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
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.