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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I think we should take him on as a refugee, we have barely any actual information IC on what a Confederate commando is capable of, and it's not like we will need his skills for our operations as far as I can think of
 
[Joke] Execute Duran on the spot. Gain Spark Fearful Civilians (3)

[X]Take Lt. Duran and his offer of intelligence and free atomics (gain the sticky spark of Lt. Duran (4), Grateful Civilians (3))

Refugee Duran option probably makes the most sense. OOC makes me want prisoner option or my joke vote of instant execution. But I dunno I think trusting Duran at least for now would be the more fun option.
 
[X] 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))

Even ignoring knowledge of Starcraft and its plot, letting a shady spec-ops operative who the locals say only showed up a few days prior and has been confirmed by the expedition's chief scientist to not be completely human, immediately become a part of Clarke's command and bring aboard nuclear devices of unknown construction seem like an absolutely terrible plan.
 
[X] 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))
 
[X] 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))

Edit: (changed vote &) First, the inconsistency w/ the refugees (they said they came here because we contacted them, when we responded to a distress call), and now he just happens to be hauling around nukes? It's kinda weird that someone could keep them untouched for so long.
 
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[x] Take Lt. Duran and his offer of intelligence and free atomics (gain the sticky spark of Lt. Duran (4), Grateful Civilians (3))
 
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[X] 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))

Just running around with a nuke like today? Too shady for me
 
[X] 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))
-[X] Make sure to keep track of him anyway - the UEF doesn't need a prison to track someone of potential importance that's staying with us. Make sure he doesn't radicalize the other civilians or try to slip away unexpectedly or anything.

I can't really think of a good justification for taking Duran as a prisoner that doesn't have horrible implications for future interactions with others, but I sure don't want to bring him on as an advisor alongside a pile of unknown nuclear weapons.
 
[X] Take Lt. Duran and his offer of intelligence and free atomics (gain the sticky spark of Lt. Duran (4), Grateful Civilians (3))

Come on guys, when has paperclip-ing the incredibly sinister officer from the incredibly sinister fallen regime ever turned out badly... apart from all the times that it did? :V

But seriously I think it'd be a cool story hook of UEF arrogance and bias towards containing Aeon- I mean Protoss threats and still not quite appreciating on a gut level that the local baseline Terrans are really properly killing each other in civil war.
 
But seriously I think it'd be a cool story hook of UEF arrogance and bias towards containing Aeon- I mean Protoss threats and still not quite appreciating on a gut level that the local baseline Terrans are really properly killing each other in civil war.
Fair? But also it's neat to play a ptsd-ridden strategic & tactical genius who actually wants to help people.
 
[X] 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))
 
Oh, but fun fact: You do get XP!

Your XP is the highest Danger of any encounter in a mission! So, that's 15 XP for you!

Number go up! Thanks for the updates 💜

I don't see any reason that we'd let anyone bring nukes aboard our ship. We don't need them and they're a huge liability if we can't trust their keepers.

[X] 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))
 
[X] Take Lt. Duran and his offer of intelligence and free atomics (gain the sticky spark of Lt. Duran (4), Grateful Civilians (3))

You never know when faking the weapon signatures of the locals will be useful.
 
[X] 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))

The weapons he can offer are both outclassed and outnumbered by ours, and presumably we'll be asking all the refugees for any useful information they might have; no need to give this unknown outsider special privileges for no particular reason -- and if he refuses to help us just because we're only treating him as well as any of the other refugees, well, that in itself might be a warning sign. On the other hand, though, I don't think we in-universe have grounds to take him prisoner at this time -- sure, he was (he claims) a soldier of the government we came to fight, but that government's already been destroyed, and he's offered to aid us.

Ooh, good idea, though, notgreat.

-[X] Make sure to keep track of him anyway - the UEF doesn't need a prison to track someone of potential importance that's staying with us. Make sure he doesn't radicalize the other civilians or try to slip away unexpectedly or anything.
 
[X] 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))
 
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Honestly I'd rather not let Duran aboard the expedition's flagship at all if we can help it.

Should Kerrigan be able to track Duran's presence then him being aboard the E1 is going to tell her exactly where the expedition's flagship is. The poorly armed and armored flagship, built by a society that abandoned stellar ship design millennia ago. Terran battlecruisers are vulnerable to zerg fliers and they're mean enough to slug it out with Protoss capital ships.

With how Clarke's units fared against the tal'darim's, I am not comfortable with the thought of the E1 facing off against so much as a mutalisk absent a thorough refit. Clarke's UEF tech has been shown to be not nearly as clarketech – pun intended – as UEF tech tends to be depicted in other SupCom crossovers and I get the sense that there is a fair chance of this quest ending with a canon "ultralisks fall, everyone dies" if we're too cavalier about our decisions.

On top of that, Duran's currently playing the part of an infested terran and doing so well enough that he's able to fool Kerrigan. If Duran is able to so closely mimic zerg physiology to be able to fool her, there is a chance he might be able to properly infest people. A discount genestealer is absolutely the last thing we want in a confined space, least of all one that's able to go invisible, read people's minds, and armed with a high caliber rifle.
 
That's going to be a problem when it comes voting then since a number of people championing bringing on Duran and his nukes are doing so because they know he's an evil triple agent. Neither leaving Duran nor enlisting him are options separate from awareness of the original narrative.
 
[X] 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))
-[X] Make sure to keep track of him anyway - the UEF doesn't need a prison to track someone of potential importance that's staying with us. Make sure he doesn't radicalize the other civilians or try to slip away unexpectedly or anything.
 
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