Singularity Cruise game

From AIFWiki
Jump to: navigation, search

Referee: RooK

Player(s): Dave, Bonnie, Ulrich, Amy


Character Creation

The characters have some rules:

  • Standard 30-point being creation.
  • Only combat occupations to start.
  • Everybody is either 1 stage with maxxed-out stats, or 2 stages normally rolled.

Amy's character

Name: HELTU
Species: Orbodun
Occupation: Aggressor 2, Defender, Repeater

Dave's character

Name: SANSAT ACTICONGUN PRAMORG (Satan's Accounting Program?)
Species: Mavvice
Occupation: Defender, Technician, Scout, Sharp Shooter

Bonnie's character

Name: OLIVER
Species: Equidon
Occupation: Striker 3, Repeater

Ulrich's character

Name: SHEOG
Species: Takolee
Occupation: Munitionist 3, Defender 1

2025-11-07 - Origin

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.

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. ("deal with" being a euphemism for "kill")

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.

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.

2025-11-13 - Getting Bearings

The adventurers started noticing some odd aspects of their current circumstances. The first and most obvious piece was the immense etheric "smear" 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.

The small fluffy bunnies themselves have some surprising traits. They present as oddly racist, referring to only themselves as "people". Then, in an weird twist, also turn out to be cannibals. Which coupled awkwardly with noticing that they also appeared to be extremely delicious.

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.

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.

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.

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.

2025-11-21 - Increasingly Mysterious Circumstances

Pulling the light armour and heavy blast rifle off the remaining combatant, which Poppa Hopper referred to as a "Jack", 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.

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.

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.

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.

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.

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.

2025-11-27 - Whups! All Monsters

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.

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.

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.

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.

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...

2025-12-11 - More Monstrosities Revealed

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.

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.

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?

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.

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 -

WHAT THE HELL IS THAT‽‽‽ [rolling initiative]

2025-12-19 - That Was Two Combat Squads Of Combined Hoppers And Jacks

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.

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.

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 "harvesters" and "monsters" that come for tributes - or to hunt.

2026-01-02 - Interrogation

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 "sacrifices", 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.

Then the team woke up one of the raider Hoppers - first "A", 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.

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, "Higgs Engineering Field" 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.

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.

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.

2026-01-09 - Monsters and Hunters and Jacks, Oh My!

Wander out to find some chaos in progress, which proceeds to get even more chaotic. And more Chaos is ongoing.

2026-01-23 - Stage:3 Professional Somethings

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.

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.

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.

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.

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 idiotic 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.

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.

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.

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.

Sentient Exotic Weapon notes

  • 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)
  • 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)
  • adaptive - after spending one stage with a bonded partner, can auto-fit to give bonus to hit equal to stage of bonded partner

2026-02-01 - Hiding In A Guard Post

Yeah, basically just this. Healing and building stuff too, sure. But especially hiding when a terrifying monster manifests in the fields.

2026-02-15,20 - Moseying Outwith Clan Chevobrog

The general consensus among the group of adventurers was to leave the ruined and awkwardly ripe for plundering zone of Clan Chevobrog.

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 "hopper complex" exposed them to a group of rebel jacks with xenophobic tendencies who attacked immediately.

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 "disciples of Yojimbo Jack".

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.

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.

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 "Krieg". He was, apparently, someone of some infamy or importance.

Continuing out of Chevobrog, the last guard post heading towards the "outworlders" 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.

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.

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:

  • GRIPPER OF THINGS - the creator of the advanced weapons, the monsters, and master of this place
  • describe the exotic weapon business, and the fold space used to keep it secret
  • the singularity at the center of the ship that hides the etheric activity of the fold space
  • generally discuss the bar zone, and it's chaos

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.

2026-02-28 - Re-Meeting the Jack Resistance

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.

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.

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 "don't fuck with those folks".

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).

They also try to break into the bank again, but still don't have any more success.

Bob is quietly ditched into the fruit grove with some hiding Jacks. They expect him to be discovered and murdered eventually, if he moves.

After all of that, they returned to the storage warehouse of their creation and settle in for some building and healing.

2026-03-06 - Oh Shitfuck

After finishing up in the warehouse, Brainy Hopper and Sporty Hopper complete stages of medic - adding a much needed group survivability skill set.

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.

On their way, GOD rolls "dragon" 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.

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.

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.

Which is where we left things off, and a >30% probability of a TPK for the next session.

2026-03-15 - WHEW, Not Dead Yet

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.

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.

2026-03-20 - Clan Rothu Beachhead

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.

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.

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.

2026-03-29 - All God's Plans For Combat Messed Up By Discourse And One Grenade

  • mess with the Rothu Operations, and get them to send patches and beer
  • send the Chevobrog squad back with bodies for meat
  • 3 squads of Rothu get obliterated with 1 grenade
    • Rothu spotted Pramorg and Sheog with double-6's and reacted - while still clustered together
  • YOJIMBO negotiates with Rothu
    • offer the Rothu survivors freedom
  • find booby traps in two of the bunkers
  • third bunker has large boning Groten/Zygroten
  • gather the Chevobrog squads before heading to the Outworlder Guard station