple discipline- fire, reload, repeat. Speaking only to pass ammunition down the trench, the foxholes turned into little museums of desperation. Frozen piles of spent brass, bloodied dressings, and a stink that the cold couldn’t quite bury. Men were so scared to move once they were posted, most never did. By the third morning the valley felt picked clean of quiet. There was no wind, only a gale force howl, screaming and gunfire as much a constant as insects buzzing on a summer day. The Armistice told themselves the Yukon were almost spent. They rehearsed that lie between clenched teeth, refusing to see the line of reinforcements that stretched into the horizon. The breach came like an answer to that lie. The siege broke as suddenly as it had began. An abomination, some kind of cross between man and beast, tore a hole in the fortifications. It hit the west wall where the concrete had cracked in a star pattern since the first barrage. There was no ladder, no bomb-sled, no elegant machine of war - just something heavy and deliberate, shouldering the seam again and again until the star finally ran out of lines and became a hole. The first group through the tear didn’t last the length of a breath. The defensive batteries opened up, too close for comfort but close enough for certainty. The blasts didn’t so much break bodies as erase them into air and grit. The certainty came at a cost. A second hole fell in, then a third, and now the neat geometry of defense broke like old plaster. The cannibal army was here, and there was no place to retreat. The Yukon soldiers were rumored to be starved during a siege, and the rumors seemed true. Some came over the wall only to drag screaming soldiers back with them, some didn't even wait that long. Eating parts of their victims raw in the midst of the intense fighting. A few broke just from witnessing the brutality. With the last remnant of morale gone, the fort had truly fallen. The night became a theater for desperate last stands and heroic sacrifices. Some tried to flee into the tree line, some hid in the base. As more and more of the cannibal horde moved in all hope of escape vanished. Some smaller fortifications held, creating whole new meat grinders as survivors tried to make these last bastions of cover before being run down. A long night of horrors lay ahead. If they could survive until dawn they had one last chance to get out of this madness. Air support from their allies was coming at first light, the kind that would turn the fate of this war once and for all.
The Cast
Infantry Grunt
Health
(3) Wounds (3) Will (3) Wane
Traits
Strength 2 Intellect 2 Resonate 2
Endurance 3 Memory 2 Sigil 1
Dexterity 3 Charisma 2 Flux 1
Skills
Combat 2 Mobility 2 Insight 2
Loadout -
(+3 WB / -2 AB) Standard Issue (2 DV / 2 AV)
(3) Wounds (3) Will (3) Wane
(+3 WB / -2 AB) Standard Issue (2 DV / 2 AV)
The backbone of the Armistice, these soldiers serve as riflemen on front line positions with the highest mortality rates on the battlefield. Still highly valued, they are equipped with the most reliable assault weapons and body armor available. This helps them compensate for the Yukon Dynasty's endless reserves, although this war of attrition is costly for both sides.
Field Medic
Health
(3) Wounds (3) Will (3) Wane
Traits
Strength 2 Intellect 3 Resonate 2
Endurance 2 Memory 3 Sigil 1
Dexterity 2 Charisma 2 Flux 1
Skills
Combat 1 Mobility 2 Tech 3
Loadout -
(+2 WB / -2 AB) Reserve Stock (2 DV / 2 AV)
(3) Wounds (3) Will (3) Wane
(+2 WB / -2 AB) Reserve Stock (2 DV / 2 AV)
Unlike traditional medics that existed when armies respected things like the Geneva convention, they serve a dual role in this conflict as both medic and warfighter. Their focus is still on helping the wounded, but they would be foolish to ever let their guard down around the Yukon Dynasty. Often taking advantage of these moments, they have to do their work with their head on a swivel.
Marksmen Specialist
Health
(3) Wounds (3) Will (3) Wane
Traits
Strength 2 Intellect 3 Resonate 2
Endurance 2 Memory 2 Sigil 1
Dexterity 3 Charisma 2 Flux 1
Skills
Combat 3 Mobility 1 Insight 2
Loadout -
(+4 WB / -1 AB) Special Issue (2 DV / 1 AV)
(3) Wounds (3) Will (3) Wane
(+4 WB / -1 AB) Special Issue (2 DV / 1 AV)
Silent killers of the battlefield, these well-trained snipers hunt high value targets with precision. While most of the military is dumping buckets of munition into the endless hordes of cannibals, these soldiers focus on threats that could otherwise turn the tide of battle to the enemy's favor. Not for the faint of heart, this job requires specialized training and conditioning to excel at.
Introduction
She stood calm in the racket of men. Snow hissed under her bare feet and warmed, the melt finding wilted stems and sleeping moss. The touch completed the circuit. The mycorrhiza murmured - root to root, ruin to ruin - bringing her the valley’s memory as if it were breath on the skin. Information moved through her without effort. She did not command so much as allow it to permeate her. At a silent lift of her hand the Guardians collected: the Hollowed drifting in from tunnels and culverts, the changed ones gathering like vultures to a fresh corpse. Lost Dreamers, abominations, the obedient and the empty; aligned by their connection to the natural universe. They called her kind savage. The Dream would show them the power of unity. The ground told her about the planes before lookouts ever could. A tremor traveled up from far ridges, Appalachian airfields drumming with the promise of retaliation. But their precious bombs would not be wasted if there was no one left to save. She raised her arm and the onslaught began anew. Her Hollowed children erupted into the base, scouring every crevice for survivors and holdouts. She walked after with her personal guard, Somnic-bonded grizzlies padding at her flanks. Muscles thickened to support claws that could find seams in steel the way fingers separates threads from the weave. They worked on scent, instinct, and the will of the Yukon. A thin smile she couldn’t stifle moved with her as she went; through the roots she felt a collective relief from her brethren. The main fighting was over, and it was time to feast on the spoils of their efforts. Their foes were almost vanquished, and before long, a new war would begin. The Yukon Valley, Alaska, and all of Canada were now conquered. But there was more. There was always more. Reinforcements would come at dawn and discover there was nothing left to rescue. And after dawn, another war. North America awaited.
Berserkers
Health
(3) Wounds (3) Will (3) Wane
Traits
Strength 3 Intellect 2 Resonate 1
Endurance 3 Memory 2 Sigil 1
Dexterity 2 Charisma 2 Flux 2
Skills
Combat 3 Mobility 3
Loadout -
(+2 WB / 0 AB) Scavenged Weapons (1 DV / 0 AV)
(3) Wounds (3) Will (3) Wane
(+2 WB / 0 AB) Scavenged Weapons (1 DV / 0 AV)
Although they lack traditional training, equipment, or discipline, these units are some of the most feared in all the Americas due to their savagery. Sent in waves that can last for days, they are brutally efficient with just about anything they can get their hands on in a fight. Filing their teeth into sharp points once they come of age as men, they are strictly carnivores. Humans are on this menu, with their preferred tactic to eat the men while they choose to assimilate the women and children.
Sharp Shooters
Health
(3) Wounds (3) Will (3) Wane
Traits
Strength 2 Intellect 2 Resonate 1
Endurance 3 Memory 2 Sigil 1
Dexterity 3 Charisma 2 Flux 2
Skills
Combat 2 Mobility 2 Insight 2
Loadout -
(+2 WB / 0 AB) Vintage Firearms (2 DV / 0 AV)
(3) Wounds (3) Will (3) Wane
(+2 WB / 0 AB) Vintage Firearms (2 DV / 0 AV)
Sewing together the hides of snow hares and anything else with a natural camouflage in the winter, they are nearly invisible when sitting still. Traditionally the hunters of wild game for the clan when they are not actively fighting, they are provided with better weapons than the Berserkers. Sneaking amidst the advancing foot soldiers, they pick out targets based on merit. They often end up neglecting officers and medics, seeing them as less of a threat compared to machine gunners and grenadiers.
Dreamers
Health
(3) Wounds (3) Will (3) Wane
Traits
Strength 1 Intellect 2 Resonate 2
Endurance 2 Memory 3 Sigil 1
Dexterity 2 Charisma 3 Flux 2
Skills
Influence 2 Lore 2 Channel 2
Loadout -
(+1 WB / 0 AB) Simple Weapons (1 DV / 0 AV)
(3) Wounds (3) Will (3) Wane
(+1 WB / 0 AB) Simple Weapons (1 DV / 0 AV)
Connected to ancestral memories through Somnic mutation, they are capable of feeling and communicating with the environment in ways hard to comprehend from a human perspective. This symbiosis gives them influence on others that have been ensnared by the Dream, but have not been so lucky as to retain their sentience. Capable of calling Hollowed and Somnic Guardians to do their bidding in the form of relentless attacks against their enemies. They are considered an ill omen on any battlefield they are spotted on.
Hollowed
Health
(3) Wounds (-) Will (-) Wane
Traits
Strength 2 Intellect 1 Resonate 1
Endurance 2 Memory 1 Sigil 1
Dexterity 2 Charisma 1 Flux 1
Skills
Combat 1 Mobility 1
Loadout -
(0 WB / 0 AB) Unarmed (1 DV / 0 AV)
(3) Wounds (-) Will (-) Wane
(0 WB / 0 AB) Unarmed (1 DV / 0 AV)
Completely lost to the Dream, their humanity and any sense of self have long ago been eroded away to leave a Hollowed shell. They do not flinch at pain, nor care for themselves outside the most basic needs of eating and sleeping. Instead they rely on the Dream, and more specifically Dreamers to take care of their more articulate needs and give them direction. Used as expendable pawns during a siege, they are incredibly adept at sponging up enemy bullets so the warriors can be sent in.
Bloodletter
Health
(5) Wounds (2) Will (2) Wane
Traits
Strength 4 Intellect 2 Resonate 1
Endurance 4 Memory 2 Sigil 1
Dexterity 2 Charisma 1 Flux 2
Skills
Combat 3 Mobility 3
Loadout -
(+3 WB / -3 AB) Yukon Steel (2 DV / 2 AV)
(5) Wounds (2) Will (2) Wane
(+3 WB / -3 AB) Yukon Steel (2 DV / 2 AV)
Another horrible creation of Somnic mutations run rampant on human DNA. In the Yukon Dynasty, they are revered and given special status. Sent in when momentum has stalled, their presence alone has been known to send defenders fleeing in terror. Given special access to steel forged in the capitol, they are equipped with the best armaments the clan can get it hands on or forge themselves. Despite their other primitive technologies, this steel is renowned for its uncanny strength.
Somnic Guardian
Health
(7) Wounds (-) Will (-) Wane
Traits
Strength 5 Intellect 1 Resonate 2
Endurance 5 Memory 1 Sigil 1
Dexterity 4 Charisma 1 Flux 2
Skills
Combat 4 Mobility 4
Loadout -
(+3 WB / -3 AB) Ferox Weapons (3 DV / 3 AV)
(7) Wounds (-) Will (-) Wane
(+3 WB / -3 AB) Ferox Weapons (3 DV / 3 AV)
Abominations of Somnic mutation, they have been completely ensnared by the Dream not unlike the Hollowed. These creatures are chosen as Guardians however, and given special attention to thrive. Changed so that they continue to grow until their death, their body adapts to handle the extra weight and turn it into muscle and power rather than just extra weight. This allows them to forgo hibernation entirely, protecting their Dreamers year round.











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