Blue Swarm (Mass Effect/Starcraft Swarm Control Quest)

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Ongoing
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Awaken new lord of the swarm. A strange and fresh galaxy awaits far from the touch of the Xel'naga. You will grow and start anew. Will you consume all or try and live with the other races?
Awaken
You awake the sensations around you are strange, your limbs brush around you sensing strange structures. You open your awareness to the world around you it is a


[]Frozen Wasteland
This is a barren world with nothing to offer beyond frozen mountains and meager resources.


[]Volcanic Wasteland
This hot burning place is covered in deep deposits of minerals. Complicated metals and volcanic gasses that many will desire.


[]Barren Wasteland
This world has no life and meager resources, but there is some strange material found around the crust.


[]Lush Paradise
This world is covered in life and not-insignificant amounts of resources.

As you become aware you feel the drones around you the overlord relaying your commands to them floats far above the surface. You have little you touch your genes they are mostly empty and then you remember your last moments before peace.

[]Duty
You fought them, your kin, and the creatures of Earth and Aiur. Your claws have slain millions you stopped the other Ceribates from reforming into a new overmind. You served your queen. And then, you had outlived your purpose and were disposed of. What is this place, that strange machine stopping you from withering with the overmind long dead?
-As a Cerebrate you can not easily communicate with lesser races.
-As a Cerebrate you rely on the strange machine to live.
=You come with the old zerg strains
+As a Cerebrate you have a vast capacity to command and control the zerg.
+As a Cerebrate you can form a new overmind with the right work.

[]Honor
You watched as the Queen of Blades went to fight the Xel'naga Amon. You were there at the end idea of a unified swarm. The high queen that would take over could not control them all. You did not make it that far dying to a force of the Xel'naga upon their strange home.
-As a Swarm Queen you have less control over the zerg.
-As a Swarm Queen you can never become immortal through the overmind.
=You come with the new zerg strains.
+As a Swarm Queen you can communicate with the other races.
+As a Swarm Queen you Excel in combat.
 
Forces
Drones
[50]
Drones can harvest materials and mutate into structures as the swarm needs. They can consume creep and native fauna to survive.
Overlords
[100]
Overlords can control a force and micromanage them for increased capacity. They also increase the local control of the part of the swarm they work with. They subsist on just light.
Zerglings
[50]
Zerglings are twins born in pairs they are melee powers easily able to tear apart armor if they are allowed near. The zerglings lack powerful armor as they use agility, but it does mean that they can be killed by trained foes though often there is just simply too many for that to be practical

[50]
Spinelings are like Zerglings but have ranged weapons instead of melee ones, they can be slow to attack but have high maneuverability and excel and ambushing and hit and run attacks.
Larva
[0]
Larva can mutate into any of the basic creatures of the swarm. They are the key to the swarm. They require creep to give them substance.
Hatchery
[300]
The Hatchery produces creep and spawns larva.

[150] [100]
The Lair is a larger hatchery. It produces more larva and its basic mind can control drones that are working on simple tasks reducing the workload of overlords, queens, and cerebrates.
Spawning Pool
[200]
The spawning pool produces the enzymes needed to evolve larva into Zerglings. As well as allow the breakdown of dead zerg organisms.
Hydralisk Den
[100][50]
The Hydralisk Den produces the protein structure that allows their powerful spines to be grown rapidly for firing.
Creep Colony
[75]
The creep colony expands the creep and can be evolved to provide detection.

[50] /Creep Colony\
The Spore Colony fires clusters of acidic electrostatic spores that are deadly to flying foes and can destroy warships.

[100][50] /Spore Colony\
The expanded systems allow this cannon to fire spores further at higher speed, it loses much of its function as an anti-air weapon but becomes an important member of anti-orbital defenses and can be used to send biomass and genetic information quickly between planets in a system.

[50] /Creep Colony\
The Sunken Colony produces spikes that can tear apart enemy ground forces.

[100] /Creep Colony\
The Cancer Colony produces creep tumors that increase the amount of creep in an area and may be modified in the future to provide defense.
Evolution Chamber
[75]
The Evolution chamber produces chemicals that allow the zerg to increase the toughness of their carapace and the sharpness of their claws and barbs. It can also be used to create prototype units.
Gas Refinery
[50]
A mutation of the Extractor that is able to turn various natural gasses and volcanic gasses into Vespine produces based on local gas availability. Requires Drones to harvest.
Creep
Creep feeds the zerg and zerg structures clearing away native organisms and increasing the speed of zerg on its surface.
 
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Holdings
Unnammed System
  • Volcanic Slopes (Cluster 1)
    Hive Cluster 1:
    Zerglings 33
    Spinelings 12
    Drones 6
    Overlord 9
    Hatchery 1
    Gas Refinery 2
    Sunken Colony 1
    Spore Colony 1
    Evolution Chamber 1
    Spawning Pool 1
    The Void Hybrid 1

    Deep Caverns (Cluster 3)
    Hive Cluster 3:
    Zerglings 32
    Spinelings 12
    Drones 91
    Overlord 12
    Cerebrate (Unnamed) 1
    Hatchery 1
    Gas Refinery 2

    Rocky Basin (Unoccupied)

    Southern Plane (Cluster 2)
    Hive Cluster 2:
    Zerglings 33
    Spinelings 12
    Drones 8
    Overlord 6
    Hatchery 1
    Creep Colony 1
    Spore Colony 1

    Western Ridges (Unoccupied)

    Nothern Plane (Under Magma)

    Shattered Mountain (Unoccupied)

    Stable Range (Occupied Council?)
    2 Troopers
    1 Researcher
    -=-=-=-
    Zerglings 62
    Spinelings 26
    Overlords 8
 
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Swarm
Leader: Unnamed Cerebrate

Connections: None

Minerals: 270
Biomass: 175
Vespine Gas: 0
Control: 8/16| 3/8 (Local) 0/100 (Cerebrate)
Larva 24

Pillar Field +50 Per Drone. Drone Cap Unlimited -5 production for all drones here for every 5 drones here, Max Unknown. 3/ꝏ
Poor Mine +10 Per Drone. Drone Cap 2 Max 2,000 0/2
Rich Caves +100 per Drone. Drone Cap 100 Max 100,000,000 2/100

Dice
Military:
1|+5
Research:
2|+10
Diplomatic:
0|-10
Growth:
3|+5
Exploration:
1|+5
Free:
0

Perfection of Metamorphosis any growth die rolled under 25 become 25 instead
 
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Rules
This is the Blue Swarm quest. Newly flung into the mass effect universe your swarm is far from in a good position. Much of your strains are lost.

You have resources, these will be consumed by some actions and are used to grow and expand the swarm.
Minerals are mined from the ground even without rich veins the swarm can dig deep to find what they need.
Biomass is a living creature's flesh it can be used to expand the swarm and special creatures and do well for research.
Vespine Gas is a rare mutagenic used to form the strange organs the more advanced strains need, however you can not detect any for some reason.
Control affects how much of the swarm you can see and manage, as you expand you will find that this is often limited.

Instead of actions each turn you can spend a number of dice on any actions that you wish to work on they will push the actions forward, the first number is the number of dice you have to spend on that action type, the second number is a flat bonus each die has. Free dice can be used on any action.

Some actions such as those associated with war will be negatively affected if not taken.
 
[X]Volcanic Wasteland
[X]Duty


The fun part of a hivemind race is the difficulty in anything approaching diplomacy, and the alien nature of such a race.
And a cerebrate exemplifies this.
 
[X]Volcanic Wasteland
[X]Duty

Let the new swarm rise! Sure we can diplomance other species, as they were other clan/tribes of primal Zerg.

And of course remake the overmind…hopefully this time with less shackles to its own evolution rather then Amon's design.
 
[X]Frozen Wasteland
[X]Honor

Frozen Wasteland should give us concealment until we've built up the Swarm to levels were a single threat can't 'easily' eradicate us. Also, the Swarm always becomes stronger when placed under stress. I'm curious at what advantages the frozen wasteland shall yield.
 
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