*
Welcome, Guest. Please login or register.
September 13, 2024, 09:23:48 AM

Login with username, password and session length

Donate

We Appreciate Your Support

Members
Stats
  • Total Posts: 1710365
  • Total Topics: 119764
  • Online Today: 294
  • Online Ever: 2235
  • (October 29, 2023, 01:32:45 AM)
Users Online

Recent

Author Topic: Q-Factor  (Read 5708 times)

Online Tolemykus

  • Bookworm
  • Posts: 65
Q-Factor
« on: July 13, 2024, 12:10:28 AM »
Q-Factor

In the year 2237, humanity embarked on an ambitious project: to colonize a distant habitable planet, Orthon IV. Our expedition, one of many, comprised a small fleet of habitat vessels. After decades of interstellar travel, we finally arrived at our new home. The planet’s atmosphere, terrain, and resources suited our needs perfectly. We spent several years studying and analyzing, ensuring our future safety and prosperity. The data confirmed our hopes—Orthon IV was indeed a viable cradle for humanity’s new frontier.

The colonization began in earnest. We deployed advanced machinery and repurposed the ship itself to aid in the construction of our new society. Local minerals were processed into a durable concrete-like material for our structures, and we delved into the planet's crust to extract metals necessary for our technology. By the end of the first decade, our fledgling colony had taken root, the first buildings of what would become a great society stood proudly against the alien horizon.

Plans were laid for further expansion. Within the next decade, we anticipated having enough resources to establish additional colonies across the planet. In a few centuries, Orthon IV would be ready to welcome waves of emigrants from an overcrowded Earth. However, our dreams of a seamless transition were shattered with the arrival of the Archons.

The Archons emerged from a dimension parallel to ours, fleeing from nightmarish horrors that had devastated their world. They had no experience with space travel, relying instead on their terrestrial technology. Their appearance was strikingly similar to ours, but their ways were alien. Most notably, they harbored an intense aversion to anything electronic, fearing the electromagnetic energies might be corrupted and attract their enemies.

The Archons spoke of “souls” and “promised lands,” concepts we initially dismissed as superstitious nonsense. Yet, there was an undeniable aura of mystery and danger about them. Their arrival brought with it an enigmatic theory known as the Q-Factor. This theory posited that a being’s stability within a dimensional locality could be quantified. A Q-Factor of 1 indicated stability, while a Q-Factor of 5 or higher suggested instability, causing bizarre phenomena in the vicinity. Skeptics among us believed the Archons were merely emitting mind-altering pheromones. Regardless, we knew this phenomenon demanded investigation.

Our first step was to contact Earth for guidance. Yet, inexplicably, all our communications were scrambled. It wasn’t just a technical glitch; something was actively disrupting our transmissions. The source of this interference had to be found and eliminated to reestablish our link with Earth.

At the center of the Archons’ society was a figure known as Maestro. His voice, imbued with dynamic resonance and harmonic tones, had a profound effect on anyone who heard it. His speeches left listeners invigorated and entranced, with some individuals becoming his fervent followers and enforcers. Maestro demanded that everyone submit to his authority, claiming it was the only way to survive the impending horrors.



Internal strife plagued the Archons, splitting them into factions. We found ourselves entangled in their conflicts, struggling to maintain our own stability. As tensions rose, it became clear that we had to reclaim control of our colony or risk being subsumed by the Archons' turmoil and the unknown threats they brought with them.

The future of our colony hung in the balance. We faced a dual challenge: to understand and neutralize the Q-Factor disturbances, and to resist the charismatic but potentially perilous influence of Maestro. Only by unraveling these mysteries and securing our communications could we hope to safeguard our new world and ensure the survival of humanity on Orthon IV.


-----------------------------------------------------------------------

Extra space. It is extra and it is space. It is in case I need to add something at the bottom. :)

Online Tolemykus

  • Bookworm
  • Posts: 65
Re: Q-Factor
« Reply #1 on: July 13, 2024, 01:16:43 AM »
I forgot to explain the purpose of the story in my previous post. I have this idea to create a narrative skirmish game rules (like everyone else) but to include multiple settings in the document. It won't be for sale, or anything. It will probably be released Creative Commons Share Alike. {Soon™}

Example:
Sections 1 -Basic Rules
Section 2 -Setting 1 with scenarios
Section 3 -Setting 2 with scenarios etc.

The point is that rules don't have to be an encyclopedia because you only need what you can use at one time. Each setting will just cover the story with some specific rules to enhance that setting. A narrative tool-box, if you will.

Of course, that is just my goal. Creating is fun and you don't have to put up with the negative parts of playing with personalities. I know, that sounds terrible. :)

Here is the specific link for this mini to anyone interested. They do offer printing services and accounts are free. I'm not affiliated with them in any way. They offer discounts at times and even give out free STLs, usually once a year, but it is not a given.

https://titancraft.com/load/1d5e02fd-165b-4c1a-9ad4-3d0a477e407d/

Anyone wishing links to minis from my other post, let me know. I can get links to all but 2 of them. They have floating and unconnected parts and it causes issues when you try to click the link.

Online Tolemykus

  • Bookworm
  • Posts: 65
Re: Q-Factor
« Reply #2 on: July 13, 2024, 08:56:52 PM »
Marissa Shadowmoor is the matriarch of the Shadowmoor dynasty. The Shadowmoor dynasty have an affinity with light spectrums. Their technology can manipulate what people see, or don't see. This has kept them as strong as any of the major Archon dynasties. They are the most approachable and were some of the first through the frequency stabilized portal.




Part 1 of the Archon's history

In a universe teeming with diverse energies and dimensions, the Archons were an advanced civilization renowned for their mastery of crystalline energy. This energy, found in natural mineral deposits within their dimension, powered their technologies, allowing them to explore the cosmos in ways no other species could. The Archons used these crystals to enhance their vision, peering into distant realms and marveling at the wonders they discovered.

One day, while scanning the cosmos, the Archons stumbled upon a dimension that seemed to be a utopia. This paradise, vibrant with life and seemingly free from the struggles the Archons faced, caught their attention. What made this discovery even more astonishing was that the inhabitants of this realm could see the Archons too. They communicated through the crystalline energy, promising the Archons something they had long sought: immortality.

Eager to attain eternal life, the Archons accepted the offer without hesitation. The knowledge of immortality was shared, and the Archons began to implement it within their society. However, the promise of immortality was a cruel deception. The beings from the other dimension had disguised their true nature, masking their realm's horrors as a paradise. The immortality they offered was incomplete, and the consequences were devastating.

Instead of eternal life, the Archons were plagued by a corrupt and twisted existence. Their society began to crumble as those who embraced the false immortality turned into monstrous beings. The horrors from the other dimension began to seep into the Archons' world, spreading chaos and destruction. The once-glorious civilization found itself on the brink of annihilation.

In a desperate bid for survival, the Archons sought refuge in another dimension. They believed that if the horrors could travel to their world, perhaps they could escape to a safer realm. Extensive research ensued as the Archons explored various dimensions, searching for a place that could sustain their kind without the threat of the encroaching horrors. After much effort, they finally identified a suitable dimension, one that held the promise of safety and stability.

The next challenge was to devise a method of travel to this new dimension. The Archons worked tirelessly, utilizing their crystalline energy to create a portal capable of transporting them to their new home. The process was fraught with difficulties, but they persevered, knowing that their survival depended on it.

However, the Archons faced a heartbreaking decision: only the pure, untainted members of their society could make the journey. Those who had been compromised by the false immortality had to be left behind. It was a painful choice, but the Archons knew it was necessary to ensure the survival of their race.

As the portal opened, the pure Archons began their exodus, leaving behind their once-great civilization and the horrors that had corrupted it. They ventured into the unknown, hoping that this new dimension would offer them a chance to rebuild and thrive once more.

The tale of the Archons serves as a cautionary story of the dangers of unchecked ambition and the deceit that can lurk behind seemingly perfect promises. Their legacy, however, is one of resilience and hope, as they continue to seek a future free from the nightmares of their past.


-----------
Return for part 2 of the Archon's history.

Online Tolemykus

  • Bookworm
  • Posts: 65
Re: Q-Factor
« Reply #3 on: July 14, 2024, 02:05:12 PM »
Cormack Foxcraft

The leader of the Foxcraft dynasty grew in popularity just prior to the Exodus. He was instrumental in protecting large swathes of the population from harm during the experimentation phase of using the banned electromagnetic technology. He even refused to put members of his own dynasty ahead of any other non corrupted citizen. He felt that it was more important to save anyone he could over just those who support him politically.




Part 2 of the Archon's history

As time wore on, the Archons' desperation grew. The once-glorious civilization, now a shadow of its former self, was on the brink of annihilation. The horrors from the false dimension continued to spread, and the subtle power of their crystalline energy was proving insufficient to pierce through some dimensions. They needed a new source of energy, and they needed it fast. Developing a new energy source from scratch was out of the question given their dwindling time and resources.

In their desperation, the Archons considered a forbidden option: electromagnetic energy. The ancients had banned its use due to its instability and the wildly inconsistent results it produced. However, the dire situation called for drastic measures, and the Archons justified its use with the hope that they would only employ it to search for a new haven.

After much debate and with trepidation, they activated the electromagnetic technology. "It worked!" a shocked explorer exclaimed one day. They had found a new dimension, one that could support biomolecular functions similar to their own. This discovery brought a glimmer of hope to the beleaguered Archons. The next challenge was figuring out how to get there.

Encouraged by their success, the Archons continued using the electromagnetic technology to refine their search and plan their escape. However, their hubris and urgency blinded them to the dangers that the ancients had warned about. The catastrophic potential of this unstable energy source soon manifested. A massive explosion rocked their world, causing unprecedented devastation. Millions were injured, and tens of thousands lost their lives in the disaster.

The catastrophe was a harsh reminder of the perils of electromagnetic energy. Yet, it also underscored the urgency of their situation. They needed to find a way to the new dimension before they obliterated themselves. The horrors from the false dimension might not even have anyone left to possess if the Archons continued on this path of self-destruction.

In the aftermath of the disaster, the Archons redoubled their efforts to stabilize the electromagnetic energy. They convened the brightest minds and worked around the clock, seeking a way to safely harness this volatile power. They experimented with combining it with their crystalline energy, hoping that the stability of one could temper the chaos of the other.

The path forward was fraught with challenges. Each failure brought more losses, and the population continued to dwindle. But the Archons pressed on, driven by the hope of a new beginning. As they inched closer to a solution, the horrors grew more aggressive, sensing the Archons' weakening state.

Finally, after what seemed like an eternity, they achieved a breakthrough. A stable portal was created, combining electromagnetic and crystalline energies in a way that balanced their properties. It was their last, best hope for survival.

The remaining Archons prepared for the exodus, knowing they had little time. As they stepped through the portal, leaving behind their ravaged homeland, they carried with them the heavy lessons of their past. They vowed never to repeat the mistakes that had brought them to the brink of extinction.

=======================

Next is the explanation of dynasties and their special Q-Factor qualities.

-------------------------

Cormack's Titancraft link
https://titancraft.com/load/15e48aed-f1aa-482f-b5e0-e47c3081186f/


Online Tolemykus

  • Bookworm
  • Posts: 65
Re: Q-Factor
« Reply #4 on: July 16, 2024, 12:54:16 AM »
Arabella Stagforce



The Archon Dynasties

In a shrouded but close dimension lies the Archon society, a civilization built upon five major dynasties, each wielding unique powers and responsibilities. These dynasties govern Archon life, ensuring the survival and prosperity of their people amidst cosmic turmoil and existential threats. Dynasties are political groups that are used to govern Archon society. While they are not families, they do provide a surname for anyone within a dynasty for public use. Their family surnames are only used in private. They are not secret names, just names that an individual are born with.

The Five Dynasties of Archons

1. Foxcraft: Guardians of society, the Foxcraft dynasty is the shield that protects the Archons. They encompass the roles of military, police, and rescue personnel. During the harrowing days leading up to the Exodus, Foxcraft played a pivotal role in defending the uncorrupted from the horrors that threatened their existence. Their technology, rooted in crystalline structures, is designed to save lives and prevent harm, creating barriers and protective fields that are nearly impenetrable.

2. Falconguard: The spear to Foxcraft’s shield, Falconguard is tasked with the offensive strategies needed to defeat enemies before they strike. However, during the battles with the horrors, Falconguard's tactics failed repeatedly. The weight of these failures hangs heavily upon them, driving their relentless pursuit of better strategies and technologies. Masters of elemental manipulation, their innovations harness fire, earth, air, and water to wage war, but they have yet to find a definitive solution to the horrors.

3. Shadowmoor: The unseen watchers, Shadowmoor controls intelligence, secrets, and subterfuge. Nothing occurs without their knowledge. Their abilities to tap into communications, create holographic illusions, and project false images make them indispensable. They are the eyes and ears of the Archons, ensuring that every threat is known and every secret is uncovered.

4. Stagforce: Seekers of knowledge and order, Stagforce is dedicated to understanding the universe and breaking the boundaries of chaos theory. They believe that with enough information, any random event can be turned into a predictable outcome. Their technology aims to gather and analyze data on a cosmic scale, providing informed answers to the most complex problems facing Archon society.

5. Wolfcrest: Healers and enhancers of life, Wolfcrest is responsible for the well-being of the Archon populace. From hospitals to wellness centers, they ensure that everyone receives the care they need throughout their lives. Their advancements in medical technology not only heal injuries but also enhance daily living, making the Archon society one of the healthiest and most resilient in the galaxy.

The Exodus and Current State

Before the Exodus, the lesser dynasties managed the service and production industries, essential for the day-to-day functioning of Archon society. However, the horrors—a mysterious and malevolent force—decimated the population, forcing a retreat from their home dimension. The remaining population, now insufficient to support the vast system of lesser dynasties, faces a crucial decision: should these industries be absorbed by the major dynasties?

The Exodus was a cataclysmic event, marking the Archons' flight from their once-prosperous home to seek refuge among the static of the multiverse. The horrors, entities of unknown origin and immense destructive power, left the Archon civilization teetering on the brink of annihilation. Foxcraft's valiant defense efforts saved countless lives, but Falconguard's inability to counter the horrors has left a deep scar on their collective psyche.

Now, in the aftermath of the Exodus, the five major dynasties convene regularly to make decisions for the future of their society. Each decision requires a 3/5 majority to pass, ensuring that no single dynasty can dominate the council. The discussions are intense and often contentious, as each dynasty brings its unique perspective and priorities to the table.

The Council Meeting

In a grand hall, the five leaders gather. The room, adorned with symbols representing each dynasty, hums with the energy of advanced technologies. Holographic displays project data from Stagforce’s endless calculations, while Shadowmoor’s surveillance systems ensure absolute security.

The debate over absorbing the lesser dynasties’ roles into the major dynasties is fierce. Foxcraft supports the idea, highlighting the necessity of streamlining operations for the sake of safety. Falconguard agrees, seeing an opportunity to enhance their offensive capabilities. Shadowmoor is cautious, warning of the complexities involved. Stagforce provides a balanced view, showing potential benefits and risks, while Wolfcrest focuses on the impact on public well-being.


==================================

Arabella Stagforce
https://titancraft.com/load/c01464d5-b886-4762-8621-c48ff76c7e0a/

----------------------------------

Next  part will reveal information about crystalline power.


Online Tolemykus

  • Bookworm
  • Posts: 65
Re: Q-Factor
« Reply #5 on: July 17, 2024, 01:16:38 AM »
Ingram Wolfcrest



Crystalline Power

In the vast multiverse, each dimension boasts unique properties. Dimensions with similar frequencies tend to be alike, exhibiting only minor differences. Conversely, some dimensions are so radically different that their fundamental physics and forms of life preclude any interaction. The Archon's dimension harbors a singular property absent from the human dimension: Crystalline power.

Crystallines are living entities, though not intelligent, they possess a rudimentary form of life. When touched by another being, Crystallines draw on biomechanical energy, converting it into light photons. This energy is then amplified by the crystal structure and can be harnessed for various purposes. To an outsider, the Archon's use of this energy might seem magical, but it is purely technological, operating within the bounds of their unique physics.

However, only beings from the Archon's dimension can infuse Crystallines with biomechanical energy. Humans, therefore, cannot utilize this technology. Continuous contact with a Crystalline will eventually drain an Archon of all their energy, leading to their death and disintegration into dust. To sustain their energy for prolonged use, Archons consume vast quantities of food. Some Archons employ special inhibitors that mechanically break contact after a programmed duration, preventing fatal energy depletion.

A significant limitation of this technology is its incompatibility with strong localized magnetic fields. While a planet's natural magnetism does not affect Crystallines, electromagnetic technology does. This incompatibility underpins the Archons' aversion to human technology. Ironically, the Archons had to rely on electromagnetic technology to escape a catastrophic event, necessitating the development of special converters and shielding. Most of this technology was lost during the Exodus, but its necessity has diminished over time.

Now, Crystallines are exceedingly rare. Only those carried across dimensions during the Exodus remain. In the human dimension, there is no equivalent power source, and the energy output from Crystallines is significantly reduced. The Archons are diligently searching for an alternative power source to sustain their technology. Until then, they remain constrained, their once boundless energy now a precious and dwindling resource.


===============================

Ingram Wolfcrest
https://titancraft.com/load/f57417de-4683-489e-87ef-0b03e1994ce7/

-------------------------------

Up next is Corruption and the Horrors.

Online Tolemykus

  • Bookworm
  • Posts: 65
Re: Q-Factor
« Reply #6 on: July 18, 2024, 05:32:47 AM »
Corruption and the Horrors

In the realm of the Archons, a race renowned for their advanced biomechanical technology, the moment of first contact with the horrors marked the beginning of their downfall. This pivotal event, though initially underestimated, defined the fate of the Archons. The horrors, malevolent entities from another dimension, found the Archons to be the perfect hosts, drawn to their sophisticated living technology like moths to a flame.

The horrors thrived on the Archons' biomechanical technology, manipulating it with ease and feeding off its energy to survive. Unlike the humans, who relied on a different, non-physical form of technology, the Archons' dependency on living tech proved to be their undoing. The horrors could traverse into the Archon's dimension and take on a physical form, an ability they lacked in the human dimension where they could only possess and prey on humans through mental invasion.

The horrors lured the Archons with the promise of immortality, a tantalizing carrot that led to the opening of contact. Who wouldn't desire to live forever? Yet, the immortality they offered came with a sinister twist: control. Once a horror invaded an Archon, it took over their mind and body, rejuvenating itself by feeding off its host. This state of corruption was irreversible; no Archon carrying a horror within them could ever be free, as the horrors would never relinquish their grip.

The horrors' method of invasion mirrored the way Crystallines could draw biomechanical energy, but in reverse. This subtle infiltration left the Archons defenseless, and their civilization crumbled under the weight of the horror's insidious influence. They stood no chance against such a foe.

However, humanity presents a different challenge for the horrors. While humans may not be susceptible to direct manipulation due to their different technological framework, they are not invulnerable. The horrors cannot manifest physically in the human dimension, but they can still possess humans, feeding on their essence. The primary vulnerability lies in the fact that few humans currently inhabit Orthon IV, the world where the Archons now reside. As the main colony ships prepare to arrive, humanity faces an unexpected and dire threat, one that they could never have prepared for.

The horrors, once deadly adversaries in the Archon's history, now loom as a significant menace for the future human colonists. The question remains: will humanity's resilience and technological differences be enough to stave off the horrors, or will they too fall into the same trap that ensnared the Archons?

Mesmerized


=======================

Mesmerized
https://titancraft.com/load/f1568f72-31e7-46fa-9f78-35c11f7eb1e1/

-----------------------

Next part explains Q-Factor

Online Tolemykus

  • Bookworm
  • Posts: 65
Re: Q-Factor
« Reply #7 on: July 19, 2024, 05:37:25 AM »
Magaertha Silent Wind
(She keeps her dynasty secret)



Q-Factor

No one could have predicted the emergence of a completely new phenomenon affecting those who cross dimensions. It seems like a warning from the universe itself—a disconcerting welcome gift for new travelers. The horrors, however, remain unaffected, likely because they exist between dimensions.

This residual energy from dimension-hopping, known as the Q-Factor, varies from person to person. Its application is seemingly random and not well understood. What is known is that it bends reality due to the shifts between dimensions. The Q-Factor is measured starting from a base level of one, with levels as high as five observed, though theoretically, there is no upper limit. Repeated dimension travel increases one's Q-Factor, eventually destroying the traveler as reality readjusts itself. At lower levels, the Q-Factor can produce effects that appear almost supernatural, manifesting as an aura around the individual. Some have leveraged this phenomenon opportunistically.

The duration of these changes remains unknown, and it might be a permanent alteration. Some individuals conceal their Q-Factor interactions, either out of fear or a desire for power and influence. There are whispers of a weapon called a Reality Bomb, harnessing this power, but no proof exists yet. Authorities remain vigilant for strange events.

One of the most noticeable Q-Factor phenomena reported is an aura that can repair damaged cells at the subatomic level. An individual known as Magaertha is rumored to have been quietly visiting infirmaries to help the sick and injured. If this is the same Magaertha from the rumor mill—a supposed contract killer whose mere name once emptied rooms—it would be an unexpected turn of events. Her dynasty remains unknown, but she was reputed to be a deadly adversary. Specific Q-Factor effects are continually monitored and updated in the information wire.

--------------------------------

Magaertha Silent Wind
(She keeps her dynasty secret)
https://titancraft.com/load/b9c84cca-8887-4ef0-99dd-0bb90316e74f/

=================================

Next part will be: Meeting and Integrating into the Human World.

Online Tolemykus

  • Bookworm
  • Posts: 65
Re: Q-Factor
« Reply #8 on: July 19, 2024, 11:52:25 PM »

Colony Guard


Meeting and Integrating into the Human World.

When humans from Earth embarked on their missions to colonize other planets, their ambitious plans aimed to send millions of people to a dozen different star systems. Each mission was initially to send 6,500 individuals to each habitable planet, equipped with everything necessary to establish a livable base for a second wave of 650,000 people. The technology at their disposal allowed for interstellar travel that would take fifty to sixty years to reach their destinations.

Despite meticulous planning, the vastness of the galaxy meant the missions faced significant uncertainty. The potential for disaster or unexpected events was high, as not every detail about these distant star systems could be known, even with extensive probe surveys. Orthon IV is a prime example of this unpredictability. The initial mission was a success, with the planet being prepared for the second wave of colonists. However, between the two missions, an unforeseen event occurred—an encounter with beings from another dimension.

The Archons, a race escaping unimaginable horrors from their dimension, arrived on Orthon IV to find an already established human colony. Their arrival was a one-way journey, and returning to their own dimension was not an option. The first contact was bewildering, as neither species had anticipated meeting the other. The Archons numbered over 700,000, having lost tens of millions in their desperate escape through experimental portals. Communication between the two species was initially rudimentary, relying on basic gestures and symbols until they could learn each other's languages. Conveying the need to accommodate hundreds of thousands of aliens on short notice was an overwhelming challenge.

The humans on Orthon IV, unable to communicate with Earth due to the interference caused by the dimensional travel, had no choice but to adapt. The very act of traveling between dimensions generated static so intense that contact with Earth might be impossible for a long time. The prospect of the second wave of humans arriving amidst the alien presence was daunting. A new method of communication was urgently needed.

Despite initial distrust due to the Archons' benevolent demeanor, the humans' compassion for the aliens' plight ultimately prevailed. The decision to allow the Archons to take over the prepared colony, while the humans worked on creating a new one for the second wave, took weeks of heated debate. Immediate needs outweighed long-term plans.

As the months passed, the humans and Archons exchanged knowledge and history. The Archons were bewildered to learn that the humans were preparing for the arrival of more colonists. They struggled to comprehend how such a small group of humans could possess such advanced technology. Coming from a world where they could not see beyond their atmosphere due to reflective particles, the Archons were unaware of the existence of the universe beyond their dimensions. While humans gazed at the stars and dreamed of exploration, the Archons introspected and studied themselves. Discovering the vast cosmos was a revelation they were still grappling with.

The humans now plan to accelerate their efforts to create more cities on Orthon IV, aided by the additional workforce provided by the Archons. Living alongside aliens was not part of their original plan, but humanity's adaptability is one of their greatest strengths.

However, there are concerns. The Archons speak of horrors and corruption from their dimension, and they exhibit peculiar abilities. Understanding their new neighbors and their history is crucial for the success of the colony. The humans are determined to fulfill their mission, even in the face of challenges they could never have anticipated.

----------------------------------

Colony Guard
https://titancraft.com/load/016b7e0c-926e-4cec-9cd5-92f0fd9e77b8/

==================================

Next: Reports from the Colony Guard


Online Tolemykus

  • Bookworm
  • Posts: 65
Re: Q-Factor
« Reply #9 on: July 20, 2024, 07:34:10 PM »
Sector Administrator Sasha



Reports from the Colony Guard
22/6/2312

0310 Hours
A human body was discovered stuffed into an air duct, its blood completely drained. The incident has sparked fears of a death cult ritual among the colony's residents. Rumors and fearmongering are spreading rapidly. The civilian authority and the victim's family have been notified. The investigation is ongoing.

0746 Hours
Reports have emerged of strange phenomena in the industrial sector. Metal bulkheads have rubberized, and sections of buildings have buckled. Work crews were dispatched to shore up the structures until permanent repairs can be made. Anyone with information is urged to report to the Colony Guard.

1501 Hours
Archon Security forces subdued an individual exhibiting signs of Q-Factor poisoning. Witnesses claim the person grew to twice their normal size and wreaked havoc in a local restaurant. While no footage was found, reputable business owners at the scene provided consistent accounts. Further details are pending as the investigation continues.

1743 Hours
Colony Guards responded to a disturbance at the Cassandra Research Institute. A human allegedly threw explosive devices in the lobby. Eyewitnesses claim the individual was unclothed and projected blobs of unknown material from their fingertips, which sizzled upon impact and exploded. This report has not yet been substantiated.

1905 Hours
A ceremony commemorating the five-year anniversary of our Archon allies' arrival was held at the historic Hilton Grande Hotel and Convention Center. Dignitaries from both species attended, exchanging awards and honors. The nature of these gifts—whether honorary or technological—remains unclear. Speeches were given, and miraculously, no one fell asleep.

2122 Hours
The night crew of the New City construction team uncovered an underground vault, reportedly a natural formation. Pre-colony scientific studies stated there were no underground pockets and that the planet's surface was solid. An anonymous source close to the discovery claims the vault is artificial and shielded from sensors by an unknown material. Colony officials dismiss this as ridiculous, asserting that the vault is natural and contains materials capable of reflecting sensors. Claims of a cover-up are fueling further speculation among the populace.


===========================

Sector Administrator Sasha
[Industrial Sector]
https://titancraft.com/load/406d6b25-2de4-45f8-b4ac-0071773f92de/

---------------------------


Scenario: Colony Guard vs. Raged Assailant


Online Tolemykus

  • Bookworm
  • Posts: 65
Re: Q-Factor
« Reply #10 on: July 22, 2024, 04:53:00 AM »






---------------------------

Colony Guard vs. Unstable Raged Assailant
Q-Factor Scenario


Dimension travel isn't without its perils. The most insidious threat is a mysterious radiation known as the Q-Factor. This radiation seeps into the very essence of those who journey between dimensions, acting as a poison to their bodies. Its effects are varied and unpredictable, sometimes even spreading to those in close proximity to the afflicted. While generally harmful, some of the Q-Factor's manifestations are rumored to grant unusual abilities.

The Archons, despite their advanced knowledge, have not found a way to fully protect themselves from this radiation. However, a pressing question has arisen: if only Archons are supposed to be exposed to Q-Factor during their travels, how are some humans showing signs of poisoning? Is it possible for Q-Factor to be transmitted through mere contact?

Recent reports have fueled these concerns. Strange and alarming incidents are being linked to the arrival of the Archons. While the colony's officials are captivated by the potential benefits the Archons bring, many colonists believe the dangers are being conveniently overlooked. There's a growing suspicion that the Archons, burdened with their own unresolved issues, might be spreading their problems to the human population. Accusations of corruption and negligence among the officials are rampant.

Amidst this turmoil, a disturbing scene unfolds in Colony Park. Civilians have reported a human man, seemingly out of his mind, causing havoc. Witnesses describe him as muttering incoherently and threatening those around him. Most unsettling are the moments when his eyes glow a brilliant white, followed by arcs of lightning shooting from his raised arms. These symptoms point unmistakably to Q-Factor poisoning.

In response, the Colony Guard has been mobilized to handle the situation. Citizens are urged to remain calm, evacuate the area, and let the authorities manage the crisis. Engaging the individual could be extremely dangerous due to the unpredictable nature of Q-Factor's effects.

As the Colony Guard moves in, the community holds its breath, waiting to see how this confrontation will unfold and what it might reveal about the true impact of the Archons' presence on human society.

Scenario Type: Skirmish. Single model activation.
Colony Guard: 10 models with military rifles. 1 should be a leader.
Raged Assailant: 1 model
Civilian Crowds: 3 groups

Play Area Size: 3' x 3'
Game Length: 5 Turns
Terrain: Modern or Futuristic Urban
   (A park is okay if you do not have buildings)
Difficulty Level: Moderate
Rules  Compatibility: High

Setup:
   Unstable Rager is set in the center of the city.

   The civilian crowds are placed 6" from the Rager. Try to place them equidistant from each other as much as possible given the terrain that you have. Also make sure that they are between the Colony Guard starting area and the Unstable Rager.

   Divide the Colony Guard into groups of three. The leader can be placed with any of the groups. Each will Colony Guard group will start on a different edge at the center 18" from the corner. They can move individually after set up.

Objectives:

Evacuate the civilians
   They are in panic mode and will not listen to commands. You must directly interpose yourself between the Unstable Rager and the civilians in order to issue them a command. You get one chance per civilian group. They will not listen after that. See special rules below.

Subdue the Unstable Rager
   It would be easy (or would it?) to just shoot the individual and be done with it. Of course, you might accidently hurt a civilian in the crossfire. You may also not find out what led the Unstable Rager to freak out and start attacking anyone nearby in the first place. Having this knowledge might prevent future similar events of this nature. See special rules below.
   
Special Rules:

Calm the Crowd
   One Colony Guard per turn per civilian group may attempt to calm them and issue them an order that they will follow. Failure to calm them means you can try again. Once you succeed for a group, they will not listen again. You may move them 6" in any direction you wish immediately when you succeed in a calm test. The rules set you use will determine how a non combat action can be performed. This test will be moderate difficulty.

Crowd Panic
   At the end of each turn they will panic and move d6" in a random direction. They will stop if they come into contact with anything. They cannot be engaged in melee as they represent a group of people.

Crossfire
   If the Colony Guard draws a line of sight to the Unstable Rager and the path crosses within 3" of any civilian group then they will panic if the guard shoots. Immediate panic move d6".
 
Unstable Rager
   This character will be more powerful than any individual Colony Guard. They will have some kind of regenerate or fast heal ability. They might also have a special ability that will allow him to most faster than normal. His melee attacks are charged with energy and will hit harder than a normal person.
   Your rules of choice will determine the character's build. Keep moderate difficulty in mind unless you wish to increase the difficulty. For example, if you wish to add additional player(s).

   The  Unstable Rager will decide what to do in the end phase before the civilians make their panic move. Roll a d6 and consult the chart.

1. Move but take no actions.
2. Take an action but cannot move.
3. Move half and take an action.
4. Can move once and take two actions or move twice and take one action. Can move before or after the action(s).
5. Can move twice and take two actions in any order.
6. Berserk! Move, shoot a lightning bolt and then charge closest civilian group or Colony Guard.

   The Unstable Rager can take any standard action that the game allows a character to take. Shooting involves his ability to ionize the air and shooting a single bolt of lightning following the standard targeting rules. The lightning bolt will automatically cause maximum hits or damage depending on the game system used. If the target is a civilian group, follow the rule below.

Subdue the Unstable Rager
   You need to damage him so that he is down, out of hit points, or immobile. The rules you use will determine this. When he takes his last wound, he is not dead, but can then be subdued. Simply take an action from one of the Colony Guards and state you are 'cuffing and stuffing'. Game over!

Civilian Crowd
   If shot by a lightning bolt or charged in melee, place a token showing that someone in the group was wounded. After 3 total tokens, remove this group from play.

Post Scenario
   ~If the Colony Guard rescues all three civilian groups without them taking damage and subdues the Unstable Rager, they will receive a special commendation from their superiors and a promotion.
   ~If any civilians are wounded but have not been removed from play and the Unstable Rager was subdued, you will receive a pat on the butt and a thanks from your immediate superior. Questions about your ability to perform your duty will follow you throughout your career until you excel or fail you next mission.
   ~If they do not subdue the Unstable Rager after 5 turns then he will escape causing a lot of damage in his wake. And/or If a civilian group was removed from play, you failed your mission. You are demoted back to traffic cop and your service rifle will be reassigned.

After Incident Investigation
   Human scientists at the Cassandra Institute are experimenting with the Q-Factor phenomena. They have not traveled across dimensions in their study but are trying to harness the radiation through other means. Unfortunately they are slowly poisoning their subjects. This causes instability in a person at the cellular level and they can exhibit violent tendencies as well as strange phenomena.

Rules systems suggestions that work with this scenario:
   ~Pulp Alley
   ~Brutality
   ~Fistful of Lead by Wiley Games
   ~Space Weirdos/ Sword Weirdos
   ~Mutants and Death Ray Guns by Ganesha Games

Others may work too. Try your favorite.

-----------------------------
Unstable Rager
https://titancraft.com/load/073562e4-1a0b-4366-bc9e-4115e59426e8/

Human Female Civilan1
https://titancraft.com/load/32d458fb-9ab6-4afa-8c20-4e5392368cb8/

Human Male Child
[STL assembled using all free components]
https://titancraft.com/load/1f92b355-1fff-4477-aaab-cf5591d4415d/

Human Female Child
[STL assembled using all free components]
https://titancraft.com/load/f7547d75-972c-4fa1-9efa-5ab667812759/

Human Male Civilian1
[STL assembled using all free components]
https://titancraft.com/load/3a3a4ea0-c3bd-429a-9ee1-77d667133013/

Human Male Civilian2
[STL assembled using all free components]
https://titancraft.com/load/f75556aa-6c65-47b5-94d3-d062996d00f7/

================================

Another Scenario, but it will take a few days. Thanks for Reading!!
« Last Edit: July 22, 2024, 05:46:45 AM by Tolemykus »

Online Tolemykus

  • Bookworm
  • Posts: 65
Re: Q-Factor
« Reply #11 on: July 22, 2024, 06:01:48 AM »



Played a quick playtest game for this scenario using Pulp Alley rules last Saturday with a friend at the FLGS. It worked well and he succeeded on turn 4. I made some minor adjustments to the scenario before I posted it.

All previous story posts I wrote on the fly with very little editing. They are essentially rough drafts. My goals is to get better at narrative writing without spending to much time second guessing myself. Get something on 'paper'. Thanks for looking.

Online Tolemykus

  • Bookworm
  • Posts: 65
Re: Q-Factor
« Reply #12 on: July 24, 2024, 06:27:43 AM »
Preview of Exodus Scenario Diagram



Online Tolemykus

  • Bookworm
  • Posts: 65
Re: Q-Factor
« Reply #13 on: July 28, 2024, 12:49:04 AM »
No minis to show this time. Here is the scenario. It is to be used with the previously posted diagram. Enjoy!

Exodus
Q-Factor Scenario

Introduction
   The downfall of the Archons became inevitable the moment they encountered the horrors. They were ill-prepared and utterly misunderstood the nature of these malevolent entities. In a desperate bid for survival, the Archons devised a plan to save their species, rallying their entire civilization towards this singular goal. Tragically, despite their efforts, over 95% of their population succumbed to the horrors, leaving only a fraction to carry on their legacy.

Backstory
   The Archon security team is tasked with a harrowing mission: to escort as many of their people as possible through the portal to a safe dimension. Each team knows that succumbing to the horrors is not a matter of 'if' but 'when.' Their objective is to hold out for as long as possible, buying precious time to save as many lives as they can. When one team falls, another steps in to continue the mission. They are prepared to make the ultimate sacrifice, aware that their courage and endurance are the last hope for their civilization's survival.

Scenario Type: Skirmish, Single Model Activation
Mode: Pvp or Solo
Models: 5 Archon Security and 1 Archon Leader
   1 Archon Technician
   4 Civilian Groups
   6 Horrors (maximum)
   3 Corrupted (maximum)

Play Area Size: 3' x 3'
Game Length: 6-8 Turns
Players: 1-2 + GM
Terrain: 6 Energy Shield Pylons, 2 Generators, 1 Portal and 1 Control Console in a room.

Difficulty Level: Difficult
Rules Compatibility: High

Setup:
   Place six pylons to represent the center of each energy shield bubble. These are force field emitters that can prevent the horrors from reaching the citizens. As each civilian group travels through one, the next one will automatically open and allow that group through. The bubble is represented by a 5" circle around the pylon. These should be formed in a line one after the other starting from the bottom of the play area.
   The Dimensional Portal is placed at the northern most part of the table at the center of the board edge. The last energy shield bubble should be placed against the face of the portal.
   Two generators power the portal and energy shield bubbles. They are placed 9" in from each side of the left and right edge of the play area and 15" down from the north side. (see diagram)
   Finally, the Console Control room is a room 4" in size. The door into the room is on the south facing wall. This room is placed on the north west corner of the play area.

Objectives:
   Save as many civilian groups as you can by sending them through the Dimensional Portal. Play for a minimum of six turns. Keep going until turn eight if you think you can save more. Your score is the number of groups that make it through the portal.

Turn order
   Place a Civilian Group and then move them.
   Initiative and Generate d6 Horrors
   Player 1 Actions (Archon or Horror)
   Player 2 Actions (Archon or Horror)
   Repeat the last two steps until every character has taken their turn.
*Use initiative rules for game system that you choose.

Scenario Rules:
   The Archon Security can attack the corrupted and the horrors.
   The horrors can attack the civilians, the security forces as well as the technician.
   The technician can reactivate any device(s) that the corrupted have deactivated.
   If the civilian groups and technician are attacked, they are automatically destroyed. No rolls necessary.
   Corrupted can deactivate a generator or a single energy shield bubble by using the Control Console. One corrupted is hidden in each civilian group.
   If a generator is deactivated then civilians cannot move through the portal.
   If an energy shield bubble is down then a horror may then attack any civilian in that location.
   Horrors cannot deactivate the devices.
   Civilians move at the same rate as any Archon.
   Horrors only go into the energy shield bubbles to attack the civilians. They will not stay inside of one.

Character Starting Locations
   Horrors will start along the south side of the play area. They will not start in the energy shield bubble.
   Civilians will start on the south edge in only in hte energy shield bubble.
   Corrupted will not appear until the horror player decides to move them from their hidden location in one of the civilian group. They can leave the energy shield bubble at any time in their turn.
   Security can be place anywhere on the play before the start of the game.

Power Allocation
   ~The generators provide 3 power each
   ~The Energy Shield Pylons require 1 power each to stay activated
   ~The dimensional portal requires 1 power to be activated
   ~Archon player must state which are activate and which are not each turn
   ~They can be activated and de-activated by any appropriate character during their activation


Character Balance When Making Characters For the Scenario With Your Rule Set
   ~The horrors and the Archon Security are similar in strength.       
      ~Horrors are faster and can kill quick. Security has ranged weapons.
   ~Technician is not a warrior. Civilians do not fight and are moving scenario objectives.
   ~Corrupted have the benefit of retaining the information of their host. They are horrors possessing the bodies of the Archons. Horrors are too feral in their natural form.

Hints:
   Keep the Dimensional Portal and energy shield bubbles activated.
   The horrors will corrupt the civilians as they travel to the portal.
   Hidden corrupted civilians will leave the group and try to deactivate the devices. The player's strategy determines which one that they choose.
   Corrupted will not have time to attack civilians or Archon Security. They only concern is to de-activate devices. They will fight if they are attacked.

Additional Narrative Information
   The generators are separated from the Dimensional Portal and the Control Console because the different technology types are not compatible and will explode if they are close.

   Archon's dimension vibrates at a frequency of 58 hz. The human dimension vibrates at 45 hz. This may account for the ability of the horrors to manifest physically.

Rules systems suggestions that work with this scenario:
   ~Pulp Alley
   ~Brutality
   ~Fistful of Lead by Wiley Games
   ~Space Weirdos/ Sword Weirdos
   ~Mutants and Death Ray Guns by Ganesha Games

Others may work too. Try your favorite.

--------------------------------

Next post will talk about game rules.
« Last Edit: July 28, 2024, 01:04:10 AM by Tolemykus »

Online Tolemykus

  • Bookworm
  • Posts: 65
Re: Q-Factor
« Reply #14 on: July 28, 2024, 08:18:52 PM »
Bonus Post

In a narrative game what is more narrative than character names? If anyone is like the people I play with, their mind blanks when it comes to creating a name for their characters. They either fall back on the extreme common or they use the same names over and over again. Here is a quick list of some uncommon names to use. Even if they are not used, they are good to read through to spark other name ideas. Enjoy!


Character Surnames
1.  Bloodworth
2.  Braxton
3.  Carrington
4.  Delacroix
5.  Dunsany
6.  Elwood
7.  Forsythe
8.  Gladstone
9.  Hargrove
10. Huxley
11. Ingram
12. Kingsley
13. Latimer
14. Montague
15. Norwood
16. Peverell
17. Rutherford
18. Stoddard
19. Tillinghast
20. Underwood
21. Varnell
22. Whitmore
23. Wycliffe
24. Yelverton
25. Zephyr


First Names
Uncommon Male   Uncommon Female
1.  Alden         1.  Alma
2.  Asher         2.  Arabella
3.  Barnabas      3.  Blanche
4.  Bertram      4.  Cora
5.  Clement      5.  Cordelia
6.  Cyril         6.  Delia
7.  Desmond      7.  Emmeline
8.  Emory         8.  Evelyn
9.  Ephraim      9.  Genevieve
10. Felix         10. Gladys
11. Gideon      11. Hazel
12. Horace      12. Hilda
13. Irving         13. Imogen
14. Jasper         14. Iris
15. Louis         15. Josephine
16. Mortimer      16. Lois
17. Neville         17. Maud
18. Nigel         18. Millicent
19. Oscar         19. Nora
20. Phineas      20. Ophelia
21. Quincy         21. Pearl
22. Rupert         22. Ruth
23. Silas         23. Theodora
24. Thaddeus      24. Viola
25. Walter         25. Winifred


-------------------------------

More to come!

 

Related Topics

  Subject / Started by Replies Last post
5 Replies
1460 Views
Last post January 23, 2013, 07:26:31 PM
by carlosyc
5 Replies
3372 Views
Last post August 25, 2015, 11:59:45 PM
by Silbuster