So, weekend's coming up, which means I'll be able to present a new turn sheet along with as comprehensive an updated status of just about everything I can get. The first coming this weekend will be the overall assets and income you have. Expect that this weekend, then I'll go silent for a little bit for Christmas with the folks.
This is an official spin-off AU Quest of Super Robot Quest (and again, I love the fact that I can say this). @DaLintyGuy approached me awhile ago with the beginnings of an idea for this, and he and I have been bouncing ideas back and forth about it. It's a very different tone than this one is, and expect more Real Robot tendencies over Super Robot ones.
That said, it should be an awesome ride, and I do encourage you all to check it out!
Update should still be on track for tomorrow. Hope everyone's having a restful holiday season!
Due to my holiday plans having been accelerated, what follows is an earlier than expected post. And good god, I am glad I'm getting back into this regularly; getting back to your notes after months of inactivity, you have to remember where everything is!
I'm sure I messed something up, but I'll correct them when I can. I'm still due to provide a snippet, but that will come later. For now...have a turn post!
Merry Christmas everyone!
0926, 2 May, A.D. 2072
The Proving Grounds
"Hey, Jess."
"Yeah?" Jessica looked up from training with the C-Crystal the Regent had given to her. Her pilot suit had not dramatically changed from before, but a socket where the red crystal fit in perfectly rested on her wrist. "What's up, Cav?" She looked closer at the scout, then grinned. "I thought Patch buffed out the bruise," she teased.
"Yeah, well." Cavalier shrugged. "That Banner kid hits hard. You guys have good talent."
"I'll say." Looking over at the rest of the Proving Grounds, it was a hive of activity. More and more, the pilots of the supporting units were actively training. There was no rhyme or reason for it - the pilots were just incredibly dedicated. That, and some were actually engaging in combat with remote-controlled units from the Pilot Exchange Program.
Fighting, and utterly stomping them flat.
"Ouch," she winced as another remote Jackal was unceremoniously slammed into a nearby concrete platform. "Wasn't that guy-?"
"Ground Defense Force I think," Cav shrugged. "Heard Diana wasn't too impressed with a lot of them."
"I'm a rookie. I'm not impressed with them," Jessica said dryly.
"How's that...thing working out for you?" he asked.
"This?" She held up the C-Crystal, which all but glistened in the afternoon sun. "It's...weird. Not in the bad way. I'm honestly just trying to get into the mindset of using it - the Regent was saying emotions were kind of like a switch to get this thing really powered up." She shrugged, gesturing towards the maintenance area where the modified chassis of the Pilum rested, still covered in tarp. "There's only so much I can do until the Regent modifies it."
"Fair." Cavalier then grumbled as he saw another remote-controlled Centurion get outmaneuvered by a Jackal.
"Thinking of going out there?" Jessica asked with a smirk.
EUGDF Commission - Generating +2 RP; Two Turns Remaining)
Energy Shard Processor - Generating +5 RP. Will cap at +6 RP at Turn Eight, Year Three
RP INCOME – 29 RP
Expenditures
The Oracle - 1 RP – Locked for 2 more turns
The Mechanical Men - 2 RP – Locked for 1 more turn
A Sheepish Request - 1 RP – Locked for 5 more turns
Pilot Training – Medium Investment - 1 RP – Locked for more turns
Seeker - 1 RP – Locked for 1 more turn
Experimental Projects – Heavy Investment - 2 RP – Locked for 3 more turns
The Dragon's Horn - 1 RP – Locked for 1 more turn
C-Crystals - 2 RP – Locked for 2 more turns
Gift of the Regent - Early Space Flight - 1 RP – Locked for 2 more turns
RP EXPENDITURE - 12 RP Locked This Turn
Total Income - 17 RP
Special Actions
Katarina's Support: You may add +1d6 to any Action this turn. This can only be applied to one Action. This will refresh next turn.
Streamlined Resource Flow: For One Action this turn, you may discount the Cost by -1 RP (you cannot reduce a Cost to 0 or below). This will refresh the next turn.
Comtesse de Valor - This was undoubtedly a wordplay that Anna came up with to troll you (and you suspect your second-in-command of having approved of it, anime-lover that she is). But so far, Satsuma and the Regent have commandeered a significant chunk of the Proving Grounds to get herself and the Valkyrie acclimated to the power of the C-Crystal (at least the version provided directly by the Regent).
The Regent's reaction to this is actually fairly amusing (to you, anyway). "Normally I am forced to deploy this in times of dire emergency," it says to you one day. It actually sounds fairly puzzled. "Having time and space to prepare a Champion is...novel."
Suck it, naysayers and genre purists.
Duration: 2 Turns
The Oracle of Gasparton - Ignatov, his team, and Patch are making steady progress with the Oracle Matrix. She has already gained sapience and has taken to calling herself 'Delphi' after one of the most well-known of the Classical World.
You just hope she isn't as cryptic and maddeningly vague as her namesake was.
Cost: 1 RP Locked (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for Breakthrough (2d6, Threshold of 4-6); Patch on standby, provides <unknown>
Upon completion, Galbinus will offer you a selection of boons to call upon
We're the Mechanical Men - It's almost done.
The new lines of code are scheduled to come to full maturity by the end of the month. You have no idea who they might be, how they might manifest, or anything of the like.
You just know that by virtue of having been borne in the depths of the Lair - and by extension the DFRI - they are going to be as crazy as anyone else. It's not a question of if. It's a question of how.
Cost: 2 RP Locked
Duration: 1 Turn
Will establish two-to-four new AI personalities, dedicated support to the Perseus
A Sheepish Request - The Admiralty of the EUNDF are...perplexed when they catch word of what you're doing. All they wanted was for the ship to be repaired, maybe refurbished with some of the latest advancements from the DFRI. K-Scale, K-Circuits, maybe even the Energy Blasters. You know. Something sensible.
Bah, you said back (not literally, but in spirit).
What you tell them is that the Sergey Gorshkov is going to become the pioneering test platform for even more revolutionary technologies that are coming down the pipeline, and that the Pacific Fleet would have the honor of fielding it for the very first time.
What you don't tell them is that this is one very, very expensive and elaborate way to prove a point.
You didn't have to go to these lengths to repair the supercarrier. You're doing it because you can, and they can't.
Yes, you are petty. What of it? A man's got to have a hobby when he's surrounded by this much crazy.
Cost: 1 RP Locked (1 RP Locked Next Turn)
Duration: 5 Turns (Remember that bit about long-term? It's still a thing.)
Chance for Breakthrough (2d6, Threshold of 5-6)
Super Robot Construction - If you want to start in on a new Super Robot or bring one up to code, you know how by now.
Cost: Variable (how much do you want?)
Duration: 3 Turns
Over There - Colonel Bernard reached out not long ago. Though his technicians are already here working with Lana to establish the new model, he's interested in sending not only pilots to the Pilot Exchange Program, but he's also willing to detach some of his Marines to serve along your formations. Officially, their job would be to assist as training cadre for the Exchange Program. Unofficially, he's not going to say no to you deploying them in active combat 'if you think it necessary.'
[] Over There
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Can raise a new Support Formation
Excavation Again - Anna has approached you about mounting an expedition. One that has you a little leery.
Apparently the message left behind by General Armistead on the infamous exploding tablet-bomb was not hyperbole. The only reason word of this is even reaching you this late is because of just how insignificant it seemed on the face of it when everyone was dealing with so many actual problems.
The final resting place of the KMS Bismarck - months ago in fact - was reported as having suspicious personnel coming and going near it. Now that it has Anna's full attention, Intelligence Service queries as to what was going on to the civilian authorities (through their own disguised networks, of course) was met with silence.
She smells a rat, and she wants armed backup in case things go sour (which she suspects will happen). She thinks this would be a good first run for Ichiro, but the authority of who to send - if anyone - rests with you.
[] Excavation Again
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 2 Turns
Send out an armed expedition to escort Anna's Intelligence team as they examine this latest oddity. Entirely possible that Westphalian interference is at play.
If taken, loadout of who to send will be examined in Events/Reaction Force section.
Defense Force Actions
Diana's Creativity: You may reduce the Success Threshold of any one Defense Force Action by -1.
Pilot Training - Medium Investment
Cost: 1 RP Locked (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
Reaction Force - Now fully operational, and with a Super Robot ready to go, you are in a prime position to start scanning the world for any potential hotspot to intervene in. Brigadier General Peters has assured you that there will be no conflict of jurisdiction; you are only going to be diverted to an area which really needs a Super Robot that no one is going to complain.
At least, not as much as the Naval Defense Force asshats.
Reaction Force
Cost: N/A
Chance for detecting something of worth (1d6, Threshold Unknown)
Pilot Training - The Pilot Exchange Program is sending back out its first set of graduates. All of whom have earned their certifications in the fiery hellpits of the DFRI's simulations. That said, you aren't entirely heartless (just mostly). You did give them about a week's worth of off-time before sending them back to their units.
Sasaki and Diana still weren't too impressed by the majority of the candidates.
2LT Zhang is also undergoing additional pilot training. She might be assigned as Tellison's co-pilot for now, but you want to know if she has any additional piloting talents that the earlier simulations haven't accounted for just yet.
You may choose one. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Pilot Training - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Pilot Training - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Pilot Training - Heavy Investment
Cost: 4 RP (1-2 RP Locked Next Turn)
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
Security Net – You are as secure as you can possibly be given the circumstances. Especially with Adriana running around all over the place. By now everyone has more or less taken to the newest 'sister' of the AIs as an incredibly hyper little sister.
The plus side: She's pretty much now on a first-name basis with the majority of people on the campus grounds. What was initially an annoyance is now just something of a menace.
...you're sure that's how it works, at least?
You may choose one. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Security Net - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Security Net - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Security Net - Heavy Investment
Cost: 4 RP (1-2 RP Locked Next Turn)
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
Engineering Actions
Stubborn Lana: Rolling a 1 on any dice will prompt a Re-Roll of that particular dice. This applies to all Engineering Actions taken this turn, but will only take place once per Action.
Engineering Expert (Jiro): Choose one action. Critical Success is now 4-6 (applicable depending on Success Threshold). Applies ONLY to selected Action.
Building a Seeker - Second Verse - Jiro is now working in the Engineering Department. It didn't take him very long to immediately see the Seeker project, and his eyes are already alight with ideas for how to put the finishing touches on them.
Lana is loudly insisting that 'the clown butt out of my project.'
Just for that, you think you might have him 'help.'
Cost: 1 RP Locked
Duration: 1 Turns
Chance for Breakthrough (2d6, Threshold of 4-6)
Experimental - Psychic Echoes - Wilde and Henry have Sam's notes in hand, and they're also noticing that the Psychic Echoes phenomenon is not just a fluke. This only applies to machinery that is operated with the MMI helmets, but it feels like things are becoming hardcoded physically into the materials depending on what actions the MMI expects out of them. Almost like wearing in a brand new pair of shoes.
This bears further investigation.
Experimental Projects - Heavy Investment
Cost: 2 RP Locked (1 RP Locked Next Turn)
Duration: 3 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
Variable Configuration – There is a lot of ground to cover here. Wilde and Henry have created all sorts of new designs, but they haven't exactly been tested properly yet. Before properly handing them over to the test pilots, they want to run some additional tests, and they certainly would like to see if they can come up with something new.
Wilde also has a few specific projects he thinks requires your attention and approval. Though the Beowulf is now fully online and active, it's still missing one feature, something they're not sure they can reliably activate just yet.
You may choose one, plus the specific projects listed below. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Variable Configuration - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Variable Configuration - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Variable Configuration - Heavy Investment
Cost: 4 RP (1-2 RP Locked Next Turn)
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
Wilde and Henry are advising you now on holding off from pursuing this idea until Lana's Seeker Project is finished. The main reason is that with whatever new designs come out of that, they can start incorporating them into their Triple Combination idea. And if the new technology that the Regent gave to the Xenotechnology Laboratory bears fruit, they really be able to make the Beowulf's combination into a real monster.
[] Triple Combination
Cost: 4 RP (2 RP Locked Next Turn)]
Duration: 3 2 Turns (Thanks, Lana!)
Beowulf will be able to call on a theoretical final formation, to be summoned in times of dire emergencies.
Supercomputer AI – Still plenty to be done going around. Supercomputer development can still be pushed, though admittedly with the Mechanical Men Project and the Security AI Development already ongoing, Ignatov admits that his team has plenty enough on their plates.
You may choose one. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Supercomputer AI - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Supercomputer AI - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Supercomputer AI - Heavy Investment
Cost: 4 RP (1-2 RP Locked Next Turn)
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
Experimental Projects – You're noticing a fair number more experiments running through the Engineering Bay, only to find it's testing all sorts of weird stuff (and that's by the DFRI standards, which should tell you something). For one thing, the failed Psychic Enhancing of the K-Scale has given some strange ideas to Wilde and Henry, and they want to try testing out if you can weaponize that particular failure. They also wouldn't say no to additional resources to try...well, whatever you could think of. They don't guarantee it'd work, but it'd be good engineering!
QM NOTE: I will allow you to add a preference towards which bit of science you want to lean towards as a preference, but that's no guarantee that the results will come out that way.
You may choose one. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Experimental Projects - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Experimental Projects - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Experimental Projects - Heavy Investment
Cost: 4 RP (1-2 RP Locked Next Turn)
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
Science Actions
Calm - Ivanna's help enables you to re-roll one failed Science Action Test this turn.
Kausen Researcher – Choose one Science Action this turn. You may add +1 to the value of the lowest rolled d6.
The Dragon's Horn - Where Sample Zero had much more success with armor plating and industrial materials, the Horn seems much more focused on killing. No real surprise there, but Sam wants to know if that means you could compel it to be more compatible with weaponry.
Cost: 1 RP Locked
Duration: 1 Turn
Chance for breakthrough (2d6, Threshold of 5-6)
Gifts of the Regent - C-Crystal Development - Lots of energy and an internal and complex AI system that manages it. Max is fairly certain that this means it's got its own methods of developing new C-Crystals, but requires outside input.
In short, time to drag Ignatov into this project to see if you can bridge the gap between alien operating systems and our own.
Cost: 2 RP Locked (2 RP Locked Next Turn)
Duration: 2 Turns
Chance for Breakthrough at Disadvantage (1d6, Threshold of 4-6)
Gifts of the Regent - Early Space Flight - Exactly as it sounds. It boils down to basic design principles for space-worthy vessels - engine designs, stress tolerances, even some pointers on how to ensure survival in the eventuality of void combat. Max really can't comment much more on it until she's given the time and resources to really dig into it, but from everything she's seeing, she should be able to make something out of this.
You are flabbergasted by the amount of resources Max is asking for, but she just gives you a flat stare whenever you bring it up. "Super Robots are expensive as it is, now you're asking us to tack on a Space Program. From scratch."
Well, when she puts it that way...
Cost: 1 RP Locked (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for Breakthrough (2d6, Threshold of 5-6)
ESP Theory - Sam is ecstatic, since Psychic Energy now has the potential to alter the composition of materials. Granted, it's probably a hell of a lot easier to do with K-Class for whatever reason than with standard building materials, but that gives Sam an idea.
So psychic energy, you've established, can already link with computer systems through the MMI. Heck, psychic energy interacts with standard materials ALL THE TIME anyway, but only if they're considered 'part of the wider machine' by the user. So what if you tried to alter some of the machine?
What if you wanted to try and supercharge the machine?
You may choose one, plus the specific project. If you have an investment project ongoing, you may still choose one and run concurrently.
[] ESP Theory - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] ESP Theory - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] ESP Theory - Heavy Investment
Cost: 4 RP (1-2 RP Locked Next Turn)
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
Kaiju Biotechnology – The Dragon's Horn seems to have fully drained all of its acidic buildup (after melting half of a laboratory down). Just to be safe, Sam's ordered that it be kept in deep freeze at all times, even if this does seem a bit like shutting the corral doors after the horses have long-since made their getaways. But at the very least, you now have a new research project to pursue.
You may choose one. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Kaiju Biotechnology - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Kaiju Biotechnology - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Kaiju Biotechnology - Heavy Investment
Cost: 4 RP (1-2 RP Locked Next Turn)
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
Xenotechnology Research - Max is a little twitchy around the Regent, but she's keeping a respectful distance so far. She's been fairly quiet recently, but that's largely due to resources being directed elsewhere, and that she's been busy studying the battle data from fighting the Dragon. She doesn't have anything specific yet, but along with her original idea with the Dispersion Field, there's still plenty to try out with the Xenotech you've received from the Legion.
You may choose one, plus the specific project listed below. If you have an investment project ongoing, you may still choose one and run concurrently.
[] Xenotechnology - Light Investment
Cost: 2 RP (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)
[] Xenotechnology - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)
[] Heavy Investment
Cost: 4 RP (1-2 RP Locked Next Turn)
Duration: 3-5 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)
So apparently the nonstop laughter you heard from the other side of campus the other week was Max having a breakthrough on a shoestring (by your standards anyway) budget. With a little help and coaxing from Ivanna, you were able to get Max to calm down long enough to explain what was going on.
In effect, the Dispersion Field simply denies energy outside of its radius the ability to have any sort of impact past a certain radius, but it takes a ridiculous amount of energy investment in proportion. So, she reasoned, it takes a lot of energy invested into it to maintain that sort of field as a semi-physical barrier. But what if you sprayed it in the air like a demented version of an aerosol spray can?
She declined to answer why her train of thought hit that particular line.
Regardless of reasoning, the result on a small-scale test is that the Dispersion Field effect lingers. Granted, her test had it so that it was only for a short while, but she wants to try a 1:1 test. Complete with testing the Beowulf's Combination with the Foxhound and the Timberwolf, with paint rounds. Maybe even live ammunition if it turns out to work. Since you know by now that the Combine Configuration process is a moment of vulnerability, you agree that this is definitely something worth investing into.
Downside? Well, "it's a freaking Dispersion Field! You know by now that these things aren't cheap to recreate!"
[] Combine Configuration Shield
Cost: 4 RP (One Time Investment)
Duration: 1 Turn
Chance for Breakthrough (2d6, Threshold of 5-6); You may invest an additional 2 RP to add +1d6 OR Reduce the Threshold by -1.
You have quite the wealth of technological options to pursue thanks to your negotiations with the Regent. The only question is which one to pursue first.
Max is very blunt with you when you ask about her chances of success with the new technology. "This is literally alien space magic. Space Flight is honestly going to be the most familiar ground we're dealing with here; we at least started in the past hundred years on it."
Fair point. You suppose you've been spoiled by your team on how they've made the impossible happen before.
[] Gifts of the Regent - Empathic Focuser - You refuse to hold a discussion on this with neither Sam nor Max until you see some results. Especially after how crazy they were during the discussions. You could theoretically link this to the MMI, but first you have to figure out if you can even get this to work with the human psyche. The Regent certainly wasn't sure if it was a viable option or not, but it was very curious to see if the laboratories could make it work.
Guess the Institute is just a pioneer in about everything these days.
Cost: 4 RP (2 RP Locked Next Turn)
Duration: 4 Turns
Chance for Breakthrough at Disadvantage (1d6, Threshold of 5-6)
[X] Plan: March to Second Generation
-[X] Over There (3 RP)
-[X] Excavation Again (2 RP)
-[X] Pilot Training - Heavy Investment (4 RP)
--[X] Diana's Assistance, Streamlined Resource Flow
-[X] Engineering: Jiro's Assistance on Building a Seeker Second Verse
-[X] Variable Configuration - Heavy Investment
--[X] Perseus Combination Forms.
-[X] Science: Ivanna's and Katarina on C-Crystal Development (Reroll fail, +1 die)
-[X] Combine Configuration Shield (4 RP)
--[X] Kausen Researcher Assistance
[X] Plan: March to Second Generation -[X] Over There (3 RP)
-[X] Excavation Again (2 RP)
-[X] Pilot Training - Heavy Investment (4 RP)
--[X] Diana's Assistance
-[X] Engineering: Jiro's Assistance on Building a Seeker Second Verse
-[X] Triple Combination (4 RP)
-[X] Science: Ivanna's Assistance on C-Crystal Development
-[X] Combine Configuration Shield (4 RP)
--[X] Kausen Researcher Assistance