Singularity Cruise game

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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, Defender

Dave's character

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

Bonnie's character

Name: OLIVER
Species: Equidon
Occupation: Striker, Repeater

Ulrich's character

Name: SHEOG
Species: Takolee
Occupation: Munitionist 2

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