Super Robot Quest

[X] Plan: Rise! Beowulf!

@Alectai @Basarin
Any chance that the super robot can be summoned remotely with this phrase, ala Domon Kassu?



I don't see why not, honestly.

It's more of a narrative thing than a mechanical one (at least right now), and would depend on the situation at hand, though.

Standby. I just returned home, so prepping some decaf before taking a closer look at the plans provided by @veekie and @Alectai.
 
Lets have a Tally.
Adhoc vote count started by Thors_Alumni on Jun 15, 2018 at 4:53 PM, finished with 39 posts and 18 votes.

  • [X] Plan: Rise! Beowulf!
    -[X] Super Robot 1.0
    --[X] Beowulf 1.0 (27 RP)
    -[X] The Regency
    --[X] Give it some leeway.
    -[X] Variable Configuration: Cored Armor (3 RP)
    -[X] Supercomputer AI: Integration (3 R)
    [X] Plan Fastest Thing Possible
    -[X] Super Robot 1.0 - It's time. With everything that you've learned up until now, you can either retrofit an existing Prototype and 'bring it up to code,' so to speak, or build a brand new one from the ground up.
    --[X] Core unit: Beowulf(1 RP)
    ---[X] Beowulf Upgrade Slot 1: Anti-Gravity Treatment(2 RP)
    ---[X] Beowulf Upgrade Slot 2: K-Circuits(3 RP)
    ---[X] Beowulf Anti-Gravity Slot: 'Psychic Theater' (6-1 RP)
    ---[X] Slotless Upgrade: K-Suit (Pilot 1)(4 RP)
    ---[X] Slotless Upgrade: K-Suit (Pilot 2)(4 RP)
    --[X] Combine Unit: Foxhound(2 RP)
    ---[X] Foxhound Upgrade Slot 1: K-Circuits(3 RP)
    ---[X] Foxhound Upgrade Slot 2: Zirvitium Armor(5 RP)
    ---[X] Foxhound Finisher Slot: Arc Blade(3 RP)
    -[X] Give it some leeway. You don't really trust it, but you're willing to recommend a quid pro quo approach to dealing with the Regency. Recommend that you enter negotiations with the Regency to see what it wants, and in turn see what it's willing to give up for it. You are concerned about the idea of empowering a champion, as you ARE dealing not only with EUDF personnel, but also a citizen of the Union. Make sure your superiors are aware of this.
 
For reference, here are the base units.

The Beowulf
HP: 12
Cost: This is a retrofit of an existing Prototype, so 1 RP
Agile: May roll to avoid a successful enemy attack at 2d6, Threshold of 5-6.
- Diminishing Returns: After two successful agile rolls, Threshold increases to 5-6.​
Strikes:
- Counts as One Action (Notable Bonus may apply).
- Roll 2d6, Threshold of 5-6, inflicts 1 HP​
Ramming Speed: Counts as One Action. May roll to ram an enemy at high speeds at 2d6, Threshold of 5-6, inflicts 2 HP. Success may have additional effects if declared prior to attack, to be ruled by QM.
- Follow-On Strike: May attempt a Free Strike at Disadvantage if Ramming Speed succeeds.​
Combine: May Combine with either the Shepherd or the V-33 Falcon at reduced cost (see Combine Units)
Upgrade Slots: Has 2 Upgrade Slots.
V-33 'Falcon' Configuration
Cost: This is a retrofit of an existing Prototype, so 2 RP
HP: Will add + 5 HP to the Beowulf
Fire Support: When not Combined, can make periodic Strikes. Roll 2d6 (Threshold of 5-6, 1 HP) every other turn.
Note: Is loaded for Combination, so cannot make Heavy Weapon Strikes.​
Combine, Gale Formation: Spend Action to Combine with Jackal. +5 HP to Combine Core unit. V-33 will make one free Strike at Disadvantage (1d6, Threshold of 5-6, 1 HP) during Combine.
Agile: Despite the extra bulk, rocket boosters still enable quick movement and limited flight. Can negate one successful Enemy Strike at 2d6.
- Diminishing Returns: After Two Successful Agile Rolls, Increase Threshold to 5-6.​
Strikes:
- Counts as One Action (Notable Bonus may apply).
- Roll 2d6, Threshold of 5-6, inflicts 1 HP.​
Additional Weaponry: Can Re-Roll one failed strike against Enemy Target at disadvantage (1d6). Can be applied once every turn.
Finishers: You may equip one Finishing Strike. See list below for costs.
Upgrade Slots: Has 2 Upgrade Slots.
SV-10 Shepherd -> Timberwolf class Formation (Applicable with Beowulf class)
Cost: This is a retrofit of an existing Prototype, so 3 RP
Combine: Steel Formation: Spend Action to Combine. +14 HP to Combine Core unit.
Extra Tough: Can ignore one Enemy attack at Disadvantage, 1d6, Threshold of 4-6. Applies for every attack inflicted against the Timberwolf.
Strikes:
Roll 2d6, 1 HP Inflicted. Notable Bonus may apply.​
Demolisher: Heavy Weapons Strike at Advantage (3d6, damage depends on package). May use every other turn.
Heavy Weapon Package: Can equip more updated heavy weapons at RP Cost during deployment.​
Blazing Fist: In-Built Finishing Strike. Test roll situational. Chance to inflict 7 HP.
"Inferno" - Temporarily add +1 HP to baseline Strike damage! Can be activated as a Free Action.
Inferno will last for two combat turns, including turn of activation.​
Finishers: You may equip one Finishing Strike (not counting Blazing Fist). See list below for costs.
Upgrade Slots: Has 2 Upgrade Slots

@veekie's plan is as follows:
Core+Combine: 3 RP.
Anti-Gravity: (2 RP. Adds Bonus Upgrade Slot.)
Psychic Theater: (4 RP + 2 RP for additional Action - 1 RP from Anti-Gravity = 5 RP Total. 1 Bonus Upgrade Slot used.)
K-Circuits: (1 RP + 2 RP for additional damage = 3 RP Total. 2 Upgrade Slots used.)
K-Suits: x 2 (4 RP + 4 RP for re-rolls = 8 RP Total. Does not use Upgrade Slots.)
Total Cost: 18 RP Total.
K-Circuits: Must be another upgrade. Only K-Scales can be chosen twice in succession. This one's my bad, veekie. :(
Zirvitium Armor: (2 RP + 3 RP for extra damage reduction = 5 RP Total. 1 Upgrade Slot used.)
Total Cost: 5 RP Total.
Arc-Blade: (3 RP)

Now for @Alectai's plan.
Core+Combines: 6 RP.
Anti-Gravity: (2 RP. Adds Bonus Upgrade Slot.)
K-Circuits: (1 RP + 2 RP for additional damage = 3 RP Total. 2 Upgrade Slots used.)
K-Scale: (2 RP Total. 1 Bonus Upgrade Slot used.)
K-Suit: (2 RP + 2 RP for re-rolls = 4 RP Total. Does not use Upgrade Slots.)
Total Cost: 17 RP Total (counting both Combine forms)
K-Scale: (1 RP Total. 1 Upgrade Slot used.)
Heavy Zirvitium Armor: (2 RP + 3 RP for added damage protection = 5 RP Total. 1 Upgrade Slot used.
Total Cost: 6 RP Total.
Arc-Blade: No cost due to Timberwolf.
Zirvitium Armor: (2 RP Total. 1 Upgrade Slot used.)
Charged Cannon: (2 RP Total. 1 Upgrade Slot used.)
Total Cost: 4 RP Total.
Arc-Cannon: No cost due to Foxhound.
 
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Good heavens that took awhile to type up. My fault for wanting nice and tidy formats.

But yeah. Those are how I see them. @veekie, whenever you get back online: you have some corrections to make. But I'll give you that time to make those corrections.

Because of the build-sensitive nature of the vote, I'm going to let this run through until tomorrow, roughly noon-ish.
 
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Alectai's plan has the Timberwolf and Foxhound Combinations separate as before. Do we want the triple Combination of Beowulf + TMU + Shepherd that's been talked about earlier?
 
Alectai's plan has the Timberwolf and Foxhound Combinations separate as before. Do we want the triple Combination of Beowulf + TMU + Shepherd that's been talked about earlier?

I'd like it, but it'll be easier to develop a third combination when we have the two individual ones ready to go first, probably cheaper to boot.
 
They're still ahead of you. But that's not surprising; they've had at least a year's headstart.

You're not doing badly at all, though. While either would be confident of fighting you, they'd also seriously think about it; it wouldn't be clean.

That, and if you guys want to go for the triple combine...you're technically not finished yet!
 
They're still ahead of you. But that's not surprising; they've had at least a year's headstart.

You're not doing badly at all, though. While either would be confident of fighting you, they'd also seriously think about it; it wouldn't be clean.

That, and if you guys want to go for the triple combine...you're technically not finished yet!

Can you tell us what we are missing?
 
While I'm not a huge fan of the new resource investment system (I personally prefer the fluff of the old system). I am super hyped for our first public appearance.
[X] Plan: Rise! Beowulf!
 
I personally prefer the fluff of the old system

Hey, I can totally understand that. :\

I wanted to add additional fluff to each level of investment, but this morning I was just kind of out of it. That said, I have a weekend to sleep in with, so future updates I'll be trying to add more narrative fluff to that.

Also, welcome aboard! :)
 
Time, mainly. You are playing catchup still.

That, and if I understand the posts correctly, the next milestone some of you are setting your eyes on is a theoretical combination of the Timberwolf and the Foxhound.
Keyword is Theoretical. And its a long term plan for either the 2.0 or 3.0 version of our Super Robot.
Adhoc vote count started by Thors_Alumni on Jun 16, 2018 at 5:48 AM, finished with 58 posts and 23 votes.

  • [X] Plan: Rise! Beowulf!
    -[X] Super Robot 1.0
    --[X] Beowulf 1.0 (27 RP)
    -[X] The Regency
    --[X] Give it some leeway.
    -[X] Variable Configuration: Cored Armor (3 RP)
    -[X] Supercomputer AI: Integration (3 R)
    [X] Plan Fastest Thing Possible
    -[X] Super Robot 1.0 - It's time. With everything that you've learned up until now, you can either retrofit an existing Prototype and 'bring it up to code,' so to speak, or build a brand new one from the ground up.
    --[X] Core unit: Beowulf(1 RP)
    ---[X] Beowulf Upgrade Slot 1: Anti-Gravity Treatment(2 RP)
    ---[X] Beowulf Upgrade Slot 2: K-Circuits(3 RP)
    ---[X] Beowulf Anti-Gravity Slot: 'Psychic Theater' (6-1 RP)
    ---[X] Slotless Upgrade: K-Suit (Pilot 1)(4 RP)
    ---[X] Slotless Upgrade: K-Suit (Pilot 2)(4 RP)
    --[X] Combine Unit: Foxhound(2 RP)
    ---[X] Foxhound Upgrade Slot 1: Charged Cannon(2 RP)
    ---[X] Foxhound Upgrade Slot 2: Zirvitium Armor(5 RP)
    ---[X] Foxhound Finisher Slot: Arc Blade(3 RP)
    -[X] Give it some leeway. You don't really trust it, but you're willing to recommend a quid pro quo approach to dealing with the Regency. Recommend that you enter negotiations with the Regency to see what it wants, and in turn see what it's willing to give up for it. You are concerned about the idea of empowering a champion, as you ARE dealing not only with EUDF personnel, but also a citizen of the Union. Make sure your superiors are aware of this.
 
Nah, Timberwolf + Foxhound is the next step on the Beowulf line. And at that point, he's done except for incremental upgrades.

Our true Ultimate Robot will be a multiple-Core Unit combination into the World's Most Powerful Super Robot. But we want to have three technically standalone mechs rolled out before that happens so that we can respond to our duties.
 
[X] Plan Fastest Thing Possible
-[X] Super Robot 1.0 - It's time. With everything that you've learned up until now, you can either retrofit an existing Prototype and 'bring it up to code,' so to speak, or build a brand new one from the ground up.
--[X] Core unit: Beowulf(1 RP)
---[X] Beowulf Upgrade Slot 1: Anti-Gravity Treatment(2 RP)
---[X] Beowulf Upgrade Slot 2: K-Circuits(3 RP)
---[X] Beowulf Anti-Gravity Slot: 'Psychic Theater' (6-1 RP)
---[X] Slotless Upgrade: K-Suit (Pilot 1)(4 RP)
---[X] Slotless Upgrade: K-Suit (Pilot 2)(4 RP)
--[X] Combine Unit: Foxhound(2 RP)
---[X] Foxhound Upgrade Slot 1: Charged Cannon(2 RP)
---[X] Foxhound Upgrade Slot 2: Zirvitium Armor(5 RP)
---[X] Foxhound Finisher Slot: Arc Blade(3 RP)
-[X] Give it some leeway. You don't really trust it, but you're willing to recommend a quid pro quo approach to dealing with the Regency. Recommend that you enter negotiations with the Regency to see what it wants, and in turn see what it's willing to give up for it. You are concerned about the idea of empowering a champion, as you ARE dealing not only with EUDF personnel, but also a citizen of the Union. Make sure your superiors are aware of this.
Switched out the illegal circuits with the Charged Cannon. Stunlocking opponents while we blitz them should go well.
I imagine in this case the Psychic Theater is going to be used HEAVILY to control the movement without impeding combat.

Main thing with focusing so heavily on raw direct combat power is that we're going to get a lot of heat, and the focus on offensive power lets us deal with opponents who are stupidly durable better. The additional damage would be needed pretty badly on anything with serious armor plating, and the high Agile capabilities also means they rarely get to test our durability.
 
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Switched out the illegal circuits with the Charged Cannon. Stunlocking opponents while we blitz them should go well.
I imagine in this case the Psychic Theater is going to be used HEAVILY to control the movement without impeding combat.

Main thing with focusing so heavily on raw direct combat power is that we're going to get a lot of heat, and the focus on offensive power lets us deal with opponents who are stupidly durable better. The additional damage would be needed pretty badly on anything with serious armor plating, and the high Agile capabilities also means they rarely get to test our durability.

Except that Agile gets harder and harder to proc the more times we need it I might point out.

Your build there is very, very much accepting massive inefficiencies in design to get a marginally stronger single frame immediately, when we could probably get a superior--or at least cheaper design, just by spending more time working on the project first. We sacrifice the advantages that the Timberwolf has (Namely, that it's not reliant on a weapon to do maximum damage, Blazing Fists lets it fake having a weapon long enough for the sword to recover for instance, as well as the Timberwolf's chance of just completely shrugging off an attack that hits.)

We get a flexible, powerful frame with Beowulf 1.0, that can go skirmisher or brawler without complaint, and it leaves us with sufficient resources to exploit our other available opportunities.
 
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