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 figure we should find out what these Raynor's Raiders are. That means, we break their poor bastards out and get them...on our side. Enemy of my enemy is my friend."

"I'll hold you that," Sarah said, quietly, drumming her fingers on the plastic rim of the console.

Why isn't that an interesting reaction.

"We were sent to sneak a bug in," Swann said. "This place gets traffic from every Dominion blacksite out there - and all their long ranged spys on them Zerg critters and the Protoss. That info can go straight to the Hyperion and Raynor and his Protoss buddies can use it for whatever we need."

So Jim did end up befriending the Protoss. That's why he wasn't at the rendezvous point when Stetmann and Swan tried to signal the Hyperion then, he probably took the battlecruiser over to aid in the evacuation on Aiur.

Your empire may be small and petty compared to the United Earth Directorate, the Aeon Illuminate or even the petty scrap of an astrostate that was the Cybran Nation...and you may lack nanolathes and drone technology and quantum tunneling networks and, in some cases, electricity...

You accidentally put in UED there instead of UEF.

"That's amazing! How do you prevent runaway internal system rot, that's the major problem with MUEL units and-"

Minor typo, but it should be MULE.

[X] Get caught bluff into the TL (Fail, reset heat to 0 - moderate enemies)

Between a propaganda broadcast and being able to find out about the Dominion's blacksites and the ability to piggyback on their sensors, I'm in favor of the latter. We're not going to get another chance to get as good a look at the contents of Arcturus's closet for a while and I would love the opportunity to raid a few more ghost academies.

Edit:

I totally forgot about Sarah's ability to shave off HEAT. Would we still be overheated if she helped with a successful bluff into the tech lab?
 
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Righto, then for now that's what I'll be going for. Rory should get his arm back first before the fighting breaks out.

[X] Bluff into the Tech Lab to get the bug and Swann's arm (Diff 3 Bluff check - lightly overheat)
-[X] Sarah helps (negates HEAT buildup from action)
 
[X] Bluff into the Tech Lab to get the bug and Swann's arm (Diff 3 Bluff check - lightly overheat)
-[X] Sarah helps (negates HEAT buildup from action)
 
[X] Send the two to dropship and then bluff into C&C - your mission comes first. (Diff 5 bluff check - heavily overheated)
 
[X] Bluff into the Tech Lab to get the bug and Swann's arm (Diff 3 Bluff check - lightly overheat)
-[X] Sarah helps (negates HEAT buildup from action)
 
[ ] Get caught bluff into the TL (Fail, reset heat to 0 - moderate enemies)

Just to doublecheck- overheating is bad for us most of the time right? That's the vibe I've got so that's my tentative vote rn

EDIT:
Yeah seems fair enough,
[X] Bluff into the Tech Lab to get the bug and Swann's arm (Diff 3 Bluff check - lightly overheat)
-[X] Sarah helps (negates HEAT buildup from action)
 
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Just to doublecheck- overheating is bad for us most of the time right? That's the vibe I've got so that's my tentative vote rn

So, the difference between overheating and failing is the difference between success at cost and failing.

To put it in PBTA terms: If you meet the diff (either through skills or skills+heat), that's like rolling a 10+

If you fail, that's rolling a 6!

but if you succeed with overheating?

That's like rolling a 7-9: You succeed, but also, things get a lil' dangerous!

So, in this case, you could talk into the tech lab but, oh no, there are extra goons here to take the bug. Or you get into the tech lab but, oh no, the ACTUAL guys are here to pick up Stetman and Swann! Meanwhile, failing is just failing.

Both reset you to 0 heat!

Though, as a note, this is only if you're lightly overheating (overheating by 1-2). If you overheat by 3-4, then things get a LOT more dangerous. If you overheat by 5, you get wounded. If you overheat by 6, you get badly wounded. If you overheat by 7, you die.

...you still succeed, though!
 
[X] Bluff into the Tech Lab to get the bug and Swann's arm (Diff 3 Bluff check - lightly overheat)
-[X] Sarah helps (negates HEAT buildup from action)
 
[X] Bluff into the Tech Lab to get the bug and Swann's arm (Diff 3 Bluff check - lightly overheat)
-[X] Sarah helps (negates HEAT buildup from action)
 
[X] Bluff into the Tech Lab to get the bug and Swann's arm (Diff 3 Bluff check - lightly overheat)
-[X] Sarah helps (negates HEAT buildup from action)
 
[X] Bluff into the Tech Lab to get the bug and Swann's arm (Diff 3 Bluff check - lightly overheat)
-[X] Sarah helps (negates HEAT buildup from action)
 
Out of curiosity, how is gating from the E1 onto planets being handled in the quest? With how this mission involved sending in pre-built units, it's made me curious as to how viable a tactic it would be to have the E1 reinforce Clarke by gating in units over the course of a mission.

During the fight on Bel'Shiar, it was implied that Tosh would have been able to teleport planetside aboard an SACU without the need for a gate to receive him. Does that mean that sending units besides ACUs without receiving gates is viable if the teleportation occurs within the, comparatively, shorter distance of a solar system?

Can any unit be teleported in this manner or is it limited to units that have of a certain degree of toughness? Could we pre-build and station a small force of T3 units and keep them aboard the E1, that would during a fight be sent down one at a time to support Clarke? Could we do the same with a squad or two of Mech Marines?

When Tosh was getting ready to gate down, it was mentioned that the presence of a sub-gate would ease the strain of teleportation on the E1. How does the construction of a sub-gate compare to a factory, let alone a proper T3 Quantum Gateway? How feasible an idea would it be to have the captured Warp Prism do the job of a sub-gate and if it could be made to receive teleports from the E1 how many more units could it allow the E1 to send?

If SACUs are the floor of units that can be gated receiverless, could we devise an SACU configured for direct combat, exchanging out engineering capability, and have it teleported in after Clarke to give her a boost of firepower early on? Thanks to hiring on the Marauders we've got access now to a bunch of mech pilots familiar with direct combat. Could we have them drive the theoretical combat oriented SACUs?

Could Sarah jump in an SACU and regularly join Clarke on the ground?
 
I think teleportation is too explosive for an installation mission :) When we port in the ACU we go off like a nuke every time!
 
Out of curiosity, how is gating from the E1 onto planets being handled in the quest? With how this mission involved sending in pre-built units, it's made me curious as to how viable a tactic it would be to have the E1 reinforce Clarke by gating in units over the course of a mission.

While possible, gating units onto the field is cost prohibitive - as it represents fabricating, then launching them from the E1 which, remember, lacks the resources a base has. It's easy to fab up a few marines, some material, but these battles take a lot of continual mineral supplies, which Clarke would have and the E1 doesn't.

During the fight on Bel'Shiar, it was implied that Tosh would have been able to teleport planetside aboard an SACU without the need for a gate to receive him. Does that mean that sending units besides ACUs without receiving gates is viable if the teleportation occurs within the, comparatively, shorter distance of a solar system?

Can any unit be teleported in this manner or is it limited to units that have of a certain degree of toughness? Could we pre-build and station a small force of T3 units and keep them aboard the E1, that would during a fight be sent down one at a time to support Clarke? Could we do the same with a squad or two of Mech Marines?

Sending without a receiving gate causes an immense quasi-nuclear explosion. Its considered worth it if you're putting in an ACU or an SACU, but not so much if you're just porting in a few units - even if they could build them. Also, targeting can go awry - and usually in the Infinite War, enemy bases have quantum scramblers that prevent you from porting in nearby. This is why most engagements take place over a vast area - that's as close as you could land.

When Tosh was getting ready to gate down, it was mentioned that the presence of a sub-gate would ease the strain of teleportation on the E1. How does the construction of a sub-gate compare to a factory, let alone a proper T3 Quantum Gateway? How feasible an idea would it be to have the captured Warp Prism do the job of a sub-gate and if it could be made to receive teleports from the E1 how many more units could it allow the E1 to send?

It's feasbale to make cheaper gateways using protoss tech, since that's basically what they do.

If SACUs are the floor of units that can be gated receiverless, could we devise an SACU configured for direct combat, exchanging out engineering capability, and have it teleported in after Clarke to give her a boost of firepower early on? Thanks to hiring on the Marauders we've got access now to a bunch of mech pilots familiar with direct combat. Could we have them drive the theoretical combat oriented SACUs?

Sure, but at that point, you're just making an Experimental to gate in - which is possible but tactical and operational wisdom in the Infinite War is that while gating in an EX unit can win a fight, it lacks the logistic support to hold any of the territory it captures. That's why they send in ACUs to provide the groundwork that then leads to making EX deployment worthwhile.

Could Sarah jump in an SACU and regularly join Clarke on the ground?

Absolutely not. ACU pilots are genelocked to their nanolathes as a security procedure, and Sarah would avoid that kind of scrutiny. Also, Clarke, even besotted as she is, wouldn't ask. Remember, Sarah's in this room cause she's a civilian specialist in science vessals, not due to any tactical or strategic training.
 
[X] Bluff into the Tech Lab to get the bug and Swann's arm (Diff 3 Bluff check - lightly overheat)
 
Absolutely not. ACU pilots are genelocked to their nanolathes as a security procedure, and Sarah would avoid that kind of scrutiny. Also, Clarke, even besotted as she is, wouldn't ask. Remember, Sarah's in this room cause she's a civilian specialist in science vessals, not due to any tactical or strategic training.

But Dragon! We could have Mecha Queen of Blades goodness. Nothing bad could possibly come out of this situation.
 
It's feasbale to make cheaper gateways using protoss tech, since that's basically what they do.
Something we can start figuring out once we get some of that somehow?

While possible, gating units onto the field is cost prohibitive - as it represents fabricating, then launching them from the E1 which, remember, lacks the resources a base has. It's easy to fab up a few marines, some material, but these battles take a lot of continual mineral supplies, which Clarke would have and the E1 doesn't.
Fair, though maybe making some "dense"/'elite' units as a vanguard alongside or in place of the ACU might be nice- might be just either smaller or stripped down sACUs in hindsight, maybe they're stripped of nanolathes for construction,,,
 
Something we can start figuring out once we get some of that somehow?

Clarke has succeeded in capturing a Tal'darim Warp Prism, however we the questers have been so focused on getting her a girlfriend that we have yet to visit Dr. Hanson and instruct her to examine it.

Fair, though maybe making some "dense"/'elite' units as a vanguard alongside or in place of the ACU might be nice- might be just either smaller or stripped down sACUs in hindsight, maybe they're stripped of nanolathes for construction,,,

Precisely what I was thinking. During the lull between missions the E1 could be connected up to a few mass extractors and build up high tier units without worry for resource cost or production time and pack them into the E1's hangars, ready and waiting for deployment.

Admittedly that wouldn't change the issue that DC brought up that the number of reinforcements that the E1 could deploy without a mass income would be limited, and taking this approach would further limit that number by the space available in the E1's internal bays, but it would have the advantage of said units being immediately available for gating regardless of their tier and the tier of Clarke's present base.

Being able to gate in a few or even just one T3 or Experimental tier unit early on when Clarke would otherwise be limited to working with T1's would be a major boon. They wouldn't be enough to win a fight on their own, but the units would boost Clarke's 'early game' firepower significantly and rapidly, all without the need for her to divert precious mass, energy, and engineering units to building and upgrading factories or defenses, and let Clarke focus first on establishing an economy.

The ability to call in to the E1 for the deployment of a T3 or Experimental at a moment's notice would also help counter another situation where Clarke ends up facing an already entrenched enemy and has to deal with them dropping high tier units on her before she is able to tech up, such as when the Tal'darim warped in a carrier and the feral zerg rushed her with an ultralisk.
 
The fun thing is you absolutely can build an experimental to start battles with. It'd basically just be a piece of gear, created by taking heat using your UEF general skill (as background skills buy things.)

You could even use your ACU mastery to help. The mass characteristic on your nanolathe means you automatically make nested sparks which decay into sticky ones. And sticky sparks (if narratively relevant) can add to buying the new gear!

Here's where things get tricky: for nested sparks to become sticky ones, they have to decay! Which takes time. Which means the universe professes around you! Which would be quite bad for the people on Aiur.

And this is just naturally emergent from the sticky/gear/mastery interrelationship! Crafting inherently takes time, even when augmented by magic and super abilities! And since "decay" is a state controlled by the gm, the gm can fine tune that to what speed is most relevant to the plot and game!

Anyway, once I'll get home, I will…

Adhoc vote count started by DragonCobolt on Nov 16, 2023 at 10:45 AM, finished with 21 posts and 12 votes.

  • [X] Bluff into the Tech Lab to get the bug and Swann's arm (Diff 3 Bluff check - lightly overheat)
    -[X] Sarah helps (negates HEAT buildup from action)
    [X] Get caught bluff into the TL (Fail, reset heat to 0 - moderate enemies)
    [X] Send the two to dropship and then bluff into C&C - your mission comes first. (Diff 5 bluff check - heavily overheated)
    [X] Bluff into the Tech Lab to get the bug and Swann's arm (Diff 3 Bluff check - lightly overheat)


So fun fact this relationship mechanic is to specifically encourage two characters who are lusting for one another to leap over and tackle their lover to the ground and grind up against one another…we'll see how Kerrigan does it!
 
ACT ONE, MISSION FIVE: Media Squad (0.4)
"We're planning on...ruining Mengsk's day." You rubbed your jaw. "Can you two ride a power armored suit?"

Swann nodded. "It's damn uncomfortable, but their internals are made to...to..." His brow furrowed and he blinked as two of the mech-marine armors opened with a whirring clunk, revealing their internals. You piloted two of the other marines over, and they started to pull out the interface system your techs had made to make the suits pass cursory scans and operate properly. Soon, a pile of scrap was laid out before the ground, and there were two suits that were reasonably accessible.

"Ah, this is going to be even more uncomfortable, isn't it?" Swann grumbled, but despite that, he scrambled into the power armor, and you started to close it up in a hurry. Sarah's lips pressed to your ear, her voice very soft.

"And the scrap?"

"I, uh..." you gulped. It became rather hard to think of anything when she was pressing up against you like that. It was electrifying, and bloody embarrassing. You were almost fifty, damn it. Your brain, though, hit on the exact idea. Your fingers worked at the controls, micromanaging the packing up of the scrap into the supply crates. They were heavier, but the material compacted more than you'd expect. Once the suits were closed, you breathed a sigh of relief. "At least this way, I don't have to manage M2 and 3." You frowned, slightly - the UI said that both marines were redline units, non-functional.

"So, we're getting my arm, right?" Swann asked.

"And the bug," Stetmann added.

"If only to keep them from Dominion hands," you said, frowning as you started to maneuver the marines - and were fairly pleased that the two Raiders knew how to keep pace and not wander off on their own. Nightmare memories having to escort civilians through narrow canyons while simultaneously fighting off an Aeon invasion flashed through your mind. You pushed it down as the doors opened and the mech marines stomped into the tech-lab of the Galileo. The room was full of technical gear and equipment for maintenance and engineering. Several men were clustered around a relatively bulky looking disk of hard metal, a laser cutter buzzing into the side of it as they muttered around one another. A muffling thump sound came over the coms, then the microphone for Marine-3 managed to actually click into place.
"-s on? Hello?" Stetmann asked, his voice carrying to you and you alone. You grunted affirmation. "Okay, uh, that's the bug. It was designed to go into the com-array in the center of the command and control, uh, center." He coughed. "The problem, um, is, uh...what is ruining Mengsk's day, exactly? Are you going to blow up, uh, the ship?"

"Broadcast a propaganda message," you said, as you started to pilot M1 towards the side of the room where several other tech items were being kept. A scientist walked over, frowning as he saw your marine approaching the dethatched mechanical arm that, due to its stumpiness and bulk. You hefted it up and started to move to tuck it away into the storage crate - it was getting crampt in there.

"Whoa, what are you doing?"

"Gathering evidence, the prisoners are being shipped off to Khoral," you said, flatly.

"We haven't checked to make sure it's safe - who knows what weapons the rebels hid on it," the scientist said. You turned your armored bulk towards him, and wondered just how intimidating a lowered faceplate on a colonial marine power armored set was. It turned out, quite a lot, as the man blanched and backed off. "Uh, but, of course, you can handle that."

"That too," you said, pointing at the bug. The scientist looked back at it, then sighed.

"We haven't cracked the exterior - but it doesn't have enough energy storage to be too explosive based on our deep scans. I think it might be a compu-"

"I don't care," you said, channeling your inner corporal. You'd never come up through the ranks, but you did have eyes, ears and a brain. The scientest gulped.

A few seconds later, your marines were stomping along. "You're so surly," Sarah said, her voice amused. "And yet, when alone with a beautiful girl, you're very pliable. Curious, is it not?"

"I thought you liked surly," you said, flashing her a grin.

She bit her lower lip. That tiny dimple of flesh on teeth was enough to make you almost drive a mech-marine into a wall - but it was what she said next that made you flush. "And your shoulders," she said, grinning slightly. You shook your head, focusing back on the map, your cheeks burning.

"You left enough teeth marks in em," you muttered.

"What was that?" Swann asked.

"Nothing," you said, coughing.

The command and control center laid ahead. You started to do some mental math. From your primary objective perspective, the main thing you wanted was to just get your program into the broadcast. You'd run it, then evacuate the marines out - that'd get Swann and Stetmann to E1 and they could be punted back to Raynor - either using civilian ships or a quantum teleport with sufficient shielding and distance from Raynor's base. But that'd leave the Raiders without their bug planted: Doing it loud would make the Galileo useless for long term surveillance. Which meant the Raiders would be SOL. Course, how much you actually needed some pissant colonial resistance movement when you were the goddamn United Earth Federation with three ACUs was something that you'd have a hard time answering in a hearing if you were questioned about a mission you failed cause you were covering someone else's ass.

The doors were flanked by a pair of marines. "Authorization?" one asked.

---
HEAT: 5/6
[ ] Bluff yourself into the C&C and do this quietly. (Diff 5 bluff check - heavily overheated)
[ ] Get caught heading into the C&C (Fail, many enemies - but you have Stetmann and Swann on the scene, providing assistance.)
[ ] Write In

Note: You've already used your Kerrigan help. She can help you again in the actual fight, if one were to start, but not now.
 
I'm in favor of bugging the Dominion over shooting off the propaganda broadcast. Intelligence is how you win wars and we aren't going to get a chance like this again without a significant investment of intelligence assets and the most we have in that regard is Tosh who's kinda shifty and maybe has his own agenda and Duran who is very shifty and definitely has his own agenda.

So I'm thinking we either successfully sneak in and take the complication or try and go loud and create a distraction that Stetman and Swann can use as cover to plant the bug. My thoughts are that we remotely detonate the dropship we used to carry the mech marines aboard and / or break out whoever else is in the prison block.

Edit:

Alright I've got a few ideas for write-ins for going loud as a distraction to cover infiltrating the C&C, assuming that that is an acceptable path towards planting the bug.

[ ] Prison Break - stage a distraction prison break using the Mech Marines while Stetmann and Swann attempt to make use of the commotion to sneak into the C&C and plant their bug.

[ ] It's coming from inside the ship! - detonate the dropship that the Mech Marines arrived in and stage a firefight in the most confusing manner possible to sow enough chaos for Stetmann and Swann to be able to sneak into the C&C and plant the bug without being noticed.

[ ] Bad Reputation - construct and fill out a few more dropships loaded down with Mech Marines, this time though wearing the livery of Mira's Marauders. Whatever of Mira fliers Matt assigned to the E1 will launch along with the dropships and make a run on the Galileo pretending to be opportunistic mercs seeking to board and capture the science vessel. Amidst the chaos the team aboard the ship will attempt to sneak into the C&C and plant the bug.
 
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