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		<updated>2026-04-25T10:10:52Z</updated>
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		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1230</id>
		<title>Singularity Cruise game</title>
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				<updated>2026-04-17T22:51:19Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor 2, Defender, Repeater&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt;    (Satan's Accounting Program?)&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician, Scout, Sharp Shooter&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker 3, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 3, Defender 1&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, &amp;quot;Higgs Engineering Field&amp;quot; gravity craziness, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;br /&gt;
&lt;br /&gt;
==2026-01-09 - Monsters and Hunters and Jacks, Oh My!==&lt;br /&gt;
&lt;br /&gt;
Wander out to find some chaos in progress, which proceeds to get even more chaotic.  And more Chaos is ongoing.&lt;br /&gt;
&lt;br /&gt;
==2026-01-23 - Stage:3 Professional Somethings==&lt;br /&gt;
&lt;br /&gt;
The chaos had started off with some random Jacks being shot at by unseen hunters from beyond the blur-limit of the fields.  Sighting down MORABO, Pramorg was able to spot 5 beings casually blasting away at the fleeing Jacks.  Well - 4 of the beings were; the 5th was much larger and vaguely terrifying, and pulling a floating cart.&lt;br /&gt;
&lt;br /&gt;
Last session, the team decided to tactically flank the situation so as avail themselves to possible cover as needed.  While manoeuvring to approach from behind cover they heard another combatant appear and close quickly with the group of hunters.  The clash seemed brutal, and the flashes of four of the weapons were stilled in rapid sequence.  But the blaze of an assault weapon raged on, and after getting a glimpse of the action saw the Jack from outside the meat processing centre wielding an anime-class edged weapon.&lt;br /&gt;
&lt;br /&gt;
Then, as the adventurers contemplated how to engage, the Jack went down.  After only the briefest hesitation, they decided on cunning and detailed tactical plan: fuck it, let's do this.&lt;br /&gt;
&lt;br /&gt;
Pramorg and Sheog jumped on Oliver as the lanky monster Equidon charged, while Heltu hung back to use cover to harass the assault-weapon waving monster from range.&lt;br /&gt;
&lt;br /&gt;
Now, I didn't write great notes about the detailed sequence of action, but the stacks of damage against the monster tell a long, dragged out story.  It used the frankly terrifying damage output of its exotic assault weapon to hose down the party as opportunities presented themselves, often spreading the devastation across multiple targets.  Even with Oliver's massive stamina and the benefit of good armour, she was almost killed.  Heltu took the full brunt of a massive burst and was dropped into negatives, only revived thanks to the &amp;lt;s&amp;gt;idiotic&amp;lt;/s&amp;gt; brave intervention of Brainy Hopper with scavenged patches.  I'm not sure if Pramorg actually went down, but if not it was likely a close thing.  Sport Hopper, with his hypernormal speed, also did the idiot-medic support thing to some minor helpful effect.&lt;br /&gt;
&lt;br /&gt;
At one point, Pramorg managed to get the Jack conscious again.  And they immediately quick-rose and went all-aggressive to deal massive harm to the monster, but after a couple turns of that rage was dropped once more.  But the distraction gave the adventurers some space to jockey positions and, well, contemplate fleeing.  Some of the previously-dropped hunters started to stagger up, having finally started succeeding on consciousness checks, and one even started trying to engage with their exotic blaster 2-handedly.&lt;br /&gt;
&lt;br /&gt;
The fight ended with Sheog deciding to bravely blow everybody up.  Which caused some telling harm to the monster, and injured everybody, and dropped him into the negatives.  Heltu and Brainy Hopper were outside the blast radius, and could only look on in awed respect.  Oliver managed to land a devastating hit, and Heltu ensured the job by applying the double-tap.&lt;br /&gt;
&lt;br /&gt;
In the aftermath the team all gained 3rd-stage (of whatever, TBD), revived the Jack (named Yojimbo), and plundered the decidedly epic loot.  The monster's sentient assault weapon was given a wide berth, as it seemed keen to kamikaze anyone who got close enough - in the way of these exotic sentient weapons.  The hunters had young-seeming versions of the blaster type that MORABO was, and yapped noisily.  On the hover cart they found other, more interesting specimens.  Heltu bonded with a matched pair if suspicious blasters: GROUCHO and HARPO.  Oliver found an intimidating beast of an edged weapon named BENJI.  Sheog managed to lure a laid back and flexible weapon named BOHDI willing to contemplate being a grenade launcher.&lt;br /&gt;
&lt;br /&gt;
===Sentient Exotic Weapon notes===&lt;br /&gt;
* mobile - can jump to/from hand and holster without needing to spend dice, with some limited independent motion possible (they don't like being away from their bonded partner)&lt;br /&gt;
* turret - if they sip 1 point of damage from the bonded partner (via delicious, nanoscopic-robot-filled blood!) can add 1d6 to the dice pool as a turret (note, this can apply for both attack and parry for H2H)&lt;br /&gt;
* adaptive - after spending one stage with a bonded partner, can auto-fit to give bonus to hit equal to stage of bonded partner&lt;br /&gt;
&lt;br /&gt;
==2026-02-01 - Hiding In A Guard Post==&lt;br /&gt;
&lt;br /&gt;
Yeah, basically just this.  Healing and building stuff too, sure.  But especially hiding when a terrifying monster manifests in the fields.&lt;br /&gt;
&lt;br /&gt;
==2026-02-15,20 - Moseying Outwith Clan Chevobrog==&lt;br /&gt;
&lt;br /&gt;
The general consensus among the group of adventurers was to leave the ruined and awkwardly ripe for plundering zone of Clan Chevobrog.&lt;br /&gt;
&lt;br /&gt;
As a matter of general strategy, they veered to the side of the zone with the intent of staying along the edge away from the open space of the raised bed fields where they encountered the hunting party and spotted the intermediate-scale monster.  However, the very first opening in the &amp;quot;hopper complex&amp;quot; exposed them to a group of rebel jacks with xenophobic tendencies who attacked immediately.&lt;br /&gt;
&lt;br /&gt;
Despite trying to dissuade them with mentions of Yojimbo Jack, the team found themselves cutting down almost all the aggressive jacks very quickly.  They left one survivor, to tell the tale of &amp;quot;disciples of Yojimbo Jack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Moving on, they cautiously approached another, larger guard post that appeared intact and closed.  Pragmatically, they knocked, and were told to go away.  So Oliver knocked HARDER with Benji and punctured the door dramatically.  The Chevobrog Remnant inside - a couple squads of Jack guards and a couple hoppers led by an officious Colonel KNILK.&lt;br /&gt;
&lt;br /&gt;
There was a brief dialogue, where KNILK recognized Poppa Hopper as KRIEG.  The discussion was cut short, after not going particularly well, with SHEOG popping in a large grenade and killing KNILK and his personal guards.  The remaining Chevobrog guards fled out the other doors.&lt;br /&gt;
&lt;br /&gt;
After PRAMORG tampered the suicidal firebombs inside the guard post, they raided its medical stocks for patches, and spent a couple hours healing and building.  They questioned the sacrificial hoppers, Brainy and Sporty, about what they know of the name &amp;quot;Krieg&amp;quot;.  He was, apparently, someone of some infamy or importance.&lt;br /&gt;
&lt;br /&gt;
Continuing out of Chevobrog, the last guard post heading towards the &amp;quot;outworlders&amp;quot; section comes into view - and around it are several non-leporine combatants.  A Trop, a Zygroten, a Human, and a Reptiloid stand cautiously near cover while watching in the direction of the fields.  HELTU and OLIVER approach warily, carrying most of the rest of the team between them but with Poppa Hopper and Jittery Hopper skulking quietly behind.  Slightly beyond the 50-meter normal visual limit the outworlders spot them and hail.&lt;br /&gt;
&lt;br /&gt;
By way of very weak communication skills, they threaten the team for wanting to proceed past, which is, of course, fighting words.  The fighting is relatively intense, as they outworlders are clearly skilled, but they lack the ability to deliver enough harm to the main combatants.  SHEOG softens them up significantly with heavy grenade launcher action, and OLIVER nearly literally dis-arms the Human H2H combatant.  Their sniper, the Reptiloid, calls for a cease of hostilities and is amenable to letting the team pass.&lt;br /&gt;
&lt;br /&gt;
There is a pause, and the team questions the outworlders about what lies beyond in the next section.  The outworlders think of it as their claimed section of this prison.  They  describe:&lt;br /&gt;
* GRIPPER OF THINGS - the creator of the advanced weapons, the monsters, and master of this place&lt;br /&gt;
* describe the exotic weapon business, and the fold space used to keep it secret&lt;br /&gt;
* the singularity at the center of the ship that hides the etheric activity of the fold space&lt;br /&gt;
* generally discuss the bar zone, and it's chaos&lt;br /&gt;
&lt;br /&gt;
After hearing this, the team feel like perhaps it might make more sense to wait before heading into the outworlder section.  So instead they head towards one of the bunkers.  It is locked from the inside and needs hacking to open it up.  PRAMORG attempts, but fails to hack in.  They ask if KRIEG - Poppa Hopper - knows the code.  He admits that while he does not know the code, he might be able to get in, and he is successful in hacking the door open.  Inside are the partially-eaten remains of some jacks and hoppers, and one insane hopper, BOB.&lt;br /&gt;
&lt;br /&gt;
==2026-02-28 - Re-Meeting the Jack Resistance==&lt;br /&gt;
&lt;br /&gt;
The team reasoned that there was no harm in finishing exploration of the Clan Chevobrog zone before wandering off to more dangerous corners of the singularity ship.  Circling back by way of the Hopper living quarters, they first encounter a significant band of green-staged Jacks huddled in a gymnasium type area.  By force of will and personality, the team convinces them that they don't need to fight.  This goes only moderately well, as many of the Jacks flee out the back of the gym with a distinct lack of joviality.  In the course of conversation, the team also learned that the group of Jacks they met in the alley earlier - and slaughtered - were the convening leaders of the Jack Resistance trying to figure out what to do next.&lt;br /&gt;
&lt;br /&gt;
Moving on through the Hopper complex, they find many of the living spaces warren off with passages too small for either Heltu or Oliver to navigate.  So they continue on through the center of the building, and exit out the far end.&lt;br /&gt;
&lt;br /&gt;
Where there is an array of really pissed-off Resistance Jacks intent on exacting revenge on the team for killing their leaders.  It is a very stupid, and very short fight with some terrifyingly messy highlights.  Some bystanders flee, and appear to spread the word of &amp;quot;don't fuck with those folks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team inspect a locked building, which upon tampering their way in discover a bulge-like extension of the gravity field.  They decide not to mess with it (TPK averted).&lt;br /&gt;
&lt;br /&gt;
They also try to break into the bank again, but still don't have any more success.&lt;br /&gt;
&lt;br /&gt;
Bob is quietly ditched into the fruit grove with some hiding Jacks.  They expect him to be discovered and murdered eventually, if he moves.&lt;br /&gt;
&lt;br /&gt;
After all of that, they returned to the storage warehouse of their creation and settle in for some building and healing.&lt;br /&gt;
&lt;br /&gt;
==2026-03-06 - Oh Shitfuck==&lt;br /&gt;
&lt;br /&gt;
After finishing up in the warehouse, Brainy Hopper and Sporty Hopper complete stages of medic - adding a much needed group survivability skill set.&lt;br /&gt;
&lt;br /&gt;
They leave the warehouse and encounter YOJIMBO JACK, who confirms that the remaining Jack Resistance forces recognize a need to cooperate with what they have left in order to survive.  Yojimbo is the interim emergency lead, and appoints the group to being members of his OWSLA - military leads and advisors - for Clan Chevobrog.  The team agrees and as their first task are to lead two squads Chevobrog Jacks to the central guard station to occupy it, refurbish it, and re-integrate its comms and sensors to establish a start of a defensive perimeter again.&lt;br /&gt;
&lt;br /&gt;
On their way, GOD rolls &amp;quot;dragon&amp;quot; on the encounter table.  This is embodied by seeing something briefly and ominously in the distance.  After getting to the central guard station, god checks to see if the dragon-class encounter gets bored - quite the opposite.&lt;br /&gt;
&lt;br /&gt;
With the intermediate scale monster literally sniffing around their location (there are some delicious BBQ smells coming from some corpses in the guard station), they realize that the monster could likely tear its way in.  They work the situation to attempt a tactical retreat - including quickly reconnecting the building sensors to their battlewiki and booting up the comms link.  Using the delicious corpses as bait - flung by OLIVER back towards the center of the singularity ship, they bolt the opposite direction to get to the hopper housing building.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, gods dice once again decide that things can't just be scary, they have to go horribly horribly wrong.  Random chance makes this dragon-class encounter NEED TO CHASE.  It scampers with monstrous alacrity to be among them.&lt;br /&gt;
&lt;br /&gt;
Which is where we left things off, and a &amp;gt;30% probability of a TPK for the next session.&lt;br /&gt;
&lt;br /&gt;
==2026-03-15 - WHEW, Not Dead Yet==&lt;br /&gt;
&lt;br /&gt;
Despite Oliver's grevious wound chopping off their leg, and massive harm dealt to Heltu, the team managed to drive the nightmare away.  Although it took depleting all of Sheog's big grenades, and more than a few hopeless moments of both main combatants going all-defensive.&lt;br /&gt;
&lt;br /&gt;
Dragging their bloodied STAGE:4 selves back for healing and prosthetics, they continue to work with Yojimbo to help set up defences for Clan Chevobrog.&lt;br /&gt;
&lt;br /&gt;
==2026-03-20 - Clan Rothu Beachhead==&lt;br /&gt;
&lt;br /&gt;
Waiting for the Owsla Irregulars and the two Chevobrog Jack squads spot a Clan Rothu squad standing behind the nominal cover of the guard station.  The cover being nominal, in that it was clearly out of the line of sight of the other guard stations and all the monsters that have traversed recently, but not from the direction the Owsla Irregulars were approaching from.  More to the point, the Rothu were not equipped with any scopes capable of penetrating the 50-meter visual limit dampening effect.  So they were technically oblivious to the approach of the Chevobrog forces.&lt;br /&gt;
&lt;br /&gt;
There was some foolish discussion about giving up that intrinsic tactical advantage for the sake of diplomacy and giving the Rothu a chance to disengage and leave the Chevobrog zone.  However, the messy streaks of stolen foodstuffs hastily pilfered from the denuded Chevobrog silo area running right past the Rothu squad decided their fates.  After arraying in a classic ambush kill zone pattern using a nearby probably-empty bunker, they started harrying the Rothu squad.  Which quickly turned into 2 Rothu squads complete with Hopper commanders.  They were soundly turned, and they fled back into the guard station.&lt;br /&gt;
&lt;br /&gt;
When the Owsla Irregulars (I keep using that term, but it's what Yojimbo Jack of Clan Chevobrog thinks of the characters - so now you know, officially™) approached the guard station, a third much tougher squad of Rothu Commando jumped out.  They were much more effective.  Briefly.  Until Oliver punted their Hopper commander into the ceiling gravity differential and sent it crushing into the wall.  A couple reg-force Rothu Jacks went to rescue the Commando Hopper, and by being away from the main fight ended up being the only ones left alive.  The Commando Hopper, very badly hurt, managed to be conscious by virtue of considerable willpower and a lucky dice roll - ordered the vestiges of the Rothu squads to surrender.&lt;br /&gt;
&lt;br /&gt;
==2026-03-29 - All God's Plans For Combat Messed Up By Discourse And One Grenade==&lt;br /&gt;
&lt;br /&gt;
* mess with the Rothu Operations, and get them to send patches and beer			&lt;br /&gt;
* send the Chevobrog squad back with bodies for meat			&lt;br /&gt;
* 3 squads of Rothu get obliterated with 1 grenade&lt;br /&gt;
** Rothu spotted Pramorg and Sheog with double-6's and reacted - while still clustered together		&lt;br /&gt;
* YOJIMBO negotiates with Rothu			&lt;br /&gt;
** offer the Rothu survivors freedom&lt;br /&gt;
* find booby traps in two of the bunkers			&lt;br /&gt;
* third bunker has large boning Groten/Zygroten			&lt;br /&gt;
* gather the Chevobrog squads before heading to the Outworlder Guard station&lt;br /&gt;
&lt;br /&gt;
==2026-04-12 - Dancing With Outlanders==&lt;br /&gt;
&lt;br /&gt;
The first approach revealed 2 outlanders, a surly Massetin and a highly suspicious but inviting Reptiloid.  Tensions rose as the Owsla Irregulars insisted on Chevobrog re-occupying the guard station the outlanders want to keep for sake of generally improved visibility on &amp;quot;monsters&amp;quot;.  The Massetin was impressed by the logic proffered by the team, but replied that they weren't sufficient to allow such a transaction - so went to make the case to their superiors.&lt;br /&gt;
&lt;br /&gt;
A couple outworlders - previously spotted in flagrante delicto in the nearby bunker - wandered by.  One tactly non-agressive large Zygroten, the other gregarious and friendly small Groten, they proceeded into the guard station.&lt;br /&gt;
&lt;br /&gt;
Eventually, a squad of outworlder goons were dispatched to &amp;quot;escourt&amp;quot; the Chevobrog forces away from the vicinity of the claimed guard station.  These goons were very well equipped, though somewhat inconsistently, and clearly professional in their capabilities.  It was a good fight, but the goons were not up to dealing with the Owsla Irregulars backed up with 2 squads of Jacks.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1229</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1229"/>
				<updated>2026-04-02T00:46:12Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor 2, Defender, Repeater&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt;    (Satan's Accounting Program?)&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician, Scout, Sharp Shooter&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker 3, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 3, Defender 1&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, &amp;quot;Higgs Engineering Field&amp;quot; gravity craziness, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;br /&gt;
&lt;br /&gt;
==2026-01-09 - Monsters and Hunters and Jacks, Oh My!==&lt;br /&gt;
&lt;br /&gt;
Wander out to find some chaos in progress, which proceeds to get even more chaotic.  And more Chaos is ongoing.&lt;br /&gt;
&lt;br /&gt;
==2026-01-23 - Stage:3 Professional Somethings==&lt;br /&gt;
&lt;br /&gt;
The chaos had started off with some random Jacks being shot at by unseen hunters from beyond the blur-limit of the fields.  Sighting down MORABO, Pramorg was able to spot 5 beings casually blasting away at the fleeing Jacks.  Well - 4 of the beings were; the 5th was much larger and vaguely terrifying, and pulling a floating cart.&lt;br /&gt;
&lt;br /&gt;
Last session, the team decided to tactically flank the situation so as avail themselves to possible cover as needed.  While manoeuvring to approach from behind cover they heard another combatant appear and close quickly with the group of hunters.  The clash seemed brutal, and the flashes of four of the weapons were stilled in rapid sequence.  But the blaze of an assault weapon raged on, and after getting a glimpse of the action saw the Jack from outside the meat processing centre wielding an anime-class edged weapon.&lt;br /&gt;
&lt;br /&gt;
Then, as the adventurers contemplated how to engage, the Jack went down.  After only the briefest hesitation, they decided on cunning and detailed tactical plan: fuck it, let's do this.&lt;br /&gt;
&lt;br /&gt;
Pramorg and Sheog jumped on Oliver as the lanky monster Equidon charged, while Heltu hung back to use cover to harass the assault-weapon waving monster from range.&lt;br /&gt;
&lt;br /&gt;
Now, I didn't write great notes about the detailed sequence of action, but the stacks of damage against the monster tell a long, dragged out story.  It used the frankly terrifying damage output of its exotic assault weapon to hose down the party as opportunities presented themselves, often spreading the devastation across multiple targets.  Even with Oliver's massive stamina and the benefit of good armour, she was almost killed.  Heltu took the full brunt of a massive burst and was dropped into negatives, only revived thanks to the &amp;lt;s&amp;gt;idiotic&amp;lt;/s&amp;gt; brave intervention of Brainy Hopper with scavenged patches.  I'm not sure if Pramorg actually went down, but if not it was likely a close thing.  Sport Hopper, with his hypernormal speed, also did the idiot-medic support thing to some minor helpful effect.&lt;br /&gt;
&lt;br /&gt;
At one point, Pramorg managed to get the Jack conscious again.  And they immediately quick-rose and went all-aggressive to deal massive harm to the monster, but after a couple turns of that rage was dropped once more.  But the distraction gave the adventurers some space to jockey positions and, well, contemplate fleeing.  Some of the previously-dropped hunters started to stagger up, having finally started succeeding on consciousness checks, and one even started trying to engage with their exotic blaster 2-handedly.&lt;br /&gt;
&lt;br /&gt;
The fight ended with Sheog deciding to bravely blow everybody up.  Which caused some telling harm to the monster, and injured everybody, and dropped him into the negatives.  Heltu and Brainy Hopper were outside the blast radius, and could only look on in awed respect.  Oliver managed to land a devastating hit, and Heltu ensured the job by applying the double-tap.&lt;br /&gt;
&lt;br /&gt;
In the aftermath the team all gained 3rd-stage (of whatever, TBD), revived the Jack (named Yojimbo), and plundered the decidedly epic loot.  The monster's sentient assault weapon was given a wide berth, as it seemed keen to kamikaze anyone who got close enough - in the way of these exotic sentient weapons.  The hunters had young-seeming versions of the blaster type that MORABO was, and yapped noisily.  On the hover cart they found other, more interesting specimens.  Heltu bonded with a matched pair if suspicious blasters: GROUCHO and HARPO.  Oliver found an intimidating beast of an edged weapon named BENJI.  Sheog managed to lure a laid back and flexible weapon named BOHDI willing to contemplate being a grenade launcher.&lt;br /&gt;
&lt;br /&gt;
===Sentient Exotic Weapon notes===&lt;br /&gt;
* mobile - can jump to/from hand and holster without needing to spend dice, with some limited independent motion possible (they don't like being away from their bonded partner)&lt;br /&gt;
* turret - if they sip 1 point of damage from the bonded partner (via delicious, nanoscopic-robot-filled blood!) can add 1d6 to the dice pool as a turret (note, this can apply for both attack and parry for H2H)&lt;br /&gt;
* adaptive - after spending one stage with a bonded partner, can auto-fit to give bonus to hit equal to stage of bonded partner&lt;br /&gt;
&lt;br /&gt;
==2026-02-01 - Hiding In A Guard Post==&lt;br /&gt;
&lt;br /&gt;
Yeah, basically just this.  Healing and building stuff too, sure.  But especially hiding when a terrifying monster manifests in the fields.&lt;br /&gt;
&lt;br /&gt;
==2026-02-15,20 - Moseying Outwith Clan Chevobrog==&lt;br /&gt;
&lt;br /&gt;
The general consensus among the group of adventurers was to leave the ruined and awkwardly ripe for plundering zone of Clan Chevobrog.&lt;br /&gt;
&lt;br /&gt;
As a matter of general strategy, they veered to the side of the zone with the intent of staying along the edge away from the open space of the raised bed fields where they encountered the hunting party and spotted the intermediate-scale monster.  However, the very first opening in the &amp;quot;hopper complex&amp;quot; exposed them to a group of rebel jacks with xenophobic tendencies who attacked immediately.&lt;br /&gt;
&lt;br /&gt;
Despite trying to dissuade them with mentions of Yojimbo Jack, the team found themselves cutting down almost all the aggressive jacks very quickly.  They left one survivor, to tell the tale of &amp;quot;disciples of Yojimbo Jack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Moving on, they cautiously approached another, larger guard post that appeared intact and closed.  Pragmatically, they knocked, and were told to go away.  So Oliver knocked HARDER with Benji and punctured the door dramatically.  The Chevobrog Remnant inside - a couple squads of Jack guards and a couple hoppers led by an officious Colonel KNILK.&lt;br /&gt;
&lt;br /&gt;
There was a brief dialogue, where KNILK recognized Poppa Hopper as KRIEG.  The discussion was cut short, after not going particularly well, with SHEOG popping in a large grenade and killing KNILK and his personal guards.  The remaining Chevobrog guards fled out the other doors.&lt;br /&gt;
&lt;br /&gt;
After PRAMORG tampered the suicidal firebombs inside the guard post, they raided its medical stocks for patches, and spent a couple hours healing and building.  They questioned the sacrificial hoppers, Brainy and Sporty, about what they know of the name &amp;quot;Krieg&amp;quot;.  He was, apparently, someone of some infamy or importance.&lt;br /&gt;
&lt;br /&gt;
Continuing out of Chevobrog, the last guard post heading towards the &amp;quot;outworlders&amp;quot; section comes into view - and around it are several non-leporine combatants.  A Trop, a Zygroten, a Human, and a Reptiloid stand cautiously near cover while watching in the direction of the fields.  HELTU and OLIVER approach warily, carrying most of the rest of the team between them but with Poppa Hopper and Jittery Hopper skulking quietly behind.  Slightly beyond the 50-meter normal visual limit the outworlders spot them and hail.&lt;br /&gt;
&lt;br /&gt;
By way of very weak communication skills, they threaten the team for wanting to proceed past, which is, of course, fighting words.  The fighting is relatively intense, as they outworlders are clearly skilled, but they lack the ability to deliver enough harm to the main combatants.  SHEOG softens them up significantly with heavy grenade launcher action, and OLIVER nearly literally dis-arms the Human H2H combatant.  Their sniper, the Reptiloid, calls for a cease of hostilities and is amenable to letting the team pass.&lt;br /&gt;
&lt;br /&gt;
There is a pause, and the team questions the outworlders about what lies beyond in the next section.  The outworlders think of it as their claimed section of this prison.  They  describe:&lt;br /&gt;
* GRIPPER OF THINGS - the creator of the advanced weapons, the monsters, and master of this place&lt;br /&gt;
* describe the exotic weapon business, and the fold space used to keep it secret&lt;br /&gt;
* the singularity at the center of the ship that hides the etheric activity of the fold space&lt;br /&gt;
* generally discuss the bar zone, and it's chaos&lt;br /&gt;
&lt;br /&gt;
After hearing this, the team feel like perhaps it might make more sense to wait before heading into the outworlder section.  So instead they head towards one of the bunkers.  It is locked from the inside and needs hacking to open it up.  PRAMORG attempts, but fails to hack in.  They ask if KRIEG - Poppa Hopper - knows the code.  He admits that while he does not know the code, he might be able to get in, and he is successful in hacking the door open.  Inside are the partially-eaten remains of some jacks and hoppers, and one insane hopper, BOB.&lt;br /&gt;
&lt;br /&gt;
==2026-02-28 - Re-Meeting the Jack Resistance==&lt;br /&gt;
&lt;br /&gt;
The team reasoned that there was no harm in finishing exploration of the Clan Chevobrog zone before wandering off to more dangerous corners of the singularity ship.  Circling back by way of the Hopper living quarters, they first encounter a significant band of green-staged Jacks huddled in a gymnasium type area.  By force of will and personality, the team convinces them that they don't need to fight.  This goes only moderately well, as many of the Jacks flee out the back of the gym with a distinct lack of joviality.  In the course of conversation, the team also learned that the group of Jacks they met in the alley earlier - and slaughtered - were the convening leaders of the Jack Resistance trying to figure out what to do next.&lt;br /&gt;
&lt;br /&gt;
Moving on through the Hopper complex, they find many of the living spaces warren off with passages too small for either Heltu or Oliver to navigate.  So they continue on through the center of the building, and exit out the far end.&lt;br /&gt;
&lt;br /&gt;
Where there is an array of really pissed-off Resistance Jacks intent on exacting revenge on the team for killing their leaders.  It is a very stupid, and very short fight with some terrifyingly messy highlights.  Some bystanders flee, and appear to spread the word of &amp;quot;don't fuck with those folks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team inspect a locked building, which upon tampering their way in discover a bulge-like extension of the gravity field.  They decide not to mess with it (TPK averted).&lt;br /&gt;
&lt;br /&gt;
They also try to break into the bank again, but still don't have any more success.&lt;br /&gt;
&lt;br /&gt;
Bob is quietly ditched into the fruit grove with some hiding Jacks.  They expect him to be discovered and murdered eventually, if he moves.&lt;br /&gt;
&lt;br /&gt;
After all of that, they returned to the storage warehouse of their creation and settle in for some building and healing.&lt;br /&gt;
&lt;br /&gt;
==2026-03-06 - Oh Shitfuck==&lt;br /&gt;
&lt;br /&gt;
After finishing up in the warehouse, Brainy Hopper and Sporty Hopper complete stages of medic - adding a much needed group survivability skill set.&lt;br /&gt;
&lt;br /&gt;
They leave the warehouse and encounter YOJIMBO JACK, who confirms that the remaining Jack Resistance forces recognize a need to cooperate with what they have left in order to survive.  Yojimbo is the interim emergency lead, and appoints the group to being members of his OWSLA - military leads and advisors - for Clan Chevobrog.  The team agrees and as their first task are to lead two squads Chevobrog Jacks to the central guard station to occupy it, refurbish it, and re-integrate its comms and sensors to establish a start of a defensive perimeter again.&lt;br /&gt;
&lt;br /&gt;
On their way, GOD rolls &amp;quot;dragon&amp;quot; on the encounter table.  This is embodied by seeing something briefly and ominously in the distance.  After getting to the central guard station, god checks to see if the dragon-class encounter gets bored - quite the opposite.&lt;br /&gt;
&lt;br /&gt;
With the intermediate scale monster literally sniffing around their location (there are some delicious BBQ smells coming from some corpses in the guard station), they realize that the monster could likely tear its way in.  They work the situation to attempt a tactical retreat - including quickly reconnecting the building sensors to their battlewiki and booting up the comms link.  Using the delicious corpses as bait - flung by OLIVER back towards the center of the singularity ship, they bolt the opposite direction to get to the hopper housing building.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, gods dice once again decide that things can't just be scary, they have to go horribly horribly wrong.  Random chance makes this dragon-class encounter NEED TO CHASE.  It scampers with monstrous alacrity to be among them.&lt;br /&gt;
&lt;br /&gt;
Which is where we left things off, and a &amp;gt;30% probability of a TPK for the next session.&lt;br /&gt;
&lt;br /&gt;
==2026-03-15 - WHEW, Not Dead Yet==&lt;br /&gt;
&lt;br /&gt;
Despite Oliver's grevious wound chopping off their leg, and massive harm dealt to Heltu, the team managed to drive the nightmare away.  Although it took depleting all of Sheog's big grenades, and more than a few hopeless moments of both main combatants going all-defensive.&lt;br /&gt;
&lt;br /&gt;
Dragging their bloodied STAGE:4 selves back for healing and prosthetics, they continue to work with Yojimbo to help set up defences for Clan Chevobrog.&lt;br /&gt;
&lt;br /&gt;
==2026-03-20 - Clan Rothu Beachhead==&lt;br /&gt;
&lt;br /&gt;
Waiting for the Owsla Irregulars and the two Chevobrog Jack squads spot a Clan Rothu squad standing behind the nominal cover of the guard station.  The cover being nominal, in that it was clearly out of the line of sight of the other guard stations and all the monsters that have traversed recently, but not from the direction the Owsla Irregulars were approaching from.  More to the point, the Rothu were not equipped with any scopes capable of penetrating the 50-meter visual limit dampening effect.  So they were technically oblivious to the approach of the Chevobrog forces.&lt;br /&gt;
&lt;br /&gt;
There was some foolish discussion about giving up that intrinsic tactical advantage for the sake of diplomacy and giving the Rothu a chance to disengage and leave the Chevobrog zone.  However, the messy streaks of stolen foodstuffs hastily pilfered from the denuded Chevobrog silo area running right past the Rothu squad decided their fates.  After arraying in a classic ambush kill zone pattern using a nearby probably-empty bunker, they started harrying the Rothu squad.  Which quickly turned into 2 Rothu squads complete with Hopper commanders.  They were soundly turned, and they fled back into the guard station.&lt;br /&gt;
&lt;br /&gt;
When the Owsla Irregulars (I keep using that term, but it's what Yojimbo Jack of Clan Chevobrog thinks of the characters - so now you know, officially™) approached the guard station, a third much tougher squad of Rothu Commando jumped out.  They were much more effective.  Briefly.  Until Oliver punted their Hopper commander into the ceiling gravity differential and sent it crushing into the wall.  A couple reg-force Rothu Jacks went to rescue the Commando Hopper, and by being away from the main fight ended up being the only ones left alive.  The Commando Hopper, very badly hurt, managed to be conscious by virtue of considerable willpower and a lucky dice roll - ordered the vestiges of the Rothu squads to surrender.&lt;br /&gt;
&lt;br /&gt;
==2026-03-29 - All God's Plans For Combat Messed Up By Discourse And One Grenade==&lt;br /&gt;
&lt;br /&gt;
* mess with the Rothu Operations, and get them to send patches and beer			&lt;br /&gt;
* send the Chevobrog squad back with bodies for meat			&lt;br /&gt;
* 3 squads of Rothu get obliterated with 1 grenade&lt;br /&gt;
** Rothu spotted Pramorg and Sheog with double-6's and reacted - while still clustered together		&lt;br /&gt;
* YOJIMBO negotiates with Rothu			&lt;br /&gt;
** offer the Rothu survivors freedom&lt;br /&gt;
* find booby traps in two of the bunkers			&lt;br /&gt;
* third bunker has large boning Groten/Zygroten			&lt;br /&gt;
* gather the Chevobrog squads before heading to the Outworlder Guard station&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1228</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1228"/>
				<updated>2026-03-26T18:49:41Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor 2, Defender, Repeater&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt;    (Satan's Accounting Program?)&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician, Scout, Sharp Shooter&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker 3, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 3, Defender 1&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, &amp;quot;Higgs Engineering Field&amp;quot; gravity craziness, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;br /&gt;
&lt;br /&gt;
==2026-01-09 - Monsters and Hunters and Jacks, Oh My!==&lt;br /&gt;
&lt;br /&gt;
Wander out to find some chaos in progress, which proceeds to get even more chaotic.  And more Chaos is ongoing.&lt;br /&gt;
&lt;br /&gt;
==2026-01-23 - Stage:3 Professional Somethings==&lt;br /&gt;
&lt;br /&gt;
The chaos had started off with some random Jacks being shot at by unseen hunters from beyond the blur-limit of the fields.  Sighting down MORABO, Pramorg was able to spot 5 beings casually blasting away at the fleeing Jacks.  Well - 4 of the beings were; the 5th was much larger and vaguely terrifying, and pulling a floating cart.&lt;br /&gt;
&lt;br /&gt;
Last session, the team decided to tactically flank the situation so as avail themselves to possible cover as needed.  While manoeuvring to approach from behind cover they heard another combatant appear and close quickly with the group of hunters.  The clash seemed brutal, and the flashes of four of the weapons were stilled in rapid sequence.  But the blaze of an assault weapon raged on, and after getting a glimpse of the action saw the Jack from outside the meat processing centre wielding an anime-class edged weapon.&lt;br /&gt;
&lt;br /&gt;
Then, as the adventurers contemplated how to engage, the Jack went down.  After only the briefest hesitation, they decided on cunning and detailed tactical plan: fuck it, let's do this.&lt;br /&gt;
&lt;br /&gt;
Pramorg and Sheog jumped on Oliver as the lanky monster Equidon charged, while Heltu hung back to use cover to harass the assault-weapon waving monster from range.&lt;br /&gt;
&lt;br /&gt;
Now, I didn't write great notes about the detailed sequence of action, but the stacks of damage against the monster tell a long, dragged out story.  It used the frankly terrifying damage output of its exotic assault weapon to hose down the party as opportunities presented themselves, often spreading the devastation across multiple targets.  Even with Oliver's massive stamina and the benefit of good armour, she was almost killed.  Heltu took the full brunt of a massive burst and was dropped into negatives, only revived thanks to the &amp;lt;s&amp;gt;idiotic&amp;lt;/s&amp;gt; brave intervention of Brainy Hopper with scavenged patches.  I'm not sure if Pramorg actually went down, but if not it was likely a close thing.  Sport Hopper, with his hypernormal speed, also did the idiot-medic support thing to some minor helpful effect.&lt;br /&gt;
&lt;br /&gt;
At one point, Pramorg managed to get the Jack conscious again.  And they immediately quick-rose and went all-aggressive to deal massive harm to the monster, but after a couple turns of that rage was dropped once more.  But the distraction gave the adventurers some space to jockey positions and, well, contemplate fleeing.  Some of the previously-dropped hunters started to stagger up, having finally started succeeding on consciousness checks, and one even started trying to engage with their exotic blaster 2-handedly.&lt;br /&gt;
&lt;br /&gt;
The fight ended with Sheog deciding to bravely blow everybody up.  Which caused some telling harm to the monster, and injured everybody, and dropped him into the negatives.  Heltu and Brainy Hopper were outside the blast radius, and could only look on in awed respect.  Oliver managed to land a devastating hit, and Heltu ensured the job by applying the double-tap.&lt;br /&gt;
&lt;br /&gt;
In the aftermath the team all gained 3rd-stage (of whatever, TBD), revived the Jack (named Yojimbo), and plundered the decidedly epic loot.  The monster's sentient assault weapon was given a wide berth, as it seemed keen to kamikaze anyone who got close enough - in the way of these exotic sentient weapons.  The hunters had young-seeming versions of the blaster type that MORABO was, and yapped noisily.  On the hover cart they found other, more interesting specimens.  Heltu bonded with a matched pair if suspicious blasters: GROUCHO and HARPO.  Oliver found an intimidating beast of an edged weapon named BENJI.  Sheog managed to lure a laid back and flexible weapon named BOHDI willing to contemplate being a grenade launcher.&lt;br /&gt;
&lt;br /&gt;
===Sentient Exotic Weapon notes===&lt;br /&gt;
* mobile - can jump to/from hand and holster without needing to spend dice, with some limited independent motion possible (they don't like being away from their bonded partner)&lt;br /&gt;
* turret - if they sip 1 point of damage from the bonded partner (via delicious, nanoscopic-robot-filled blood!) can add 1d6 to the dice pool as a turret (note, this can apply for both attack and parry for H2H)&lt;br /&gt;
* adaptive - after spending one stage with a bonded partner, can auto-fit to give bonus to hit equal to stage of bonded partner&lt;br /&gt;
&lt;br /&gt;
==2026-02-01 - Hiding In A Guard Post==&lt;br /&gt;
&lt;br /&gt;
Yeah, basically just this.  Healing and building stuff too, sure.  But especially hiding when a terrifying monster manifests in the fields.&lt;br /&gt;
&lt;br /&gt;
==2026-02-15,20 - Moseying Outwith Clan Chevobrog==&lt;br /&gt;
&lt;br /&gt;
The general consensus among the group of adventurers was to leave the ruined and awkwardly ripe for plundering zone of Clan Chevobrog.&lt;br /&gt;
&lt;br /&gt;
As a matter of general strategy, they veered to the side of the zone with the intent of staying along the edge away from the open space of the raised bed fields where they encountered the hunting party and spotted the intermediate-scale monster.  However, the very first opening in the &amp;quot;hopper complex&amp;quot; exposed them to a group of rebel jacks with xenophobic tendencies who attacked immediately.&lt;br /&gt;
&lt;br /&gt;
Despite trying to dissuade them with mentions of Yojimbo Jack, the team found themselves cutting down almost all the aggressive jacks very quickly.  They left one survivor, to tell the tale of &amp;quot;disciples of Yojimbo Jack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Moving on, they cautiously approached another, larger guard post that appeared intact and closed.  Pragmatically, they knocked, and were told to go away.  So Oliver knocked HARDER with Benji and punctured the door dramatically.  The Chevobrog Remnant inside - a couple squads of Jack guards and a couple hoppers led by an officious Colonel KNILK.&lt;br /&gt;
&lt;br /&gt;
There was a brief dialogue, where KNILK recognized Poppa Hopper as KRIEG.  The discussion was cut short, after not going particularly well, with SHEOG popping in a large grenade and killing KNILK and his personal guards.  The remaining Chevobrog guards fled out the other doors.&lt;br /&gt;
&lt;br /&gt;
After PRAMORG tampered the suicidal firebombs inside the guard post, they raided its medical stocks for patches, and spent a couple hours healing and building.  They questioned the sacrificial hoppers, Brainy and Sporty, about what they know of the name &amp;quot;Krieg&amp;quot;.  He was, apparently, someone of some infamy or importance.&lt;br /&gt;
&lt;br /&gt;
Continuing out of Chevobrog, the last guard post heading towards the &amp;quot;outworlders&amp;quot; section comes into view - and around it are several non-leporine combatants.  A Trop, a Zygroten, a Human, and a Reptiloid stand cautiously near cover while watching in the direction of the fields.  HELTU and OLIVER approach warily, carrying most of the rest of the team between them but with Poppa Hopper and Jittery Hopper skulking quietly behind.  Slightly beyond the 50-meter normal visual limit the outworlders spot them and hail.&lt;br /&gt;
&lt;br /&gt;
By way of very weak communication skills, they threaten the team for wanting to proceed past, which is, of course, fighting words.  The fighting is relatively intense, as they outworlders are clearly skilled, but they lack the ability to deliver enough harm to the main combatants.  SHEOG softens them up significantly with heavy grenade launcher action, and OLIVER nearly literally dis-arms the Human H2H combatant.  Their sniper, the Reptiloid, calls for a cease of hostilities and is amenable to letting the team pass.&lt;br /&gt;
&lt;br /&gt;
There is a pause, and the team questions the outworlders about what lies beyond in the next section.  The outworlders think of it as their claimed section of this prison.  They  describe:&lt;br /&gt;
* GRIPPER OF THINGS - the creator of the advanced weapons, the monsters, and master of this place&lt;br /&gt;
* describe the exotic weapon business, and the fold space used to keep it secret&lt;br /&gt;
* the singularity at the center of the ship that hides the etheric activity of the fold space&lt;br /&gt;
* generally discuss the bar zone, and it's chaos&lt;br /&gt;
&lt;br /&gt;
After hearing this, the team feel like perhaps it might make more sense to wait before heading into the outworlder section.  So instead they head towards one of the bunkers.  It is locked from the inside and needs hacking to open it up.  PRAMORG attempts, but fails to hack in.  They ask if KRIEG - Poppa Hopper - knows the code.  He admits that while he does not know the code, he might be able to get in, and he is successful in hacking the door open.  Inside are the partially-eaten remains of some jacks and hoppers, and one insane hopper, BOB.&lt;br /&gt;
&lt;br /&gt;
==2026-02-28 - Re-Meeting the Jack Resistance==&lt;br /&gt;
&lt;br /&gt;
The team reasoned that there was no harm in finishing exploration of the Clan Chevobrog zone before wandering off to more dangerous corners of the singularity ship.  Circling back by way of the Hopper living quarters, they first encounter a significant band of green-staged Jacks huddled in a gymnasium type area.  By force of will and personality, the team convinces them that they don't need to fight.  This goes only moderately well, as many of the Jacks flee out the back of the gym with a distinct lack of joviality.  In the course of conversation, the team also learned that the group of Jacks they met in the alley earlier - and slaughtered - were the convening leaders of the Jack Resistance trying to figure out what to do next.&lt;br /&gt;
&lt;br /&gt;
Moving on through the Hopper complex, they find many of the living spaces warren off with passages too small for either Heltu or Oliver to navigate.  So they continue on through the center of the building, and exit out the far end.&lt;br /&gt;
&lt;br /&gt;
Where there is an array of really pissed-off Resistance Jacks intent on exacting revenge on the team for killing their leaders.  It is a very stupid, and very short fight with some terrifyingly messy highlights.  Some bystanders flee, and appear to spread the word of &amp;quot;don't fuck with those folks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team inspect a locked building, which upon tampering their way in discover a bulge-like extension of the gravity field.  They decide not to mess with it (TPK averted).&lt;br /&gt;
&lt;br /&gt;
They also try to break into the bank again, but still don't have any more success.&lt;br /&gt;
&lt;br /&gt;
Bob is quietly ditched into the fruit grove with some hiding Jacks.  They expect him to be discovered and murdered eventually, if he moves.&lt;br /&gt;
&lt;br /&gt;
After all of that, they returned to the storage warehouse of their creation and settle in for some building and healing.&lt;br /&gt;
&lt;br /&gt;
==2026-03-06 - Oh Shitfuck==&lt;br /&gt;
&lt;br /&gt;
After finishing up in the warehouse, Brainy Hopper and Sporty Hopper complete stages of medic - adding a much needed group survivability skill set.&lt;br /&gt;
&lt;br /&gt;
They leave the warehouse and encounter YOJIMBO JACK, who confirms that the remaining Jack Resistance forces recognize a need to cooperate with what they have left in order to survive.  Yojimbo is the interim emergency lead, and appoints the group to being members of his OWSLA - military leads and advisors - for Clan Chevobrog.  The team agrees and as their first task are to lead two squads Chevobrog Jacks to the central guard station to occupy it, refurbish it, and re-integrate its comms and sensors to establish a start of a defensive perimeter again.&lt;br /&gt;
&lt;br /&gt;
On their way, GOD rolls &amp;quot;dragon&amp;quot; on the encounter table.  This is embodied by seeing something briefly and ominously in the distance.  After getting to the central guard station, god checks to see if the dragon-class encounter gets bored - quite the opposite.&lt;br /&gt;
&lt;br /&gt;
With the intermediate scale monster literally sniffing around their location (there are some delicious BBQ smells coming from some corpses in the guard station), they realize that the monster could likely tear its way in.  They work the situation to attempt a tactical retreat - including quickly reconnecting the building sensors to their battlewiki and booting up the comms link.  Using the delicious corpses as bait - flung by OLIVER back towards the center of the singularity ship, they bolt the opposite direction to get to the hopper housing building.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, gods dice once again decide that things can't just be scary, they have to go horribly horribly wrong.  Random chance makes this dragon-class encounter NEED TO CHASE.  It scampers with monstrous alacrity to be among them.&lt;br /&gt;
&lt;br /&gt;
Which is where we left things off, and a &amp;gt;30% probability of a TPK for the next session.&lt;br /&gt;
&lt;br /&gt;
==2026-03-15 - WHEW, Not Dead Yet==&lt;br /&gt;
&lt;br /&gt;
Despite Oliver's grevious wound chopping off their leg, and massive harm dealt to Heltu, the team managed to drive the nightmare away.  Although it took depleting all of Sheog's big grenades, and more than a few hopeless moments of both main combatants going all-defensive.&lt;br /&gt;
&lt;br /&gt;
Dragging their bloodied STAGE:4 selves back for healing and prosthetics, they continue to work with Yojimbo to help set up defences for Clan Chevobrog.&lt;br /&gt;
&lt;br /&gt;
==2026-03-20 - Clan Rothu Beachhead==&lt;br /&gt;
&lt;br /&gt;
Waiting for the Owsla Irregulars and the two Chevobrog Jack squads spot a Clan Rothu squad standing behind the nominal cover of the guard station.  The cover being nominal, in that it was clearly out of the line of sight of the other guard stations and all the monsters that have traversed recently, but not from the direction the Owsla Irregulars were approaching from.  More to the point, the Rothu were not equipped with any scopes capable of penetrating the 50-meter visual limit dampening effect.  So they were technically oblivious to the approach of the Chevobrog forces.&lt;br /&gt;
&lt;br /&gt;
There was some foolish discussion about giving up that intrinsic tactical advantage for the sake of diplomacy and giving the Rothu a chance to disengage and leave the Chevobrog zone.  However, the messy streaks of stolen foodstuffs hastily pilfered from the denuded Chevobrog silo area running right past the Rothu squad decided their fates.  After arraying in a classic ambush kill zone pattern using a nearby probably-empty bunker, they started harrying the Rothu squad.  Which quickly turned into 2 Rothu squads complete with Hopper commanders.  They were soundly turned, and they fled back into the guard station.&lt;br /&gt;
&lt;br /&gt;
When the Owsla Irregulars (I keep using that term, but it's what Yojimbo Jack of Clan Chevobrog thinks of the characters - so now you know, officially™) approached the guard station, a third much tougher squad of Rothu Commando jumped out.  They were much more effective.  Briefly.  Until Oliver punted their Hopper commander into the ceiling gravity differential and sent it crushing into the wall.  A couple reg-force Rothu Jacks went to rescue the Commando Hopper, and by being away from the main fight ended up being the only ones left alive.  The Commando Hopper, very badly hurt, managed to be conscious by virtue of considerable willpower and a lucky dice roll - ordered the vestiges of the Rothu squads to surrender.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1227</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1227"/>
				<updated>2026-03-20T23:32:10Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* 2026-03-15 - WHEW, Not Dead Yet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor 2, Defender, Repeater&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt;    (Satan's Accounting Program?)&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician, Scout, Sharp Shooter&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker 3, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 3, Defender 1&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, &amp;quot;Higgs Engineering Field&amp;quot; gravity craziness, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;br /&gt;
&lt;br /&gt;
==2026-01-09 - Monsters and Hunters and Jacks, Oh My!==&lt;br /&gt;
&lt;br /&gt;
Wander out to find some chaos in progress, which proceeds to get even more chaotic.  And more Chaos is ongoing.&lt;br /&gt;
&lt;br /&gt;
==2026-01-23 - Stage:3 Professional Somethings==&lt;br /&gt;
&lt;br /&gt;
The chaos had started off with some random Jacks being shot at by unseen hunters from beyond the blur-limit of the fields.  Sighting down MORABO, Pramorg was able to spot 5 beings casually blasting away at the fleeing Jacks.  Well - 4 of the beings were; the 5th was much larger and vaguely terrifying, and pulling a floating cart.&lt;br /&gt;
&lt;br /&gt;
Last session, the team decided to tactically flank the situation so as avail themselves to possible cover as needed.  While manoeuvring to approach from behind cover they heard another combatant appear and close quickly with the group of hunters.  The clash seemed brutal, and the flashes of four of the weapons were stilled in rapid sequence.  But the blaze of an assault weapon raged on, and after getting a glimpse of the action saw the Jack from outside the meat processing centre wielding an anime-class edged weapon.&lt;br /&gt;
&lt;br /&gt;
Then, as the adventurers contemplated how to engage, the Jack went down.  After only the briefest hesitation, they decided on cunning and detailed tactical plan: fuck it, let's do this.&lt;br /&gt;
&lt;br /&gt;
Pramorg and Sheog jumped on Oliver as the lanky monster Equidon charged, while Heltu hung back to use cover to harass the assault-weapon waving monster from range.&lt;br /&gt;
&lt;br /&gt;
Now, I didn't write great notes about the detailed sequence of action, but the stacks of damage against the monster tell a long, dragged out story.  It used the frankly terrifying damage output of its exotic assault weapon to hose down the party as opportunities presented themselves, often spreading the devastation across multiple targets.  Even with Oliver's massive stamina and the benefit of good armour, she was almost killed.  Heltu took the full brunt of a massive burst and was dropped into negatives, only revived thanks to the &amp;lt;s&amp;gt;idiotic&amp;lt;/s&amp;gt; brave intervention of Brainy Hopper with scavenged patches.  I'm not sure if Pramorg actually went down, but if not it was likely a close thing.  Sport Hopper, with his hypernormal speed, also did the idiot-medic support thing to some minor helpful effect.&lt;br /&gt;
&lt;br /&gt;
At one point, Pramorg managed to get the Jack conscious again.  And they immediately quick-rose and went all-aggressive to deal massive harm to the monster, but after a couple turns of that rage was dropped once more.  But the distraction gave the adventurers some space to jockey positions and, well, contemplate fleeing.  Some of the previously-dropped hunters started to stagger up, having finally started succeeding on consciousness checks, and one even started trying to engage with their exotic blaster 2-handedly.&lt;br /&gt;
&lt;br /&gt;
The fight ended with Sheog deciding to bravely blow everybody up.  Which caused some telling harm to the monster, and injured everybody, and dropped him into the negatives.  Heltu and Brainy Hopper were outside the blast radius, and could only look on in awed respect.  Oliver managed to land a devastating hit, and Heltu ensured the job by applying the double-tap.&lt;br /&gt;
&lt;br /&gt;
In the aftermath the team all gained 3rd-stage (of whatever, TBD), revived the Jack (named Yojimbo), and plundered the decidedly epic loot.  The monster's sentient assault weapon was given a wide berth, as it seemed keen to kamikaze anyone who got close enough - in the way of these exotic sentient weapons.  The hunters had young-seeming versions of the blaster type that MORABO was, and yapped noisily.  On the hover cart they found other, more interesting specimens.  Heltu bonded with a matched pair if suspicious blasters: GROUCHO and HARPO.  Oliver found an intimidating beast of an edged weapon named BENJI.  Sheog managed to lure a laid back and flexible weapon named BOHDI willing to contemplate being a grenade launcher.&lt;br /&gt;
&lt;br /&gt;
===Sentient Exotic Weapon notes===&lt;br /&gt;
* mobile - can jump to/from hand and holster without needing to spend dice, with some limited independent motion possible (they don't like being away from their bonded partner)&lt;br /&gt;
* turret - if they sip 1 point of damage from the bonded partner (via delicious, nanoscopic-robot-filled blood!) can add 1d6 to the dice pool as a turret (note, this can apply for both attack and parry for H2H)&lt;br /&gt;
* adaptive - after spending one stage with a bonded partner, can auto-fit to give bonus to hit equal to stage of bonded partner&lt;br /&gt;
&lt;br /&gt;
==2026-02-01 - Hiding In A Guard Post==&lt;br /&gt;
&lt;br /&gt;
Yeah, basically just this.  Healing and building stuff too, sure.  But especially hiding when a terrifying monster manifests in the fields.&lt;br /&gt;
&lt;br /&gt;
==2026-02-15,20 - Moseying Outwith Clan Chevobrog==&lt;br /&gt;
&lt;br /&gt;
The general consensus among the group of adventurers was to leave the ruined and awkwardly ripe for plundering zone of Clan Chevobrog.&lt;br /&gt;
&lt;br /&gt;
As a matter of general strategy, they veered to the side of the zone with the intent of staying along the edge away from the open space of the raised bed fields where they encountered the hunting party and spotted the intermediate-scale monster.  However, the very first opening in the &amp;quot;hopper complex&amp;quot; exposed them to a group of rebel jacks with xenophobic tendencies who attacked immediately.&lt;br /&gt;
&lt;br /&gt;
Despite trying to dissuade them with mentions of Yojimbo Jack, the team found themselves cutting down almost all the aggressive jacks very quickly.  They left one survivor, to tell the tale of &amp;quot;disciples of Yojimbo Jack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Moving on, they cautiously approached another, larger guard post that appeared intact and closed.  Pragmatically, they knocked, and were told to go away.  So Oliver knocked HARDER with Benji and punctured the door dramatically.  The Chevobrog Remnant inside - a couple squads of Jack guards and a couple hoppers led by an officious Colonel KNILK.&lt;br /&gt;
&lt;br /&gt;
There was a brief dialogue, where KNILK recognized Poppa Hopper as KRIEG.  The discussion was cut short, after not going particularly well, with SHEOG popping in a large grenade and killing KNILK and his personal guards.  The remaining Chevobrog guards fled out the other doors.&lt;br /&gt;
&lt;br /&gt;
After PRAMORG tampered the suicidal firebombs inside the guard post, they raided its medical stocks for patches, and spent a couple hours healing and building.  They questioned the sacrificial hoppers, Brainy and Sporty, about what they know of the name &amp;quot;Krieg&amp;quot;.  He was, apparently, someone of some infamy or importance.&lt;br /&gt;
&lt;br /&gt;
Continuing out of Chevobrog, the last guard post heading towards the &amp;quot;outworlders&amp;quot; section comes into view - and around it are several non-leporine combatants.  A Trop, a Zygroten, a Human, and a Reptiloid stand cautiously near cover while watching in the direction of the fields.  HELTU and OLIVER approach warily, carrying most of the rest of the team between them but with Poppa Hopper and Jittery Hopper skulking quietly behind.  Slightly beyond the 50-meter normal visual limit the outworlders spot them and hail.&lt;br /&gt;
&lt;br /&gt;
By way of very weak communication skills, they threaten the team for wanting to proceed past, which is, of course, fighting words.  The fighting is relatively intense, as they outworlders are clearly skilled, but they lack the ability to deliver enough harm to the main combatants.  SHEOG softens them up significantly with heavy grenade launcher action, and OLIVER nearly literally dis-arms the Human H2H combatant.  Their sniper, the Reptiloid, calls for a cease of hostilities and is amenable to letting the team pass.&lt;br /&gt;
&lt;br /&gt;
There is a pause, and the team questions the outworlders about what lies beyond in the next section.  The outworlders think of it as their claimed section of this prison.  They  describe:&lt;br /&gt;
* GRIPPER OF THINGS - the creator of the advanced weapons, the monsters, and master of this place&lt;br /&gt;
* describe the exotic weapon business, and the fold space used to keep it secret&lt;br /&gt;
* the singularity at the center of the ship that hides the etheric activity of the fold space&lt;br /&gt;
* generally discuss the bar zone, and it's chaos&lt;br /&gt;
&lt;br /&gt;
After hearing this, the team feel like perhaps it might make more sense to wait before heading into the outworlder section.  So instead they head towards one of the bunkers.  It is locked from the inside and needs hacking to open it up.  PRAMORG attempts, but fails to hack in.  They ask if KRIEG - Poppa Hopper - knows the code.  He admits that while he does not know the code, he might be able to get in, and he is successful in hacking the door open.  Inside are the partially-eaten remains of some jacks and hoppers, and one insane hopper, BOB.&lt;br /&gt;
&lt;br /&gt;
==2026-02-28 - Re-Meeting the Jack Resistance==&lt;br /&gt;
&lt;br /&gt;
The team reasoned that there was no harm in finishing exploration of the Clan Chevobrog zone before wandering off to more dangerous corners of the singularity ship.  Circling back by way of the Hopper living quarters, they first encounter a significant band of green-staged Jacks huddled in a gymnasium type area.  By force of will and personality, the team convinces them that they don't need to fight.  This goes only moderately well, as many of the Jacks flee out the back of the gym with a distinct lack of joviality.  In the course of conversation, the team also learned that the group of Jacks they met in the alley earlier - and slaughtered - were the convening leaders of the Jack Resistance trying to figure out what to do next.&lt;br /&gt;
&lt;br /&gt;
Moving on through the Hopper complex, they find many of the living spaces warren off with passages too small for either Heltu or Oliver to navigate.  So they continue on through the center of the building, and exit out the far end.&lt;br /&gt;
&lt;br /&gt;
Where there is an array of really pissed-off Resistance Jacks intent on exacting revenge on the team for killing their leaders.  It is a very stupid, and very short fight with some terrifyingly messy highlights.  Some bystanders flee, and appear to spread the word of &amp;quot;don't fuck with those folks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team inspect a locked building, which upon tampering their way in discover a bulge-like extension of the gravity field.  They decide not to mess with it (TPK averted).&lt;br /&gt;
&lt;br /&gt;
They also try to break into the bank again, but still don't have any more success.&lt;br /&gt;
&lt;br /&gt;
Bob is quietly ditched into the fruit grove with some hiding Jacks.  They expect him to be discovered and murdered eventually, if he moves.&lt;br /&gt;
&lt;br /&gt;
After all of that, they returned to the storage warehouse of their creation and settle in for some building and healing.&lt;br /&gt;
&lt;br /&gt;
==2026-03-06 - Oh Shitfuck==&lt;br /&gt;
&lt;br /&gt;
After finishing up in the warehouse, Brainy Hopper and Sporty Hopper complete stages of medic - adding a much needed group survivability skill set.&lt;br /&gt;
&lt;br /&gt;
They leave the warehouse and encounter YOJIMBO JACK, who confirms that the remaining Jack Resistance forces recognize a need to cooperate with what they have left in order to survive.  Yojimbo is the interim emergency lead, and appoints the group to being members of his OWSLA - military leads and advisors - for Clan Chevobrog.  The team agrees and as their first task are to lead two squads Chevobrog Jacks to the central guard station to occupy it, refurbish it, and re-integrate its comms and sensors to establish a start of a defensive perimeter again.&lt;br /&gt;
&lt;br /&gt;
On their way, GOD rolls &amp;quot;dragon&amp;quot; on the encounter table.  This is embodied by seeing something briefly and ominously in the distance.  After getting to the central guard station, god checks to see if the dragon-class encounter gets bored - quite the opposite.&lt;br /&gt;
&lt;br /&gt;
With the intermediate scale monster literally sniffing around their location (there are some delicious BBQ smells coming from some corpses in the guard station), they realize that the monster could likely tear its way in.  They work the situation to attempt a tactical retreat - including quickly reconnecting the building sensors to their battlewiki and booting up the comms link.  Using the delicious corpses as bait - flung by OLIVER back towards the center of the singularity ship, they bolt the opposite direction to get to the hopper housing building.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, gods dice once again decide that things can't just be scary, they have to go horribly horribly wrong.  Random chance makes this dragon-class encounter NEED TO CHASE.  It scampers with monstrous alacrity to be among them.&lt;br /&gt;
&lt;br /&gt;
Which is where we left things off, and a &amp;gt;30% probability of a TPK for the next session.&lt;br /&gt;
&lt;br /&gt;
==2026-03-15 - WHEW, Not Dead Yet==&lt;br /&gt;
&lt;br /&gt;
Despite Oliver's grevious wound chopping off their leg, and massive harm dealt to Heltu, the team managed to drive the nightmare away.  Although it took depleting all of Sheog's big grenades, and more than a few hopeless moments of both main combatants going all-defensive.&lt;br /&gt;
&lt;br /&gt;
Dragging their bloodied STAGE:4 selves back for healing and prosthetics, they continue to work with Yojimbo to help set up defenses for Clan Chevobrog.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1226</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1226"/>
				<updated>2026-03-20T23:30:49Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor 2, Defender, Repeater&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt;    (Satan's Accounting Program?)&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician, Scout, Sharp Shooter&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker 3, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 3, Defender 1&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, &amp;quot;Higgs Engineering Field&amp;quot; gravity craziness, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;br /&gt;
&lt;br /&gt;
==2026-01-09 - Monsters and Hunters and Jacks, Oh My!==&lt;br /&gt;
&lt;br /&gt;
Wander out to find some chaos in progress, which proceeds to get even more chaotic.  And more Chaos is ongoing.&lt;br /&gt;
&lt;br /&gt;
==2026-01-23 - Stage:3 Professional Somethings==&lt;br /&gt;
&lt;br /&gt;
The chaos had started off with some random Jacks being shot at by unseen hunters from beyond the blur-limit of the fields.  Sighting down MORABO, Pramorg was able to spot 5 beings casually blasting away at the fleeing Jacks.  Well - 4 of the beings were; the 5th was much larger and vaguely terrifying, and pulling a floating cart.&lt;br /&gt;
&lt;br /&gt;
Last session, the team decided to tactically flank the situation so as avail themselves to possible cover as needed.  While manoeuvring to approach from behind cover they heard another combatant appear and close quickly with the group of hunters.  The clash seemed brutal, and the flashes of four of the weapons were stilled in rapid sequence.  But the blaze of an assault weapon raged on, and after getting a glimpse of the action saw the Jack from outside the meat processing centre wielding an anime-class edged weapon.&lt;br /&gt;
&lt;br /&gt;
Then, as the adventurers contemplated how to engage, the Jack went down.  After only the briefest hesitation, they decided on cunning and detailed tactical plan: fuck it, let's do this.&lt;br /&gt;
&lt;br /&gt;
Pramorg and Sheog jumped on Oliver as the lanky monster Equidon charged, while Heltu hung back to use cover to harass the assault-weapon waving monster from range.&lt;br /&gt;
&lt;br /&gt;
Now, I didn't write great notes about the detailed sequence of action, but the stacks of damage against the monster tell a long, dragged out story.  It used the frankly terrifying damage output of its exotic assault weapon to hose down the party as opportunities presented themselves, often spreading the devastation across multiple targets.  Even with Oliver's massive stamina and the benefit of good armour, she was almost killed.  Heltu took the full brunt of a massive burst and was dropped into negatives, only revived thanks to the &amp;lt;s&amp;gt;idiotic&amp;lt;/s&amp;gt; brave intervention of Brainy Hopper with scavenged patches.  I'm not sure if Pramorg actually went down, but if not it was likely a close thing.  Sport Hopper, with his hypernormal speed, also did the idiot-medic support thing to some minor helpful effect.&lt;br /&gt;
&lt;br /&gt;
At one point, Pramorg managed to get the Jack conscious again.  And they immediately quick-rose and went all-aggressive to deal massive harm to the monster, but after a couple turns of that rage was dropped once more.  But the distraction gave the adventurers some space to jockey positions and, well, contemplate fleeing.  Some of the previously-dropped hunters started to stagger up, having finally started succeeding on consciousness checks, and one even started trying to engage with their exotic blaster 2-handedly.&lt;br /&gt;
&lt;br /&gt;
The fight ended with Sheog deciding to bravely blow everybody up.  Which caused some telling harm to the monster, and injured everybody, and dropped him into the negatives.  Heltu and Brainy Hopper were outside the blast radius, and could only look on in awed respect.  Oliver managed to land a devastating hit, and Heltu ensured the job by applying the double-tap.&lt;br /&gt;
&lt;br /&gt;
In the aftermath the team all gained 3rd-stage (of whatever, TBD), revived the Jack (named Yojimbo), and plundered the decidedly epic loot.  The monster's sentient assault weapon was given a wide berth, as it seemed keen to kamikaze anyone who got close enough - in the way of these exotic sentient weapons.  The hunters had young-seeming versions of the blaster type that MORABO was, and yapped noisily.  On the hover cart they found other, more interesting specimens.  Heltu bonded with a matched pair if suspicious blasters: GROUCHO and HARPO.  Oliver found an intimidating beast of an edged weapon named BENJI.  Sheog managed to lure a laid back and flexible weapon named BOHDI willing to contemplate being a grenade launcher.&lt;br /&gt;
&lt;br /&gt;
===Sentient Exotic Weapon notes===&lt;br /&gt;
* mobile - can jump to/from hand and holster without needing to spend dice, with some limited independent motion possible (they don't like being away from their bonded partner)&lt;br /&gt;
* turret - if they sip 1 point of damage from the bonded partner (via delicious, nanoscopic-robot-filled blood!) can add 1d6 to the dice pool as a turret (note, this can apply for both attack and parry for H2H)&lt;br /&gt;
* adaptive - after spending one stage with a bonded partner, can auto-fit to give bonus to hit equal to stage of bonded partner&lt;br /&gt;
&lt;br /&gt;
==2026-02-01 - Hiding In A Guard Post==&lt;br /&gt;
&lt;br /&gt;
Yeah, basically just this.  Healing and building stuff too, sure.  But especially hiding when a terrifying monster manifests in the fields.&lt;br /&gt;
&lt;br /&gt;
==2026-02-15,20 - Moseying Outwith Clan Chevobrog==&lt;br /&gt;
&lt;br /&gt;
The general consensus among the group of adventurers was to leave the ruined and awkwardly ripe for plundering zone of Clan Chevobrog.&lt;br /&gt;
&lt;br /&gt;
As a matter of general strategy, they veered to the side of the zone with the intent of staying along the edge away from the open space of the raised bed fields where they encountered the hunting party and spotted the intermediate-scale monster.  However, the very first opening in the &amp;quot;hopper complex&amp;quot; exposed them to a group of rebel jacks with xenophobic tendencies who attacked immediately.&lt;br /&gt;
&lt;br /&gt;
Despite trying to dissuade them with mentions of Yojimbo Jack, the team found themselves cutting down almost all the aggressive jacks very quickly.  They left one survivor, to tell the tale of &amp;quot;disciples of Yojimbo Jack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Moving on, they cautiously approached another, larger guard post that appeared intact and closed.  Pragmatically, they knocked, and were told to go away.  So Oliver knocked HARDER with Benji and punctured the door dramatically.  The Chevobrog Remnant inside - a couple squads of Jack guards and a couple hoppers led by an officious Colonel KNILK.&lt;br /&gt;
&lt;br /&gt;
There was a brief dialogue, where KNILK recognized Poppa Hopper as KRIEG.  The discussion was cut short, after not going particularly well, with SHEOG popping in a large grenade and killing KNILK and his personal guards.  The remaining Chevobrog guards fled out the other doors.&lt;br /&gt;
&lt;br /&gt;
After PRAMORG tampered the suicidal firebombs inside the guard post, they raided its medical stocks for patches, and spent a couple hours healing and building.  They questioned the sacrificial hoppers, Brainy and Sporty, about what they know of the name &amp;quot;Krieg&amp;quot;.  He was, apparently, someone of some infamy or importance.&lt;br /&gt;
&lt;br /&gt;
Continuing out of Chevobrog, the last guard post heading towards the &amp;quot;outworlders&amp;quot; section comes into view - and around it are several non-leporine combatants.  A Trop, a Zygroten, a Human, and a Reptiloid stand cautiously near cover while watching in the direction of the fields.  HELTU and OLIVER approach warily, carrying most of the rest of the team between them but with Poppa Hopper and Jittery Hopper skulking quietly behind.  Slightly beyond the 50-meter normal visual limit the outworlders spot them and hail.&lt;br /&gt;
&lt;br /&gt;
By way of very weak communication skills, they threaten the team for wanting to proceed past, which is, of course, fighting words.  The fighting is relatively intense, as they outworlders are clearly skilled, but they lack the ability to deliver enough harm to the main combatants.  SHEOG softens them up significantly with heavy grenade launcher action, and OLIVER nearly literally dis-arms the Human H2H combatant.  Their sniper, the Reptiloid, calls for a cease of hostilities and is amenable to letting the team pass.&lt;br /&gt;
&lt;br /&gt;
There is a pause, and the team questions the outworlders about what lies beyond in the next section.  The outworlders think of it as their claimed section of this prison.  They  describe:&lt;br /&gt;
* GRIPPER OF THINGS - the creator of the advanced weapons, the monsters, and master of this place&lt;br /&gt;
* describe the exotic weapon business, and the fold space used to keep it secret&lt;br /&gt;
* the singularity at the center of the ship that hides the etheric activity of the fold space&lt;br /&gt;
* generally discuss the bar zone, and it's chaos&lt;br /&gt;
&lt;br /&gt;
After hearing this, the team feel like perhaps it might make more sense to wait before heading into the outworlder section.  So instead they head towards one of the bunkers.  It is locked from the inside and needs hacking to open it up.  PRAMORG attempts, but fails to hack in.  They ask if KRIEG - Poppa Hopper - knows the code.  He admits that while he does not know the code, he might be able to get in, and he is successful in hacking the door open.  Inside are the partially-eaten remains of some jacks and hoppers, and one insane hopper, BOB.&lt;br /&gt;
&lt;br /&gt;
==2026-02-28 - Re-Meeting the Jack Resistance==&lt;br /&gt;
&lt;br /&gt;
The team reasoned that there was no harm in finishing exploration of the Clan Chevobrog zone before wandering off to more dangerous corners of the singularity ship.  Circling back by way of the Hopper living quarters, they first encounter a significant band of green-staged Jacks huddled in a gymnasium type area.  By force of will and personality, the team convinces them that they don't need to fight.  This goes only moderately well, as many of the Jacks flee out the back of the gym with a distinct lack of joviality.  In the course of conversation, the team also learned that the group of Jacks they met in the alley earlier - and slaughtered - were the convening leaders of the Jack Resistance trying to figure out what to do next.&lt;br /&gt;
&lt;br /&gt;
Moving on through the Hopper complex, they find many of the living spaces warren off with passages too small for either Heltu or Oliver to navigate.  So they continue on through the center of the building, and exit out the far end.&lt;br /&gt;
&lt;br /&gt;
Where there is an array of really pissed-off Resistance Jacks intent on exacting revenge on the team for killing their leaders.  It is a very stupid, and very short fight with some terrifyingly messy highlights.  Some bystanders flee, and appear to spread the word of &amp;quot;don't fuck with those folks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team inspect a locked building, which upon tampering their way in discover a bulge-like extension of the gravity field.  They decide not to mess with it (TPK averted).&lt;br /&gt;
&lt;br /&gt;
They also try to break into the bank again, but still don't have any more success.&lt;br /&gt;
&lt;br /&gt;
Bob is quietly ditched into the fruit grove with some hiding Jacks.  They expect him to be discovered and murdered eventually, if he moves.&lt;br /&gt;
&lt;br /&gt;
After all of that, they returned to the storage warehouse of their creation and settle in for some building and healing.&lt;br /&gt;
&lt;br /&gt;
==2026-03-06 - Oh Shitfuck==&lt;br /&gt;
&lt;br /&gt;
After finishing up in the warehouse, Brainy Hopper and Sporty Hopper complete stages of medic - adding a much needed group survivability skill set.&lt;br /&gt;
&lt;br /&gt;
They leave the warehouse and encounter YOJIMBO JACK, who confirms that the remaining Jack Resistance forces recognize a need to cooperate with what they have left in order to survive.  Yojimbo is the interim emergency lead, and appoints the group to being members of his OWSLA - military leads and advisors - for Clan Chevobrog.  The team agrees and as their first task are to lead two squads Chevobrog Jacks to the central guard station to occupy it, refurbish it, and re-integrate its comms and sensors to establish a start of a defensive perimeter again.&lt;br /&gt;
&lt;br /&gt;
On their way, GOD rolls &amp;quot;dragon&amp;quot; on the encounter table.  This is embodied by seeing something briefly and ominously in the distance.  After getting to the central guard station, god checks to see if the dragon-class encounter gets bored - quite the opposite.&lt;br /&gt;
&lt;br /&gt;
With the intermediate scale monster literally sniffing around their location (there are some delicious BBQ smells coming from some corpses in the guard station), they realize that the monster could likely tear its way in.  They work the situation to attempt a tactical retreat - including quickly reconnecting the building sensors to their battlewiki and booting up the comms link.  Using the delicious corpses as bait - flung by OLIVER back towards the center of the singularity ship, they bolt the opposite direction to get to the hopper housing building.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, gods dice once again decide that things can't just be scary, they have to go horribly horribly wrong.  Random chance makes this dragon-class encounter NEED TO CHASE.  It scampers with monstrous alacrity to be among them.&lt;br /&gt;
&lt;br /&gt;
Which is where we left things off, and a &amp;gt;30% probability of a TPK for the next session.&lt;br /&gt;
&lt;br /&gt;
==2026-03-15 - WHEW, Not Dead Yet==&lt;br /&gt;
&lt;br /&gt;
Despite Oliver's grevious wound chopping off their leg, and massive harm dealt to Heltu, the team managed to drive the nightmare away.  Although it took depleting all of Sheog's big grenades, and more than a few hopeless moments of both main combatants going all-defensive.&lt;br /&gt;
&lt;br /&gt;
Dragging their bloodied selves back for healing and prosthetics, they continue to work with Yojimbo to help set up defenses for Clan Chevobrog.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1225</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1225"/>
				<updated>2026-03-20T19:06:17Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor, Defender&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt;    (Satan's Accounting Program?)&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 2&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, &amp;quot;Higgs Engineering Field&amp;quot; gravity craziness, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;br /&gt;
&lt;br /&gt;
==2026-01-09 - Monsters and Hunters and Jacks, Oh My!==&lt;br /&gt;
&lt;br /&gt;
Wander out to find some chaos in progress, which proceeds to get even more chaotic.  And more Chaos is ongoing.&lt;br /&gt;
&lt;br /&gt;
==2026-01-23 - Stage:3 Professional Somethings==&lt;br /&gt;
&lt;br /&gt;
The chaos had started off with some random Jacks being shot at by unseen hunters from beyond the blur-limit of the fields.  Sighting down MORABO, Pramorg was able to spot 5 beings casually blasting away at the fleeing Jacks.  Well - 4 of the beings were; the 5th was much larger and vaguely terrifying, and pulling a floating cart.&lt;br /&gt;
&lt;br /&gt;
Last session, the team decided to tactically flank the situation so as avail themselves to possible cover as needed.  While manoeuvring to approach from behind cover they heard another combatant appear and close quickly with the group of hunters.  The clash seemed brutal, and the flashes of four of the weapons were stilled in rapid sequence.  But the blaze of an assault weapon raged on, and after getting a glimpse of the action saw the Jack from outside the meat processing centre wielding an anime-class edged weapon.&lt;br /&gt;
&lt;br /&gt;
Then, as the adventurers contemplated how to engage, the Jack went down.  After only the briefest hesitation, they decided on cunning and detailed tactical plan: fuck it, let's do this.&lt;br /&gt;
&lt;br /&gt;
Pramorg and Sheog jumped on Oliver as the lanky monster Equidon charged, while Heltu hung back to use cover to harass the assault-weapon waving monster from range.&lt;br /&gt;
&lt;br /&gt;
Now, I didn't write great notes about the detailed sequence of action, but the stacks of damage against the monster tell a long, dragged out story.  It used the frankly terrifying damage output of its exotic assault weapon to hose down the party as opportunities presented themselves, often spreading the devastation across multiple targets.  Even with Oliver's massive stamina and the benefit of good armour, she was almost killed.  Heltu took the full brunt of a massive burst and was dropped into negatives, only revived thanks to the &amp;lt;s&amp;gt;idiotic&amp;lt;/s&amp;gt; brave intervention of Brainy Hopper with scavenged patches.  I'm not sure if Pramorg actually went down, but if not it was likely a close thing.  Sport Hopper, with his hypernormal speed, also did the idiot-medic support thing to some minor helpful effect.&lt;br /&gt;
&lt;br /&gt;
At one point, Pramorg managed to get the Jack conscious again.  And they immediately quick-rose and went all-aggressive to deal massive harm to the monster, but after a couple turns of that rage was dropped once more.  But the distraction gave the adventurers some space to jockey positions and, well, contemplate fleeing.  Some of the previously-dropped hunters started to stagger up, having finally started succeeding on consciousness checks, and one even started trying to engage with their exotic blaster 2-handedly.&lt;br /&gt;
&lt;br /&gt;
The fight ended with Sheog deciding to bravely blow everybody up.  Which caused some telling harm to the monster, and injured everybody, and dropped him into the negatives.  Heltu and Brainy Hopper were outside the blast radius, and could only look on in awed respect.  Oliver managed to land a devastating hit, and Heltu ensured the job by applying the double-tap.&lt;br /&gt;
&lt;br /&gt;
In the aftermath the team all gained 3rd-stage (of whatever, TBD), revived the Jack (named Yojimbo), and plundered the decidedly epic loot.  The monster's sentient assault weapon was given a wide berth, as it seemed keen to kamikaze anyone who got close enough - in the way of these exotic sentient weapons.  The hunters had young-seeming versions of the blaster type that MORABO was, and yapped noisily.  On the hover cart they found other, more interesting specimens.  Heltu bonded with a matched pair if suspicious blasters: GROUCHO and HARPO.  Oliver found an intimidating beast of an edged weapon named BENJI.  Sheog managed to lure a laid back and flexible weapon named BOHDI willing to contemplate being a grenade launcher.&lt;br /&gt;
&lt;br /&gt;
===Sentient Exotic Weapon notes===&lt;br /&gt;
* mobile - can jump to/from hand and holster without needing to spend dice, with some limited independent motion possible (they don't like being away from their bonded partner)&lt;br /&gt;
* turret - if they sip 1 point of damage from the bonded partner (via delicious, nanoscopic-robot-filled blood!) can add 1d6 to the dice pool as a turret (note, this can apply for both attack and parry for H2H)&lt;br /&gt;
* adaptive - after spending one stage with a bonded partner, can auto-fit to give bonus to hit equal to stage of bonded partner&lt;br /&gt;
&lt;br /&gt;
==2026-02-01 - Hiding In A Guard Post==&lt;br /&gt;
&lt;br /&gt;
Yeah, basically just this.  Healing and building stuff too, sure.  But especially hiding when a terrifying monster manifests in the fields.&lt;br /&gt;
&lt;br /&gt;
==2026-02-15,20 - Moseying Outwith Clan Chevobrog==&lt;br /&gt;
&lt;br /&gt;
The general consensus among the group of adventurers was to leave the ruined and awkwardly ripe for plundering zone of Clan Chevobrog.&lt;br /&gt;
&lt;br /&gt;
As a matter of general strategy, they veered to the side of the zone with the intent of staying along the edge away from the open space of the raised bed fields where they encountered the hunting party and spotted the intermediate-scale monster.  However, the very first opening in the &amp;quot;hopper complex&amp;quot; exposed them to a group of rebel jacks with xenophobic tendencies who attacked immediately.&lt;br /&gt;
&lt;br /&gt;
Despite trying to dissuade them with mentions of Yojimbo Jack, the team found themselves cutting down almost all the aggressive jacks very quickly.  They left one survivor, to tell the tale of &amp;quot;disciples of Yojimbo Jack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Moving on, they cautiously approached another, larger guard post that appeared intact and closed.  Pragmatically, they knocked, and were told to go away.  So Oliver knocked HARDER with Benji and punctured the door dramatically.  The Chevobrog Remnant inside - a couple squads of Jack guards and a couple hoppers led by an officious Colonel KNILK.&lt;br /&gt;
&lt;br /&gt;
There was a brief dialogue, where KNILK recognized Poppa Hopper as KRIEG.  The discussion was cut short, after not going particularly well, with SHEOG popping in a large grenade and killing KNILK and his personal guards.  The remaining Chevobrog guards fled out the other doors.&lt;br /&gt;
&lt;br /&gt;
After PRAMORG tampered the suicidal firebombs inside the guard post, they raided its medical stocks for patches, and spent a couple hours healing and building.  They questioned the sacrificial hoppers, Brainy and Sporty, about what they know of the name &amp;quot;Krieg&amp;quot;.  He was, apparently, someone of some infamy or importance.&lt;br /&gt;
&lt;br /&gt;
Continuing out of Chevobrog, the last guard post heading towards the &amp;quot;outworlders&amp;quot; section comes into view - and around it are several non-leporine combatants.  A Trop, a Zygroten, a Human, and a Reptiloid stand cautiously near cover while watching in the direction of the fields.  HELTU and OLIVER approach warily, carrying most of the rest of the team between them but with Poppa Hopper and Jittery Hopper skulking quietly behind.  Slightly beyond the 50-meter normal visual limit the outworlders spot them and hail.&lt;br /&gt;
&lt;br /&gt;
By way of very weak communication skills, they threaten the team for wanting to proceed past, which is, of course, fighting words.  The fighting is relatively intense, as they outworlders are clearly skilled, but they lack the ability to deliver enough harm to the main combatants.  SHEOG softens them up significantly with heavy grenade launcher action, and OLIVER nearly literally dis-arms the Human H2H combatant.  Their sniper, the Reptiloid, calls for a cease of hostilities and is amenable to letting the team pass.&lt;br /&gt;
&lt;br /&gt;
There is a pause, and the team questions the outworlders about what lies beyond in the next section.  The outworlders think of it as their claimed section of this prison.  They  describe:&lt;br /&gt;
* GRIPPER OF THINGS - the creator of the advanced weapons, the monsters, and master of this place&lt;br /&gt;
* describe the exotic weapon business, and the fold space used to keep it secret&lt;br /&gt;
* the singularity at the center of the ship that hides the etheric activity of the fold space&lt;br /&gt;
* generally discuss the bar zone, and it's chaos&lt;br /&gt;
&lt;br /&gt;
After hearing this, the team feel like perhaps it might make more sense to wait before heading into the outworlder section.  So instead they head towards one of the bunkers.  It is locked from the inside and needs hacking to open it up.  PRAMORG attempts, but fails to hack in.  They ask if KRIEG - Poppa Hopper - knows the code.  He admits that while he does not know the code, he might be able to get in, and he is successful in hacking the door open.  Inside are the partially-eaten remains of some jacks and hoppers, and one insane hopper, BOB.&lt;br /&gt;
&lt;br /&gt;
==2026-02-28 - Re-Meeting the Jack Resistance==&lt;br /&gt;
&lt;br /&gt;
The team reasoned that there was no harm in finishing exploration of the Clan Chevobrog zone before wandering off to more dangerous corners of the singularity ship.  Circling back by way of the Hopper living quarters, they first encounter a significant band of green-staged Jacks huddled in a gymnasium type area.  By force of will and personality, the team convinces them that they don't need to fight.  This goes only moderately well, as many of the Jacks flee out the back of the gym with a distinct lack of joviality.  In the course of conversation, the team also learned that the group of Jacks they met in the alley earlier - and slaughtered - were the convening leaders of the Jack Resistance trying to figure out what to do next.&lt;br /&gt;
&lt;br /&gt;
Moving on through the Hopper complex, they find many of the living spaces warren off with passages too small for either Heltu or Oliver to navigate.  So they continue on through the center of the building, and exit out the far end.&lt;br /&gt;
&lt;br /&gt;
Where there is an array of really pissed-off Resistance Jacks intent on exacting revenge on the team for killing their leaders.  It is a very stupid, and very short fight with some terrifyingly messy highlights.  Some bystanders flee, and appear to spread the word of &amp;quot;don't fuck with those folks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team inspect a locked building, which upon tampering their way in discover a bulge-like extension of the gravity field.  They decide not to mess with it (TPK averted).&lt;br /&gt;
&lt;br /&gt;
They also try to break into the bank again, but still don't have any more success.&lt;br /&gt;
&lt;br /&gt;
Bob is quietly ditched into the fruit grove with some hiding Jacks.  They expect him to be discovered and murdered eventually, if he moves.&lt;br /&gt;
&lt;br /&gt;
After all of that, they returned to the storage warehouse of their creation and settle in for some building and healing.&lt;br /&gt;
&lt;br /&gt;
==2026-03-06 - Oh Shitfuck==&lt;br /&gt;
&lt;br /&gt;
After finishing up in the warehouse, Brainy Hopper and Sporty Hopper complete stages of medic - adding a much needed group survivability skill set.&lt;br /&gt;
&lt;br /&gt;
They leave the warehouse and encounter YOJIMBO JACK, who confirms that the remaining Jack Resistance forces recognize a need to cooperate with what they have left in order to survive.  Yojimbo is the interim emergency lead, and appoints the group to being members of his OWSLA - military leads and advisors - for Clan Chevobrog.  The team agrees and as their first task are to lead two squads Chevobrog Jacks to the central guard station to occupy it, refurbish it, and re-integrate its comms and sensors to establish a start of a defensive perimeter again.&lt;br /&gt;
&lt;br /&gt;
On their way, GOD rolls &amp;quot;dragon&amp;quot; on the encounter table.  This is embodied by seeing something briefly and ominously in the distance.  After getting to the central guard station, god checks to see if the dragon-class encounter gets bored - quite the opposite.&lt;br /&gt;
&lt;br /&gt;
With the intermediate scale monster literally sniffing around their location (there are some delicious BBQ smells coming from some corpses in the guard station), they realize that the monster could likely tear its way in.  They work the situation to attempt a tactical retreat - including quickly reconnecting the building sensors to their battlewiki and booting up the comms link.  Using the delicious corpses as bait - flung by OLIVER back towards the center of the singularity ship, they bolt the opposite direction to get to the hopper housing building.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, gods dice once again decide that things can't just be scary, they have to go horribly horribly wrong.  Random chance makes this dragon-class encounter NEED TO CHASE.  It scampers with monstrous alacrity to be among them.&lt;br /&gt;
&lt;br /&gt;
Which is where we left things off, and a &amp;gt;30% probability of a TPK for the next session.&lt;br /&gt;
&lt;br /&gt;
==2026-03-15 - WHEW, Not Dead Yet==&lt;br /&gt;
&lt;br /&gt;
Despite Oliver's grevious wound chopping off their leg, and massive harm dealt to Heltu, the team managed to drive the nightmare away.  Although it took depleting all of Sheog's big grenades, and more than a few hopeless moments of both main combatants going all-defensive.&lt;br /&gt;
&lt;br /&gt;
Dragging their bloodied selves back for healing and prosthetics, they continue to work with Yojimbo to help set up defenses for Clan Chevobrog.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1224</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1224"/>
				<updated>2026-03-14T19:34:19Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor, Defender&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt;    (Satan's Accounting Program?)&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 2&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, &amp;quot;Higgs Engineering Field&amp;quot; gravity craziness, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;br /&gt;
&lt;br /&gt;
==2026-01-09 - Monsters and Hunters and Jacks, Oh My!==&lt;br /&gt;
&lt;br /&gt;
Wander out to find some chaos in progress, which proceeds to get even more chaotic.  And more Chaos is ongoing.&lt;br /&gt;
&lt;br /&gt;
==2026-01-23 - Stage:3 Professional Somethings==&lt;br /&gt;
&lt;br /&gt;
The chaos had started off with some random Jacks being shot at by unseen hunters from beyond the blur-limit of the fields.  Sighting down MORABO, Pramorg was able to spot 5 beings casually blasting away at the fleeing Jacks.  Well - 4 of the beings were; the 5th was much larger and vaguely terrifying, and pulling a floating cart.&lt;br /&gt;
&lt;br /&gt;
Last session, the team decided to tactically flank the situation so as avail themselves to possible cover as needed.  While manoeuvring to approach from behind cover they heard another combatant appear and close quickly with the group of hunters.  The clash seemed brutal, and the flashes of four of the weapons were stilled in rapid sequence.  But the blaze of an assault weapon raged on, and after getting a glimpse of the action saw the Jack from outside the meat processing centre wielding an anime-class edged weapon.&lt;br /&gt;
&lt;br /&gt;
Then, as the adventurers contemplated how to engage, the Jack went down.  After only the briefest hesitation, they decided on cunning and detailed tactical plan: fuck it, let's do this.&lt;br /&gt;
&lt;br /&gt;
Pramorg and Sheog jumped on Oliver as the lanky monster Equidon charged, while Heltu hung back to use cover to harass the assault-weapon waving monster from range.&lt;br /&gt;
&lt;br /&gt;
Now, I didn't write great notes about the detailed sequence of action, but the stacks of damage against the monster tell a long, dragged out story.  It used the frankly terrifying damage output of its exotic assault weapon to hose down the party as opportunities presented themselves, often spreading the devastation across multiple targets.  Even with Oliver's massive stamina and the benefit of good armour, she was almost killed.  Heltu took the full brunt of a massive burst and was dropped into negatives, only revived thanks to the &amp;lt;s&amp;gt;idiotic&amp;lt;/s&amp;gt; brave intervention of Brainy Hopper with scavenged patches.  I'm not sure if Pramorg actually went down, but if not it was likely a close thing.  Sport Hopper, with his hypernormal speed, also did the idiot-medic support thing to some minor helpful effect.&lt;br /&gt;
&lt;br /&gt;
At one point, Pramorg managed to get the Jack conscious again.  And they immediately quick-rose and went all-aggressive to deal massive harm to the monster, but after a couple turns of that rage was dropped once more.  But the distraction gave the adventurers some space to jockey positions and, well, contemplate fleeing.  Some of the previously-dropped hunters started to stagger up, having finally started succeeding on consciousness checks, and one even started trying to engage with their exotic blaster 2-handedly.&lt;br /&gt;
&lt;br /&gt;
The fight ended with Sheog deciding to bravely blow everybody up.  Which caused some telling harm to the monster, and injured everybody, and dropped him into the negatives.  Heltu and Brainy Hopper were outside the blast radius, and could only look on in awed respect.  Oliver managed to land a devastating hit, and Heltu ensured the job by applying the double-tap.&lt;br /&gt;
&lt;br /&gt;
In the aftermath the team all gained 3rd-stage (of whatever, TBD), revived the Jack (named Yojimbo), and plundered the decidedly epic loot.  The monster's sentient assault weapon was given a wide berth, as it seemed keen to kamikaze anyone who got close enough - in the way of these exotic sentient weapons.  The hunters had young-seeming versions of the blaster type that MORABO was, and yapped noisily.  On the hover cart they found other, more interesting specimens.  Heltu bonded with a matched pair if suspicious blasters: GROUCHO and HARPO.  Oliver found an intimidating beast of an edged weapon named BENJI.  Sheog managed to lure a laid back and flexible weapon named BOHDI willing to contemplate being a grenade launcher.&lt;br /&gt;
&lt;br /&gt;
===Sentient Exotic Weapon notes===&lt;br /&gt;
* mobile - can jump to/from hand and holster without needing to spend dice, with some limited independent motion possible (they don't like being away from their bonded partner)&lt;br /&gt;
* turret - if they sip 1 point of damage from the bonded partner (via delicious, nanoscopic-robot-filled blood!) can add 1d6 to the dice pool as a turret (note, this can apply for both attack and parry for H2H)&lt;br /&gt;
* adaptive - after spending one stage with a bonded partner, can auto-fit to give bonus to hit equal to stage of bonded partner&lt;br /&gt;
&lt;br /&gt;
==2026-02-01 - Hiding In A Guard Post==&lt;br /&gt;
&lt;br /&gt;
Yeah, basically just this.  Healing and building stuff too, sure.  But especially hiding when a terrifying monster manifests in the fields.&lt;br /&gt;
&lt;br /&gt;
==2026-02-15,20 - Moseying Outwith Clan Chevobrog==&lt;br /&gt;
&lt;br /&gt;
The general consensus among the group of adventurers was to leave the ruined and awkwardly ripe for plundering zone of Clan Chevobrog.&lt;br /&gt;
&lt;br /&gt;
As a matter of general strategy, they veered to the side of the zone with the intent of staying along the edge away from the open space of the raised bed fields where they encountered the hunting party and spotted the intermediate-scale monster.  However, the very first opening in the &amp;quot;hopper complex&amp;quot; exposed them to a group of rebel jacks with xenophobic tendencies who attacked immediately.&lt;br /&gt;
&lt;br /&gt;
Despite trying to dissuade them with mentions of Yojimbo Jack, the team found themselves cutting down almost all the aggressive jacks very quickly.  They left one survivor, to tell the tale of &amp;quot;disciples of Yojimbo Jack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Moving on, they cautiously approached another, larger guard post that appeared intact and closed.  Pragmatically, they knocked, and were told to go away.  So Oliver knocked HARDER with Benji and punctured the door dramatically.  The Chevobrog Remnant inside - a couple squads of Jack guards and a couple hoppers led by an officious Colonel KNILK.&lt;br /&gt;
&lt;br /&gt;
There was a brief dialogue, where KNILK recognized Poppa Hopper as KRIEG.  The discussion was cut short, after not going particularly well, with SHEOG popping in a large grenade and killing KNILK and his personal guards.  The remaining Chevobrog guards fled out the other doors.&lt;br /&gt;
&lt;br /&gt;
After PRAMORG tampered the suicidal firebombs inside the guard post, they raided its medical stocks for patches, and spent a couple hours healing and building.  They questioned the sacrificial hoppers, Brainy and Sporty, about what they know of the name &amp;quot;Krieg&amp;quot;.  He was, apparently, someone of some infamy or importance.&lt;br /&gt;
&lt;br /&gt;
Continuing out of Chevobrog, the last guard post heading towards the &amp;quot;outworlders&amp;quot; section comes into view - and around it are several non-leporine combatants.  A Trop, a Zygroten, a Human, and a Reptiloid stand cautiously near cover while watching in the direction of the fields.  HELTU and OLIVER approach warily, carrying most of the rest of the team between them but with Poppa Hopper and Jittery Hopper skulking quietly behind.  Slightly beyond the 50-meter normal visual limit the outworlders spot them and hail.&lt;br /&gt;
&lt;br /&gt;
By way of very weak communication skills, they threaten the team for wanting to proceed past, which is, of course, fighting words.  The fighting is relatively intense, as they outworlders are clearly skilled, but they lack the ability to deliver enough harm to the main combatants.  SHEOG softens them up significantly with heavy grenade launcher action, and OLIVER nearly literally dis-arms the Human H2H combatant.  Their sniper, the Reptiloid, calls for a cease of hostilities and is amenable to letting the team pass.&lt;br /&gt;
&lt;br /&gt;
There is a pause, and the team questions the outworlders about what lies beyond in the next section.  The outworlders think of it as their claimed section of this prison.  They  describe:&lt;br /&gt;
* GRIPPER OF THINGS - the creator of the advanced weapons, the monsters, and master of this place&lt;br /&gt;
* describe the exotic weapon business, and the fold space used to keep it secret&lt;br /&gt;
* the singularity at the center of the ship that hides the etheric activity of the fold space&lt;br /&gt;
* generally discuss the bar zone, and it's chaos&lt;br /&gt;
&lt;br /&gt;
After hearing this, the team feel like perhaps it might make more sense to wait before heading into the outworlder section.  So instead they head towards one of the bunkers.  It is locked from the inside and needs hacking to open it up.  PRAMORG attempts, but fails to hack in.  They ask if KRIEG - Poppa Hopper - knows the code.  He admits that while he does not know the code, he might be able to get in, and he is successful in hacking the door open.  Inside are the partially-eaten remains of some jacks and hoppers, and one insane hopper, BOB.&lt;br /&gt;
&lt;br /&gt;
==2026-02-28 - Re-Meeting the Jack Resistance==&lt;br /&gt;
&lt;br /&gt;
The team reasoned that there was no harm in finishing exploration of the Clan Chevobrog zone before wandering off to more dangerous corners of the singularity ship.  Circling back by way of the Hopper living quarters, they first encounter a significant band of green-staged Jacks huddled in a gymnasium type area.  By force of will and personality, the team convinces them that they don't need to fight.  This goes only moderately well, as many of the Jacks flee out the back of the gym with a distinct lack of joviality.  In the course of conversation, the team also learned that the group of Jacks they met in the alley earlier - and slaughtered - were the convening leaders of the Jack Resistance trying to figure out what to do next.&lt;br /&gt;
&lt;br /&gt;
Moving on through the Hopper complex, they find many of the living spaces warren off with passages too small for either Heltu or Oliver to navigate.  So they continue on through the center of the building, and exit out the far end.&lt;br /&gt;
&lt;br /&gt;
Where there is an array of really pissed-off Resistance Jacks intent on exacting revenge on the team for killing their leaders.  It is a very stupid, and very short fight with some terrifyingly messy highlights.  Some bystanders flee, and appear to spread the word of &amp;quot;don't fuck with those folks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team inspect a locked building, which upon tampering their way in discover a bulge-like extension of the gravity field.  They decide not to mess with it (TPK averted).&lt;br /&gt;
&lt;br /&gt;
They also try to break into the bank again, but still don't have any more success.&lt;br /&gt;
&lt;br /&gt;
Bob is quietly ditched into the fruit grove with some hiding Jacks.  They expect him to be discovered and murdered eventually, if he moves.&lt;br /&gt;
&lt;br /&gt;
After all of that, they returned to the storage warehouse of their creation and settle in for some building and healing.&lt;br /&gt;
&lt;br /&gt;
==2026-03-06 - Oh Shitfuck==&lt;br /&gt;
&lt;br /&gt;
After finishing up in the warehouse, Brainy Hopper and Sporty Hopper complete stages of medic - adding a much needed group survivability skill set.&lt;br /&gt;
&lt;br /&gt;
They leave the warehouse and encounter YOJIMBO JACK, who confirms that the remaining Jack Resistance forces recognize a need to cooperate with what they have left in order to survive.  Yojimbo is the interim emergency lead, and appoints the group to being members of his OWSLA - military leads and advisors - for Clan Chevobrog.  The team agrees and as their first task are to lead two squads Chevobrog Jacks to the central guard station to occupy it, refurbish it, and re-integrate its comms and sensors to establish a start of a defensive perimeter again.&lt;br /&gt;
&lt;br /&gt;
On their way, GOD rolls &amp;quot;dragon&amp;quot; on the encounter table.  This is embodied by seeing something briefly and ominously in the distance.  After getting to the central guard station, god checks to see if the dragon-class encounter gets bored - quite the opposite.&lt;br /&gt;
&lt;br /&gt;
With the intermediate scale monster literally sniffing around their location (there are some delicious BBQ smells coming from some corpses in the guard station), they realize that the monster could likely tear its way in.  They work the situation to attempt a tactical retreat - including quickly reconnecting the building sensors to their battlewiki and booting up the comms link.  Using the delicious corpses as bait - flung by OLIVER back towards the center of the singularity ship, they bolt the opposite direction to get to the hopper housing building.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, gods dice once again decide that things can't just be scary, they have to go horribly horribly wrong.  Random chance makes this dragon-class encounter NEED TO CHASE.  It scampers with monstrous alacrity to be among them.&lt;br /&gt;
&lt;br /&gt;
Which is where we left things off, and a &amp;gt;30% probability of a TPK for the next session.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1223</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1223"/>
				<updated>2026-03-04T20:27:30Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor, Defender&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt;    (Satan's Accounting Program?)&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 2&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, &amp;quot;Higgs Engineering Field&amp;quot; gravity craziness, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;br /&gt;
&lt;br /&gt;
==2026-01-09 - Monsters and Hunters and Jacks, Oh My!==&lt;br /&gt;
&lt;br /&gt;
Wander out to find some chaos in progress, which proceeds to get even more chaotic.  And more Chaos is ongoing.&lt;br /&gt;
&lt;br /&gt;
==2026-01-23 - Stage:3 Professional Somethings==&lt;br /&gt;
&lt;br /&gt;
The chaos had started off with some random Jacks being shot at by unseen hunters from beyond the blur-limit of the fields.  Sighting down MORABO, Pramorg was able to spot 5 beings casually blasting away at the fleeing Jacks.  Well - 4 of the beings were; the 5th was much larger and vaguely terrifying, and pulling a floating cart.&lt;br /&gt;
&lt;br /&gt;
Last session, the team decided to tactically flank the situation so as avail themselves to possible cover as needed.  While manoeuvring to approach from behind cover they heard another combatant appear and close quickly with the group of hunters.  The clash seemed brutal, and the flashes of four of the weapons were stilled in rapid sequence.  But the blaze of an assault weapon raged on, and after getting a glimpse of the action saw the Jack from outside the meat processing centre wielding an anime-class edged weapon.&lt;br /&gt;
&lt;br /&gt;
Then, as the adventurers contemplated how to engage, the Jack went down.  After only the briefest hesitation, they decided on cunning and detailed tactical plan: fuck it, let's do this.&lt;br /&gt;
&lt;br /&gt;
Pramorg and Sheog jumped on Oliver as the lanky monster Equidon charged, while Heltu hung back to use cover to harass the assault-weapon waving monster from range.&lt;br /&gt;
&lt;br /&gt;
Now, I didn't write great notes about the detailed sequence of action, but the stacks of damage against the monster tell a long, dragged out story.  It used the frankly terrifying damage output of its exotic assault weapon to hose down the party as opportunities presented themselves, often spreading the devastation across multiple targets.  Even with Oliver's massive stamina and the benefit of good armour, she was almost killed.  Heltu took the full brunt of a massive burst and was dropped into negatives, only revived thanks to the &amp;lt;s&amp;gt;idiotic&amp;lt;/s&amp;gt; brave intervention of Brainy Hopper with scavenged patches.  I'm not sure if Pramorg actually went down, but if not it was likely a close thing.  Sport Hopper, with his hypernormal speed, also did the idiot-medic support thing to some minor helpful effect.&lt;br /&gt;
&lt;br /&gt;
At one point, Pramorg managed to get the Jack conscious again.  And they immediately quick-rose and went all-aggressive to deal massive harm to the monster, but after a couple turns of that rage was dropped once more.  But the distraction gave the adventurers some space to jockey positions and, well, contemplate fleeing.  Some of the previously-dropped hunters started to stagger up, having finally started succeeding on consciousness checks, and one even started trying to engage with their exotic blaster 2-handedly.&lt;br /&gt;
&lt;br /&gt;
The fight ended with Sheog deciding to bravely blow everybody up.  Which caused some telling harm to the monster, and injured everybody, and dropped him into the negatives.  Heltu and Brainy Hopper were outside the blast radius, and could only look on in awed respect.  Oliver managed to land a devastating hit, and Heltu ensured the job by applying the double-tap.&lt;br /&gt;
&lt;br /&gt;
In the aftermath the team all gained 3rd-stage (of whatever, TBD), revived the Jack (named Yojimbo), and plundered the decidedly epic loot.  The monster's sentient assault weapon was given a wide berth, as it seemed keen to kamikaze anyone who got close enough - in the way of these exotic sentient weapons.  The hunters had young-seeming versions of the blaster type that MORABO was, and yapped noisily.  On the hover cart they found other, more interesting specimens.  Heltu bonded with a matched pair if suspicious blasters: GROUCHO and HARPO.  Oliver found an intimidating beast of an edged weapon named BENJI.  Sheog managed to lure a laid back and flexible weapon named BOHDI willing to contemplate being a grenade launcher.&lt;br /&gt;
&lt;br /&gt;
===Sentient Exotic Weapon notes===&lt;br /&gt;
* mobile - can jump to/from hand and holster without needing to spend dice, with some limited independent motion possible (they don't like being away from their bonded partner)&lt;br /&gt;
* turret - if they sip 1 point of damage from the bonded partner (via delicious, nanoscopic-robot-filled blood!) can add 1d6 to the dice pool as a turret (note, this can apply for both attack and parry for H2H)&lt;br /&gt;
* adaptive - after spending one stage with a bonded partner, can auto-fit to give bonus to hit equal to stage of bonded partner&lt;br /&gt;
&lt;br /&gt;
==2026-02-01 - Hiding In A Guard Post==&lt;br /&gt;
&lt;br /&gt;
Yeah, basically just this.  Healing and building stuff too, sure.  But especially hiding when a terrifying monster manifests in the fields.&lt;br /&gt;
&lt;br /&gt;
==2026-02-15,20 - Moseying Outwith Clan Chevobrog==&lt;br /&gt;
&lt;br /&gt;
The general consensus among the group of adventurers was to leave the ruined and awkwardly ripe for plundering zone of Clan Chevobrog.&lt;br /&gt;
&lt;br /&gt;
As a matter of general strategy, they veered to the side of the zone with the intent of staying along the edge away from the open space of the raised bed fields where they encountered the hunting party and spotted the intermediate-scale monster.  However, the very first opening in the &amp;quot;hopper complex&amp;quot; exposed them to a group of rebel jacks with xenophobic tendencies who attacked immediately.&lt;br /&gt;
&lt;br /&gt;
Despite trying to dissuade them with mentions of Yojimbo Jack, the team found themselves cutting down almost all the aggressive jacks very quickly.  They left one survivor, to tell the tale of &amp;quot;disciples of Yojimbo Jack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Moving on, they cautiously approached another, larger guard post that appeared intact and closed.  Pragmatically, they knocked, and were told to go away.  So Oliver knocked HARDER with Benji and punctured the door dramatically.  The Chevobrog Remnant inside - a couple squads of Jack guards and a couple hoppers led by an officious Colonel KNILK.&lt;br /&gt;
&lt;br /&gt;
There was a brief dialogue, where KNILK recognized Poppa Hopper as KRIEG.  The discussion was cut short, after not going particularly well, with SHEOG popping in a large grenade and killing KNILK and his personal guards.  The remaining Chevobrog guards fled out the other doors.&lt;br /&gt;
&lt;br /&gt;
After PRAMORG tampered the suicidal firebombs inside the guard post, they raided its medical stocks for patches, and spent a couple hours healing and building.  They questioned the sacrificial hoppers, Brainy and Sporty, about what they know of the name &amp;quot;Krieg&amp;quot;.  He was, apparently, someone of some infamy or importance.&lt;br /&gt;
&lt;br /&gt;
Continuing out of Chevobrog, the last guard post heading towards the &amp;quot;outworlders&amp;quot; section comes into view - and around it are several non-leporine combatants.  A Trop, a Zygroten, a Human, and a Reptiloid stand cautiously near cover while watching in the direction of the fields.  HELTU and OLIVER approach warily, carrying most of the rest of the team between them but with Poppa Hopper and Jittery Hopper skulking quietly behind.  Slightly beyond the 50-meter normal visual limit the outworlders spot them and hail.&lt;br /&gt;
&lt;br /&gt;
By way of very weak communication skills, they threaten the team for wanting to proceed past, which is, of course, fighting words.  The fighting is relatively intense, as they outworlders are clearly skilled, but they lack the ability to deliver enough harm to the main combatants.  SHEOG softens them up significantly with heavy grenade launcher action, and OLIVER nearly literally dis-arms the Human H2H combatant.  Their sniper, the Reptiloid, calls for a cease of hostilities and is amenable to letting the team pass.&lt;br /&gt;
&lt;br /&gt;
There is a pause, and the team questions the outworlders about what lies beyond in the next section.  The outworlders think of it as their claimed section of this prison.  They  describe:&lt;br /&gt;
* GRIPPER OF THINGS - the creator of the advanced weapons, the monsters, and master of this place&lt;br /&gt;
* describe the exotic weapon business, and the fold space used to keep it secret&lt;br /&gt;
* the singularity at the center of the ship that hides the etheric activity of the fold space&lt;br /&gt;
* generally discuss the bar zone, and it's chaos&lt;br /&gt;
&lt;br /&gt;
After hearing this, the team feel like perhaps it might make more sense to wait before heading into the outworlder section.  So instead they head towards one of the bunkers.  It is locked from the inside and needs hacking to open it up.  PRAMORG attempts, but fails to hack in.  They ask if KRIEG - Poppa Hopper - knows the code.  He admits that while he does not know the code, he might be able to get in, and he is successful in hacking the door open.  Inside are the partially-eaten remains of some jacks and hoppers, and one insane hopper, BOB.&lt;br /&gt;
&lt;br /&gt;
==2026-02-28 - Re-Meeting the Jack Resistance==&lt;br /&gt;
&lt;br /&gt;
The team reasoned that there was no harm in finishing exploration of the Clan Chevobrog zone before wandering off to more dangerous corners of the singularity ship.  Circling back by way of the Hopper living quarters, they first encounter a significant band of green-staged Jacks huddled in a gymnasium type area.  By force of will and personality, the team convinces them that they don't need to fight.  This goes only moderately well, as many of the Jacks flee out the back of the gym with a distinct lack of joviality.  In the course of conversation, the team also learned that the group of Jacks they met in the alley earlier - and slaughtered - were the convening leaders of the Jack Resistance trying to figure out what to do next.&lt;br /&gt;
&lt;br /&gt;
Moving on through the Hopper complex, they find many of the living spaces warren off with passages too small for either Heltu or Oliver to navigate.  So they continue on through the center of the building, and exit out the far end.&lt;br /&gt;
&lt;br /&gt;
Where there is an array of really pissed-off Resistance Jacks intent on exacting revenge on the team for killing their leaders.  It is a very stupid, and very short fight with some terrifyingly messy highlights.  Some bystanders flee, and appear to spread the word of &amp;quot;don't fuck with those folks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The team inspect a locked building, which upon tampering their way in discover a bulge-like extension of the gravity field.  They decide not to mess with it (TPK averted).&lt;br /&gt;
&lt;br /&gt;
They also try to break into the bank again, but still don't have any more success.&lt;br /&gt;
&lt;br /&gt;
Bob is quietly ditched into the fruit grove with some hiding Jacks.  They expect him to be discovered and murdered eventually, if he moves.&lt;br /&gt;
&lt;br /&gt;
After all of that, they returned to the storage warehouse of their creation and settle in for some building and healing.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1222</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1222"/>
				<updated>2026-02-23T01:07:10Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* 2026-02-15,20 - Moseying Outwith Clan Chevobrog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor, Defender&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt;    (Satan's Accounting Program?)&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 2&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, &amp;quot;Higgs Engineering Field&amp;quot; gravity craziness, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;br /&gt;
&lt;br /&gt;
==2026-01-09 - Monsters and Hunters and Jacks, Oh My!==&lt;br /&gt;
&lt;br /&gt;
Wander out to find some chaos in progress, which proceeds to get even more chaotic.  And more Chaos is ongoing.&lt;br /&gt;
&lt;br /&gt;
==2026-01-23 - Stage:3 Professional Somethings==&lt;br /&gt;
&lt;br /&gt;
The chaos had started off with some random Jacks being shot at by unseen hunters from beyond the blur-limit of the fields.  Sighting down MORABO, Pramorg was able to spot 5 beings casually blasting away at the fleeing Jacks.  Well - 4 of the beings were; the 5th was much larger and vaguely terrifying, and pulling a floating cart.&lt;br /&gt;
&lt;br /&gt;
Last session, the team decided to tactically flank the situation so as avail themselves to possible cover as needed.  While manoeuvring to approach from behind cover they heard another combatant appear and close quickly with the group of hunters.  The clash seemed brutal, and the flashes of four of the weapons were stilled in rapid sequence.  But the blaze of an assault weapon raged on, and after getting a glimpse of the action saw the Jack from outside the meat processing centre wielding an anime-class edged weapon.&lt;br /&gt;
&lt;br /&gt;
Then, as the adventurers contemplated how to engage, the Jack went down.  After only the briefest hesitation, they decided on cunning and detailed tactical plan: fuck it, let's do this.&lt;br /&gt;
&lt;br /&gt;
Pramorg and Sheog jumped on Oliver as the lanky monster Equidon charged, while Heltu hung back to use cover to harass the assault-weapon waving monster from range.&lt;br /&gt;
&lt;br /&gt;
Now, I didn't write great notes about the detailed sequence of action, but the stacks of damage against the monster tell a long, dragged out story.  It used the frankly terrifying damage output of its exotic assault weapon to hose down the party as opportunities presented themselves, often spreading the devastation across multiple targets.  Even with Oliver's massive stamina and the benefit of good armour, she was almost killed.  Heltu took the full brunt of a massive burst and was dropped into negatives, only revived thanks to the &amp;lt;s&amp;gt;idiotic&amp;lt;/s&amp;gt; brave intervention of Brainy Hopper with scavenged patches.  I'm not sure if Pramorg actually went down, but if not it was likely a close thing.  Sport Hopper, with his hypernormal speed, also did the idiot-medic support thing to some minor helpful effect.&lt;br /&gt;
&lt;br /&gt;
At one point, Pramorg managed to get the Jack conscious again.  And they immediately quick-rose and went all-aggressive to deal massive harm to the monster, but after a couple turns of that rage was dropped once more.  But the distraction gave the adventurers some space to jockey positions and, well, contemplate fleeing.  Some of the previously-dropped hunters started to stagger up, having finally started succeeding on consciousness checks, and one even started trying to engage with their exotic blaster 2-handedly.&lt;br /&gt;
&lt;br /&gt;
The fight ended with Sheog deciding to bravely blow everybody up.  Which caused some telling harm to the monster, and injured everybody, and dropped him into the negatives.  Heltu and Brainy Hopper were outside the blast radius, and could only look on in awed respect.  Oliver managed to land a devastating hit, and Heltu ensured the job by applying the double-tap.&lt;br /&gt;
&lt;br /&gt;
In the aftermath the team all gained 3rd-stage (of whatever, TBD), revived the Jack (named Yojimbo), and plundered the decidedly epic loot.  The monster's sentient assault weapon was given a wide berth, as it seemed keen to kamikaze anyone who got close enough - in the way of these exotic sentient weapons.  The hunters had young-seeming versions of the blaster type that MORABO was, and yapped noisily.  On the hover cart they found other, more interesting specimens.  Heltu bonded with a matched pair if suspicious blasters: GROUCHO and HARPO.  Oliver found an intimidating beast of an edged weapon named BENJI.  Sheog managed to lure a laid back and flexible weapon named BOHDI willing to contemplate being a grenade launcher.&lt;br /&gt;
&lt;br /&gt;
===Sentient Exotic Weapon notes===&lt;br /&gt;
* mobile - can jump to/from hand and holster without needing to spend dice, with some limited independent motion possible (they don't like being away from their bonded partner)&lt;br /&gt;
* turret - if they sip 1 point of damage from the bonded partner (via delicious, nanoscopic-robot-filled blood!) can add 1d6 to the dice pool as a turret (note, this can apply for both attack and parry for H2H)&lt;br /&gt;
* adaptive - after spending one stage with a bonded partner, can auto-fit to give bonus to hit equal to stage of bonded partner&lt;br /&gt;
&lt;br /&gt;
==2026-02-01 - Hiding In A Guard Post==&lt;br /&gt;
&lt;br /&gt;
Yeah, basically just this.  Healing and building stuff too, sure.  But especially hiding when a terrifying monster manifests in the fields.&lt;br /&gt;
&lt;br /&gt;
==2026-02-15,20 - Moseying Outwith Clan Chevobrog==&lt;br /&gt;
&lt;br /&gt;
The general consensus among the group of adventurers was to leave the ruined and awkwardly ripe for plundering zone of Clan Chevobrog.&lt;br /&gt;
&lt;br /&gt;
As a matter of general strategy, they veered to the side of the zone with the intent of staying along the edge away from the open space of the raised bed fields where they encountered the hunting party and spotted the intermediate-scale monster.  However, the very first opening in the &amp;quot;hopper complex&amp;quot; exposed them to a group of rebel jacks with xenophobic tendencies who attacked immediately.&lt;br /&gt;
&lt;br /&gt;
Despite trying to dissuade them with mentions of Yojimbo Jack, the team found themselves cutting down almost all the aggressive jacks very quickly.  They left one survivor, to tell the tale of &amp;quot;disciples of Yojimbo Jack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Moving on, they cautiously approached another, larger guard post that appeared intact and closed.  Pragmatically, they knocked, and were told to go away.  So Oliver knocked HARDER with Benji and punctured the door dramatically.  The Chevobrog Remnant inside - a couple squads of Jack guards and a couple hoppers led by an officious Colonel KNILK.&lt;br /&gt;
&lt;br /&gt;
There was a brief dialogue, where KNILK recognized Poppa Hopper as KRIEG.  The discussion was cut short, after not going particularly well, with SHEOG popping in a large grenade and killing KNILK and his personal guards.  The remaining Chevobrog guards fled out the other doors.&lt;br /&gt;
&lt;br /&gt;
After PRAMORG tampered the suicidal firebombs inside the guard post, they raided its medical stocks for patches, and spent a couple hours healing and building.  They questioned the sacrificial hoppers, Brainy and Sporty, about what they know of the name &amp;quot;Krieg&amp;quot;.  He was, apparently, someone of some infamy or importance.&lt;br /&gt;
&lt;br /&gt;
Continuing out of Chevobrog, the last guard post heading towards the &amp;quot;outworlders&amp;quot; section comes into view - and around it are several non-leporine combatants.  A Trop, a Zygroten, a Human, and a Reptiloid stand cautiously near cover while watching in the direction of the fields.  HELTU and OLIVER approach warily, carrying most of the rest of the team between them but with Poppa Hopper and Jittery Hopper skulking quietly behind.  Slightly beyond the 50-meter normal visual limit the outworlders spot them and hail.&lt;br /&gt;
&lt;br /&gt;
By way of very weak communication skills, they threaten the team for wanting to proceed past, which is, of course, fighting words.  The fighting is relatively intense, as they outworlders are clearly skilled, but they lack the ability to deliver enough harm to the main combatants.  SHEOG softens them up significantly with heavy grenade launcher action, and OLIVER nearly literally dis-arms the Human H2H combatant.  Their sniper, the Reptiloid, calls for a cease of hostilities and is amenable to letting the team pass.&lt;br /&gt;
&lt;br /&gt;
There is a pause, and the team questions the outworlders about what lies beyond in the next section.  The outworlders think of it as their claimed section of this prison.  They  describe:&lt;br /&gt;
* GRIPPER OF THINGS - the creator of the advanced weapons, the monsters, and master of this place&lt;br /&gt;
* describe the exotic weapon business, and the fold space used to keep it secret&lt;br /&gt;
* the singularity at the center of the ship that hides the etheric activity of the fold space&lt;br /&gt;
* generally discuss the bar zone, and it's chaos&lt;br /&gt;
&lt;br /&gt;
After hearing this, the team feel like perhaps it might make more sense to wait before heading into the outworlder section.  So instead they head towards one of the bunkers.  It is locked from the inside and needs hacking to open it up.  PRAMORG attempts, but fails to hack in.  They ask if KRIEG - Poppa Hopper - knows the code.  He admits that while he does not know the code, he might be able to get in, and he is successful in hacking the door open.  Inside are the partially-eaten remains of some jacks and hoppers, and one insane hopper, BOB.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1221</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1221"/>
				<updated>2026-02-22T22:45:14Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor, Defender&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt;    (Satan's Accounting Program?)&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 2&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, &amp;quot;Higgs Engineering Field&amp;quot; gravity craziness, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;br /&gt;
&lt;br /&gt;
==2026-01-09 - Monsters and Hunters and Jacks, Oh My!==&lt;br /&gt;
&lt;br /&gt;
Wander out to find some chaos in progress, which proceeds to get even more chaotic.  And more Chaos is ongoing.&lt;br /&gt;
&lt;br /&gt;
==2026-01-23 - Stage:3 Professional Somethings==&lt;br /&gt;
&lt;br /&gt;
The chaos had started off with some random Jacks being shot at by unseen hunters from beyond the blur-limit of the fields.  Sighting down MORABO, Pramorg was able to spot 5 beings casually blasting away at the fleeing Jacks.  Well - 4 of the beings were; the 5th was much larger and vaguely terrifying, and pulling a floating cart.&lt;br /&gt;
&lt;br /&gt;
Last session, the team decided to tactically flank the situation so as avail themselves to possible cover as needed.  While manoeuvring to approach from behind cover they heard another combatant appear and close quickly with the group of hunters.  The clash seemed brutal, and the flashes of four of the weapons were stilled in rapid sequence.  But the blaze of an assault weapon raged on, and after getting a glimpse of the action saw the Jack from outside the meat processing centre wielding an anime-class edged weapon.&lt;br /&gt;
&lt;br /&gt;
Then, as the adventurers contemplated how to engage, the Jack went down.  After only the briefest hesitation, they decided on cunning and detailed tactical plan: fuck it, let's do this.&lt;br /&gt;
&lt;br /&gt;
Pramorg and Sheog jumped on Oliver as the lanky monster Equidon charged, while Heltu hung back to use cover to harass the assault-weapon waving monster from range.&lt;br /&gt;
&lt;br /&gt;
Now, I didn't write great notes about the detailed sequence of action, but the stacks of damage against the monster tell a long, dragged out story.  It used the frankly terrifying damage output of its exotic assault weapon to hose down the party as opportunities presented themselves, often spreading the devastation across multiple targets.  Even with Oliver's massive stamina and the benefit of good armour, she was almost killed.  Heltu took the full brunt of a massive burst and was dropped into negatives, only revived thanks to the &amp;lt;s&amp;gt;idiotic&amp;lt;/s&amp;gt; brave intervention of Brainy Hopper with scavenged patches.  I'm not sure if Pramorg actually went down, but if not it was likely a close thing.  Sport Hopper, with his hypernormal speed, also did the idiot-medic support thing to some minor helpful effect.&lt;br /&gt;
&lt;br /&gt;
At one point, Pramorg managed to get the Jack conscious again.  And they immediately quick-rose and went all-aggressive to deal massive harm to the monster, but after a couple turns of that rage was dropped once more.  But the distraction gave the adventurers some space to jockey positions and, well, contemplate fleeing.  Some of the previously-dropped hunters started to stagger up, having finally started succeeding on consciousness checks, and one even started trying to engage with their exotic blaster 2-handedly.&lt;br /&gt;
&lt;br /&gt;
The fight ended with Sheog deciding to bravely blow everybody up.  Which caused some telling harm to the monster, and injured everybody, and dropped him into the negatives.  Heltu and Brainy Hopper were outside the blast radius, and could only look on in awed respect.  Oliver managed to land a devastating hit, and Heltu ensured the job by applying the double-tap.&lt;br /&gt;
&lt;br /&gt;
In the aftermath the team all gained 3rd-stage (of whatever, TBD), revived the Jack (named Yojimbo), and plundered the decidedly epic loot.  The monster's sentient assault weapon was given a wide berth, as it seemed keen to kamikaze anyone who got close enough - in the way of these exotic sentient weapons.  The hunters had young-seeming versions of the blaster type that MORABO was, and yapped noisily.  On the hover cart they found other, more interesting specimens.  Heltu bonded with a matched pair if suspicious blasters: GROUCHO and HARPO.  Oliver found an intimidating beast of an edged weapon named BENJI.  Sheog managed to lure a laid back and flexible weapon named BOHDI willing to contemplate being a grenade launcher.&lt;br /&gt;
&lt;br /&gt;
===Sentient Exotic Weapon notes===&lt;br /&gt;
* mobile - can jump to/from hand and holster without needing to spend dice, with some limited independent motion possible (they don't like being away from their bonded partner)&lt;br /&gt;
* turret - if they sip 1 point of damage from the bonded partner (via delicious, nanoscopic-robot-filled blood!) can add 1d6 to the dice pool as a turret (note, this can apply for both attack and parry for H2H)&lt;br /&gt;
* adaptive - after spending one stage with a bonded partner, can auto-fit to give bonus to hit equal to stage of bonded partner&lt;br /&gt;
&lt;br /&gt;
==2026-02-01 - Hiding In A Guard Post==&lt;br /&gt;
&lt;br /&gt;
Yeah, basically just this.  Healing and building stuff too, sure.  But especially hiding when a terrifying monster manifests in the fields.&lt;br /&gt;
&lt;br /&gt;
==2026-02-15,20 - Moseying Outwith Clan Chevobrog==&lt;br /&gt;
&lt;br /&gt;
The general consensus among the group of adventurers was to leave the ruined and awkwardly ripe for plundering zone of Clan Chevobrog.&lt;br /&gt;
&lt;br /&gt;
As a matter of general strategy, they veered to the side of the zone with the intent of staying along the edge away from the open space of the raised bed fields where they encountered the hunting party and spotted the intermediate-scale monster.  However, the very first opening in the &amp;quot;hopper complex&amp;quot; exposed them to a group of rebel jacks with xenophobic tendencies who attacked immediately.&lt;br /&gt;
&lt;br /&gt;
Despite trying to dissuade them with mentions of Yojimbo Jack, the team found themselves cutting down almost all the aggressive jacks very quickly.  They left one survivor, to tell the tale of &amp;quot;disciples of Yojimbo Jack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Moving on, they cautiously approached another, larger guard post that appeared intact and closed.  Pragmatically, they knocked, and were told to go away.  So Oliver knocked HARDER with Benji and punctured the door dramatically.  The Chevobrog Remnant inside - a couple squads of Jack guards and a couple hoppers led by an officious Colonel KNILK.&lt;br /&gt;
&lt;br /&gt;
There was a brief dialogue, where KNILK recognized Poppa Hopper as KRIEG.  The discussion was cut short, after not going particularly well, with SHEOG popping in a large grenade and killing KNILK and his personal guards.  The remaining Chevobrog guards fled out the other doors.&lt;br /&gt;
&lt;br /&gt;
After Pramorg tampered the suicidal firebombs inside the guard post, they raided its medical stocks for patches, and spent a couple hours healing and building.  They questioned the sacrificial hoppers, Brainy and Sporty, about what they know of the name &amp;quot;Krieg&amp;quot;.  He was, apparently, someone of some infamy or importance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;to be continued...&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1220</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1220"/>
				<updated>2026-02-07T01:56:29Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor, Defender&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt;    (Satan's Accounting Program?)&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 2&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, &amp;quot;Higgs Engineering Field&amp;quot; gravity craziness, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;br /&gt;
&lt;br /&gt;
==2026-01-09 - Monsters and Hunters and Jacks, Oh My!==&lt;br /&gt;
&lt;br /&gt;
Wander out to find some chaos in progress, which proceeds to get even more chaotic.  And more Chaos is ongoing.&lt;br /&gt;
&lt;br /&gt;
==2026-01-23 - Stage:3 Professional Somethings==&lt;br /&gt;
&lt;br /&gt;
The chaos had started off with some random Jacks being shot at by unseen hunters from beyond the blur-limit of the fields.  Sighting down MORABO, Pramorg was able to spot 5 beings casually blasting away at the fleeing Jacks.  Well - 4 of the beings were; the 5th was much larger and vaguely terrifying, and pulling a floating cart.&lt;br /&gt;
&lt;br /&gt;
Last session, the team decided to tactically flank the situation so as avail themselves to possible cover as needed.  While manoeuvring to approach from behind cover they heard another combatant appear and close quickly with the group of hunters.  The clash seemed brutal, and the flashes of four of the weapons were stilled in rapid sequence.  But the blaze of an assault weapon raged on, and after getting a glimpse of the action saw the Jack from outside the meat processing centre wielding an anime-class edged weapon.&lt;br /&gt;
&lt;br /&gt;
Then, as the adventurers contemplated how to engage, the Jack went down.  After only the briefest hesitation, they decided on cunning and detailed tactical plan: fuck it, let's do this.&lt;br /&gt;
&lt;br /&gt;
Pramorg and Sheog jumped on Oliver as the lanky monster Equidon charged, while Heltu hung back to use cover to harass the assault-weapon waving monster from range.&lt;br /&gt;
&lt;br /&gt;
Now, I didn't write great notes about the detailed sequence of action, but the stacks of damage against the monster tell a long, dragged out story.  It used the frankly terrifying damage output of its exotic assault weapon to hose down the party as opportunities presented themselves, often spreading the devastation across multiple targets.  Even with Oliver's massive stamina and the benefit of good armour, she was almost killed.  Heltu took the full brunt of a massive burst and was dropped into negatives, only revived thanks to the &amp;lt;s&amp;gt;idiotic&amp;lt;/s&amp;gt; brave intervention of Brainy Hopper with scavenged patches.  I'm not sure if Pramorg actually went down, but if not it was likely a close thing.  Sport Hopper, with his hypernormal speed, also did the idiot-medic support thing to some minor helpful effect.&lt;br /&gt;
&lt;br /&gt;
At one point, Pramorg managed to get the Jack conscious again.  And they immediately quick-rose and went all-aggressive to deal massive harm to the monster, but after a couple turns of that rage was dropped once more.  But the distraction gave the adventurers some space to jockey positions and, well, contemplate fleeing.  Some of the previously-dropped hunters started to stagger up, having finally started succeeding on consciousness checks, and one even started trying to engage with their exotic blaster 2-handedly.&lt;br /&gt;
&lt;br /&gt;
The fight ended with Sheog deciding to bravely blow everybody up.  Which caused some telling harm to the monster, and injured everybody, and dropped him into the negatives.  Heltu and Brainy Hopper were outside the blast radius, and could only look on in awed respect.  Oliver managed to land a devastating hit, and Heltu ensured the job by applying the double-tap.&lt;br /&gt;
&lt;br /&gt;
In the aftermath the team all gained 3rd-stage (of whatever, TBD), revived the Jack (named Yojimbo), and plundered the decidedly epic loot.  The monster's sentient assault weapon was given a wide berth, as it seemed keen to kamikaze anyone who got close enough - in the way of these exotic sentient weapons.  The hunters had young-seeming versions of the blaster type that MORABO was, and yapped noisily.  On the hover cart they found other, more interesting specimens.  Heltu bonded with a matched pair if suspicious blasters: GROUCHO and HARPO.  Oliver found an intimidating beast of an edged weapon named BENJI.  Sheog managed to lure a laid back and flexible weapon named BOHDI willing to contemplate being a grenade launcher.&lt;br /&gt;
&lt;br /&gt;
===Sentient Exotic Weapon notes===&lt;br /&gt;
* mobile - can jump to/from hand and holster without needing to spend dice, with some limited independent motion possible (they don't like being away from their bonded partner)&lt;br /&gt;
* turret - if they sip 1 point of damage from the bonded partner (via delicious, nanoscopic-robot-filled blood!) can add 1d6 to the dice pool as a turret (note, this can apply for both attack and parry for H2H)&lt;br /&gt;
* adaptive - after spending one stage with a bonded partner, can auto-fit to give bonus to hit equal to stage of bonded partner&lt;br /&gt;
&lt;br /&gt;
==2026-02-01 - Hiding In A Guard Post==&lt;br /&gt;
&lt;br /&gt;
Yeah, basically just this.  Healing and building stuff too, sure.  But especially hiding when a terrifying monster manifests in the fields.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1219</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1219"/>
				<updated>2026-01-31T21:26:47Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* Sentient Exotic Weapon notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor, Defender&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt;    (Satan's Accounting Program?)&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 2&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, &amp;quot;Higgs Engineering Field&amp;quot; gravity craziness, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;br /&gt;
&lt;br /&gt;
==2026-01-09 - Monsters and Hunters and Jacks, Oh My!==&lt;br /&gt;
&lt;br /&gt;
Wander out to find some chaos in progress, which proceeds to get even more chaotic.  And more Chaos is ongoing.&lt;br /&gt;
&lt;br /&gt;
==2026-01-23 - Stage:3 Professional Somethings==&lt;br /&gt;
&lt;br /&gt;
The chaos had started off with some random Jacks being shot at by unseen hunters from beyond the blur-limit of the fields.  Sighting down MORABO, Pramorg was able to spot 5 beings casually blasting away at the fleeing Jacks.  Well - 4 of the beings were; the 5th was much larger and vaguely terrifying, and pulling a floating cart.&lt;br /&gt;
&lt;br /&gt;
Last session, the team decided to tactically flank the situation so as avail themselves to possible cover as needed.  While manoeuvring to approach from behind cover they heard another combatant appear and close quickly with the group of hunters.  The clash seemed brutal, and the flashes of four of the weapons were stilled in rapid sequence.  But the blaze of an assault weapon raged on, and after getting a glimpse of the action saw the Jack from outside the meat processing centre wielding an anime-class edged weapon.&lt;br /&gt;
&lt;br /&gt;
Then, as the adventurers contemplated how to engage, the Jack went down.  After only the briefest hesitation, they decided on cunning and detailed tactical plan: fuck it, let's do this.&lt;br /&gt;
&lt;br /&gt;
Pramorg and Sheog jumped on Oliver as the lanky monster Equidon charged, while Heltu hung back to use cover to harass the assault-weapon waving monster from range.&lt;br /&gt;
&lt;br /&gt;
Now, I didn't write great notes about the detailed sequence of action, but the stacks of damage against the monster tell a long, dragged out story.  It used the frankly terrifying damage output of its exotic assault weapon to hose down the party as opportunities presented themselves, often spreading the devastation across multiple targets.  Even with Oliver's massive stamina and the benefit of good armour, she was almost killed.  Heltu took the full brunt of a massive burst and was dropped into negatives, only revived thanks to the &amp;lt;s&amp;gt;idiotic&amp;lt;/s&amp;gt; brave intervention of Brainy Hopper with scavenged patches.  I'm not sure if Pramorg actually went down, but if not it was likely a close thing.  Sport Hopper, with his hypernormal speed, also did the idiot-medic support thing to some minor helpful effect.&lt;br /&gt;
&lt;br /&gt;
At one point, Pramorg managed to get the Jack conscious again.  And they immediately quick-rose and went all-aggressive to deal massive harm to the monster, but after a couple turns of that rage was dropped once more.  But the distraction gave the adventurers some space to jockey positions and, well, contemplate fleeing.  Some of the previously-dropped hunters started to stagger up, having finally started succeeding on consciousness checks, and one even started trying to engage with their exotic blaster 2-handedly.&lt;br /&gt;
&lt;br /&gt;
The fight ended with Sheog deciding to bravely blow everybody up.  Which caused some telling harm to the monster, and injured everybody, and dropped him into the negatives.  Heltu and Brainy Hopper were outside the blast radius, and could only look on in awed respect.  Oliver managed to land a devastating hit, and Heltu ensured the job by applying the double-tap.&lt;br /&gt;
&lt;br /&gt;
In the aftermath the team all gained 3rd-stage (of whatever, TBD), revived the Jack (named Yojimbo), and plundered the decidedly epic loot.  The monster's sentient assault weapon was given a wide berth, as it seemed keen to kamikaze anyone who got close enough - in the way of these exotic sentient weapons.  The hunters had young-seeming versions of the blaster type that MORABO was, and yapped noisily.  On the hover cart they found other, more interesting specimens.  Heltu bonded with a matched pair if suspicious blasters: GROUCHO and HARPO.  Oliver found an intimidating beast of an edged weapon named BENJI.  Sheog managed to lure a laid back and flexible weapon named BOHDI willing to contemplate being a grenade launcher.&lt;br /&gt;
&lt;br /&gt;
===Sentient Exotic Weapon notes===&lt;br /&gt;
* mobile - can jump to/from hand and holster without needing to spend dice, with some limited independent motion possible (they don't like being away from their bonded partner)&lt;br /&gt;
* turret - if they sip 1 point of damage from the bonded partner (via delicious, nanoscopic-robot-filled blood!) can add 1d6 to the dice pool as a turret (note, this can apply for both attack and parry for H2H)&lt;br /&gt;
* adaptive - after spending one stage with a bonded partner, can auto-fit to give bonus to hit equal to stage of bonded partner&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1218</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1218"/>
				<updated>2026-01-31T21:25:32Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* 2026-01-23 - Stage:3 Professional Somethings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor, Defender&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt;    (Satan's Accounting Program?)&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 2&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, &amp;quot;Higgs Engineering Field&amp;quot; gravity craziness, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;br /&gt;
&lt;br /&gt;
==2026-01-09 - Monsters and Hunters and Jacks, Oh My!==&lt;br /&gt;
&lt;br /&gt;
Wander out to find some chaos in progress, which proceeds to get even more chaotic.  And more Chaos is ongoing.&lt;br /&gt;
&lt;br /&gt;
==2026-01-23 - Stage:3 Professional Somethings==&lt;br /&gt;
&lt;br /&gt;
The chaos had started off with some random Jacks being shot at by unseen hunters from beyond the blur-limit of the fields.  Sighting down MORABO, Pramorg was able to spot 5 beings casually blasting away at the fleeing Jacks.  Well - 4 of the beings were; the 5th was much larger and vaguely terrifying, and pulling a floating cart.&lt;br /&gt;
&lt;br /&gt;
Last session, the team decided to tactically flank the situation so as avail themselves to possible cover as needed.  While manoeuvring to approach from behind cover they heard another combatant appear and close quickly with the group of hunters.  The clash seemed brutal, and the flashes of four of the weapons were stilled in rapid sequence.  But the blaze of an assault weapon raged on, and after getting a glimpse of the action saw the Jack from outside the meat processing centre wielding an anime-class edged weapon.&lt;br /&gt;
&lt;br /&gt;
Then, as the adventurers contemplated how to engage, the Jack went down.  After only the briefest hesitation, they decided on cunning and detailed tactical plan: fuck it, let's do this.&lt;br /&gt;
&lt;br /&gt;
Pramorg and Sheog jumped on Oliver as the lanky monster Equidon charged, while Heltu hung back to use cover to harass the assault-weapon waving monster from range.&lt;br /&gt;
&lt;br /&gt;
Now, I didn't write great notes about the detailed sequence of action, but the stacks of damage against the monster tell a long, dragged out story.  It used the frankly terrifying damage output of its exotic assault weapon to hose down the party as opportunities presented themselves, often spreading the devastation across multiple targets.  Even with Oliver's massive stamina and the benefit of good armour, she was almost killed.  Heltu took the full brunt of a massive burst and was dropped into negatives, only revived thanks to the &amp;lt;s&amp;gt;idiotic&amp;lt;/s&amp;gt; brave intervention of Brainy Hopper with scavenged patches.  I'm not sure if Pramorg actually went down, but if not it was likely a close thing.  Sport Hopper, with his hypernormal speed, also did the idiot-medic support thing to some minor helpful effect.&lt;br /&gt;
&lt;br /&gt;
At one point, Pramorg managed to get the Jack conscious again.  And they immediately quick-rose and went all-aggressive to deal massive harm to the monster, but after a couple turns of that rage was dropped once more.  But the distraction gave the adventurers some space to jockey positions and, well, contemplate fleeing.  Some of the previously-dropped hunters started to stagger up, having finally started succeeding on consciousness checks, and one even started trying to engage with their exotic blaster 2-handedly.&lt;br /&gt;
&lt;br /&gt;
The fight ended with Sheog deciding to bravely blow everybody up.  Which caused some telling harm to the monster, and injured everybody, and dropped him into the negatives.  Heltu and Brainy Hopper were outside the blast radius, and could only look on in awed respect.  Oliver managed to land a devastating hit, and Heltu ensured the job by applying the double-tap.&lt;br /&gt;
&lt;br /&gt;
In the aftermath the team all gained 3rd-stage (of whatever, TBD), revived the Jack (named Yojimbo), and plundered the decidedly epic loot.  The monster's sentient assault weapon was given a wide berth, as it seemed keen to kamikaze anyone who got close enough - in the way of these exotic sentient weapons.  The hunters had young-seeming versions of the blaster type that MORABO was, and yapped noisily.  On the hover cart they found other, more interesting specimens.  Heltu bonded with a matched pair if suspicious blasters: GROUCHO and HARPO.  Oliver found an intimidating beast of an edged weapon named BENJI.  Sheog managed to lure a laid back and flexible weapon named BOHDI willing to contemplate being a grenade launcher.&lt;br /&gt;
&lt;br /&gt;
===Sentient Exotic Weapon notes===&lt;br /&gt;
* mobile - can jump to/from hand and holster without needing to spend dice, with some limited independent motion possible (they don't like being away from their bonded partner)&lt;br /&gt;
* if they sip 1 point of damage from the bonded partner (via delicious, nanoscopic-robot-filled blood!) can add 1d6 to the dice pool as a turret (note, this can apply for both attack and parry for H2H)&lt;br /&gt;
* after spending one stage with a bonded partner, can auto-fit to give bonus to hit equal to stage of bonded partner&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1217</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1217"/>
				<updated>2026-01-25T18:34:40Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor, Defender&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt;    (Satan's Accounting Program?)&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 2&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, &amp;quot;Higgs Engineering Field&amp;quot; gravity craziness, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;br /&gt;
&lt;br /&gt;
==2026-01-09 - Monsters and Hunters and Jacks, Oh My!==&lt;br /&gt;
&lt;br /&gt;
Wander out to find some chaos in progress, which proceeds to get even more chaotic.  And more Chaos is ongoing.&lt;br /&gt;
&lt;br /&gt;
==2026-01-23 - Stage:3 Professional Somethings==&lt;br /&gt;
&lt;br /&gt;
The chaos had started off with some random Jacks being shot at by unseen hunters from beyond the blur-limit of the fields.  Sighting down MORABO, Pramorg was able to spot 5 beings casually blasting away at the fleeing Jacks.  Well - 4 of the beings were; the 5th was much larger and vaguely terrifying, and pulling a floating cart.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;to be continued...&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1216</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1216"/>
				<updated>2026-01-15T21:22:30Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* Dave's character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor, Defender&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt;    (Satan's Accounting Program?)&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 2&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, &amp;quot;Higgs Engineering Field&amp;quot; gravity craziness, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;br /&gt;
&lt;br /&gt;
==2026-01-09 - Monsters and Hunters and Jacks, Oh My!==&lt;br /&gt;
&lt;br /&gt;
Wander out to find some chaos in progress, which proceeds to get even more chaotic.  And more Chaos is ongoing.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1215</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1215"/>
				<updated>2026-01-15T21:20:35Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* Dave's character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor, Defender&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt;  (Santa's Accounting Program?)&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 2&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, &amp;quot;Higgs Engineering Field&amp;quot; gravity craziness, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;br /&gt;
&lt;br /&gt;
==2026-01-09 - Monsters and Hunters and Jacks, Oh My!==&lt;br /&gt;
&lt;br /&gt;
Wander out to find some chaos in progress, which proceeds to get even more chaotic.  And more Chaos is ongoing.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1214</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1214"/>
				<updated>2026-01-14T20:33:57Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor, Defender&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 2&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, &amp;quot;Higgs Engineering Field&amp;quot; gravity craziness, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;br /&gt;
&lt;br /&gt;
==2026-01-09 - Monsters and Hunters and Jacks, Oh My!==&lt;br /&gt;
&lt;br /&gt;
Wander out to find some chaos in progress, which proceeds to get even more chaotic.  And more Chaos is ongoing.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1213</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1213"/>
				<updated>2026-01-06T20:58:35Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* 2026-01-02 - Interrogation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor, Defender&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 2&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, &amp;quot;Higgs Engineering Field&amp;quot; gravity craziness, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1212</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1212"/>
				<updated>2026-01-06T00:56:17Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* 2026-01-02 - Interrogation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor, Defender&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 2&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guard posts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
Finally, they woke up the junior officer.  He was very helpful for filling in some technical gaps - mostly in the form of relaying mythologized history of the vessel.  From its sub-light colony ship origins, the encountering of FTL aliens that brought decadent technologies, and finally the invasion by some terrifying monsters that lead to the current state of defensive hiding by the remaining 2 of the original 5 clans.&lt;br /&gt;
&lt;br /&gt;
With some stern words from Heltu regarding honour, Pramorg was talked out of turning all the Hoppers into tied-up bundles of sacrificial distraction.  Instead, the Clan Rothu raiders were all allowed to slink back to their clan territory - and warned not to return.  And Poppa Hopper and the sacrificial Hoppers were to stay under the protective purview of the adventurers - though notably both Brainy and Sporty Hoppers were overtly disgusted and enraged by Poppa Hopper, with only Jittery Hopper staying positively aligned towards Poppa Hopper.&lt;br /&gt;
&lt;br /&gt;
The team retreated back to the utility storage area to heal - and build.  Pramorg got more familiar with MORABO, who has some interesting abilities.  Using insights gleaned from the advanced weapons tech of MORABO, Pramorg was able to upgrade almost everyone's weapons - both increased damage and fitting for +1 to hit.  Similarly, Sheog was able to craft 6 more grenades, now of the 2D variety.  And segments of -3 armour were able to be fabricated from the harvester remains, for those without armour already.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1211</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1211"/>
				<updated>2026-01-06T00:21:34Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor, Defender&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 2&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;br /&gt;
&lt;br /&gt;
==2026-01-02 - Interrogation==&lt;br /&gt;
&lt;br /&gt;
After digesting the information from the Jack, the team decided to ask Poppa Hopper and the rest of their Hopper wards.  Poppa Hopper admitted that the other Hoppers were clueless because they were raised as &amp;quot;sacrifices&amp;quot;, and that he had been hiding among them to avoid the purge from the Jack uprising in Clan Chevobrog.  He was, in fact, one of the oligarch's of Clan Chevobrog - hence his knowledge and access to the ancient Nastidyne medic/fabricator tables.  He had been hoping to hold back that knowledge while you - his emergency security detail - had had a chance to train a bit on the local Jack rebels.  Because all too soon, he warned that rapacious waves of harvesters and hunters and other monsters would be inevitable now that the Clan guardposts were no longer manned.&lt;br /&gt;
&lt;br /&gt;
Then the team woke up one of the raider Hoppers - first &amp;quot;A&amp;quot;, the leader with the impressive weapon.  With a tone as annoying as it was imperious, he generally confirmed Poppa Hopper's description of the circumstances.  He also asked after his weapon, as apparently it was a family heirloom.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;to be continued...&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1210</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1210"/>
				<updated>2025-12-22T01:22:17Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor, Defender&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 2&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;br /&gt;
&lt;br /&gt;
==2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks==&lt;br /&gt;
&lt;br /&gt;
The fight with two squads, each with 4 Jacks and lead by a Hopper, demonstrated a cooperation between the leporine sub-types that flies in the face of the narrative told so far by Poppa Hopper and the others.  These beings all worked together, though clearly the Hoppers outranked the Jacks and were better-equipped.  Indeed, one of the Hoppers was equipped with a vicious-looking and purposeful blaster.&lt;br /&gt;
&lt;br /&gt;
After the fight, Sheog retrieved a shiny 1d+2 laser pistol and some desperately-needed patches from one Hopper.  Pramorg went to relieve the other Hopper of his cool pistol, and discovered that it was a sentient artifact - with opinions about who it works with.  With some schmoozing, the Weapon known as MORABO let's Pramorg wield it, and in return Pramorg lets MORABO lance tendrils into his wrist.&lt;br /&gt;
&lt;br /&gt;
Dragging the unconscious Jacks and Hoppers into a covered spot among the Jack-rendering processors, the team woke up the first Jack and started asking it some questions.  It was mostly confused, admitting guiltily that they were a raiding party from Clan Rothu to come steal supplies from Clan Chevobrog.  It also told tales of &amp;quot;harvesters&amp;quot; and &amp;quot;monsters&amp;quot; that come for tributes - or to hunt.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1209</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1209"/>
				<updated>2025-12-13T19:59:55Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor, Defender&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender, Technician&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker, Repeater&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist 2&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;br /&gt;
&lt;br /&gt;
==2025-12-11 - More Monstrosities Revealed==&lt;br /&gt;
&lt;br /&gt;
Facing down the lanky monstrosities, the adventurers manage to defeat them with conventional combat - albeit with a brief contemplation of sacrificing the Hoppers as a distraction while making an escape, which was prevented by a convenient and timely interruption of the meta-existence of the narrative.&lt;br /&gt;
&lt;br /&gt;
It quickly becomes apparent that the monsters are mobile robotic weapon parts farms of some arcane invention.  This starts some cogs turning in some of the heads the more devious members of the team.  &lt;br /&gt;
&lt;br /&gt;
A quick level-up to stage 2, and possibilities blossom.  But a lingering question remains - what were those things in the building the monsters burst out of?&lt;br /&gt;
&lt;br /&gt;
Creeping inside, they discover the stacks are industrial machines specifically for rendering Jacks - not Hoppers - into neat packages of meat.  This causes some drastic dissonance with the narrative gleaned from the Hoppers that made the team in the first place.&lt;br /&gt;
&lt;br /&gt;
In the course of investigating the building, the team found and activated some lights.  First a distant set of lights, then the correct ones for the section that they were in.  Interested in discovering more, they turned on the lights to the adjacent section -&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT‽‽‽  [rolling initiative]&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1208</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1208"/>
				<updated>2025-11-28T23:16:05Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;br /&gt;
&lt;br /&gt;
==2025-11-27 - Whups!  All Monsters==&lt;br /&gt;
&lt;br /&gt;
Yep - that's one big-ass door.  It's clearly meant for something structural, but the 15-meter span isn't directly possible to be investigated, as the gravity field abruptly changes out of actual reach into the familiar 50+ m/s² (5 G's) in a lateral direction.  So it goes.&lt;br /&gt;
&lt;br /&gt;
More pressing is the door that the Jack escaped through and appeared to lock.  Probing the door, Sheog determines that the door lock mechanism was actually broken, so the door would need to be broken to pass through.  A thing that the hulking Oliver could do, but not in a particularly stealthy way.  &lt;br /&gt;
&lt;br /&gt;
At this point, the Hoppers are expressing avoidance of even attempting to go into the structure.  This, coupled with the apparent mysterious adventurer-like aspects of the dead hopped, drive several attempts to dig information out of the Hoppers - particularly Poppa Hopper.  This is not fruitful, for a variety of unknown limitations and unhelpful dice rolls.&lt;br /&gt;
&lt;br /&gt;
However, there appears to be another larger door to the same structure, so they opt for that ingress instead.  It unlocks easily, which was a meta-aspect clocked by nobody.  Listening, there is the obvious sounds of occupancy, and possibly fighting.  So Pramorg gently cracks the door for a better look/listen, but sets off a loud cascade of metallic items that had been delicately balanced against the door.  This attracts the attention of the monsters - 2.5-meter tall beings looking like predatory insects with mechanical augments.  Mostly stabby augments.&lt;br /&gt;
&lt;br /&gt;
Pramorg apologizes for the disturbance and closes the door.  But the monsters attack the door to get through, which they do before too long, and charge the group...&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1207</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1207"/>
				<updated>2025-11-23T20:52:23Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;br /&gt;
&lt;br /&gt;
==2025-11-21 - Increasingly Mysterious Circumstances==&lt;br /&gt;
&lt;br /&gt;
Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a &amp;quot;Jack&amp;quot;, the troupe began exploring their surroundings.  The next building was locked with subtle sounds of occupancy, which Sheog was easily able to tamper open and Oliver was able to lift the door open slightly in a quiet manner.  With the door ajar, nobody was immediately visible, but the room was filled with racks of sleeping bunks.  Pramorg's keen hearing was able to identify three beings in the room, but they were only making reaction sounds like chuckles and snorts - likely the result of a covert tightbeam conversation.&lt;br /&gt;
&lt;br /&gt;
Deciding to use discretion, they did not enter the barracks and closed the door again quietly.  Beyond the alley that they then found themselves in was what appeared to be an open space with greenery, and a flicker of motion.  Sneaking to the end of the alley, the beheld a dozen visible Jacks of whom only a handful were apparently combatants.  All seemed mostly at ease and actively relaxing.&lt;br /&gt;
&lt;br /&gt;
The Hoppers warned the troupe to be wary, so they withdrew without making their presence known.  Backtracking slightly, they considered the entrance to a more-sturdy building.  The smallish door (compared to the massive 5m-square rolling doors) was completely unpersuaded by any of Sheog's tampering attempts.&lt;br /&gt;
&lt;br /&gt;
Not liking any of their current options, the troupe change direction and decide to head toward the distant distress signal.  Trying to discuss the signal with the Hoppers reveals that they know nothing about it, have no interest in it, and highlights some of the extremely constrained nature of their existence.  As they head along, they notice down a side passage a formidable-looking Jack regarding them warily.&lt;br /&gt;
&lt;br /&gt;
The exchange with the Jack goes... oddly.  It seems to originally guess that they are a type of stranger it knows about, but are uncommon in this area, but then divines that they are recent constructs.  This prompts it to want to know about the Hoppers it asserted that they must have been made by.  When the troupe assert that they killed a Hopper, it flees with a hypernormal fleetness.  The team give chase, and catch a glimpse of it - and take some potshots at it - before it dashes through another door and locks it.&lt;br /&gt;
&lt;br /&gt;
In the area there are five corpses: 4 Jacks apparently cut down by an edged weapon, and a Hopper crumpled in the corner with blaster scorch marks.  But as they regards the scene, another detail looms... that god forgot to mention during combat.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1206</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1206"/>
				<updated>2025-11-15T21:42:49Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* 2025-11-13 - Getting Bearings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  20 technician hours of assembly are required to make the machine operable.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1205</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1205"/>
				<updated>2025-11-15T21:03:00Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==2025-11-13 - Getting Bearings==&lt;br /&gt;
&lt;br /&gt;
The adventurers started noticing some odd aspects of their current circumstances.  The first and most obvious piece was the immense etheric &amp;quot;smear&amp;quot; in one direction that made etheric comms and sensing very difficult other than for immediate surroundings.  Following on from that they also noticed an almost total lack of EM transmissions including no data networks.  Except, cryptically, a faint automated distress signal from about 1km away.&lt;br /&gt;
&lt;br /&gt;
The small fluffy bunnies themselves have some surprising traits.  They present as oddly racist, referring to only themselves as &amp;quot;people&amp;quot;.  Then, in an weird twist, also turn out to be cannibals.  Which coupled awkwardly with noticing that they also appeared to be extremely delicious.&lt;br /&gt;
&lt;br /&gt;
The racism itself led the adventurers to discover that they are not purely biological, but actually have robotic endoskeletons.  The main upshot of this being that they don't suffer from mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The team decides to use the ancient Nastidyne medical beds to heal their wounds from the previous battle, Pramorg goes to listen at the massive bay door while Heltu and Sheog search the crates.  Pramorg notices wind rattling the upper portion of the massive roll-up door, so climbs the 5m-high wall with grip pads to investigate more carefully.  When he reaches the ceiling, he discovers that gravity has a sudden shift in direction to being horizontal, and is approximately 5 times greater.  He gets slammed into a wall, and isn't strong enough to free himself.  Heltu has to climb, stopping below the gravity field change, and pulls Pramorg out.&lt;br /&gt;
&lt;br /&gt;
Digging under the tarps, knicknacks, and old furniture, the team exposes and inspects several large ancient crates.  Most hold items of dubious providence.  Some crates hold some simple robotic parts of indeterminate nature, but deemed to be potentially of value - especially by the Munitionist Sheog.  But they also find ancient Nastidyne relics - emergency packs containing a large repository of med kits, tool kits, grip pads, and cables.  And, in an incredibly lucky find (clearly god had expected this crate to be found in a different building, but the dice were generous) there was a Nastidyne feedstock machine that could create various microscopic and nanoscopic robot sources, including patches.  After 20 technician hours of assembly are accomplished.&lt;br /&gt;
&lt;br /&gt;
Partway through Pramorg healing on the 5D/h Nastidyne medical beds, the door suddenly sprung open with some different people there.  Also rabbit-like, but much larger, more purposeful and probably not fluffy under their light armour.  They attacked with heavy blast rifles after balking at the presence of a couple very large combatants.  At first they held their own well, dancing away from the towering Equidon striker with their hypernormal speed.  But then Oliver was able to close on one and send them sailing into the massive gravity zone shift, which snatched the limp corpse and sucked it away down the corridor in a manner suited for horror movie special effects.  The other was brought down in a hail of blaster fire.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1204</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1204"/>
				<updated>2025-11-10T04:30:32Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, &amp;lt;s&amp;gt;or 2 stages normally rolled&amp;lt;/s&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==Plot Infliction 001==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;to be updated&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1203</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1203"/>
				<updated>2025-11-10T04:29:38Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, or 2 stages normally rolled. - Current vote count is a half-vote for 1 max stage, one shrug, and two no-comments-yet.&lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;HELTU&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SANSAT ACTICONGUN PRAMORG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Defender&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;OLIVER&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Striker&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: &amp;lt;big&amp;gt;SHEOG&amp;lt;/big&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Takolee &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Munitionist&lt;br /&gt;
&lt;br /&gt;
==2025-11-07 - Origin==&lt;br /&gt;
&lt;br /&gt;
The characters spring traumatically into existence (complete with 2 stress points), with their bodies having been rapidly grown with seemingly ancient medical systems and implanted with Nastidyne Emergency Integration Protocol stages of combatant harvested from tortured humans.  They barely have time to register the fluffy bunny beings arrayed before them and the fact that they are restrained before a fifth constructed being starts screaming with violent insanity.&lt;br /&gt;
&lt;br /&gt;
In the resulting fracas, one fluffy bunny was beheaded and another had its leg ripped off and used as a flail.  The fluffy bunnies were largely incapable of using the ancient blasters they carried, due to the recoil being too great to handle with their small frames.  With some frantic work and negotiation, the characters were able to free themselves and deal with the human driven insane by the integration and implantation.  (&amp;quot;deal with&amp;quot; being a euphemism for &amp;quot;kill&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Some limited questions were answered by the fluffy bunnies, but with an obvious limitation of their own knowledge.  More importantly, 4 1D blasters, one 1D laser pistol, and numerous improvised 1/2D edged weapons.&lt;br /&gt;
&lt;br /&gt;
The large room their find themselves in was perhaps originally some sort of high-tech facility, but in recent generations been merely a storage warehouse of sorts.  Large crates covered with tarps fill most of the edges of the 25x35 meter asymmetric room, and a single 5-meter wide, 5-meter tall door.&lt;br /&gt;
&lt;br /&gt;
==Plot Infliction 001==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;to be updated&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1201</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1201"/>
				<updated>2025-11-04T23:49:59Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, or 2 stages normally rolled. - Current vote count is a half-vote for 1 max stage, one shrug, and two no-comments-yet.&lt;br /&gt;
&lt;br /&gt;
===Amy's character===&lt;br /&gt;
Name: I forget, but she has one &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor (and TBD)&lt;br /&gt;
&lt;br /&gt;
===Dave's character===&lt;br /&gt;
Name: TBD &amp;lt;br&amp;gt;&lt;br /&gt;
Species: possibly Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: TBD,  but not techie-scout... yet&lt;br /&gt;
&lt;br /&gt;
===Bonnie's character===&lt;br /&gt;
Name: TBD &amp;lt;br&amp;gt;&lt;br /&gt;
Species: probably large Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: TBD&lt;br /&gt;
&lt;br /&gt;
===Ulrich's character===&lt;br /&gt;
Name: TBD &amp;lt;br&amp;gt;&lt;br /&gt;
Species: TBD &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: TBD&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1200</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1200"/>
				<updated>2025-11-04T23:49:16Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, or 2 stages normally rolled. - Current vote count is a half-vote for 1 max stage, one shrug, and two no-comments-yet.&lt;br /&gt;
&lt;br /&gt;
===Amy===&lt;br /&gt;
Name: I forget, but she has one &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor (and TBD)&lt;br /&gt;
&lt;br /&gt;
===Dave===&lt;br /&gt;
Name: TBD &amp;lt;br&amp;gt;&lt;br /&gt;
Species: possibly Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: TBD,  but not techie-scout... yet&lt;br /&gt;
&lt;br /&gt;
===Bonnie===&lt;br /&gt;
Name: TBD &amp;lt;br&amp;gt;&lt;br /&gt;
Species: probably large Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: TBD&lt;br /&gt;
&lt;br /&gt;
===Ulrich===&lt;br /&gt;
Name: TBD &amp;lt;br&amp;gt;&lt;br /&gt;
Species: TBD &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: TBD&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1199</id>
		<title>Singularity Cruise game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Singularity_Cruise_game&amp;diff=1199"/>
				<updated>2025-11-04T23:48:45Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: Created page with &amp;quot;category: miscellaneous Referee:  RooK  Player(s):  Dave, Bonnie, Ulrich, Amy  TOC  ==Character Creation==  The characters have so...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]&lt;br /&gt;
Referee: [[user:RooK | RooK]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:DaveLittley | Dave]], Bonnie, Ulrich, Amy&lt;br /&gt;
&lt;br /&gt;
[[TOC]]&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The characters have some rules:&lt;br /&gt;
* Standard 30-point being creation.&lt;br /&gt;
* Only combat occupations to start.&lt;br /&gt;
* Everybody is either 1 stage with maxxed-out stats, or 2 stages normally rolled. - Current vote count is a half-vote for 1 max stage, one shrug, and two no-comments-yet.&lt;br /&gt;
&lt;br /&gt;
===Amy===&lt;br /&gt;
Name: I forget, but she has one &amp;lt;br&amp;gt;&lt;br /&gt;
Species: Orbodun&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Aggressor (and TBD)&lt;br /&gt;
&lt;br /&gt;
===Dave===&lt;br /&gt;
Name: TBD &amp;lt;br&amp;gt;&lt;br /&gt;
Species: possibly Mavvice &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: TBD,  but not techie-scout... yet&lt;br /&gt;
&lt;br /&gt;
===Bonnie===&lt;br /&gt;
Name: TBD &amp;lt;br&amp;gt;&lt;br /&gt;
Species: probably large Equidon &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: TBD&lt;br /&gt;
&lt;br /&gt;
===Ulrich===&lt;br /&gt;
Name: TBD &amp;lt;br&amp;gt;&lt;br /&gt;
Species: TBD &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: TBD&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Military_Robot_-_X93&amp;diff=1187</id>
		<title>Military Robot - X93</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Military_Robot_-_X93&amp;diff=1187"/>
				<updated>2025-07-30T19:48:17Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:droid x93.jpg|right|400px]]&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Experience]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1+&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Stamina]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18+&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Strength]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Strong (6)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Speed]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low (2)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Agility]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low (2)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hand to Hand]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Intelligence]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average (3)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Awareness]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Will Power]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Size]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600 kg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Initiative]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Uses 31 points from the custom being generator&lt;br /&gt;
*Requires 18,600 units of [[Dynomer]] to construct&lt;br /&gt;
*Builder must be a 1st stage physicist to construct initiative bonus&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Military_Robot_-_X93&amp;diff=1186</id>
		<title>Military Robot - X93</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Military_Robot_-_X93&amp;diff=1186"/>
				<updated>2025-07-30T19:46:57Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:droid x93.GIF|right|400px]]&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Experience]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1+&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Stamina]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18+&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Strength]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Strong (6)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Speed]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low (2)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Agility]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low (2)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hand to Hand]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Intelligence]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average (3)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Awareness]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Will Power]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Size]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600 kg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Initiative]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Uses 31 points from the custom being generator&lt;br /&gt;
*Requires 18,600 units of [[Dynomer]] to construct&lt;br /&gt;
*Builder must be a 1st stage physicist to construct initiative bonus&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Military_Robot_-_X93&amp;diff=1185</id>
		<title>Military Robot - X93</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Military_Robot_-_X93&amp;diff=1185"/>
				<updated>2025-07-30T19:46:42Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:droid X93.GIF|right|400px]]&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Experience]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1+&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Stamina]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18+&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Strength]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Strong (6)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Speed]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low (2)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Agility]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Low (2)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hand to Hand]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Intelligence]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Average (3)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Awareness]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Will Power]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Size]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600 kg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Initiative]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Uses 31 points from the custom being generator&lt;br /&gt;
*Requires 18,600 units of [[Dynomer]] to construct&lt;br /&gt;
*Builder must be a 1st stage physicist to construct initiative bonus&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Mentalist&amp;diff=1182</id>
		<title>Mentalist</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Mentalist&amp;diff=1182"/>
				<updated>2025-06-25T00:20:53Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:occupations]]&lt;br /&gt;
[[image:chork_levitate.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;160&amp;quot;&amp;gt;Intelligence Requirement:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Simple (1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stage Stamina:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1D-1 (0-5)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Bonuses:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 new Abilities from the MBA table&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Essentially, for a stage of Mentalist you get to pick five (5) more abilities that you are capable of.  When gaining a new stage, you can change selections from previous stages.&lt;br /&gt;
&lt;br /&gt;
RANGE is the effective distance the [[Mentally Based Abilities]] can be used.&amp;lt;br&amp;gt;&lt;br /&gt;
COST is the number of points of [[Willpower]] sequestered by activating the ability.&amp;lt;br&amp;gt;&lt;br /&gt;
STAGE is the minimum stage of Mentalist required to select the ability.&lt;br /&gt;
&lt;br /&gt;
The duration for employing an ability is the duration that a being is willing (pun attempted) to be down that much Willpower. &lt;br /&gt;
&lt;br /&gt;
It is possible to use an ability the drives a being to zero or lower Willpower, but the effect will be brief as the being will fall unconscious at the end of their turn and will not wake up until they regain positive Willpower again.&lt;br /&gt;
&lt;br /&gt;
Regaining the spent Willpower is (somewhat ironically) a Willpower Check.  On any turn, if there is at least one Willpower point that has been released from MBA, one point of Willpower will be regained with a successful Willpower Check (roll 2D6, get under or equal current effective willpower - double 1's count as automatic success).  Additionally, dice from the dice pool can be spent to bolster calmness, reducing the check roll by 1 point per die used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;&amp;lt;td&amp;gt;ABILITY			&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;150&amp;quot;&amp;gt;TYPE	&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;150&amp;quot;&amp;gt;RANGE	&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;COST	&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;STAGE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Read Emotion					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;mental control		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alter Emotion					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;mental control		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Read Thought					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;mental control		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alter Thought					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;mental control		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Read Memory					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;mental control		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alter Memory					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;mental control		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Possess						&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;mental control		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hitchhike					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;mental control		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spasm						&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;physical control	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Limb						&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;physical control	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Body						&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;physical control	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bonus to Movement +1 meter			&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;biological		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;touch		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bonus to Physical Attribute +1 (Total &amp;lt; 7)	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;biological		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;touch		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bonus to Physical Attribute +1 (Total &amp;gt;= 7)	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;biological		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;touch		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Negative to Physical Attribute -1		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;biological		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;touch		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Healing / Harming 1/die(pool)			&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;biological		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;touch		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Healing / Harming 1d6/die(pool)			&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;biological		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;touch		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Healing / Harming 1stam/turn			&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;biological		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;touch		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Telekinesis 100 N				&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;manifestations		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Blunt Telekinesis ~4000 N - 1D Damage		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;manifestations		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Energy Manipulation - Attack 1d6		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;manifestations		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Energy Manipulation - Absorb (4 pts)		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;manifestations		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Energy Manipulation - Generate 100W		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;manifestations		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Produce Noise - Non-specific clicks and wispers	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;manifestations		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Produce Noise - Mimic Voice +1 to Persuade	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;manifestations		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Produce Noise - Startling Roar / Scream		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;manifestations		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Produce Noise - Ear-Piercing Rukus		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;manifestations		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fold Space 1m²					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;manifestations		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Shield (7 pts, duck buffer = awareness/3)	        &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;manifestations  	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;touch	        &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Shield (1 pt intermediats scale, manipulated)   &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;manifestations  	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;touch	        &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cryptic Hint					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;prescience		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Good Hint					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;prescience		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Juicy Morsel					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;prescience		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Real Nugget					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;prescience		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Totally Unfair Knowledge			&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;prescience		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bonus to Hit +1					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;prescience		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bonus to Duck +1				&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;prescience		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bonus to Parry +1				&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;prescience		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ranged Parry					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;prescience		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bonus to Sneak +1				&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;prescience		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bonus to Hide +1				&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;prescience		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bonus to Locate +1				&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;prescience		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bonus to Pilfer +1				&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;prescience		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mark						&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;prescience		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;infinite	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Telepathy					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;miscellaneous		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Neural Blast					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;miscellaneous		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mental Veil					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;miscellaneous		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mental Shield					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;miscellaneous		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;perception	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Luck +1 any roll				&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;miscellaneous		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bestow (give power to another)			&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;miscellaneous		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;touch		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Combine (+1 mentalist)				&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;miscellaneous		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A		&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Nanoscopic_Robots&amp;diff=1137</id>
		<title>Nanoscopic Robots</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Nanoscopic_Robots&amp;diff=1137"/>
				<updated>2025-01-28T21:44:23Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /*  Communications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Technobabble]]&lt;br /&gt;
&lt;br /&gt;
== General Description ==&lt;br /&gt;
&lt;br /&gt;
Nanoscopic robots are a spectrum of machines of extremely small scale, ranging from microscopic to the eponymous nanoscopic - a billionth of a meter.  The machines cooperate with and integrate into biological beings to assist with function and to layer on additional abilities.  The machines travel throughout the organism to transport material, knit together tissue, and cutting tissue as desired.  The machines can also weave a network of robotic fibers to augment strength and speed, as well as a distributed communication network.  Lastly, they also form a computing capability that links directly to the neurons of the host organism, which is used to integrate the functions of the nanoscopic machines to the will of the host.&lt;br /&gt;
&lt;br /&gt;
== Basic Physical Augmentation ==&lt;br /&gt;
&lt;br /&gt;
The nanoscopic robots allow the biological organism to be in perfect health.  The physical structures and functions of the host organism are able to be a peak athleticism, plus most normal vectors for disease - viruses, bacteria, parasites, and chemicals - are either entirely neutralized or can be allowed to have a selected amount of effect.&lt;br /&gt;
&lt;br /&gt;
In terms of game mechanics, the presence of nanoscopic robots allow the 30 points in the [[custom being generator]].&lt;br /&gt;
&lt;br /&gt;
Optional rule - with referee discretion - beings can slowly shift their build points of some of their purely physical stats - strength, speed, and agility.  Generally 1 point per day, but the referee can dictate a rate that is the most appropriate (if stages of medic or biologist are available) or most amusing.&lt;br /&gt;
&lt;br /&gt;
== Healing Capability ==&lt;br /&gt;
&lt;br /&gt;
When the host organism is injured, the nanoscopic robots scramble to mitigate and compensate for the damage.&lt;br /&gt;
&lt;br /&gt;
By themselves, nanoscopic can heal the host organism 1 stamina per hour.&lt;br /&gt;
&lt;br /&gt;
Nanoscopic robots are also key for enabling advanced medical equipment, such as patches.  And they are the means by which Medics can leverage vaunted injury repairing abilities.&lt;br /&gt;
&lt;br /&gt;
== [[communication babble | Communications]] ==&lt;br /&gt;
&lt;br /&gt;
In addition to facilitating the internal function, the nanoscopic communication network has the ability to receive and transmit in EM (electromagnetic spectrum) and etheric (faster-than-light communication).  This includes transfer of data as well as voice, text, and sensory inputs.  These have a range of 1 km.&lt;br /&gt;
&lt;br /&gt;
A common optional upgrade is to equip laser emitters (tightbeam EM) to facilitate secure communications.&lt;br /&gt;
&lt;br /&gt;
Communication networks can be disabled by a successful medical tamper (difficulty is referee's discretion).  Nanoscopic robots can rebuild the communication network in about an hour.&lt;br /&gt;
&lt;br /&gt;
Physical contact of the host with other beings or equipment allows them to make a completely secure communication connection, and is the basis for a great majority of user interfaces.&lt;br /&gt;
&lt;br /&gt;
== Sensors ==&lt;br /&gt;
&lt;br /&gt;
A host being's normal senses are supplemented by a few extra abilities.&lt;br /&gt;
&lt;br /&gt;
Low light vision, allowing the host being to see in near total darkness, though with decreased acuity.&lt;br /&gt;
&lt;br /&gt;
Light emission at a variety of possible wavelengths allow for active scanning.  This increases acuity in low light situations, and can permit detection of things through some cover.&lt;br /&gt;
&lt;br /&gt;
Simple and discreet additional tiny eyes, appearing as just moles on the skin, can be grown on various parts of the host's body to permit a full 360° field of view - albeit with limited detail.&lt;br /&gt;
&lt;br /&gt;
General EM sensitivity lets the host being detect the direction of broadband sensors and communications.&lt;br /&gt;
&lt;br /&gt;
Etheric sensors allow detection of etheric communications, but more importantly tactical warning about sudden local energy shifts - such as discharging weapons pointed at the host.  Game mechanics-wise, this gives beings a greater likelihood of being able to use dice in an initiative check when attacked by surprise - referee discretion.&lt;br /&gt;
&lt;br /&gt;
== Ancillary Augmentation ==&lt;br /&gt;
&lt;br /&gt;
Nanoscopic robots are also commonly used to grow a broad array of grip pads, both for improved climbing ambulation and for attaching items to the host being.&lt;br /&gt;
&lt;br /&gt;
Superficial features, such as colours and patterns on skin and localized hair growth can also be done at whim with an hour or so to make the change.&lt;br /&gt;
&lt;br /&gt;
The host being can also leverage the computing capability of the nanoscopic robots to effectively have photographic memory.  Mathematicians take this a step further, and develop advanced mathematical modelling, caculation, and simulation processing with their integrated computing ability.&lt;br /&gt;
&lt;br /&gt;
For emergency purposes, the nanoscopic robots can reduce the host being's critical needs of air, water, and food.  Likewise, beings can also be made to resist exposure to hard vacuum, though the duration of this depends on how much preparation time there is.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Nanoscopic_Robots&amp;diff=1136</id>
		<title>Nanoscopic Robots</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Nanoscopic_Robots&amp;diff=1136"/>
				<updated>2025-01-28T21:39:24Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* Sensors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Technobabble]]&lt;br /&gt;
&lt;br /&gt;
== General Description ==&lt;br /&gt;
&lt;br /&gt;
Nanoscopic robots are a spectrum of machines of extremely small scale, ranging from microscopic to the eponymous nanoscopic - a billionth of a meter.  The machines cooperate with and integrate into biological beings to assist with function and to layer on additional abilities.  The machines travel throughout the organism to transport material, knit together tissue, and cutting tissue as desired.  The machines can also weave a network of robotic fibers to augment strength and speed, as well as a distributed communication network.  Lastly, they also form a computing capability that links directly to the neurons of the host organism, which is used to integrate the functions of the nanoscopic machines to the will of the host.&lt;br /&gt;
&lt;br /&gt;
== Basic Physical Augmentation ==&lt;br /&gt;
&lt;br /&gt;
The nanoscopic robots allow the biological organism to be in perfect health.  The physical structures and functions of the host organism are able to be a peak athleticism, plus most normal vectors for disease - viruses, bacteria, parasites, and chemicals - are either entirely neutralized or can be allowed to have a selected amount of effect.&lt;br /&gt;
&lt;br /&gt;
In terms of game mechanics, the presence of nanoscopic robots allow the 30 points in the [[custom being generator]].&lt;br /&gt;
&lt;br /&gt;
Optional rule - with referee discretion - beings can slowly shift their build points of some of their purely physical stats - strength, speed, and agility.  Generally 1 point per day, but the referee can dictate a rate that is the most appropriate (if stages of medic or biologist are available) or most amusing.&lt;br /&gt;
&lt;br /&gt;
== Healing Capability ==&lt;br /&gt;
&lt;br /&gt;
When the host organism is injured, the nanoscopic robots scramble to mitigate and compensate for the damage.&lt;br /&gt;
&lt;br /&gt;
By themselves, nanoscopic can heal the host organism 1 stamina per hour.&lt;br /&gt;
&lt;br /&gt;
Nanoscopic robots are also key for enabling advanced medical equipment, such as patches.  And they are the means by which Medics can leverage vaunted injury repairing abilities.&lt;br /&gt;
&lt;br /&gt;
== [[communication babble | Communications]] ==&lt;br /&gt;
&lt;br /&gt;
In addition to facilitating the internal function, the nanoscopic communication network has the ability to receive and transmit in EM (electromagnetic spectrum) and etheric (faster-than-light communication).  This includes transfer of data as well as voice, text, and sensory inputs.  These have a range of 1 km.&lt;br /&gt;
&lt;br /&gt;
A common optional upgrade is to equip laser emitters (tightbeam EM) to facilitate secure communications.&lt;br /&gt;
&lt;br /&gt;
Communication networks can be disabled by a successful medical tamper (difficulty is referee's discretion).  Nanoscopic robots can rebuild the communication network in about an hour.&lt;br /&gt;
&lt;br /&gt;
== Sensors ==&lt;br /&gt;
&lt;br /&gt;
A host being's normal senses are supplemented by a few extra abilities.&lt;br /&gt;
&lt;br /&gt;
Low light vision, allowing the host being to see in near total darkness, though with decreased acuity.&lt;br /&gt;
&lt;br /&gt;
Light emission at a variety of possible wavelengths allow for active scanning.  This increases acuity in low light situations, and can permit detection of things through some cover.&lt;br /&gt;
&lt;br /&gt;
Simple and discreet additional tiny eyes, appearing as just moles on the skin, can be grown on various parts of the host's body to permit a full 360° field of view - albeit with limited detail.&lt;br /&gt;
&lt;br /&gt;
General EM sensitivity lets the host being detect the direction of broadband sensors and communications.&lt;br /&gt;
&lt;br /&gt;
Etheric sensors allow detection of etheric communications, but more importantly tactical warning about sudden local energy shifts - such as discharging weapons pointed at the host.  Game mechanics-wise, this gives beings a greater likelihood of being able to use dice in an initiative check when attacked by surprise - referee discretion.&lt;br /&gt;
&lt;br /&gt;
== Ancillary Augmentation ==&lt;br /&gt;
&lt;br /&gt;
Nanoscopic robots are also commonly used to grow a broad array of grip pads, both for improved climbing ambulation and for attaching items to the host being.&lt;br /&gt;
&lt;br /&gt;
Superficial features, such as colours and patterns on skin and localized hair growth can also be done at whim with an hour or so to make the change.&lt;br /&gt;
&lt;br /&gt;
The host being can also leverage the computing capability of the nanoscopic robots to effectively have photographic memory.  Mathematicians take this a step further, and develop advanced mathematical modelling, caculation, and simulation processing with their integrated computing ability.&lt;br /&gt;
&lt;br /&gt;
For emergency purposes, the nanoscopic robots can reduce the host being's critical needs of air, water, and food.  Likewise, beings can also be made to resist exposure to hard vacuum, though the duration of this depends on how much preparation time there is.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Nanoscopic_Robots&amp;diff=1135</id>
		<title>Nanoscopic Robots</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Nanoscopic_Robots&amp;diff=1135"/>
				<updated>2025-01-28T21:37:55Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* Ancillary Augmentation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Technobabble]]&lt;br /&gt;
&lt;br /&gt;
== General Description ==&lt;br /&gt;
&lt;br /&gt;
Nanoscopic robots are a spectrum of machines of extremely small scale, ranging from microscopic to the eponymous nanoscopic - a billionth of a meter.  The machines cooperate with and integrate into biological beings to assist with function and to layer on additional abilities.  The machines travel throughout the organism to transport material, knit together tissue, and cutting tissue as desired.  The machines can also weave a network of robotic fibers to augment strength and speed, as well as a distributed communication network.  Lastly, they also form a computing capability that links directly to the neurons of the host organism, which is used to integrate the functions of the nanoscopic machines to the will of the host.&lt;br /&gt;
&lt;br /&gt;
== Basic Physical Augmentation ==&lt;br /&gt;
&lt;br /&gt;
The nanoscopic robots allow the biological organism to be in perfect health.  The physical structures and functions of the host organism are able to be a peak athleticism, plus most normal vectors for disease - viruses, bacteria, parasites, and chemicals - are either entirely neutralized or can be allowed to have a selected amount of effect.&lt;br /&gt;
&lt;br /&gt;
In terms of game mechanics, the presence of nanoscopic robots allow the 30 points in the [[custom being generator]].&lt;br /&gt;
&lt;br /&gt;
Optional rule - with referee discretion - beings can slowly shift their build points of some of their purely physical stats - strength, speed, and agility.  Generally 1 point per day, but the referee can dictate a rate that is the most appropriate (if stages of medic or biologist are available) or most amusing.&lt;br /&gt;
&lt;br /&gt;
== Healing Capability ==&lt;br /&gt;
&lt;br /&gt;
When the host organism is injured, the nanoscopic robots scramble to mitigate and compensate for the damage.&lt;br /&gt;
&lt;br /&gt;
By themselves, nanoscopic can heal the host organism 1 stamina per hour.&lt;br /&gt;
&lt;br /&gt;
Nanoscopic robots are also key for enabling advanced medical equipment, such as patches.  And they are the means by which Medics can leverage vaunted injury repairing abilities.&lt;br /&gt;
&lt;br /&gt;
== [[communication babble | Communications]] ==&lt;br /&gt;
&lt;br /&gt;
In addition to facilitating the internal function, the nanoscopic communication network has the ability to receive and transmit in EM (electromagnetic spectrum) and etheric (faster-than-light communication).  This includes transfer of data as well as voice, text, and sensory inputs.  These have a range of 1 km.&lt;br /&gt;
&lt;br /&gt;
A common optional upgrade is to equip laser emitters (tightbeam EM) to facilitate secure communications.&lt;br /&gt;
&lt;br /&gt;
Communication networks can be disabled by a successful medical tamper (difficulty is referee's discretion).  Nanoscopic robots can rebuild the communication network in about an hour.&lt;br /&gt;
&lt;br /&gt;
== Sensors ==&lt;br /&gt;
&lt;br /&gt;
A host being's normal senses are supplemented by a few extra abilities.&lt;br /&gt;
&lt;br /&gt;
Low light vision, allowing the host being to see in near total darkness, though with decreased acuity.&lt;br /&gt;
&lt;br /&gt;
Light emission at a variety of possible wavelengths allow for active scanning.  This increases acuity in low light situations, and can permit detection of things through some cover.&lt;br /&gt;
&lt;br /&gt;
Simple and discreet additional tiny eyes, appearing as just moles on the skin, can be grown on various parts of the host's body to permit a full 360° field of view - albeit with limited detail.&lt;br /&gt;
&lt;br /&gt;
General EM sensitivity lets the host being detect the direction of broadband sensors and communications.&lt;br /&gt;
&lt;br /&gt;
Etheric sensors allow detection of etheric communications, but more importantly tactical warning about sudden local energy shifts - such as discharging weapons pointed at the host.&lt;br /&gt;
&lt;br /&gt;
== Ancillary Augmentation ==&lt;br /&gt;
&lt;br /&gt;
Nanoscopic robots are also commonly used to grow a broad array of grip pads, both for improved climbing ambulation and for attaching items to the host being.&lt;br /&gt;
&lt;br /&gt;
Superficial features, such as colours and patterns on skin and localized hair growth can also be done at whim with an hour or so to make the change.&lt;br /&gt;
&lt;br /&gt;
The host being can also leverage the computing capability of the nanoscopic robots to effectively have photographic memory.  Mathematicians take this a step further, and develop advanced mathematical modelling, caculation, and simulation processing with their integrated computing ability.&lt;br /&gt;
&lt;br /&gt;
For emergency purposes, the nanoscopic robots can reduce the host being's critical needs of air, water, and food.  Likewise, beings can also be made to resist exposure to hard vacuum, though the duration of this depends on how much preparation time there is.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Nanoscopic_Robots&amp;diff=1134</id>
		<title>Nanoscopic Robots</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Nanoscopic_Robots&amp;diff=1134"/>
				<updated>2025-01-27T15:49:01Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* Ancillary Augmentation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Technobabble]]&lt;br /&gt;
&lt;br /&gt;
== General Description ==&lt;br /&gt;
&lt;br /&gt;
Nanoscopic robots are a spectrum of machines of extremely small scale, ranging from microscopic to the eponymous nanoscopic - a billionth of a meter.  The machines cooperate with and integrate into biological beings to assist with function and to layer on additional abilities.  The machines travel throughout the organism to transport material, knit together tissue, and cutting tissue as desired.  The machines can also weave a network of robotic fibers to augment strength and speed, as well as a distributed communication network.  Lastly, they also form a computing capability that links directly to the neurons of the host organism, which is used to integrate the functions of the nanoscopic machines to the will of the host.&lt;br /&gt;
&lt;br /&gt;
== Basic Physical Augmentation ==&lt;br /&gt;
&lt;br /&gt;
The nanoscopic robots allow the biological organism to be in perfect health.  The physical structures and functions of the host organism are able to be a peak athleticism, plus most normal vectors for disease - viruses, bacteria, parasites, and chemicals - are either entirely neutralized or can be allowed to have a selected amount of effect.&lt;br /&gt;
&lt;br /&gt;
In terms of game mechanics, the presence of nanoscopic robots allow the 30 points in the [[custom being generator]].&lt;br /&gt;
&lt;br /&gt;
Optional rule - with referee discretion - beings can slowly shift their build points of some of their purely physical stats - strength, speed, and agility.  Generally 1 point per day, but the referee can dictate a rate that is the most appropriate (if stages of medic or biologist are available) or most amusing.&lt;br /&gt;
&lt;br /&gt;
== Healing Capability ==&lt;br /&gt;
&lt;br /&gt;
When the host organism is injured, the nanoscopic robots scramble to mitigate and compensate for the damage.&lt;br /&gt;
&lt;br /&gt;
By themselves, nanoscopic can heal the host organism 1 stamina per hour.&lt;br /&gt;
&lt;br /&gt;
Nanoscopic robots are also key for enabling advanced medical equipment, such as patches.  And they are the means by which Medics can leverage vaunted injury repairing abilities.&lt;br /&gt;
&lt;br /&gt;
== [[communication babble | Communications]] ==&lt;br /&gt;
&lt;br /&gt;
In addition to facilitating the internal function, the nanoscopic communication network has the ability to receive and transmit in EM (electromagnetic spectrum) and etheric (faster-than-light communication).  This includes transfer of data as well as voice, text, and sensory inputs.  These have a range of 1 km.&lt;br /&gt;
&lt;br /&gt;
A common optional upgrade is to equip laser emitters (tightbeam EM) to facilitate secure communications.&lt;br /&gt;
&lt;br /&gt;
Communication networks can be disabled by a successful medical tamper (difficulty is referee's discretion).  Nanoscopic robots can rebuild the communication network in about an hour.&lt;br /&gt;
&lt;br /&gt;
== Sensors ==&lt;br /&gt;
&lt;br /&gt;
A host being's normal senses are supplemented by a few extra abilities.&lt;br /&gt;
&lt;br /&gt;
Low light vision, allowing the host being to see in near total darkness, though with decreased acuity.&lt;br /&gt;
&lt;br /&gt;
Light emission at a variety of possible wavelengths allow for active scanning.  This increases acuity in low light situations, and can permit detection of things through some cover.&lt;br /&gt;
&lt;br /&gt;
Simple and discreet additional tiny eyes, appearing as just moles on the skin, can be grown on various parts of the host's body to permit a full 360° field of view - albeit with limited detail.&lt;br /&gt;
&lt;br /&gt;
General EM sensitivity lets the host being detect the direction of broadband sensors and communications.&lt;br /&gt;
&lt;br /&gt;
Etheric sensors allow detection of etheric communications, but more importantly tactical warning about sudden local energy shifts - such as discharging weapons pointed at the host.&lt;br /&gt;
&lt;br /&gt;
== Ancillary Augmentation ==&lt;br /&gt;
&lt;br /&gt;
Nanoscopic robots are also commonly used to grow a broad array of grip pads, both for improved climbing ambulation and for attaching items to the host being.&lt;br /&gt;
&lt;br /&gt;
Superficial features, such as colours and patterns on skin and localized hair growth can also be done at whim with an hour or so to make the change.&lt;br /&gt;
&lt;br /&gt;
The host being can also leverage the computing capability of the nanoscopic robots to effectively have photographic memory.  Mathematicians take this a step further, and develop advanced mathematical modelling, caculation, and simulation processing with their integrated computing ability.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Nanoscopic_Robots&amp;diff=1133</id>
		<title>Nanoscopic Robots</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Nanoscopic_Robots&amp;diff=1133"/>
				<updated>2025-01-27T00:38:34Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Technobabble]]&lt;br /&gt;
&lt;br /&gt;
== General Description ==&lt;br /&gt;
&lt;br /&gt;
Nanoscopic robots are a spectrum of machines of extremely small scale, ranging from microscopic to the eponymous nanoscopic - a billionth of a meter.  The machines cooperate with and integrate into biological beings to assist with function and to layer on additional abilities.  The machines travel throughout the organism to transport material, knit together tissue, and cutting tissue as desired.  The machines can also weave a network of robotic fibers to augment strength and speed, as well as a distributed communication network.  Lastly, they also form a computing capability that links directly to the neurons of the host organism, which is used to integrate the functions of the nanoscopic machines to the will of the host.&lt;br /&gt;
&lt;br /&gt;
== Basic Physical Augmentation ==&lt;br /&gt;
&lt;br /&gt;
The nanoscopic robots allow the biological organism to be in perfect health.  The physical structures and functions of the host organism are able to be a peak athleticism, plus most normal vectors for disease - viruses, bacteria, parasites, and chemicals - are either entirely neutralized or can be allowed to have a selected amount of effect.&lt;br /&gt;
&lt;br /&gt;
In terms of game mechanics, the presence of nanoscopic robots allow the 30 points in the [[custom being generator]].&lt;br /&gt;
&lt;br /&gt;
Optional rule - with referee discretion - beings can slowly shift their build points of some of their purely physical stats - strength, speed, and agility.  Generally 1 point per day, but the referee can dictate a rate that is the most appropriate (if stages of medic or biologist are available) or most amusing.&lt;br /&gt;
&lt;br /&gt;
== Healing Capability ==&lt;br /&gt;
&lt;br /&gt;
When the host organism is injured, the nanoscopic robots scramble to mitigate and compensate for the damage.&lt;br /&gt;
&lt;br /&gt;
By themselves, nanoscopic can heal the host organism 1 stamina per hour.&lt;br /&gt;
&lt;br /&gt;
Nanoscopic robots are also key for enabling advanced medical equipment, such as patches.  And they are the means by which Medics can leverage vaunted injury repairing abilities.&lt;br /&gt;
&lt;br /&gt;
== [[communication babble | Communications]] ==&lt;br /&gt;
&lt;br /&gt;
In addition to facilitating the internal function, the nanoscopic communication network has the ability to receive and transmit in EM (electromagnetic spectrum) and etheric (faster-than-light communication).  This includes transfer of data as well as voice, text, and sensory inputs.  These have a range of 1 km.&lt;br /&gt;
&lt;br /&gt;
A common optional upgrade is to equip laser emitters (tightbeam EM) to facilitate secure communications.&lt;br /&gt;
&lt;br /&gt;
Communication networks can be disabled by a successful medical tamper (difficulty is referee's discretion).  Nanoscopic robots can rebuild the communication network in about an hour.&lt;br /&gt;
&lt;br /&gt;
== Sensors ==&lt;br /&gt;
&lt;br /&gt;
A host being's normal senses are supplemented by a few extra abilities.&lt;br /&gt;
&lt;br /&gt;
Low light vision, allowing the host being to see in near total darkness, though with decreased acuity.&lt;br /&gt;
&lt;br /&gt;
Light emission at a variety of possible wavelengths allow for active scanning.  This increases acuity in low light situations, and can permit detection of things through some cover.&lt;br /&gt;
&lt;br /&gt;
Simple and discreet additional tiny eyes, appearing as just moles on the skin, can be grown on various parts of the host's body to permit a full 360° field of view - albeit with limited detail.&lt;br /&gt;
&lt;br /&gt;
General EM sensitivity lets the host being detect the direction of broadband sensors and communications.&lt;br /&gt;
&lt;br /&gt;
Etheric sensors allow detection of etheric communications, but more importantly tactical warning about sudden local energy shifts - such as discharging weapons pointed at the host.&lt;br /&gt;
&lt;br /&gt;
== Ancillary Augmentation ==&lt;br /&gt;
&lt;br /&gt;
Nanoscopic robots are also commonly used to grow a broad array of grip pads, both for improved climbing ambulation and for attaching items to the host being.&lt;br /&gt;
&lt;br /&gt;
Superficial features, such as colours and patterns on skin and localized hair growth can also be done at whim with an hour or so to make the change.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Nanoscopic_Robots&amp;diff=1132</id>
		<title>Nanoscopic Robots</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Nanoscopic_Robots&amp;diff=1132"/>
				<updated>2025-01-27T00:37:31Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: Created page with &amp;quot;category:Technobabble  * General Description  Nanoscopic robots are a spectrum of machines of extremely small scale, ranging from microscopic to the eponymous nanoscopic -...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Technobabble]]&lt;br /&gt;
&lt;br /&gt;
* General Description&lt;br /&gt;
&lt;br /&gt;
Nanoscopic robots are a spectrum of machines of extremely small scale, ranging from microscopic to the eponymous nanoscopic - a billionth of a meter.  The machines cooperate with and integrate into biological beings to assist with function and to layer on additional abilities.  The machines travel throughout the organism to transport material, knit together tissue, and cutting tissue as desired.  The machines can also weave a network of robotic fibers to augment strength and speed, as well as a distributed communication network.  Lastly, they also form a computing capability that links directly to the neurons of the host organism, which is used to integrate the functions of the nanoscopic machines to the will of the host.&lt;br /&gt;
&lt;br /&gt;
* Basic Physical Augmentation&lt;br /&gt;
&lt;br /&gt;
The nanoscopic robots allow the biological organism to be in perfect health.  The physical structures and functions of the host organism are able to be a peak athleticism, plus most normal vectors for disease - viruses, bacteria, parasites, and chemicals - are either entirely neutralized or can be allowed to have a selected amount of effect.&lt;br /&gt;
&lt;br /&gt;
In terms of game mechanics, the presence of nanoscopic robots allow the 30 points in the [[custom being generator]].&lt;br /&gt;
&lt;br /&gt;
Optional rule - with referee discretion - beings can slowly shift their build points of some of their purely physical stats - strength, speed, and agility.  Generally 1 point per day, but the referee can dictate a rate that is the most appropriate (if stages of medic or biologist are available) or most amusing.&lt;br /&gt;
&lt;br /&gt;
* Healing Capability&lt;br /&gt;
&lt;br /&gt;
When the host organism is injured, the nanoscopic robots scramble to mitigate and compensate for the damage.&lt;br /&gt;
&lt;br /&gt;
By themselves, nanoscopic can heal the host organism 1 stamina per hour.&lt;br /&gt;
&lt;br /&gt;
Nanoscopic robots are also key for enabling advanced medical equipment, such as patches.  And they are the means by which Medics can leverage vaunted injury repairing abilities.&lt;br /&gt;
&lt;br /&gt;
* [[communication babble | Communications]]&lt;br /&gt;
&lt;br /&gt;
In addition to facilitating the internal function, the nanoscopic communication network has the ability to receive and transmit in EM (electromagnetic spectrum) and etheric (faster-than-light communication).  This includes transfer of data as well as voice, text, and sensory inputs.  These have a range of 1 km.&lt;br /&gt;
&lt;br /&gt;
A common optional upgrade is to equip laser emitters (tightbeam EM) to facilitate secure communications.&lt;br /&gt;
&lt;br /&gt;
Communication networks can be disabled by a successful medical tamper (difficulty is referee's discretion).  Nanoscopic robots can rebuild the communication network in about an hour.&lt;br /&gt;
&lt;br /&gt;
* Sensors&lt;br /&gt;
&lt;br /&gt;
A host being's normal senses are supplemented by a few extra abilities.&lt;br /&gt;
&lt;br /&gt;
Low light vision, allowing the host being to see in near total darkness, though with decreased acuity.&lt;br /&gt;
&lt;br /&gt;
Light emission at a variety of possible wavelengths allow for active scanning.  This increases acuity in low light situations, and can permit detection of things through some cover.&lt;br /&gt;
&lt;br /&gt;
Simple and discreet additional tiny eyes, appearing as just moles on the skin, can be grown on various parts of the host's body to permit a full 360° field of view - albeit with limited detail.&lt;br /&gt;
&lt;br /&gt;
General EM sensitivity lets the host being detect the direction of broadband sensors and communications.&lt;br /&gt;
&lt;br /&gt;
Etheric sensors allow detection of etheric communications, but more importantly tactical warning about sudden local energy shifts - such as discharging weapons pointed at the host.&lt;br /&gt;
&lt;br /&gt;
* Ancillary Augmentation&lt;br /&gt;
&lt;br /&gt;
Nanoscopic robots are also commonly used to grow a broad array of grip pads, both for improved climbing ambulation and for attaching items to the host being.&lt;br /&gt;
&lt;br /&gt;
Superficial features, such as colours and patterns on skin and localized hair growth can also be done at whim with an hour or so to make the change.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Caves_Of_Doom_Game&amp;diff=1126</id>
		<title>Caves Of Doom Game</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Caves_Of_Doom_Game&amp;diff=1126"/>
				<updated>2025-01-19T19:59:52Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* January 18, 2025 - Awful Planet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: miscellaneous]]Referee: [[user:Dave | Dave]]&lt;br /&gt;
&lt;br /&gt;
Player(s): [[user:RooK | RooK]], Amy, Ulrich, Bonnie&lt;br /&gt;
&lt;br /&gt;
=Pre-Game=&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
You have been sentenced to death by exile.  From stories you’ve heard, you’re likely going to be eaten by insects of unusual size.  The planet you’re from doesn’t just kill its criminals, because that’s boring.  Instead, they’re packed into an automated ship and sent to a mostly destroyed city planet.  Your crimes (either legitimate or the result of a corrupt legal system) have brought you to this unnamed bug planet.  Soon the ship you are on will hover above the surface and the shield keeping you in the hold will be withdrawn allowing you to plummet to the surface to accept your fate.&lt;br /&gt;
&lt;br /&gt;
There’s roughly 100 of you on the ship and before departure, you’ve never seen any of your fellow prisoners before (including each other).  As you approach the surface, the four of you suddenly have an extreme awareness of each other.  You all lock eyes (or light sensitive pseudopods) with each other, knowing that your fates are intertwined, significantly apart from the rest of the people on the ship..  &lt;br /&gt;
&lt;br /&gt;
You feel your nanoscopic robots being hacked from an unknown source.  Despite the potential distress of this occurrence, you’re all completely fine with it and are content to let it happen.  &lt;br /&gt;
&lt;br /&gt;
Then, you are dropped to the surface.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
*Felinid Striker (Amy) - Nala&lt;br /&gt;
*Colloidling Technician (Ulrich) - Glub&lt;br /&gt;
*Zygroten Assassin (Bonnie) - Raven&lt;br /&gt;
*Felinid (Tiger class) Defender (Rook) - Dortho&lt;br /&gt;
&lt;br /&gt;
===Backstories===&lt;br /&gt;
Glub’s family is from a long line of barkeeps.  Before the legal troubles, it was studying mixology (aka biology) and is just a few days away from a first stage of scientist.&lt;br /&gt;
&lt;br /&gt;
One of Nala’s grandparents was a modified being designed for pest control.  Some of those traits have passed down giving her +2 hit and +2 damage when attacking Vimren.  When encountering a Vimren, she must attack unless succeeding in a 2D under will power roll.&lt;br /&gt;
&lt;br /&gt;
Dortho was a slave being groomed for a media event by the famous hunter Jimmy Deathbringer.  Some slave rights activists set him free and he snuck aboard the ship.  Seemed like a good idea at the time.  When everyone was hacked, the slave juice disappeared.&lt;br /&gt;
&lt;br /&gt;
Raven is a murder victim.  At least she carries the memories of a murder victim.  The killer was sent to the bug planet, but apparently survived the initial arrival. Her family is rich and has been sending assassins to the planet with implanted memories to hunt down the killer.  This is the seventh attempt.  The killer is a Hylosus named Bax.&lt;br /&gt;
&lt;br /&gt;
=Game Logs=&lt;br /&gt;
==January 18, 2025 - Awful Planet==&lt;br /&gt;
&lt;br /&gt;
The four prisoners -Nala, Glub, Raven, and Dortho - were being transported to a hostile bug planet on a ship with 96 other prisoners. As the ship hovered above the surface, the shield keeping them in the hold was withdrawn, and they plummeted towards the surface. During their descent, they noticed a beacon about 50 metres away. Feeling inexplicably drawn towards it, they decided to head in that direction.  The rest of the prisoners ran towards a more obvious cave entrance and were pursued by all manner of insectile horrors.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the beacon, they encountered three small bugs - two with pincers and one resembling a scorpion. A battle ensued, and with a lack of weapons, the group was forced to rely on hand to hand attacks. Glub discovered a crack in the ground which opened up into a small chamber, offering a potential escape route. Nala was mortally wounded during the fight but miraculously survived due to a mysterious effect from their hacked nanoscopic robots. The group decided to retreat into the chamber through the crack in the ground.&lt;br /&gt;
&lt;br /&gt;
[[File:PatchPlant_CavesOfDoom.jpg|right|200px]]&lt;br /&gt;
&lt;br /&gt;
Inside the chamber, the tunnel continued downwards, illuminated only by bioluminescent moss and fungi.  They cautiously made their way along the tunnel, with Glub clinging to the ceiling to provide a lookout. They soon encountered and fought another bug, larger than the previous ones. Glub, resourceful as ever, found debris in the tunnel from which they fashioned a club and a piercing weapon from the bug’s pinchers.&lt;br /&gt;
&lt;br /&gt;
Continuing along the tunnel, they discovered a strange plant emitting a purple glow, with medical patches growing at its base and a small humanoid skull placed in front of it. Glub’s keen awareness revealed that the patches were a part of the plant, as if designed to be harvested. Nala, still recovering from their previous injuries, decided to try a patch but was unfortunately hurt by it. Unperturbed, the group pressed on.&lt;br /&gt;
&lt;br /&gt;
[[File:DinoGun_CavesOfDoom.JPG|left|200px]]&lt;br /&gt;
&lt;br /&gt;
After travelling for an hour or so, covering a distance of roughly a kilometre and a half, they heard a growl that made Nala’s tail puff up in fear. They decided to hide, but their efforts were interrupted by a large dog-sized creature and five smaller versions of it. Before they could react, a blaster shot rang out from further down the tunnel, killing one of the smaller creatures. The large one, enraged, charged towards the source of the shot, leaving the remaining four smaller ones to attack the group.&lt;br /&gt;
&lt;br /&gt;
The creatures were very bitey.  The battle raged on with wounds on both sides, but nothing taken down yet.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Striker&amp;diff=1099</id>
		<title>Striker</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Striker&amp;diff=1099"/>
				<updated>2025-01-10T03:55:34Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:occupations]] &lt;br /&gt;
[[image:dude_sword.jpg|right]]&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;160&amp;quot;&amp;gt;Intelligence Requirement:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semi (0)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stage Stamina:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3D+2 (5-20)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Bonuses:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Hand to Hand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1: 1-2 (roll 1D6)&amp;lt;br&amp;gt;&lt;br /&gt;
+2: 3-4&lt;br /&gt;
+3: 5-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;to Duck&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Options&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strikers are those that are adept at hand to hand combat. They are extremely useful when in close-quarters or weaponless fights, however, they are vulnerable to those capable of long-range attacks. Hand to hand combat includes weaponless combat using claws, fists, etc., the hand held use of edged or blunt weapons, or the thrown use of pretty much anything.&lt;br /&gt;
&lt;br /&gt;
The bonuses awarded with a stage of Striker obviously focus on excellence in hand to hand combat. After completing a stage of Striker, a being will go up 2, maybe 3, points of hand to hand ability. With this increase, hand to hand attack, defense, and damage rolls will all improve. The stage stamina awarded with a stage of Striker is the second highest of all the occupations, next to infantry. Also, their duck increases marginally.&lt;br /&gt;
&lt;br /&gt;
A skilled Striker learns various complex attacks which can cause devastating damage to their opponent.  (Eg: Flying round-house kick, eye-gouge technique, etc.)  However, these attacks are difficult to accomplish and thus involve a negative to hit.  Each stage of Striker allows you to add a negative to hit up to your stage of Striker.  Each negative that is added to your attack increases your damage according to the following table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Stage of Striker&amp;lt;/th&amp;gt;&amp;lt;th bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;Maximum Negative To Hit&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Damage&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;-1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;-2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;-3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;+8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;-4&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+16&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;-5&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;+32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Options==&lt;br /&gt;
Finally, each stage of Striker awards a single specialized ability called an 'option'.  There are five to choose from:&lt;br /&gt;
&lt;br /&gt;
=== Manipulation Attack/Defense +2 === &lt;br /&gt;
Each time this option is taken, the Striker gets a +2 bonus on manipulation attacks (hold, joint lock, disarm, make prone).  Normally with these attacks, you would have to beat a target by ten for success.  This bonus effectively reduces the amount you need to beat the target by.  Additionally, the Striker gains a +2 bonus on defending against these attacks, increasing the amount the attacker has to beat him by.&lt;br /&gt;
&lt;br /&gt;
=== Pain +1D === &lt;br /&gt;
Each time this option is taken, the Striker will inflict an extra die of pain on each attack.  (Quite useful if you often try for joint locks.)&lt;br /&gt;
&lt;br /&gt;
=== Virtual Damage === &lt;br /&gt;
The ability to make an attack only inflict virtual damage.  Blunt weapons only (ie: no blades).&lt;br /&gt;
&lt;br /&gt;
=== Quick Rise === &lt;br /&gt;
When knocked down, this option will allow the striker to get up without expending any dice.&lt;br /&gt;
&lt;br /&gt;
=== Movement +1 === &lt;br /&gt;
Increases the Striker movement rating by 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the battlefield, a skilled Striker can easily be the most feared. Often, those skilled in the use of long-range weapons will be powerless to defend against one skilled in hand to hand combat. The reverse, however, may not be true. A skilled Striker within striking distance of his enemies can literally hack his way through them. High stamina and perhaps a stage or two of a more duck oriented occupation such as [[Defender]] or scout will ensure the Striker survival, while these occupations will often not help his targets.&lt;br /&gt;
	&lt;br /&gt;
Note: The occupation Striker is one of the few occupations a being with semi-intelligence (intelligence=0) can be.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Characters&amp;diff=1097</id>
		<title>Characters</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Characters&amp;diff=1097"/>
				<updated>2024-11-23T17:40:05Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Attributes=&lt;br /&gt;
&lt;br /&gt;
Each character has certain attributes that help to describe them and determine what they are capable of. They include the following:&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;300&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Experience]]&amp;lt;br /&amp;gt;[[Stamina]]&amp;lt;br /&amp;gt;[[Strength]]&amp;lt;br /&amp;gt;[[Speed]]&amp;lt;br /&amp;gt;[[Agility]]&amp;lt;br /&amp;gt;[[Maneuverability]]&amp;lt;br /&amp;gt;[[Hand to Hand]]&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Intelligence]]&amp;lt;br /&amp;gt;[[Awareness]]&amp;lt;br /&amp;gt;[[Will Power]]&amp;lt;br /&amp;gt;[[Size]]&amp;lt;br /&amp;gt;[[Nature]]&amp;lt;br /&amp;gt;[[Experience Adjustment]]&amp;lt;br /&amp;gt;[[Force Table]]&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Step 1: Pick a species==&lt;br /&gt;
&lt;br /&gt;
The species listed in [[species | species descriptions]] are those that have achieved a state of expansion such that they are found in most parts of explored space. While there are millions upon millions of other species out there, these are the most common.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Step 2: Determine character attributes==&lt;br /&gt;
&lt;br /&gt;
===Standard Method===&lt;br /&gt;
Virtually all character beings are generated using the [[custom being generator]], with the base species likenesses used merely as a guideline.  The standard number of generation points is 30, but this can sometimes be modified by referees when it suits their intended back-story.  Strictly speaking, we encourage the 30-point limit, reserving 31 or 32-point beings for specially-grown monsters fashioned by high-stage scientist nemeses of the players.  Conversely, insisting on a sub-30-point character generation is a fun challenge, indicating that the player character is the product of non-ideal circumstances.&lt;br /&gt;
&lt;br /&gt;
In the case of a biologist creating a new life form or a physicist creating a new robot, the number of points available is typically 26 plus the stage of corresponding scientist.&lt;br /&gt;
&lt;br /&gt;
===Classic Method===&lt;br /&gt;
Each species description lists a range for the attributes of strength, speed, agility, and intelligence. To determine where a character lies in each range, the referee rolls a die. For example, a Human has a strength range from 1 to 6. A simple roll of a D6 will give a character it's strength. For ranges which are not so even, improvise. For example, a Felinid's agility is from 2 to 5. Use something like a roll of a D6 where a 1 or a 6 is a roll again.&lt;br /&gt;
&lt;br /&gt;
For all species, will power, awareness, and hand to hand have constant rolls. Will power and awareness both have a simple range of 1 to 6 - a D6 roll. Hand to hand has a range of 0 to 2 which would be rolled as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| width=&amp;quot;250&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| class=&amp;quot;tableheading&amp;quot; align=&amp;quot;center&amp;quot; | Hand to Hand&lt;br /&gt;
| class=&amp;quot;tableheading&amp;quot; align=&amp;quot;center&amp;quot; | Roll on 1D6&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;tablecell&amp;quot; align=&amp;quot;center&amp;quot; | 0&amp;lt;br /&amp;gt; 1&amp;lt;br /&amp;gt; 2&lt;br /&gt;
| class=&amp;quot;tablecell&amp;quot; align=&amp;quot;center&amp;quot; | 1&amp;lt;br /&amp;gt; 2-5&amp;lt;br /&amp;gt; 6&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A species may have modifiers to will power, awareness, or hand to hand. For example, a Reglactin has +1 for hand to hand. A modifier can increase an attribute above the usual maximum for a starting character. That is, a hand to hand above 2, and will power or awareness above 6. If there are modifiers, they will be listed in the species description.&lt;br /&gt;
&lt;br /&gt;
Any other physical attributes such as mass, height, fur colour, etc. are usually left up to the player.&lt;br /&gt;
&lt;br /&gt;
==Step 3: Decide starting experience==&lt;br /&gt;
&lt;br /&gt;
From a strictly species point of view, every being starts with 1 experience and goes from there. For gaming purposes, it is usually standard to start characters off with 10 - 30 experience. This way, they can at least have a chance of surviving. The amount of experience a character starts with is completely up to the referee.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each ten experience that a being has is called a stage. For each stage, a character will increase their will power and awareness by one, and will get one occupation.&lt;br /&gt;
&lt;br /&gt;
==Step 4: Pick Occupations==&lt;br /&gt;
&lt;br /&gt;
For each stage, the character gets to pick an [[occupations | occupation]]. If the referee allows, groups might want to pick their occupations so that they compliment each other.&lt;br /&gt;
&lt;br /&gt;
Occasionally, the referee will dictate what one or all stages will be, but usually the character decides.&lt;br /&gt;
&lt;br /&gt;
==Step 5: Roll Bonuses and Stamina==&lt;br /&gt;
&lt;br /&gt;
For each occupation, bonuses and stamina must be rolled. These are both listed in the occupation descriptions. Stage stamina is listed as the number of dice used to determine the increase in stamina. Bonuses, when a roll is required, will be listed as each value in a range with the corresponding roll on a D6.&lt;br /&gt;
&lt;br /&gt;
==Step 6: Get Some Gear==&lt;br /&gt;
&lt;br /&gt;
Once you have a character, you need to get him some [[gear|weaponry and equipment]]. Either the referee will dictate what you get, or will give you a sum of credits to buy your gear. (Occasionally in games we play, the player just writes down what he wants, gives the ref his character sheet and the ref says if it's ok or not. Saves time.)&lt;br /&gt;
&lt;br /&gt;
One limitation to how much gear you can get, is your size and strength. If you're a little guy who is not that strong, you won't be able to have too many weapons at your disposal. To find your carrying capacity do the following:&lt;br /&gt;
&lt;br /&gt;
* Find out how much [[force]] you can exert.&lt;br /&gt;
* Divide by 10 to find out how many kg of mass you can carry in a 1G environment.&lt;br /&gt;
* Divide by two.&lt;br /&gt;
&lt;br /&gt;
The result is how many kg of gear you can carry around without any detriment to strength, speed, or agility. If you do decide to carry more - up to your total force, then your physical attributes will suffer. (Referee discretion - one method is to say every ten percent beyond your carrying capacity causes a negative one on one of your attributes.)&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Striker&amp;diff=1093</id>
		<title>Striker</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Striker&amp;diff=1093"/>
				<updated>2024-05-05T00:33:02Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* Movement +1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:occupations]] &lt;br /&gt;
[[image:dude_sword.jpg|right]]&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;160&amp;quot;&amp;gt;Intelligence Requirement:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Semi (0)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stage Stamina:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3D+2 (5-20)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Bonuses:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Hand to Hand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1: 1-2 (roll 1D6)&amp;lt;br&amp;gt;&lt;br /&gt;
+2: 3-4&lt;br /&gt;
+3: 5-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;to Duck&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Options&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strikers are those that are adept at hand to hand combat. They are extremely useful when in close-quarters or weaponless fights, however, they are vulnerable to those capable of long-range attacks. Hand to hand combat includes weaponless combat using claws, fists, etc., the hand held use of edged or blunt weapons, or the thrown use of pretty much anything.&lt;br /&gt;
&lt;br /&gt;
The bonuses awarded with a stage of Striker obviously focus on excellence in hand to hand combat. After completing a stage of Striker, a being will go up 2, maybe 3, points of hand to hand ability. With this increase, hand to hand attack, defense, and damage rolls will all improve. The stage stamina awarded with a stage of Striker is the second highest of all the occupations, next to infantry. Also, their duck increases marginally.&lt;br /&gt;
&lt;br /&gt;
A skilled Striker learns various complex attacks which can cause devastating damage to their opponent.  (Eg: Flying round-house kick, eye-gouge technique, etc.)  However, these attacks are difficult to accomplish and thus involve a negative to hit.  Each stage of Striker allows you to add a negative to hit up to your stage of Striker.  Each negative that is added to your attack increases your damage according to the following table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Stage of Striker&amp;lt;/th&amp;gt;&amp;lt;th bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;Maximum Negative To Hit&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Damage&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;-1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;+2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;-2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;-3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;+8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;-4&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;+16&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;-5&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#dddddd&amp;quot;&amp;gt;+32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Options==&lt;br /&gt;
Finally, each stage of Striker awards a single specialized ability called an 'option'.  There are five to choose from:&lt;br /&gt;
&lt;br /&gt;
=== Manipulation Attack/Defense +2 === &lt;br /&gt;
Each time this option is taken, the Striker gets a +2 bonus on manipulation attacks (hold, joint lock, disarm, make prone).  Normally with these attacks, you would have to beat a target by ten for success.  This bonus effectively reduces the amount you need to beat the target by.  Additionally, the Striker gains a +2 bonus on defending against these attacks, increasing the amount the attacker has to beat him by.&lt;br /&gt;
&lt;br /&gt;
=== Pain +1D === &lt;br /&gt;
Each time this option is taken, the Striker will inflict an extra die of pain on each attack.  (Quite useful if you often try for joint locks.)&lt;br /&gt;
&lt;br /&gt;
=== Virtual Damage === &lt;br /&gt;
The ability to make an attack only inflict virtual damage.  Blunt weapons only (ie: no blades).&lt;br /&gt;
&lt;br /&gt;
=== Quick Rise === &lt;br /&gt;
When knocked down, this option will allow the guerrilla to get up without expending any dice.&lt;br /&gt;
&lt;br /&gt;
=== Movement +1 === &lt;br /&gt;
Increases the Striker movement rating by 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the battlefield, a skilled Striker can easily be the most feared. Often, those skilled in the use of long-range weapons will be powerless to defend against one skilled in hand to hand combat. The reverse, however, may not be true. A skilled Striker within striking distance of his enemies can literally hack his way through them. High stamina and perhaps a stage or two of a more duck oriented occupation such as [[Defender]] or scout will ensure the Striker survival, while these occupations will often not help his targets.&lt;br /&gt;
	&lt;br /&gt;
Note: The occupation Striker is one of the few occupations a being with semi-intelligence (intelligence=0) can be.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Occupations&amp;diff=1092</id>
		<title>Occupations</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Occupations&amp;diff=1092"/>
				<updated>2024-05-05T00:27:20Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* WEAPON TYPES: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- #redirect [[:category:occupations]] --&amp;gt;&lt;br /&gt;
* [[COMBAT]] - [[Aggressor]], [[Assassin]], [[Defender]], [[Munitionist]], [[Repeater]], [[Sharp Shooter]], [[Striker]]&lt;br /&gt;
* DISCIPLINE - [[Diplomat]], [[Leader]], [[Mentalist]], [[Scout]]&lt;br /&gt;
* SCIENCE/TECHNOLOGY - [[Medic]], [[Scientist]], [[Technician]]&lt;br /&gt;
* MISCELLANEOUS - TBD&lt;br /&gt;
&lt;br /&gt;
Occupations are the fields in which a character may have expertise. There are four distinct types of occupation that a being can choose from: combat, discipline, science/technology, and miscellaneous. Combat occupations are obvious; they involve skills used when fighting. Discipline occupations are those that involve practicing in a certain function, involving skills that are not necessarily combat oriented. Science/technology occupations are the class of occupations that require theoretical study in order to master the skills. Occupations in the miscellaneous group, having unique characteristics, are not related to any other occupations.&lt;br /&gt;
&lt;br /&gt;
See [[:category:Occupations]], and [[Custom Occupations]].&lt;br /&gt;
&lt;br /&gt;
== GAINING OCCUPATIONS: ==&lt;br /&gt;
To gain a stage in an occupation, a being must increase their experience. The amount of experience that a character gains depends highly on whether they are engaging in activities related to the occupation they are working towards. Usually, a character will state what occupation they are working towards before the referee will award any experience.&lt;br /&gt;
&lt;br /&gt;
Obviously, different occupations require different types of preparation. To prepare for a combat occupation, a character will usually engage in combat, using the techniques associated with that particular occupation. A discipline type occupation requires that a character prepare by attempting the feats usually accomplished by this occupation, and, if possible, being guided by another that has already mastered the occupation. A science / technology occupation requires, above all else, study.&lt;br /&gt;
&lt;br /&gt;
== IN DETAIL: ==&lt;br /&gt;
The benefits of each occupation are described on a per stage basis. The benefits include increased stamina and increased bonuses relating to the particular occupation. Occupations are cumulative. That is, every stage you gain in an occupation gives additional stamina and bonuses of one stage of that occupation. A character is literally the sum of its occupations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, there are cases when a being will not be able to gain a stage in a particular occupation, such as the case of a lack of intelligence.&lt;br /&gt;
&lt;br /&gt;
* Intelligence Requirement - this is the minimum intelligence that a being needs to gain a stage in this occupation.&lt;br /&gt;
* Stage Stamina - the amount of stamina that a character may gain upon completion of one stage of this occupation. This value is given as a number of dice to roll plus the corresponding range.&lt;br /&gt;
* Bonuses - these are numerical traits of an occupation, outlining the basic abilities. In the case of a range of bonuses, they will be listed with the corresponding roll of a six-sided die (D6).&lt;br /&gt;
* Maximum Stages - there comes a point when a being has learned all he can in a certain field. This value refers to the maximum stage that a being can have in this occupation.&lt;br /&gt;
* Description - a detailed explanation of the occupation, including all of its abilities and describing its strengths and weaknesses.&lt;br /&gt;
&lt;br /&gt;
== TRAINING: ==&lt;br /&gt;
If a character gains his experience through game play and general experience, then the bonuses he receives will be the standard roll described in the particular occupation. However, in cases where the character has had specific training in an occupation (referee discretion), the bonuses received will automatically be the maximum allowed in the range.&lt;br /&gt;
&lt;br /&gt;
The values under intelligence requirement and maximum stages are not carved in stone. They can be ignored in special circumstances, such as advanced training of some kind.&lt;br /&gt;
&lt;br /&gt;
== WEAPON TYPES: ==&lt;br /&gt;
Some of the combat occupations can be weapon specific, as referee (or character) decide. Sharp Shooter only makes sense accurate weapons, and Striker specializes with melee weapons. With the occupation of Aggressor, the experience may only apply to one type of weapon.&lt;br /&gt;
&lt;br /&gt;
== COMBINING OCCUPATIONS: ==&lt;br /&gt;
While there are cases where a character has only one type of occupation (e.g. a third stage guerrilla, or a second stage technician), a character having a variety of occupations is much more common and often more effective.  Some combinations are very effective and have been given a designation of their own to describe the type of character.  They are:&lt;br /&gt;
&lt;br /&gt;
=== Shock Trooper ===&lt;br /&gt;
&lt;br /&gt;
A Shock Trooper has at least one stage of each of the following: Aggressor, Defender and Repeater.  They are capable combatants, effective in most situations.   A Shock Trooper focuses on inflicting the most punishment in the shortest amount of time, while being able to survive most encounters.  Hand to hand shock troopers are possible too, in which case Aggressor may be substituted with Striker.&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
&lt;br /&gt;
A Sniper has at least one stage of each of the following: Assassin and Sharp Shooter.   They will often have a stage of Scout as well.  The Sniper focuses on death from a distance.  Unlike Shock Trooper, a Sniper doesn't fair well in a close-quarters battle especially if there are effective hand to hand combatants.   However, in situations where the Sniper is hidden or isn't in the immediate line of fire, they can be the most deadly.&lt;br /&gt;
&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
&lt;br /&gt;
A Sapper has at least one stage of each of the following: Munitionist, Technician, and Scout.  Large scale destruction is the Sapper's forte.  They are the masters of sabotage, with the ability to sneak into an enemy base, foiling any security devices they encounter, and either planting an explosive, or causing an existing device to detonate (I knew we shouldn't have gotten that antimatter power source...).   They can be quite effective... as long as they can get away before the detonation.&lt;br /&gt;
&lt;br /&gt;
=== Shock Shooter ===&lt;br /&gt;
&lt;br /&gt;
A Shock Shooter has a stage of Repeater, Sharp Shooter, and Aggressor (choosing the Shock Shooter option).  A Shock Shooter is a highly offensive combination with minimal defensive bonuses.  A Shock Shooter can aim and attack in the same round.  So, in a typical 2D attack, they would attack with 4D.  An all aggressive attack is almost always an automatic hit.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Characters&amp;diff=1091</id>
		<title>Characters</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Characters&amp;diff=1091"/>
				<updated>2024-05-05T00:06:26Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* Standard Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Attributes=&lt;br /&gt;
&lt;br /&gt;
Each character has certain attributes that help to describe them and determine what they are capable of. They include the following:&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;300&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Experience]]&amp;lt;br /&amp;gt;[[Stamina]]&amp;lt;br /&amp;gt;[[Strength]]&amp;lt;br /&amp;gt;[[Speed]]&amp;lt;br /&amp;gt;[[Agility]]&amp;lt;br /&amp;gt;[[Maneuverability]]&amp;lt;br /&amp;gt;[[Hand to Hand]]&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Intelligence]]&amp;lt;br /&amp;gt;[[Awareness]]&amp;lt;br /&amp;gt;[[Will Power]]&amp;lt;br /&amp;gt;[[Size]]&amp;lt;br /&amp;gt;[[Nature]]&amp;lt;br /&amp;gt;[[Experience Adjustment]]&amp;lt;br /&amp;gt;[[Force Table]]&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
Here is a sample [http://www.nastidyne.com/aif/pdf/charsheet.pdf character sheet]. You will need Adobe's [http://www.adobe.com/prodindex/acrobat/readstep.html Acrobat Reader] to view this file.&lt;br /&gt;
&lt;br /&gt;
==Step 1: Pick a species==&lt;br /&gt;
&lt;br /&gt;
The species listed in [[species | species descriptions]] are those that have achieved a state of expansion such that they are found in most parts of explored space. While there are millions upon millions of other species out there, these are the most common.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Step 2: Determine character attributes==&lt;br /&gt;
&lt;br /&gt;
===Standard Method===&lt;br /&gt;
Virtually all character beings are generated using the [[custom being generator]], with the base species likenesses used merely as a guideline.  The standard number of generation points is 30, but this can sometimes be modified by referees when it suits their intended back-story.  Strictly speaking, we encourage the 30-point limit, reserving 31 or 32-point beings for specially-grown monsters fashioned by high-stage scientist nemeses of the players.  Conversely, insisting on a sub-30-point character generation is a fun challenge, indicating that the player character is the product of non-ideal circumstances.&lt;br /&gt;
&lt;br /&gt;
In the case of a biologist creating a new life form or a physicist creating a new robot, the number of points available is typically 26 plus the stage of corresponding scientist.&lt;br /&gt;
&lt;br /&gt;
===Classic Method===&lt;br /&gt;
Each species description lists a range for the attributes of strength, speed, agility, and intelligence. To determine where a character lies in each range, the referee rolls a die. For example, a Human has a strength range from 1 to 6. A simple roll of a D6 will give a character it's strength. For ranges which are not so even, improvise. For example, a Felinid's agility is from 2 to 5. Use something like a roll of a D6 where a 1 or a 6 is a roll again.&lt;br /&gt;
&lt;br /&gt;
For all species, will power, awareness, and hand to hand have constant rolls. Will power and awareness both have a simple range of 1 to 6 - a D6 roll. Hand to hand has a range of 0 to 2 which would be rolled as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| width=&amp;quot;250&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
| class=&amp;quot;tableheading&amp;quot; align=&amp;quot;center&amp;quot; | Hand to Hand&lt;br /&gt;
| class=&amp;quot;tableheading&amp;quot; align=&amp;quot;center&amp;quot; | Roll on 1D6&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;tablecell&amp;quot; align=&amp;quot;center&amp;quot; | 0&amp;lt;br /&amp;gt; 1&amp;lt;br /&amp;gt; 2&lt;br /&gt;
| class=&amp;quot;tablecell&amp;quot; align=&amp;quot;center&amp;quot; | 1&amp;lt;br /&amp;gt; 2-5&amp;lt;br /&amp;gt; 6&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A species may have modifiers to will power, awareness, or hand to hand. For example, a Reglactin has +1 for hand to hand. A modifier can increase an attribute above the usual maximum for a starting character. That is, a hand to hand above 2, and will power or awareness above 6. If there are modifiers, they will be listed in the species description.&lt;br /&gt;
&lt;br /&gt;
Any other physical attributes such as mass, height, fur colour, etc. are usually left up to the player.&lt;br /&gt;
&lt;br /&gt;
==Step 3: Decide starting experience==&lt;br /&gt;
&lt;br /&gt;
From a strictly species point of view, every being starts with 1 experience and goes from there. For gaming purposes, it is usually standard to start characters off with 10 - 30 experience. This way, they can at least have a chance of surviving. The amount of experience a character starts with is completely up to the referee.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each ten experience that a being has is called a stage. For each stage, a character will increase their will power and awareness by one, and will get one occupation.&lt;br /&gt;
&lt;br /&gt;
==Step 4: Pick Occupations==&lt;br /&gt;
&lt;br /&gt;
For each stage, the character gets to pick an [[occupations | occupation]]. If the referee allows, groups might want to pick their occupations so that they compliment each other.&lt;br /&gt;
&lt;br /&gt;
Occasionally, the referee will dictate what one or all stages will be, but usually the character decides.&lt;br /&gt;
&lt;br /&gt;
==Step 5: Roll Bonuses and Stamina==&lt;br /&gt;
&lt;br /&gt;
For each occupation, bonuses and stamina must be rolled. These are both listed in the occupation descriptions. Stage stamina is listed as the number of dice used to determine the increase in stamina. Bonuses, when a roll is required, will be listed as each value in a range with the corresponding roll on a D6.&lt;br /&gt;
&lt;br /&gt;
==Step 6: Get Some Gear==&lt;br /&gt;
&lt;br /&gt;
Once you have a character, you need to get him some [[gear|weaponry and equipment]]. Either the referee will dictate what you get, or will give you a sum of credits to buy your gear. (Occasionally in games we play, the player just writes down what he wants, gives the ref his character sheet and the ref says if it's ok or not. Saves time.)&lt;br /&gt;
&lt;br /&gt;
One limitation to how much gear you can get, is your size and strength. If you're a little guy who is not that strong, you won't be able to have too many weapons at your disposal. To find your carrying capacity do the following:&lt;br /&gt;
&lt;br /&gt;
* Find out how much [[force]] you can exert.&lt;br /&gt;
* Divide by 10 to find out how many kg of mass you can carry in a 1G environment.&lt;br /&gt;
* Divide by two.&lt;br /&gt;
&lt;br /&gt;
The result is how many kg of gear you can carry around without any detriment to strength, speed, or agility. If you do decide to carry more - up to your total force, then your physical attributes will suffer. (Referee discretion - one method is to say every ten percent beyond your carrying capacity causes a negative one on one of your attributes.)&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Main_Page&amp;diff=1090</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Main_Page&amp;diff=1090"/>
				<updated>2023-07-18T05:11:46Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* What's New? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''Many years from now, in the vastness of space...'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AIF is a science fiction role playing game which takes place about 3000 years into our future. Human beings have met countless species, and with them, have explored and colonized a space encompassing over three galaxies. Technology has expanded such that no corner of reality is unexplorable, or unexploitable. Societies range from the truly utopian, to horrible despots that wage war on an inconceivable level. It is a setting where science is beginning to pry into the deepest recesses of time, space, and existence... &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;...and adventure is the best reason for living. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sections ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Characters]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - The definitions and creation of beings.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Species]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - The classification and description of common being ilks.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Occupations]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - The kinds of skills and abilities available.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Gear]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - Materialistic and functional considerations.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Combat]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - The application of skills and abilities in conflict.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Ships]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - Conveyances, and their interwoven ramifications.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[History]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - Lies we tell instead of what really happened.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Miscellaneous]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - Odds and Ends that don't classify well.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Technobabble]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - Explanations and extrapolations.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What's New? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Colloidling.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
Hilariously, the AIF-Lords are... playing a bunch of D&amp;amp;D (5E) with some other friends.  &lt;br /&gt;
&lt;br /&gt;
There's no denying that there is a bit of a renaissance of D&amp;amp;D-ness lately, allowing to RPG with a larger demographic than has been typical.  For now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Meta-aside:&amp;lt;br&amp;gt;&lt;br /&gt;
The original reason for creating AIF was because of the devils and demons in D&amp;amp;D preventing one of our friends from playing with us.  But the real impetus for iterating the rules the way we did was because the original D&amp;amp;D (and AD&amp;amp;D) was akin to an accounting system made by people bad at math.  While 5E has addressed the majority of the accounting-type problems, it still suffers fundamentally as being made by people who are bad at math.  Like, literally, it doesn't scale well, has ongoing balance problems, and ridiculous regressions into ever-multiplying bullshit to keep track of.&lt;br /&gt;
&lt;br /&gt;
So it goes.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Main_Page&amp;diff=1089</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Main_Page&amp;diff=1089"/>
				<updated>2023-07-18T05:11:30Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* What's New? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''Many years from now, in the vastness of space...'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AIF is a science fiction role playing game which takes place about 3000 years into our future. Human beings have met countless species, and with them, have explored and colonized a space encompassing over three galaxies. Technology has expanded such that no corner of reality is unexplorable, or unexploitable. Societies range from the truly utopian, to horrible despots that wage war on an inconceivable level. It is a setting where science is beginning to pry into the deepest recesses of time, space, and existence... &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;...and adventure is the best reason for living. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sections ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Characters]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - The definitions and creation of beings.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Species]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - The classification and description of common being ilks.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Occupations]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - The kinds of skills and abilities available.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Gear]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - Materialistic and functional considerations.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Combat]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - The application of skills and abilities in conflict.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Ships]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - Conveyances, and their interwoven ramifications.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[History]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - Lies we tell instead of what really happened.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Miscellaneous]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - Odds and Ends that don't classify well.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Technobabble]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - Explanations and extrapolations.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What's New? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Colloidling.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
Hilariously, the AIF-Lords are... playing a bunch of D&amp;amp;D (5E) with some other friends.  &lt;br /&gt;
&lt;br /&gt;
There's no denying that there is a bit of a renaissance of D&amp;amp;D-ness lately, allowing to RPG with a larger demographic than has been typical.  For now.&lt;br /&gt;
&lt;br /&gt;
Meta-aside:&amp;lt;br&amp;gt;&lt;br /&gt;
The original reason for creating AIF was because of the devils and demons in D&amp;amp;D preventing one of our friends from playing with us.  But the real impetus for iterating the rules the way we did was because the original D&amp;amp;D (and AD&amp;amp;D) was akin to an accounting system made by people bad at math.  While 5E has addressed the majority of the accounting-type problems, it still suffers fundamentally as being made by people who are bad at math.  Like, literally, it doesn't scale well, has ongoing balance problems, and ridiculous regressions into ever-multiplying bullshit to keep track of.&lt;br /&gt;
&lt;br /&gt;
So it goes.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	<entry>
		<id>https://nastidyne.com/index.php?title=Main_Page&amp;diff=1088</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://nastidyne.com/index.php?title=Main_Page&amp;diff=1088"/>
				<updated>2023-06-28T20:26:29Z</updated>
		
		<summary type="html">&lt;p&gt;RooK: /* What's New? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''Many years from now, in the vastness of space...'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AIF is a science fiction role playing game which takes place about 3000 years into our future. Human beings have met countless species, and with them, have explored and colonized a space encompassing over three galaxies. Technology has expanded such that no corner of reality is unexplorable, or unexploitable. Societies range from the truly utopian, to horrible despots that wage war on an inconceivable level. It is a setting where science is beginning to pry into the deepest recesses of time, space, and existence... &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;...and adventure is the best reason for living. &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sections ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Characters]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - The definitions and creation of beings.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Species]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - The classification and description of common being ilks.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Occupations]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - The kinds of skills and abilities available.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Gear]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - Materialistic and functional considerations.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Combat]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - The application of skills and abilities in conflict.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Ships]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - Conveyances, and their interwoven ramifications.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[History]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - Lies we tell instead of what really happened.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Miscellaneous]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - Odds and Ends that don't classify well.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;big&amp;gt;[[Technobabble]]&amp;lt;/big&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; - Explanations and extrapolations.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What's New? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Colloidling.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
Hilariously, the AIF-Lords are... playing a bunch of D&amp;amp;D (5E) with some other friends.  &lt;br /&gt;
&lt;br /&gt;
There's no denying that there is a bit of a renaissance of D&amp;amp;D-ness lately, allowing to RPG with a larger demographic than has been typical.  For now.&lt;/div&gt;</summary>
		<author><name>RooK</name></author>	</entry>

	</feed>