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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As tends to be the case with this quest, we are yet again at a tie.

Adhoc vote count started by Twei on Nov 7, 2023 at 2:39 PM, finished with 17 posts and 15 votes.
 
[X] Head to Redstone (Begin Operation: Ruins of the Confederacy)

Let's get weird with it
 
While I agree with you on the propaganda broadcast, I think we can also afford to hold off on settling the refugees and think it may be the better choice strategically until we can make allies with others in Koprulu. Right now we do not have the manpower to permanently dedicate to defending a civilian settlement from concerted attack by any of the major powers, not with the frontline troops aboard the E1 being limited to three ACUs and an indeterminate number of lesser SCUs and not without any means as of yet to counter capital scale starships.

The E1 is ironically one of the safer places we can keep the civilians as it is where we keep the rest of our forces and since the ship can conduct an FTL jump should it encounter a hostile capital ship which is the simpler task compared to a planetary evacuation. The fact that there are zerg aboard is a mark against it from the point of view of Clarke and crew, but we know that Koprulu is lousy with zerg and that there are tons of the critters buried in most every system out there, and preventing zerg infiltration of a planet is a difficult task. At least aboard the E1 everyone knows where the zerg are being kept and the ship's defenses are pointed in their direction.
Haven is on the very edge of the sector so an invasion force is unlikely, civvies can use our base combined with modified SCVs/T1-2 engineers to defend themselves, and I don't think the E1 is nearly as well defended as you think.

Additionally, zerg turn people into suicide bombs without much/any thought (apparently their best use for humanity) so the strategic value of 500 colonists is low, while the E1 is our military command center. Which is going to draw more heat?

Moreover Clarke's forces are still woefully uninformed in regards to psionics and that is going to cause issues the longer the crew stays in the Koprulu sector, what with each of the factions out there having access to psionics. In my view ACU armies are particularly vulnerable to psionic attack. All it takes is for one operative to get close enough and an ACU's pilot could be taken out or worse, taken control of and their entire army lost. In addition infiltration missions like the one proposed to take place on the Galileo are bound to result in snags as the crew would not know the extent of the average ghost's mind reading abilities or have access to the tools required to block them.

Going to Redstone is necessary to bringing the expedition up to the level of the other factions when it comes to an understanding of psionics and is thus critical from a military standpoint. It's also likely home to a bunch of kidnapped kids being indoctrinated in the worst ways to become souless killers for a dictatorial state and in the sense of preventing harm to innocents I would say is the most time sensitive.

Edit:
Polished up my wording and points.
We can't make choices based on what we don't know because we don't know these things. We also don't have an industrial base in the sector, something we probably should deal with soon. Redstone will keep, Mar Sara & Haven might not.

Edited for clarity.
 
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We can't make choices based on what we don't know because we don't know these things. We also don't have an industrial base in the sector, something we probably should deal with soon. Redstone will keep, Mar Sara & Haven might not.

The crew are aware of psionics and they are aware that Ghost training involves the kidnapping and traumatizing of children though?
The Ghosts are augmented with drugs, psychoconditioning, and genetic treatments to enhance reflexes, cognition, and improve abilities that he describes as psionic. While the claims are remarkable, he had demonstrated an unerring ability to pass several debunked and discredited esper tests from the 20th and 25th centuries. It seems that the random luck of the draw has given the Koprulu offshoot of humanity access to the dreams of countless hack sci-fi authors...psychic powers.
There's rumors the Dominion are starting it up again, meaning if we get there, we can knock out the bad guys from using that program, secure intelligence on how they make Ghosts...maybe how to make our own without needing to kidnap and torture children, yeah?

The crew might not know specifically how broken psionics are, but they're aware that they lack knowledge which is why Redstone is a potential mission in the first place. The characters involved know enough to justify a mission on military or moral grounds.
 
The crew are aware of psionics and they are aware that Ghost training involves the kidnapping and traumatizing of children though?

The crew might not know specifically how broken psionics are, but they're aware that they lack knowledge which is why Redstone is a potential mission in the first place. The characters involved know enough to justify a mission on military or moral grounds.
As to how the ghost program works, I was under the assumption that we didn't know the grisly details, but it's nice to know now (it's been a while, sorry).

As for your reasoning about Psionics, that's fine, lets just not metagame too much.
 
Can we at least not leave the psionic children in the care of Duran if we go to rescue them as per his suggestion?
 
Adhoc vote count started by DragonCobolt on Nov 7, 2023 at 8:47 PM, finished with 26 posts and 17 votes.


To redstone we are a going!

EDIT: though I had a way better mission title lol
 
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ACT ONE, MISSION FOUR: Ghosts of the Confederacy (0.1)
The displacement wave of the quantum tunneling event triggered three rockslides - tumbling boulders the size of small cars jouncing and bouncing their way down the black and red inclines and towards the molten river of lava that seethed between plateaus. When the dust settled and your cameras flickered and crackled to life, you took a moment to do a slow pan around your landing site and winced.

Redstone was as ugly on the planetary surface as it had looked from the bridge of the E1.

"The place is mineral rich as hell, but I'm not sure how our extraction tech is going to work in these conditions," Matt said over the line as you started to march your ACU forward. The heavy thump of the armored walker's feet caused red dust to explode upwards in thick plumes, shrouding your ACU's knees and shins in mist. You came to the edge of the plateau you had arrived on, looking out over seeing masses of lava, roiling volcanos, and other examples of tectonic activity. "For an extractor to work, it has to actually have time to extract. We're detecting lava flows that will wash everything away on a regular pattern."

"And Zerg," you said.

"And...and what?" Matt asked.

"We're not detecting any Zerg bioforms from orbit, sir," Stukov said. "The density must be too low for us to register them through the atmospheric disturbance."

You zoomed in with your camera. "They're not alone."

Everyone up in the E1 could see what you were seeing: A bulbous Terran airship was cruising through the air, kept aloft by a series of flickering thrusters that moved it sluggishly eastward. It was hovering above the endless lava flows that made up huge portions of the Restone surface - and it was being harried by several mutalisks. The creatures seemed unpreturbed by the smoky, smoggy atmosphere, their wings beating as they swung around it and spat their glistening acidic symbionts at the structure. At your 100x magnification, you could see the armor plating starting to peel away, and secondary fires sparking to life.

A voice came over the radio.

"-peat, this is Harvest-01, goddamn it ya'll where are you!"

"Hold your horses, Harvest-01..."

"Hold my...there's some goddamn motherluvin' zerg all over my backside, Marauder Actual!"

You spotted the incoming reinforcements. A single gull winged dropship, cruising towards the floating airship. On the wings of the ship were what appeared to be men and women in combat power armor, with bulky backpacks. They were clinging on with their bare hands while shooting by at supersonic speeds above an ocean of molten lava.

"Are...are they insane?" Matt asked.

"It appears to be the case, Major," Stukov said. "Registering twelve...no, thirteen life signatures aboard the dropship, all Terran."

"I-" you started.

But the mutalisks had spotted something - either the heat or the movement or simply the new and more interesting target. Their wings beat and they flapped towards the incoming dropship.

"-I think they are insane, the ship has no guns on it," you said.

"Yeehaw!"

The tinny voice crackling over the radio was male and eager. The first of the Terrans flung themselves off the wing of the incoming dropship - and then their backpack flared with orange-white light. Smoke exploded from their back and they actually began to cruise upwards, gaining in altitutde. At the apogee of their flight, their backpack's rocket thrusters cut out and gravity once more started to drag them down. As they dropped, one hand blazed away with a hand weapon, while the other threw something too small for you to see clearly - but whatever it was, it impacted right into the mouth of the lead mutalisk.

The entire creature's lower jaw exploded with a crack of red fire and a spray of blood. Its left wing beat spasmodically - but it was holed dozens of times. The entire monster dropped into the lake of fire as the Terran maniac dropped onto the roof of the hovering airship. He almost skidded over the side and dropped into the lava, but caught himself at the last second. The other mutalisks were flying at his comrades, who were all repeating the same tactic. One mutalisk exploded in a spray of gore as three grenades hit it at once - but the third spat.

Its symbiote struck a man in the chest and cut him in half. One half, attached to the jetpack, shot straight upwards and exploded, while the legs dropped into the lava. The symbiote continued on at a right angle, rebounding off the man and slamming into the shoulder of a second - rebounding and slamming into the belly of a third. The first of the two hit smashed, back first, into the hovering airship, skidded, then plunged into the lava with a shriek that came over the radio and cut off with stark, horrible suddeness. The third managed a landing on the roof and was caught by the others who had landed safely.

The mutalisk continued barreling at the dropship.

"Eat shit you mother-"

The dropship slammed, nose first, into the mutalisk and smashed it into the side of the airship. The airship rocked hard on its thrusters, almost spilling every insane Terran on it into the lava. But then the airship righted itself as the mutalisk dropped, both wings crumpled and broken. As it landed, the dropship skimmed backwards, blood smearing the cockpit.

"Ha ha! Scratch one muta-patrol, Marauder Actual!"

"Good work, boys," a crooning female voice purred. "See, you get what you pay for."

"I apparently pay for insane people!" Harvester-01's pilot shouted. "Han, you said you had Wraiths!"

"Darling, darling, I have wraiths protecting Harvest-02 and 03 from pirates. Much worse than some feral little creatures, yes?"

The airship had reached the far end of the lava and, to your lack of surprise, came down next to an outcropping of gold, blue and red crystals. As it settled, it extended a series of bracing arms, and unfolded a series of doorways, while the roof swiveled around in a massive twisting circle. The rocket-pack equipped lunatics jetted off and landed among the crowd of workers emerging from the front door, while heavy duty construction machines started to emerge and mine the minerals with sparking, hissing laser cutters.

"...what are they doing?" Stukov asked as you zoomed in.

"They appear to be enjoying refreshments," you said.

The jetpack madmen had pulled off their gas masks, goggles and helmets, tossed down what appeared to be a device for transporting cryogenically stored colonists that had been retrofitted into a beer cooler and were chugging down bright silvery cans of alcohol. Those that finished their cans smashed them on their foreheads, threw them over the plateau edge and into the lava river, and, in one case, tried to use their pistol to blow a hole in the bottom of a can to chug it from the base while the others jeered, laughed and shouted over the radio in an overlapping babble.

"My god," you said, quietly. "That's not a goddamn army. It's a fucking frat house."

"Secondary scans, we've managed to isolated the other Terran settlements. All of them are similar nomadic units - but there appears to be a battlecruiser in very, very, very low orbit - hovering over a central part, shielded from prevailing winds by a mountain range..." Stukov said, the clacking, clattering sound of his keyboard at work filling the coms. "An entire mercenary army!"

"Han's Marauders, huh?" Matt muttered.

"And the Confederate facility?"

"Still searching. You may need to dispatch air scouts for that, General." Stukov said.

You frowned.

---
HEAT: 0/6

SPARKS: None, yet!

[ ] Contact the mercs. If anyone's seen the base, it'd be them, right? (Diff 5 Charm Check - 3 Heat)
[ ] Prepare to launch air scouts and see if you can find it yourself. (Diff 5 Operational Expertise - 3 heat)
[ ] Do it openly (no check.)​
[ ] Do it stealthily too... (Diff 1+1 Stealth check, 2 heat)​
[ ] Do it VERY stealthily (Diff 1+1 Stealth Check, 2 heat - take +1 heat to get 2 Sneak Sparks.)​
[ ] Write In

Doing it stealthily will make a Stealth spark. 1 means you'll get to act one time before being noticed, 2 means you can act twice before being noticed!
 
[x] Have Matt contact the Marauders.

Mira is the best crazy bitch in Starcraft. Which is a role that has contenders.

Her and Matt make the best couple against his will.
 
I'll go get the cheese popcorn.

[X] Have Matt contact the Marauders.
-[X] Keep quiet about Clarke being planetside.

Let's keep Mira thinking everyone's aboard the E1 still though.
 
[X] Have Matt contact the Marauders.
-[X] Keep quiet about Clarke being planetside.
 
Well, if the vote isn't going to be completely unanimous. :D

[X] Prepare to launch air scouts and see if you can find it yourself. (Diff 5 Operational Expertise - 3 heat)
-[X] Do it VERY stealthily (Diff 1+1 Stealth Check, 2 heat - take +1 heat to get 2 Sneak Sparks.)
 
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