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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Fucking proxtoss!

Ok we need something cheap and fast to screen the damned mini-walkers.

The inevitable skytoss will require something heavy and powerful to deal with the AOE damage.
 
The inevitable skytoss will require something heavy and powerful to deal with the AOE damage.

This is actually where HEAT and Starcraft diverge, since you're actually pretty close to finishing your Gate - then you just need to get the civvies out and you win!

...okay, actually, wait, that's exactly how Starcraft single player works.

Though, don't get me wrong, once the Tal'Darim finish their sticky spark, they will begin to get Shock from it (at a rate of 2 per turn), which they could then turn into more sticky sparks, which could then turn into units, which can become Skytoss!
 
Making a sticky spark to replace their sticky spark, of the same value!



Fixed!



So, you can't mathematically capture the warp prism AND the proxied gateway and the stalkers before overheating - since you're at 6 heat already! But you could create a pair of nested sparks (Immobilized (1)->Subversion Beam (1)) with your nanolathe skill. You can do that without accuring heat (since that's diff 1, then diff 1+1.)

Now, here's where things get interesting! the value of a spark denotes its impact. So, doing immobilized (1) and subversion beam (1) nested decays instantly into a sticky spark of Captured Stalker (1)! But the enemy platoon is diff 3. You'd have captured one, but left the others undamaged and they'd be free to attack you!

Course, you could then vent 4 heat to use Marksman and blast the remainder, or you could push to overheating to try and capture all of them!

But neither would let you then go on to get the proxying gateway, since the instant you overheat or go into cooldown by using a power, your turn ends and enemies get to act.

I think this is all very neat, interesting choices. Narrative consequences!
Well, their Gateway fails/is unpowered if the Prism dies, so if we capture 2 Stalkers then destroy their final one + the Prism w/ Marksman, we deal w/ a light overheat ruin their offense & base plans. And get two units to counter their approaching stalkers with in the deal.

Updated Plan:
[X] What's Yours is Mine 2.0
[X] Immobilize (1) and Subvert (1) Two Stalkers for 0 + 1 Heat (Overheating by 1)
)
[X] Vent 4 Heat via Marksman to destroy the final Stalker & the Warp Prism.
 
A couple of other things that make this more complex: Stalkers apparently use AIs based on the interred warrior's dead brain? This might also be how Dragoons work? Why would these Protoss have access to designs specific to the 'Good Protoss' that are incredibly recent creations? Only DC knows.
No, no, no.

Dragoons, stalkers, the tal'darim equivalent, and the heavy variants based on the delaam immortal contain a maimed protoss.

You're getting them mixed up with the Purifiers who are A.I. based on Templar who were unwittingly copied by the Judicators.
 
Well, their Gateway fails/is unpowered if the Prism dies, so if we capture 2 Stalkers then destroy their final one + the Prism w/ Marksman, we deal w/ a light overheat ruin their offense & base plans. And get two units to counter their approaching stalkers with in the deal.

Updated Plan:
[X] What's Yours is Mine 2.0
[X] Immobilize (1) and Subvert (1) Two Stalkers for 0 + 1 Heat (Overheating by 1)
)
[X] Vent 4 Heat via Marksman to destroy the final Stalker & the Warp Prism.

Only problem is the instant you overheat, your turn ends. but your heat does drop to 0!

Think of it like overheating in Mass Effect 1! And by think of it like overheating in Mass Effect 1, I mean it's literally exactly that, that is what inspired me!
 
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Well given all of that (and my faulty memory reminding me that I should search & confirm before I suggest something), the only things that I can think of doing are: rebuilding defenses (using the destroyed defenses) for cheap & trying to build more if it's still neutral, then using the new defenses + Marksman to take care of the Protoss that we can, then try subversion on their probe, Gate, Pylon, etc later.
 
...this is when your QM realized that your Defenses should have reduced the zealots effect by -1 (since all sticky sparks, when relevant, act as modifiers) and, thus, render their attacks entirely ineffective. Since, like, Diff 1-1 = 0. And that even makes sense, since, like...you build defensive turrets.

H...Hah...oops...

Listen, this is a learning experience for everyone involved!
 
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Does this mean we can Immobilize + Subvert (subdue nonletally) one Stalker for free, the defenses can take down another, and we can Marksman the final one plus the Warp Prism?
 
Here's a version of the at capture plan that would work, though I don't know why folks care so much about capturing the stalkers: killing them would be easier.

[X] Plan: Capture stalkers and smash the proxy base
-[X] Immobilize stalkers (diff 3, skill 2 + 1 just as planned) and subvert them (diff 3+1, skill 2 + 2 just as planned)
-[X] Rebuild defences (diff 1+2, skill 2 + 1 just as planned)
-[X] Vent 3 heat and use marksman to blow up the proxied gateway spark and the portable pylon spark

Another plan that captures the prism:

[X] Plan: blow up the stalkers, proxy base and capture the prism
-[X] Destroy the stalkers with antimatter kaboom (diff 3, skill 2 + 1 just as planned)
-[X] Capture the prism with a bot-squad (diff 1+1, skill 2)
-[X] Rebuild defences (diff 1+2, skill 2 + 1 just as planned)
-[X] Vent 3 heat using marksman to take out both sparks of the forward base.

1 Just as Planned free in case I've miscalculated.
 
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[X] Plan: blow up the stalkers, proxy base and capture the prism

I'm glad someone understands the system, maybe I'll get the hang of it eventually.
 
Here's a version of the at capture plan that would work, though I don't know why folks care so much about capturing the stalkers: killing them would be easier.

[X] Plan: Capture stalkers and smash the proxy base
-[X] Immobilize stalkers (diff 3, skill 2 + 1 just as planned) and subvert them (diff 3+1, skill 2 + 2 just as planned)
-[X] Rebuild defences (diff 1+2, skill 2 + 1 just as planned)
-[X] Vent 3 heat and use marksman to blow up the proxied gateway spark and the portable pylon spark

Another plan that captures the prism:

[X] Plan: blow up the stalkers, proxy base and capture the prism
-[X] Destroy the stalkers with antimatter kaboom (diff 3, skill 2 + 1 just as planned)
-[X] Capture the prism with a bot-squad (diff 1+1, skill 2)
-[X] Rebuild defences (diff 1+2, skill 2 + 1 just as planned)
-[X] Vent 3 heat using marksman to take out both sparks of the forward base.

1 Just as Planned free in case I've miscalculated.
[X] Plan: blow up the stalkers, proxy base and capture the prism

One, I feel like the General isn't comfortable w/ killing them. Two, they should only be an Immobilize 1 + Subversion 1 check each, so I assumed they'd be free because we could do two diff 1 actions while at 6 heat then vent. Three, for every one we kill, we'd get sticky sparks which could be used for something (if fully controlled, free units, so killing a unit & creating a unit for the price of one).

I'm not attached to capturing beyond using an enemy's weapons against them & any rewards for taking their tech.
 
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If we capture the Prism, doesn't that take out its Portable Pylon spark and thus also the nested Forward Base? Though they would be able to get it back with another Prism later.
 
If we capture the Prism, doesn't that take out its Portable Pylon spark and thus also the nested Forward Base? Though they would be able to get it back with another Prism later.

You have to remove all nested sparks before you can remove a spark. Also, the portable pylon doesn't seem to be nested in the prism.
 
[X] Plan: blow up the stalkers, proxy base and capture the prism

One, I feel like the General isn't comfortable w/ killing them. Two, they should only be an Immobilize 1 + Subversion 1 check each, so I assumed they'd be free because we could do two diff 1 actions while at 6 heat then vent. Three, for every one we kill, we'd get sticky sparks which could be used for something (if fully controlled, free units, so killing a unit & creating a unit for the price of one).

I'm not attached to capturing beyond using an enemy's weapons against them & any rewards for taking their tech.

That makes sense, but I don't understand how we would go about narratively subverting the pilots in this scenario.
 
That makes sense, but I don't understand how we would go about narratively subverting the pilots in this scenario.

You don't subvert the pilots - just their machines. The pilots are trapped inside, unable to move or operate their own bodies. Kinda nightmarish...

You have to remove all nested sparks before you can remove a spark. Also, the portable pylon doesn't seem to be nested in the prism.

Yeah. Mechanically, the portable pylon spark was created by me spending shock, rather than being directly linked to the warp prism - the warp prism was just the narrative justification for my mechanical action. If you destroy the warp prism without destroying the proxied gateway spark, one can assume that the probe built a pylon too just before you blew the warp prism!
 
Adhoc vote count started by DragonCobolt on Oct 14, 2023 at 7:45 PM, finished with 28 posts and 5 votes.

  • [X] Plan: blow up the stalkers, proxy base and capture the prism
    -[X] Destroy the stalkers with antimatter kaboom (diff 3, skill 2 + 1 just as planned)
    -[X] Capture the prism with a bot-squad (diff 1+1, skill 2)
    -[X] Rebuild defences (diff 1+2, skill 2 + 1 just as planned)
    -[X] Vent 3 heat using marksman to take out both sparks of the forward base.
    [X] Plan: Capture stalkers and smash the proxy base
    -[X] Immobilize stalkers (diff 3, skill 2 + 1 just as planned) and subvert them (diff 3+1, skill 2 + 2 just as planned)
    -[X] Rebuild defences (diff 1+2, skill 2 + 1 just as planned)
    -[X] Vent 3 heat and use marksman to blow up the proxied gateway spark and the portable pylon spark


All right! ...so, good news: It turns out, I had slightly misunderstood my own rules due to being dumb, and sticky sparks work slightly different from how I described them - but despite that, i was still using them right. My editor has gently squirted my nose with a water bottle.

This means future playtesting will be more better!

And now, to update!

Basically, I had thought Sticky Sparks functioned as a continual part of the game - but in actuality, they're designed to fold into the background and only come back when relevant.

So, rather than having nested sparks decaying into Sticky Sparks, which then continue to impact the world, it instead works like: nested sparks decay into sticky sparks, which you then ignore but IF IT BECOMES RELEVENT AGAIN, then it turns back into sparks, representing how it becomes relevant!

Say you build a base. You have the sticky spark of Built Base (5). Now, it does nothing. But if you having a baes becomes relevant, it becomes [Spark] (5), with the spark being how you're using the base. Maybe you're hiding behind the defensive fortifications and it becomes defensive sparks. Maybe you're using a factory, and it becomes sparks that buff your "buying troops" skills. That kinda thing!

This may seem like a minor difference and...it kinda is, but me not understanding it led to some weird design decisions I was making for the Gear systems, which has now been fixed. Also, realizing I had messed it up this badly shot my confidence and made me cry. ...it was also 2 in the morning, so I was very sleepy and prone to panic. I'm better now!
 
ACT ONE, MISSION TWO: First Strike (0.8)
The red-black walkers continued to scuttle forward, their particle weapons slamming into your arm. They clearly were used to dealing with the locals - who seemed to have military tech at least a step below your own. Their bunkers had seemed well enough. But you weren't some...backwards marine in a trooped up suit of power armor. And these aliens had played right into your hands. Your grin was feral as you turned, aimed, and fired. This time you aimed your overcharged Zephier ahead of the enemy.

The walkers tried to teleport. They had a range, it seemed, when they didn't have time to build charge.

It wasn't enough.

The white bloom of atomic fire whited out your screen - but you kept your arm leveled and swept along an arc, scything through the remaining walkers that staggered away from the impact. Shields popped and then the housings exploded into flares of red and white light. As the cameras cleared out, you saw their rubble was already beginning to fizzle away - like it was designed to combust itself into the smallest components possible. You ignored it.

"The enemy quantum signatures are growing more coherent, General," Stukov said.

"I know," you said, fingers flying across your controls. The engineers you had tasked to building a gate were given a new task - the gate was still going up, damn it, you just needed a moment of time. You came to the ridgeline, standing among your defenses, and saw the enemy flier was starting to fold his wings up. You thought you saw why: The first of the portals had snapped into solidity, revealing a glowing crystal of red hue, banded by a circular black outline. Your radar threw up a crazy static of exotic energies coming off it - and Dr. Hanson started to speak.

"I think that crystal is serving the same function as-"

"I know, Doc," you cut her off.

Your engineers trundled forward on their huge wheels, crunching over gravel, dirt, and smashing through a single tree that had been left unmolested so far. The prism turned to go - but then thin beams of electromagnetic pulses slammed into it from the relatively weak emitters on the front of the engineers. You frowned, slightly, watching as the flier staggered in the air, then twitched, then sagged backwards.

"Our subversion programs are...working!" Stukov sounded half shocked. "It's an entirely automated craft - no biology to worry about. We're brute forcing through the computer systems, replacing them with our nano. It'll...be a bit ugly in there, but...we have it!" The flier twitched left, then right, then started to fly back towards you.

"What about the base?" Dr. Hanson said.

"I don't think we can capture a building that complex without a better grasp of their tech..." you said, then lowered your arm. The high powered cutting beam sliced into the shields jacketed around the crystal. They hissed and buzzed, crackling loudly as the portal behind them started to grow brother and more focused...and then, at the last second, the shields cut and the crystal shattered, blowing apart into a thousand pieces as your laser cutter bore into it. You lifted your arm as the almost coherent portal warbled, wavered, then collapsed.

"I hope no one was in that building," Stukov said, quietly.

Misjumps...weren't anything anyone liked to talk about.

They were rare these days. It was still more dangerous than taking a cab, but it wasn't more dangerous than driving a car outside of a city's autonomous guide systems. Still. You shook your head - frowning a bit.

"The aliens are building up for their next attack," Stukov said. You checked the map. Grunted.

"They don't have time. Tell Tosh to fab something simple for the civilians, we're getting them out of here."

Behind you, the gate solidified, cohering from energy and mass into an intricate, delicate machine - not built to handle combat, not like a proper frontline gate. But it'd do for what you needed. You stood on the ridge, glancing from the map to the camera view, waiting to see if a second shoe dropped. You weren't sure if the aliens knew what you were doing, or if they simply didn't have time to react, as you had predicted.

You watched as Tosh, in his smaller support ACU, stomped forward with a crudely fabricated carrying harness on his armored walker, carrying dozens of civilians. Behind him, in a motely collection of ground vehicles and trucks, came the rest. They looked shell shocked - stunned. All save for a collection of ten men in articulated power armor suits, walking behind an eleventh man in a sleek black uniform that looked studded with complex machinery - thin wires of pale red light sweeping around him, outlining him. The sensors on your ACU went immediately crazy upon looking at him.

"That man has some kind of microsized generator, it's producing...something..." Dr. Hanson said, quietly. "I have no idea what he even is, but he's not...entirely human."

You enlarged his face on your camera.

It was Lt. Samir Duran.

"Ah, Lieutenant," you said, your voice picked up by the headset that he wore. "Glad to see you."

"We had to stay low, General," he said. "As you can see, my forces are somewhat reduced compared to yours." His hand gestured back to the marines. "Ten men are all we have left - we were running on fumes when you arrived. We've got some material, though, packed in that truck." he pointed at the last of the truck. It ran low. Heavy. Like it was carrying more than it should.

Behind you, the gate crackled and buzzed as the first of the civilians went through it.

"What is it?" you asked.

"...when the Confederacy was falling apart, we were given some munitions for use, in case we had the chance too. I am a Ghost operative. That means i am authorized to utilize atomic weaponry."

Your head snapped back to the truck. Your sensors swept over it - and the warning deet of an radioactive alert came up.

"You had nukes?" you asked.

"The warheads, yes, but our launch infrastructure, we lost three planets ago," Lt. Duran said, shrugging one shoulder. "Along with most of our tank and walker forces. There was some hope for use as...surprise weaponry. But the Dominion have more of them, and can take the losses. But it seems they may be wasted in your case. Assuming, of course, you wish to take us with you through...that." A note of actual wonder came into his voice as he peered at the gate.

"A standard quantum gate. How did you get around without one?" you asked.

"Ways and means," he said, then chuckled. "Stolen starships, hitchhiking on neutral vessels. Most recently, we had to hijack a feral zerg Levithan."

You frowned.

"Your gate sounds far more comfortable. Less...slimy." He smiled, slightly at you.

---
Okay! I'm out of shock, and the remaining stalkers can't get to you before your last spark decays and the gate is finished and the civilians can leave. So, while if you stuck around, the Tal'Darim could whack you...you're not sticking around!

But, that does lead to a question...now, as the GM, I can just generate sparks outside of combat whenever I want based on the narrative, so you get some found sticky sparks to go into your resource tab!


[ ] Take Lt. Duran and his offer of intelligence and free atomics (gain the sticky spark of Lt. Duran (4), Grateful Civilians (3))
[ ] Take Duran, as a refugee - you won't be needing him in a military capacity. His atomics can stay behind. They're easy enough to fab. (gain the sticky sparks of Grateful Civilians (3))
[ ] Take Duran as your prisoner. He was a soldier of a governments you planned to depose. And you don't trust him (gain the sticky spark of Prisoner Duran (4), Grateful Civilians (3))
[ ] Write In
 
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