THE INFINITE BROOD (Starcraft/Supreme Commander Crossover Quest!)

THE SWARM SHEET
The Brood of Blades
Cerebrate Prime: Samantha Clarke
LEVEL: 5
XP: 205/210
TRAITS
Strategic Genius: Once per structured encounter, Sam can create a piece of the environment that is in her favor as a sticky spark. Roll a d3 for its value.
Empathetic: upon meeting an NPC, learn their motivation!
Legendary Commander: Gain 4 Command sparks at the beginning of each mission/combat. Command sparks may be spent to give NPCs orders, which they may either obey or refuse to obey (doing nothing instead.) Command sparks may not be regained via skills or powers.
Hunted: Something wants her - but for what? +1 Danger to all scenes​
SKILLS
CLOSE COMBAT (2): Brawling, Edged Weapons
PERSONAL (2): Awareness, Resilience
SOCIAL (4): Charm, Empathy, Leadership, Taunt​
MASTERY
ACU Pilot (2): Nanofabrication [Mass], ObSat Operations [Range]
The Hilt (4): Biomorphic Spawning (People), Regeneration (Durability), Physical Perfection (Speed), Telepathic Dominion (Range)​

POWERS
The Living Swarm
Vent: 4-0
Effect: Gain 1 Living Swarm spark, +1 per vent reduction.​
The Living Swarm: While this swarm exists, move in three dimensions and through anything smaller than a keyhole, reforming at will. You may expend these sparks to cause 3 Hit Sparks in a Area 2 radius.​
Area Upgrade: +1 to Area Characteristic​

Biomorphic Reinforcement
Vent: 4-0
Effect: Create 1 Biomorphic Reinforcement spark, +1 per vent reduction, which can be given out to anyone within Range 2, or to yourself
Biomorphic Reinforcement: +1 to Damage or Mass characteristic for the purpose of raw physical strength/feats.

Back to Back
Vent: 4-0
Effect: Choose 1 ally (+1 per vent reduction), within Range 1. Each can take one action using one of your skills, any of them that you wish. Once they have done so, you may make a free attack with your melee weapon, getting +1 to your skill per ally that acted.​

Adaptation
Vent: 4-0
Effect: Create a number of sparks equal to the enemy's difficulty, narratively based on turning their abilities against them. Works on enemies of Diff 2>, +2 per vent reduction.​

Just as Planned…
Vent: 6-0
Effect: Vent 6 heat and create 1 Planning Spark for her or an ally, +1 Spark per vent reduction.​
Planning: The person holding this Spark can expend this to get +1 to a skill check as a free action. Using this Stack counts as you are helping for the purpose of relationships.​

GEAR
Zeratul's Psi-Blades
Adds: +0 (Edged Weapons) | Characteristics: Damage [Speed] (4)[1]​
Shadowstep (3): Can expend as a free action to move without crossing intervening space.
Guarded Space (3): Can expend to use Damage as a secondary characteristic for Durability, reducing incoming Damage characteristics.​

GALACTIC WAR
Victory Points: 5
RESOURCES
TERRAN DOMINION [Background] (1)​
The men and material of the Dominion - limited, but they're mustering as we speak.
ALLIANCE EXPEDITIONARY FORCES [Mastery] (1)​
While you have access to several ACUs of every faction, they lack economic and technological support to be fully effective.
ZERG HIVE [Mastery] (1)​
The scant few Zerg you control that are free of Amon's influence. Mostly Zerglings.
AEON FLEET [Background] (1)​
While half a dozen CZARs seem impressive, they're not actually well made for ship to ship combat.
ALLIED COHESION [Motivation] (1)​
The alliance is fragile and weak.

FRONTS
Trade Sector-34-51 [Pirate Activity]
Pirates Raiding 6 (Supply Lines in Disarray 1)
COMMAND: Jim Raynor | ARMY: Raynor's Raiders
RESULTS: Pending

Braxis [Zerg Invasion]
Borealis Siege 6 (Zerg Rampage1)
COMMAND: General Samantha Clarke | ARMY: Brood Clarke
RESULTS: Pending

Typhan II [Active Xel'Naga ACU]
Typhan II Occupied 6 (Xel'Naga ACU Spotted 1)
COMMAND: Lt. Colonel Mathew Horner | ARMY: UEF Armored Command Unit
RESULTS: Pending

Deep Space Sector 981 [Hive Fleet Identified]
Zerg Hive Fleet Spotted 6 (Kerrigan? 1)
COMMAND: Citizen-Commander Dostya | ARMY: CN Armored Command Unit
RESULTS: Pending
ENEMY ASSETS (Currently Known)
THE GOLDEN ARMADA
ACTIVITY: Unknown | Threat Level: 6​
 
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Either that means SupCom gameplay does not translate to reality one to one in the quest, nanolathes suffer immense performance loss when used in outer space, or the orbital printers were more than repurposed naval factories and both they and the Expedition One are Homeworld scale multi-kilometer monsters.

I figured that nanolathes don't work great in space due to loss of nanites to vacuum and unshielded hard radiation!
 
I figured that nanolathes don't work great in space due to loss of nanites to vacuum and unshielded hard radiation!

Hold on, are you saying that the print-beams are actually streams of nanomachines rather than some kind of energy based manipulators? I'm not against it, but I feel like I should mention I didn't get that impression from the description of how Expedition One was being assembled in the introductory chapter.
You watched as the print-beams skimmed along the glowing superstructure of the E1, layering down the corridors and internal components atom by atom at dizzying speed - several hundred of the beams intersecting and interfacing with one another as they emerged from countless projectors, while the mass tanks grew more and more empty, and the energy plants ran into the dangerous yellow zones of their power emissions.

In any case such a big drop in capabilities in space is pretty interesting considering how much the Terrans like to build in space and how often Starcraft involves battles on orbiting platforms. Besides creating enclosed orbital yards, it might worth looking into adapting the technology behind SCVs to make viable spaceborne operations.
 
I have no idea how the heat and vent mechanics work. Is it a good thing to have heat? A bad thing?

As you gain heat by taking actions, you get closer to your limit (of 6!)

If you ever reach a situation where an action would put you over your heat limit you can either fail the action (resetting to 0) or you can succeed but overheat. Overheating gets worse the higher over the heat marker you get, but it makes the situation worse - and at the highest levels 5, 6, and 7 levels of overheating, it injuries you progressively worse until you hit "being dead."

You can also use powers to get rid of heat, by venting. The more you vent, the less effective a power is! Venting ends your turn in structured situations, allowing lots of enemies to act!

And that's the basics.
 
[X] Lurk and Peek - use Tosh's expertise in covert ops to send in some spies to learn more information about this Terrain Dominion and their current status. (Covert Ops Diff 5, base skill 0, +2 from Tosh: 3 Heat)
 
[x] Lurk and Peek - use Tosh's expertise in covert ops to send in some spies to learn more information about this Terrain Dominion and their current status. (Covert Ops Diff 5, base skill 0, +2 from Tosh: 3 Heat)
 
[X] Swords to Ploughshares - find an isolated human settlement that could do with some help, maybe one hosting refugees escaping from whatever civil war hit the sector – you have to imagine that's the cause of this political upheaval – or survived attack from these Zerg and Protoss you've heard so little about, and see about providing aid. You get to make nice with some locals and learn a bit about the major players involved.
 
Given how quick DC tends to update, this write-in is probably very much too little, too late. Assuming DC even says it's OK.


[X]Keeping Secrets - While Tosh's operatives attempt to gain more information on the major players in the region, you will take E1 to the glassed world Mar Sara to set up a hidden base of operations.
 
I'll go for it :)

[X]Keeping Secrets - While Tosh's operatives attempt to gain more information on the major players in the region, you will take E1 to the glassed world Mar Sara to set up a hidden base of operations.
[x] Lurk and Peek - use Tosh's expertise in covert ops to send in some spies to learn more information about this Terrain Dominion and their current status. (Covert Ops Diff 5, base skill 0, +2 from Tosh: 3 Heat)
 
[X]Keeping Secrets - While Tosh's operatives attempt to gain more information on the major players in the region, you will take E1 to the glassed world Mar Sara to set up a hidden base of operations.
Sure, I'll go for it too
 
I'll say that's a diff 3 Stealth Check, with +2 from Tosh. Mar Sara is being watched fairly closely - just in case some zerg are left on it.
 
I'm not terribly familiar with starcraft, but do the zerg have any sort of naval presence? Would making it a sea base be easier to hide?
 
I'm not terribly familiar with starcraft, but do the zerg have any sort of naval presence? Would making it a sea base be easier to hide?
The game only concerns itself with land (and technically air and space platforms) battles, so nothing is confirmed (unless there are some mentions in books). However, the Zerg have solid aerial and space capabilities, so if there is enough of them to cause problems, water isn't much safer than land. That's without taking into account what horrible nasties Abathur most likely can cook up when water takes care of that pesky square-cube law limiting the size of animals.
 
Not sure if online/pvp is really canon but there was a map in SC2 that was underwater and the units killed would float up to the surface. So yeah all the races technically have naval capabilities if that map holds true.
 
[X] Swords to Ploughshares - find an isolated human settlement that could do with some help, maybe one hosting refugees escaping from whatever civil war hit the sector – you have to imagine that's the cause of this political upheaval – or survived attack from these Zerg and Protoss you've heard so little about, and see about providing aid. You get to make nice with some locals and learn a bit about the major players involved.

Originally had Lurk and Peek in mind, but this sounded more interesting.

Edit: Also, Nice
 
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[X] Swords to Ploughshares - find an isolated human settlement that could do with some help, maybe one hosting refugees escaping from whatever civil war hit the sector – you have to imagine that's the cause of this political upheaval – or survived attack from these Zerg and Protoss you've heard so little about, and see about providing aid. You get to make nice with some locals and learn a bit about the major players involved.

@DragonCobolt if you're so into S and Cs when can we expect Ur-Quans to show up and wreck things up? :)
 
Well, I wasn't expecting a crossover, but this seems interesting so far. :)

Seems a fairly easy choice to me, though, this one, given how little information we have at the moment and how difficult that makes evaluating other options.

[X] Lurk and Peek - use Tosh's expertise in covert ops to send in some spies to learn more information about this Terrain Dominion and their current status. (Covert Ops Diff 5, base skill 0, +2 from Tosh: 3 Heat)

...Hm. Though...
Yeah, maybe a bit hasty, but not too much, and it both gathers information and starts getting things done (and while I'm not sure how much the government we're working for actually cares about helping ordinary people, we seem to). So also voting for:

[X] Swords to Ploughshares - find an isolated human settlement that could do with some help, maybe one hosting refugees escaping from whatever civil war hit the sector – you have to imagine that's the cause of this political upheaval – or survived attack from these Zerg and Protoss you've heard so little about, and see about providing aid. You get to make nice with some locals and learn a bit about the major players involved.

edboy49 said:
Just to clarify, is just propaganda Mengks is saying or is it real and we entered AU territory?
I mean, we're definitely in AU territory. But is Raynor really dead? We don't know yet! :D

@DragonCobolt re heat:
Oh. Okay, thanks for the explanation; it sounds like I was massively misinterpreting it. I thought it was heat in the sense of how much we're being noticed by the locals, and reaching 6 would mean the Dominion being fully aware of us and us being forced out of this initial potential stealth phase whether we were ready or not.

Chopak said:
@DragonCobolt if you're so into S and Cs when can we expect Ur-Quans to show up and wreck things up?
Well, it's not exactly Star Control, but...
forums.sufficientvelocity.com

THE HEIRARCHY OF NOW AND FOREVER Original - Mature - Sci-Fi

In the 22nd century, mankind is at war. The Zemturga Totality - a vast empire of slaves under the mysterious Zemturga - stretches forth its deadly reach across the galaxy and the only thing standing between them and conquest of the entire milky way is the Interstellar Alliance. With her allies...
 
Adhoc vote count started by DragonCobolt on Sep 28, 2023 at 11:28 AM, finished with 46 posts and 21 votes.

  • [X] Swords to Ploughshares - find an isolated human settlement that could do with some help, maybe one hosting refugees escaping from whatever civil war hit the sector – you have to imagine that's the cause of this political upheaval – or survived attack from these Zerg and Protoss you've heard so little about, and see about providing aid. You get to make nice with some locals and learn a bit about the major players involved.
    [X] Lurk and Peek - use Tosh's expertise in covert ops to send in some spies to learn more information about this Terrain Dominion and their current status. (Covert Ops Diff 5, base skill 0, +2 from Tosh: 3 Heat)
    [X]Keeping Secrets - While Tosh's operatives attempt to gain more information on the major players in the region, you will take E1 to the glassed world Mar Sara to set up a hidden base of operations.
    [X] Lurk and Peek


Finding isolated human settlements, eh!?

Sounds fun!
 
ACT ONE, MISSION ONE: Wasteland (0.3)
"We need information. We need a foot in the door. We need some locals who recognize the UEF is here to help," you said, nodding. "Dr. Hanson, find us an isolated planet in distress. We'll send an ACU there, pre-loaded with civilian infrastructure programs."

"Yes sir," Dr. Hanson said, brightening.

Major Horner nodded. "Which ACU pilot are we going to send on this?"

Your bones ached to go. And...damn it. You had reason to go. You had to see things on the ground, didn't you? You drummed your fingers against the console and turned to face Major Horner. "Me," you said.

"General Carter, are you sure?" he asked. "We've got three ACU and combat ready pilot."

"I'm damn sure. We're going to be bringing this sector into the UEF. This is either going to be the easiest fight of our lives or the hardest, depending on how well their technology can hold up to ours. Either way, I need to know and I have the most combat experience. I want to assess the situation on the ground, from the front. And I've spent too long behind a desk as it is."

The more you spoke, the more right it felt, and you felt the faint pressure of your migraine fade slightly. The thought of getting to ride an ACU again was a damn sight better than being stuck in this metal can for another few days. Major Horner nodded - and you could practically see him doing the mental math. It is the safest mission, I suppose, he thought.

ACU pilots also had a relatively low casualty rate. And you'd been through the mill often enough to know when to hit the eject and cede a fight. Quantum teleporting home in a one shot tunnel that was snapped into existence a fraction of a second before a fusion core detonation blew you to vapor wasn't fun but it was a lot funner than learning which afterlife was right after all this time...

***
Gabriel Tosh followed you from the command center to your bedrooms - and only spoke after you were a good distance away from the nerve center of the expedition. "General Clarke," he said, his grin disarming. "I like the way you're thinking about this. Securing a toehold with hearts and minds? It's good. It's good." He nodded, slowly. "There are some worlds that might be better, though, than just any old random outback."

You turned to face him, arching an eyebrow.

"This sector's been long range charged by astrography," he says, shrugging. "Some things, some big things, change over the thousands and thousands of years light lag gets you, yeah? But some things don't."

"Yes, General-Coordinator?" you asked.

Tosh rubbed his large palms together, his eyes glinting. "There's some long range geophysics research, pointing to exotic materials that are rare in the rest of the galaxy, and too inefficient to synthesize without planetary fusion driving them. And, well...we have a war on..." He spread his hands. "So, if you focus on these planets, the UEF's Resource Board? They'll be happy with the first results."

"Right," you said, slowly. "What kind of exotic materials are we looking at here."
The political officer's smile remains the benign 'we're all in this together' bullshit you're used to seeing from his breed. Tosh is better at it than most. The light almost reaches his eyes. Almost. "I've sent the data to Dr. Hanson. She'll be keeping an eye out. I just wanted you to know how much I'd appreciate it if you kept the RB's thoughts in mind here."

"Right," you said, again. "Well, GC Tosh, I'll keep what you said under advisement."

He inclined his head.

"That's all I'm here for."

And with that, you were free. Extricated to get to your room. You rested your head against the door, frowning. You went to your desk, then called up the information he'd sent to Dr. Hanson. Being the CO, you had access. You scrolled through the data and got to the first name - Terafloxinehydroclorderite - and decided that the science precise was a bit above your pay grade. But you started to run cross references. Computer memory meant you had come to the Koprulu Sector with pretty much every non-classified piece of information you could, as you'd have limited chances to get a quantum download off the galactic networks. You snorted quietly. "Well, isn't that interesting."

Tera...fl...fucking whatever was a psychoreactive compound. Vitally useful in some medical industries, chronically short on supply, and almost never actually up for synthesis in the RB's calculation. You knew the precise numbers of matter/energy equations for the fabricators. It was simplified down to 40E to 1M for ACU pilots, who needed a quick napkin math for this kind of thing, but the real math was a lot more fucky and complicated. It should have just been E=MC squared, but...well, you didn't live in a perfect universe.

Course, it was also possible to turn it into quite a few drugs.

Was this just you hating political officers, or was this actually shady?

You rubbed your temples slowly.

There was the headache. It had been nice while it had been gone.

***
Three days later, and Dr. Hanson had her report together. The command staff met with her in the C&C, and she had a pair of worlds on display. Both were, as seemed fucking common in the Koprulu Sector, habitable: Green forests, blue oceans, dappling spreads of white clouds. There were differences in continent shape and faint hues of oceans and forests - but on the whole, it was like someone had come through and given this Sector enough free real estate to make you feel damn stinking jealous. Dr. Hanson nodded as she stepped out before the projections, nervously. "S-So, uh, I have been observing Dominion communication and some other communication from other Terran factions - the Umojan Protectorate, the Kel-Morian Combine, and others...and, well, we've narrowed the specifications down to two, uh, worlds." She gestured. "The first candidate is Agria."

The first world drew larger in the hologram.

"Population is low - sub hundred thousand - and primarily rural. They seem to mostly survive by shipping food growing on this world to other planets. They're near the edge of the Dominon and are supplying less habitable worlds with what they have...this kind of economic structure may seem odd to us, but, remember, they don't have the same technological foundation we do. Starships are common enough for freight shipping between planets to be economical..." She shook her head. "What matters is that during the recent war, it seems that pockets of their land got infested by the local Zerg and the Confederates on the planet have turned bandit rather than surrender to the Dominion."

"Sounds like those people could use some help," Horner said, nodding.

"The other world has been designated Bel'Shiar. It has a great deal of non-human construction on it, but human refugees have been heading there since the war with the Confederacy started. It has a smaller population and, um, no current distress, but it also contains an...immense amount of naturally occurring Terafloxinehydroclorderite. And the refugees are in a signifcantly more dire situation. Agria has towns, farms, homes. They have tents and transmitters." She looked between the two worlds. "There's also some spotty reports of what may be Protoss or...possibly a third alien faction. They're called the Tal'darim. It's unclear."

"That's just what we need," Tosh rumbled. "More damn aliens."

You rubbed your chin. "Good thing we have multiple ACUs..." you said, smirking slightly.

---
CURRENT HEAT: 0/6

Where too first?
[ ] You'll take the ACU to Agria - begin "Backwater Colony."
[ ] You'll take the ACU to Bel'Shiar - begin "First Strike."

And who do you send to the other place you're not going?
[ ] Major Horner (-1 use of Matt Horner)
[ ] Commander Stukov (Diff 5 Leadership check - gain 3 Heat)
[ ] No one. You don't want to send up too big of a signal flare.
 
Of course Gabriel freaking Tosh started snuffing for terrazine the moment we step into Koprulu sector. Histories across alternate universes don't repeat that often, but they do certainly rhyme. I presume you're going to be using LotV Tal'darim, right?

And Agria is infested already? Damn, looks like Kerrigan took much shorter rest than in canon, if SC2 storyline is starting just after the Brood War (unless we're much later in the timeline than Dominion's transmission suggests).

Not sure where to go first. Bel'shir has much worse humanitarian situation per report and Protoss can be reasoned with, unlike Zerg, but if they turn hostile we're smoked and down one ACU. On the other hand, I would really prefer to smother Agria plauge in the bud and butterfly that entire infestation mess out of existence for moral and practical reasons.
Maybe a stupid question, but having never encountered SupCom before, you think we could treat Zerg infestation?
 
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