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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[X] Plan: Sus - Use the disguised Mech-Marines to ask questions of the Galileo's commander implying the Lost Cause's arrival is suspicious. In the meanwhile have the undisguised Mech-Marines start broadcasting 'warnings' to the Lost Cause, 'informing' them that the 'actual' prisoner pickup arrived before they did and because of that they were forced to attack to prevent the prisoners from being moved off of the station.
 
[X] Plan: Sus - Use the disguised Mech-Marines to ask questions of the Galileo's commander implying the Lost Cause's arrival is suspicious. In the meanwhile have the undisguised Mech-Marines start broadcasting 'warnings' to the Lost Cause, 'informing' them that the 'actual' prisoner pickup arrived before they did and because of that they were forced to attack to prevent the prisoners from being moved off of the station.
 
[X] Plan: Sus - Use the disguised Mech-Marines to ask questions of the Galileo's commander implying the Lost Cause's arrival is suspicious. In the meanwhile have the undisguised Mech-Marines start broadcasting 'warnings' to the Lost Cause, 'informing' them that the 'actual' prisoner pickup arrived before they did and because of that they were forced to attack to prevent the prisoners from being moved off of the station.
 
[X] Plan: Sus - Use the disguised Mech-Marines to ask questions of the Galileo's commander implying the Lost Cause's arrival is suspicious. In the meanwhile have the undisguised Mech-Marines start broadcasting 'warnings' to the Lost Cause, 'informing' them that the 'actual' prisoner pickup arrived before they did and because of that they were forced to attack to prevent the prisoners from being moved off of the station.
 
[X] Plan: Sus - Use the disguised Mech-Marines to ask questions of the Galileo's commander implying the Lost Cause's arrival is suspicious. In the meanwhile have the undisguised Mech-Marines start broadcasting 'warnings' to the Lost Cause, 'informing' them that the 'actual' prisoner pickup arrived before they did and because of that they were forced to attack to prevent the prisoners from being moved off of the station.
 
Adhoc vote count started by DragonCobolt on Nov 19, 2023 at 9:16 PM, finished with 17 posts and 5 votes.

  • [X] Plan: Sus - Use the disguised Mech-Marines to ask questions of the Galileo's commander implying the Lost Cause's arrival is suspicious. In the meanwhile have the undisguised Mech-Marines start broadcasting 'warnings' to the Lost Cause, 'informing' them that the 'actual' prisoner pickup arrived before they did and because of that they were forced to attack to prevent the prisoners from being moved off of the station.


Gonna say that's diff 1 Bluff check for the first roll - since you're trying to remove the frigate from the field of battle, but I'll slap on a -4 enviromental penalty due to the slightly outlandish efforts of a corporal talking back to their CO.

So, that's 5 heat!

And that'll do it.
 
ACT ONE, MISSION FIVE: Media Squad (0.8)
It was time to see just how fragile the chain of command in the Dominion was. You started to tap out controls to the mech marines holding your newfound prisoners - and they started to broadcast towards the Lost Cause. You were sending out some basic synthed traffic - making sure to slip in enough static and hisses and pops to make it seem like your units were being jammed. Sarah watched you at your work, narrowing her eyes slightly. "Oh that's clever," she said, grinning as she saw the transcript you were typing out one handed.

As far as lies went, it wasn't exceptionally convincing: You were reporting that a fake prisoner transfer had come in to snatch the prisoners and your attack was a spoiling assault. It didn't quite hold together. It didn't have too. You just needed to buy the time for Stetmann. Your cameras showed that he was attaching the last of the wires. Your talkative mech, though, had reached the Dominion commander. Your voice, hushed, nervous, came through. "Sir?"

He grunted, turning to face you.

"Isn't that some decent timing?" you asked. "Right when the prisoners slipped out under that diversiony attack. Right when the sensors blew? Maybe a cloaked ship's going out to get picked up by that Lost Cause, and we're gonna be so much space dust before we know it. This place ain't got armor for shit."

The commander's brow drew in - while the drawling CO of the Lost Cause started to speak: "First...Tarnation, listen, here, Galileo, we haven't sent shit. What are you talking about?"

The commander frowned, then shook his head. "We have to get to the bottom of this," he said - and you could tell, he was going to be the exact right kind of commander in the exact wrong moment. It was a good sign for the Dominion, but a better sign for you. He was going to focus on figuring out the exact security issues before letting a heavily armed and armored warship near his attacked installation. It was a good call. Bad timing. Stetmann let out a nervous giggle over the link.

"Got it!"

You started to tap in the orders, and the majority of the marines started to quietly walk from the room while your talkative marine stood between the commander and the exit. The conversation he was having with the Lost Cause was attracting most of his attention - and you were happy to hear the irritation coming over the light-lag delayed return communique.

"Listen here, I just got here, you surly mouthed pipsqueak!"

You took your eyes off the mech-marine's camera feed. Swann's voice was sounding a little on edge as he marched quickly with Stetmann in the middle of your cluster of units. "So, what's the plan for getting us off this little tugboat? Since you, uh, blew the hell out of your dropship."

You rubbed your palm along your chin.

"And what about the mech marines you're leaving behind?" Sarah asked.

"Those are easy," you said, quietly, turning your head from the mic. "Just activate a disassembler charge - nanite swarms eat every component, turn it into undifferentiated goo, then disassemble themselves using their power reserves." Her brow furrowed and you explained. "They blow themselves up."

"They'll notice that, right?" she asked.

"Not really," you said. 'The waste heat to burn up a bunch of nano is less than you'd think. They shake themselves apart pretty fast. That's the trick with nanolathes...it's why we secure them so hard." You grinned, wryly. "It's also why they make piss poor direct weapons - you can stop a gray goo scenario with a flame thrower. Hell, with a bonfire in some cases." You watched as the squad of fake marines stepped out into the dock area, to where the squad of marines and medics you had captured looked over, tensing slightly, confusion clear in their postures. Fortunately, your mech marines had shut down their coms, so they weren't about to signal to the commander.

You bit your knuckle. The last choice, and one of the hardest ones, you were sure.

---
HEAT: 5/6

[ ] Evacuate Stetmann and Swan with a grab-pod, melt local marines. (Diff 3 Organizational Expertise check, 0 heat)
[ ] Evacuate the Raiders and the prisoners, melt local marines. (Diff 5 Organizational Expertise check, 2 heat - light overheating)
[ ] Leave nothing, nothing at all. (Diff 7 Organizational Expertise Check, 4 heat - heavy overheating.)

No matter what, you're leaving with Good PR (4) and Spy Bug (4)!

Prisoners will get you Dominion HUMINT (4), while not leaving behind the mechs will mean the Dominion can't try and reverses engineer anything. But heavily overheating will make your next mission more dangerous!
 
[ ] Evacuate the Raiders and the prisoners, melt local marines. (Diff 5 Organizational Expertise check, 2 heat - light overheating)

I'mma play the boring neutral option.
 
Double-checking- what's overheating do rn? I forgot if there was a significant change to how it worked
 
[X] Leave nothing, nothing at all. (Diff 7 Organizational Expertise Check, 4 heat - heavy overheating.)

It would be fun to thoroughly bamboozle the Dominion by leaving nothing behind.
 
[X] Leave nothing, nothing at all. (Diff 7 Organizational Expertise Check, 4 heat - heavy overheating.)
 
[X] Leave nothing, nothing at all. (Diff 7 Organizational Expertise Check, 4 heat - heavy overheating.)

We can handle it! :)
 
[X] Leave nothing, nothing at all. (Diff 7 Organizational Expertise Check, 4 heat - heavy overheating.)

Fine, I'm convinced,
let's make it "interesting" XD
 
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[X] Evacuate the Raiders and the prisoners, melt local marines. (Diff 5 Organizational Expertise check, 2 heat - light overheating)
 
[X] Leave nothing, nothing at all. (Diff 7 Organizational Expertise Check, 4 heat - heavy overheating.)
 
[X] Evacuate the Raiders and the prisoners, melt local marines. (Diff 5 Organizational Expertise check, 2 heat - light overheating)
 
[X] Evacuate the Raiders and the prisoners, melt local marines. (Diff 5 Organizational Expertise check, 2 heat - light overheating)

I personally don't mind letting the Dominion potentially reverse-engineer something, as it ultimately wouldn't provide them with a decisive advantage against the UEF but would potentially leave the local human polities with an edge against the Protoss and Zerg.
 
[X] Evacuate Stetmann and Swan with a grab-pod, melt local marines. (Diff 3 Organizational Expertise check, 0 heat)

Our prisoners are a bunch of random marines, I'm not sure the intel is that valuable.
 
[X] Evacuate the Raiders and the prisoners, melt local marines. (Diff 5 Organizational Expertise check, 2 heat - light overheating)
 
Adhoc vote count started by DragonCobolt on Nov 20, 2023 at 8:13 PM, finished with 14 posts and 11 votes.

  • [X] Leave nothing, nothing at all. (Diff 7 Organizational Expertise Check, 4 heat - heavy overheating.)
    [X] Evacuate the Raiders and the prisoners, melt local marines. (Diff 5 Organizational Expertise check, 2 heat - light overheating)
    [X] Evacuate Stetmann and Swan with a grab-pod, melt local marines. (Diff 3 Organizational Expertise check, 0 heat)


NOthing but fingerprints...
 
ACT ONE, MISSION FIVE: Media Squad (0.9)
You cracked your knuckles. "Stukov, start plotting a quantum jump. We're leaving."

"Understood," he said over the PA.

Sarah watched as you plotted out the course for the grab-pods. They were relatively small, simple devices, which had been designed by Dr. Hanson and the techs specifically for this situation - and you weren't going to have time to explain their operations to Swann or Stetman. So, you just said: "Hold still."

"Hold-" Stetmann squeaked as one of the mech marines standing by him grabbed him and threw him straight up. Agrav plating had a 1G field, but it dropped off even faster and even harder than a natural gravity field - it was what made operation in space, even in modern EVA tech, relatively dangerous. It's why grab-pods were a pretty simple adaptation of the rescue-pods from that service.

Stetmann tumbled into space - and then a grab-pod slammed into his back and shot back towards the ship, rocket thrust burning. The inertial dampener attached wasn't pretty, and you could hear the groaning and vomiting over the link. But it didn't need to be pretty. It just needed to do its job - and that job was to bring Stetmann back towards the E1 without being crumpled like a soda can before being tossed in the recycler.

"Whoa, no one tosses a Kel-" Swann started.

Two of your marines tossed him into the air.

A grab-pod slammed into him. By now, the Dominion marines were starting to realize what was happening - but since their power armor had been stripped of their rifles and their side arms, there wasn't much they could do. A few struggled, but even struggling could help: A single mistimed jump and one was sent tumbling into space. Grab-podded. Another and another shot up as the grab-pods refueled, shot out, came back, refueled. You had the entire thing managed so neatly that by the time the Dominion commander in the C&C of the Galileo had noticed what was happening, almost all the marines and medics were gone.

"What the hell is-" he started.

You barked into the one marine still in the room's speakers. "Sir, look out!"

One of the grab-pods slowed down near the window as the commander saw it, and threw himself flat. The techs grabbed for breath mass and sprinted for the door, their trained reflexes better honed for this kind of emergency. The grab-pod smashed into the window, and a spiderweb of cracks exploded outwards. You heroically moved the mech-marine so that a chunk of exploding pod hit the faceplate and shattered it. The mech-marine staggered, stumbled, and then you grabbed and threw the commander out the door. It slammed shut and you allowed the mech-marine to get pulled into space, where a second grab pod snagged the first - and then grabbed the marine when it was out of view.

"Excellent acting. Very dramatic," Sarah said as you watched the tiny blue dots coming back to your E1.

You nodded. "I think we managed it."

She smiled. "Managed enough," she said. "Are you going to give me the proper credit for this?"

You snorted.

***
"Prosperity. Peace. Security. All these and more are what the United Earth Federation doesn't just promise - it's what we guarantee!"

In the smokey, quiet room, the cigar tapped against the edge of a gorgeous gold and brass inlaid ashtray.

"Well, that's quite possibly the most preposterous bit of propaganda I've ever seen in my life."

The man who had spoken was young and blond and, out of the view of holovid cameras and parades, wore a simple red tunic with just his service insignia - the rank and uniform he'd earned through academy graduation and service. His eyes belied his confident words: Fear glinted in them. "There's no way that their technology could be that much more advanced."

"Don't be so sure, son," the bald man in the dress red and gold of a general said, stubbing out his own cigar. "I've done talked with the high forehead types in Covert Ops and the Phy-Sci department. They say our nano's only two, three generations behind there's but the difference is ah, ah whatcha'call it. An exponential growth curve."

"How quickly can we match them?" The dark skinned man at the other end of the table asked, his lips pursed. "And...do you think the anti-Zerg gear we've been working on will do a damn against this kind of tech? Hellions, Thors, Odins, they're all made to kill Zerg, not to fight an army that makes tanks in vats."

The man at the head of the table picked up his cigar. He took a long slow drag, then breathed out.

"I think," he said, quietly. "That we need to look at this Earth problem from a new angle."

"What angle is that?" The youth asked, quietly.

"During the dark times against the Confederacy, we took allies where we could get them. Think that that..." he gestured to the gleaming blue and white flag that was projected on the wall. "...and everything that holo offered is going to appeal to freedom fighters like Jim Raynor?"

"That cowboy will never listen to you," the balding general said.

"True." The cigar lifted up. It glowed, illuminating goatee and hard, steely eyes. Smoke exhaled into the darkness, cutting through the glittering light of the glowing holo - making blue and gold and the fluttering flag seem to be a physical object in the room, if only for a moment. "We'll have to offer a carrot. Won't we."

"Sir?"

"General Warfield. Take your finest and most respectable troops. You're headin' for Protoss space."

"Is starting a war on a third front-"

"I never said you were going to be attacking our esteemed alien neighbors." The cigar stubbed out, twisting. "You are to kill every Zerg they got on Aiur and offer every bit of humanitarian aid we got."

General Warfield considered, then nodded. He stood.

"And Warfield?"

He turned back.

Emperor Arcturus Mengsk I leaned forward into the light.

"Don't use any goddamn nukes on em," he said. "I want that there Protoss homeworld to be as nice and shiny as you can make it."

General Warfield nodded again. "Sir."

He turned and left - and the holo turned off.

---
Dun dun dunn! That's the interlude between missions! Choose next - and you will note, a mission has been removed and another has...changed subtly.



[ ] Head to Braxis (Smash and Grab the Uraj)
[ ] Head to [Unknown] (Emperor's Gift)
[ ] Head to Char (To Slay the Queen) [Warning: Final mission]
 
"I never said you were going to be attacking our esteemed alien neighbors." The cigar stubbed out, twisting. "You are to kill every Zerg they got on Aiur and offer every bit of humanitarian aid we got."
Oh, that's clever. Hah! Never let it be said Mengsk isn't a good politician. He possesses the distinct skill of adroitly assessing whatever needs to happen to achieve his goal, and the utter lack of reservation to see it through. When it involves calling a Zerg Swarm down on the Confederacy's capital, that's horrible, but you gotta respect the hustle.
 
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