*stares*...
That is NOT the personality I saw in that cockpit. Frankly I was thinking she'd be some kind of punk-rocker looking chicka. How that happened I have no idea, and I might need to be consigned to re-reading the quest all over again, but wow.
You have your own ideas, I have mine.
And until the author says otherwise, we are both wrong we are free to have our own views.
Heck, I won't even stop you from thinking that Major Devin looks like Gendo Ikari, but actually a good and competent guy, if you were ever so inclined.
I was mainly influenced by the Valiant's weapons (swords, AA guns), the fact that its combat theater is in Europe and that she has her own butler that throws spare parts for her on demand. To me, that feels like "rich young lass who's not afraid to get into a fight, accompanied with a scarily competent battle butler".... but hey, that's just probably be me.
Heck, I won't even stop you from thinking that Major Devin looks like Gendo Ikari, but actually a good and competent guy, if you were ever so inclined.
...give the nerds a couple months and I'm pretty sure this'll end up as part of an actual plan since our current main power up technique is to wrap a bigger mech around the mech, potentially multiple times.
Hence why I leave it more or less vague. Since I don't really have a character artist, the personalities are hopefully what sticks out more to you all - how they appear (aside from a few details) is totally up to you!
...give the nerds a couple months and I'm pretty sure this'll end up as part of an actual plan since our current main power up technique is to wrap a bigger mech around the mech, potentially multiple times.
...give the nerds a couple months and I'm pretty sure this'll end up as part of an actual plan since our current main power up technique is to wrap a bigger mech around the mech, potentially multiple times.
That just gets you the main story threadmarks. I'm looking for a way to easily read the story and canon sidestory posts in the correct order, without awkward immersion-breaking pauses from scrolling though pages of posts with no story-content, or stoping at the start of every new post to compare it's date-posted to that of the next sidestory post that's open in another tab.
The best way I can find basically boils down to opening a lot of tabs in the correct order, and then closing them as I go.
So, this is the new system moving forward. As I continue to go back and make some quality of life improvements to previous posts (such as posting links to the order of side stories and whatnot to move more smoothly with the main posts), I'll continue to refine this moving forward.
Expect QM Note spam for this post.
1050, 2 July A.D. 2072
Command Center
It felt like forever ago that you were even here at the Command Center. Forever plus a few days if you consider how long it took to even have this part of the Institute constructed. And a few weeks added atop that if you factor in just how the entire facility changed from an abandoned university to the nerve center of kaiju and alien technologies with a hidden cache of pre-Unification software that developed sentience. When you put it like that, it has felt like decades since you started this, when in reality it's only been years. The miniature self-correction doesn't exactly make you feel better, but at least a little more grounded.
This is a good thing. Because your workload is on track to increase considerably.
"Alright." You look across the room, and to the brilliant - and more than a little eccentric - minds behind the organizational madhouse that is known as the Defense Force Research Institute. The round table with the holographic display embedded in the center of the room lets everyone face each other, while keeping you at the 'head' of the table at the far end opposite of the doubledoors leading to the rest of the grounds. Defense Force, Engineering, and Science are all gathered here, having created miracles already and called upon to do more.
SCIENCE
Said miracles, however, don't seem to include getting that strange chorus to stop. Just another strange law of the universe when Sam Carlson is involved, however tangentially, you suppose.
Defense Force
Captain Haruko Sasaki sits to your left, flanked by the holographic avatars of her 'lieutenants,' Diana and Adriana. From uncertain beginnings as a skeptical appointee, Sasaki has matured significantly as your executive officer, and she has proven more than worthy of your trust time and time again. From running administration over this particular herd of cats, all the way to commanding your Super Robots and supporting assets in battle against the Kausen and the Kaiju, Sasaki has proven she more than deserves her position. The only thing she lacks is time to do everything you both want her to do. While this is made up for somewhat with Diana and Adriana - the former is standing at ease, but is sporting a slight twitch to her eyebrow at how her younger sister is constantly jumping up and down excitedly - it soon may be time to start branching out for additional talent to help Sasaki.
"There are more than a few things that need your attention, Sir," Sasaki begins. "Pilot training and integration remain ongoing concerns, particularly in light of the Perseus co-pilot and its support team, along with Cadet Satsuma's bonding with the C-Crystal. I have some options in mind to get started on preparing them for deployment."
"Security's a done deal, boss man!" Adriana declared proudly, slamming a fist onto her shoulder for added emphasis. "Buuuuut there's always room for improvement! Just give the word and I'll get to work on it!"
"Additionally, there are hotspots all across the North American District that will require your attention," Diana cut in smoothly, her calm voice clashing with Adriana's unbridled enthusiasm. "The Beowulf is already standing ready to hunt down the Kaus known as 'Bandit' and force him to cease his operations along the west coast."
"There are also liaison opportunities with Colonel Kim of the First Response Corps and other elements of the Defense Force," Sasaki said. "Not to mention it may be wise to correspond with the MSS."
"Give me a light start, why don't you?" you grumble.
OOC: The Defense Force options focuses on a few key items:
- Pilot Training - Exactly as it sounds. There will be options to increase and/or refine the capabilities of your pilots.
- Super Robot Deployments - Also exactly as it sounds. Every so often there will be an opportunity that materializes, and your teams will have the opportunity to get involved. There will be a mini-turn after the main turn's decisions and rolls have completed, giving you a broader picture of what's going on - and if any Situations need to be prepared for the next turn.
- Defense Force Network Monitoring - More or less how you determine if something requires your Super Robots' attention or not. The Reaction Force will give you updates as to what is going on in your immediate area, but this will be elaborated on later.
- Liaisons with Defense Force officials/other Super Robot teams - Narratively, it's always a good idea to stay on friendly terms with your peers. And doing so may unlock new opportunities moving forward...
Haruko Sasaki
- If placed in Pilot Training, you may re-roll a failed roll.
- If placed in Liaison, gain 1d6 to your roll. Diana
- Wherever she is slotted, reduce the Threshold by 1. Adriana
- If placed in Reaction Force Monitoring, gain chance (at Disadvantage for 1d6) to uncover additional details, regardless of success or failure.
Reaction Force Monitoring
Free Action (does not Require Advisor)
Chance for Detection (Roll for Disadvantage at 1d6, Threshold Unknown)
Can Assign: Sasaki, Diana, Adriana, Katarina (Increase roll to 3d6, Threshold Unknown)
Notes: You are already tapped into the Defense Force Network, so you are always at least passively aware of what's going on in the wider Earth Union. If you leave well enough alone, you may have a chance of something crossing your desk and giving you the option to intervene. If you are actively looking, you are more likely to discover activities of enemy Action, unlocking new opportunities to investigate and pursue.
The results and new options, if any materialize, will be available for selection next turn.
[] Reaction Force: Passive Monitoring - Requires No Advisors
[] Reaction Force: Active Monitoring - (Which Advisor?)
Super Robot Deployments
Free Action (does not Require Advisor)
Requires available Super Robot and Pilot(s)
Requires available transportation (unless specified)
Notes: These will show the hotspots you have identified already that could warrant the attention of the Super Robot teams. These range in severity from something simple (for your teams) to handle, to something that is seen as more catastrophic requiring your attention (such as, say, a Kaiju stomping around downtown).
At the moment, you only have one option available. But it's one that's been hinted at for quite some time!
Richard Callaghan/Beowulf SAI-01 Ichiro Banner
- LOCKED, Requires at least One Turn to recover
Tellison, Zhang/Perseus
[] Highway Robbery! - Free Brothers
- [] Which Super Robot will you send?
- [] Which support will you send?
- Estimated two to three packs of Drones, other high-ranked Kaus
- Sasaki's notes: "We have had this operation planned for quite some time. From intelligence shared from Galbinus and Herald, Bandit holds a particular antipathy towards the Beowulf and Lieutenant Callaghan. In addition, we have been promised Legion support if we initiate this operation."
- Callaghan: "I wouldn't be surprised if he's been itching for another fight. He might do something stupid if I'm involved. Send me out, sir. I'd love to smash his face in again."
- Will result in transition to combat rounds
- Combat zone is close enough to DFRI HQ that Pegasus transport is not required.
Pilot Training
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Duration: Two Turns
Can Assign: Sasaki, Diana, Adriana, Katarina
Notes: Exactly as it sounds - whoever is overseeing this particular assignment will be making use of the Proving Grounds and any other particular blend of 'fun' they can come up with. The thresholds for success and the rewards will vary - these can include new abilities, refining existing ones, or an increase in Actions per Round or even team-up attacks for example. One Advisor is required - but you can then place in as many pilots/teams as you wish.
As for the threshold for each team and pilot, you won't quite know until you develop a baseline for them (i.e., putting them through the training initially). As a rule of thumb, new and inexperienced pilots are relatively easier to help improve, while the more experienced ones have somewhat diminishing returns. Experience roughly corresponds to Green, Inexperienced, Experienced, Veteran, Ace. The less experienced they are, the easier it is for them to learn and gain bonuses - but said bonuses will be quite modest. The higher in experience they are, the harder it is for old dogs to learn new tricks - but if they succeed, the results will speak for themselves.
A pilot or team can be pulled from training for combat - however, it will delay the duration by one turn.
Experience is gained from
[] Pilot Training: Richard Callaghan/Beowulf (Which Advisor?)
- Experienced, Threshold of 5-6 [] Pilot Training: SAI-01 Ichiro Banner
- LOCKED, Requires Recovery and Refit [] Pilot Training: Jessica Satsuma/Valkyrie
- [] (Which Advisor?)
- Inexperienced, Threshold of 4-6 [] Pilot Training: Tellison, Zhang/Perseus
- [] (Which Advisor?)
- Inexperienced, Threshold of 4-6 [] Pilot Training: Charlie, Frankie, Iris - [] (Which Advisor?)
- Green, Threshold of 3-6
Liaison Duties
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Notes: This mostly applies to other elements in the Defense Forces, the other Super Robot Teams and the Legion. Failing these rolls does not necessarily reflect worsening relations, but just mostly that whatever you were setting out to do didn't produce the results you were aiming for (such as cooperating to track down a particular target). Each Liaison also has their own agenda in particular, and depending on if you're successful in fostering cooperation with them, different targets of opportunities for the Super Robots will appear for follow on deployments.
Each Liaison will have a Baseline Threshold. In a vacuum, and if no other factors are in play, this is what you would require to succeed to cooperate with them. However, other factors (busy with their own agenda, recent events influencing positive or negative behavior towards you, etc) will modify the Threshold as well. For this turn, no other factors are in play just yet (with one well known exception). Expect that to change soon.
[] Liaison: General Li/GDF
- [] Which Advisor?
- Relations: Neutral
- Baseline Threshold: Moderate (5-6)
- You're not exactly close with the Ground Defense Force general, but there is no doubt that General Li greatly appreciated being the first to field the Centurions. It could be worth your while to follow up and see how they're doing, or if there's anything else that needs doing.
[] Liaison: Colonel Kim/FRC
- [] Which Advisor?
- Relations: Friendly
- Baseline Threshold: Simple (4-6)
- The Jackals have by now become ubiquitous across the North American District, and more are being seen being produced and fielded elsewhere. Colonel Kim's enthusiastic endorsement of the frames were partially responsible for that - it could be worthwhile to check in, and see if he's uncovered anything that you can use.
[] Liaison: Colonel Bernard/MEF
- [] Which Advisor?
- Relations: Neutral
- Baseline Threshold: Moderate (5-6)
- Awkward first meetings over San Diego and the Falcon aside, you and the Marine Expeditionary Forces officer get on just fine. Ahead of his forces getting ready to field the production models of Seekers, it may be a good idea to check in with him.
[] Liaison: Dr. Yukimura/Yukimura Institute
- [] Which Advisor?
- Relations: Friendly
- Baseline Threshold: Moderate (5-6)
- After showing that you are capable of fighting against the Kaiju, that has apparently increased Dr. Yukimura's opinion of you. But you're not entirely sure if he realizes that Jiro is working for you just yet...maybe that's something you need to clear up with him before any misunderstandings cascade into something catastrophic.
[] Liaison: Mander/MSS
- [] Which Advisor?
- Relations: Neutral
- Baseline Threshold: Moderate (5-6)
- Note: You owe them a favor (Deployment #3)
- You owe Mander a favor. But aside from that and having met the pilot (with hilarious results, admittedly) you don't know much about MSS at all. Maybe it's time to meet, if at least to hash out how better to cooperate in future operations.
[] Liaison: Galbinus-R/Legio Galbinus - [] Which Advisor?
- Relations: Warm, Allies
- Baseline Threshold: Simple (4-6)
- The DFRI and the Legion get on like a house on fire. After saving Cavalier, building the Enclave and helping them with Variable Configuration, you are as close as can be with Galbinus and his crew. Why not check in with your friends from the stars and see what else needs doing?
Engineering
Wilde and Henry sit at your right. The unlikely duo are the masterminds behind Variable Configuration, one of the core technologies that makes all of your Super Robot technologies even possible in the first place, and partially responsible for securing an alliance with the Legion. One is constantly smiling and fidgeting, a bottled tornado of energy given human form as he chuckles over some new idea that's popped into his head. The other sits as still as a rock, his beret at its usual angle and his face somehow giving a sense of exasperated disapproval of his officer even when his expression had not changed a single bit. They're professionals, however, and you know you'll be able to put their skills even further to the test.
Dr. Ignatov sits further to the duo's right. The grandfather-like computer scientist is serenely going over his notes, a look of tired contentedness on his face as he is surrounded by examples of his team's hard work spread across each team. The modern day father and pioneer of the Super AI project, they have long since fulfilled and surpassed his original goal of developing supercomputer processors for the Super Robot project. The AI assistants, Ichiro and the new trio of siblings - they are in many ways his children, and his job has now become to ensure their care just as much as compiling new ones to join the growing family of the DFRI.
Jiro and Lana finish up the roundup of the Engineering team, quietly bickering with one another over some design flaw or other. The third AI 'sister' of the Institute's grounds, and the nephew of the creator of Mercury V have somewhat settled into a pattern of disruptive arguments intermingled with bursts of productive energy. Uneasy as the dynamic is, these are the two current pioneers of the next generation of the Union's Super Robot designs, so one aught not to underestimate them.
"If you two could settle down?" Ignatov mildly chides Lana and Jiro, realizing the meeting has turned its focus to them. "Frankie, Charlie and Violet are settling in decently well, so I am free to turn over supervision of their development for fitting them into new chassis and training. We currently do not have much call for developing new AI personalities at this time with the possible exception of the Seeker frame, but the decision is yours, Major. We are ready to facilitate compiling of a new sibling, or assist in other endeavors in the Engineering department."
"One of our priorities is Ichiro," Lana chimes in. "He's taken more than a few scrapes fighting that thing in France. And, uh, he's been complaining about wanting an upgrade."
"I'm more than happy to pitch in on that," Jiro volunteers. "Still finding my footing here, but this should give me a better understanding of how your first gen systems work."
"You calling us old?" Lana demanded.
"No, you're just short. There's a dif-"
Henry coughs, cutting Jiro and Lana off before more of their bickering could be entered into any official minutes. "Speaking of Ichiro, we have the recovered wreckage and the weapon," he says. "I'm very interested to see what the Separatists have come up with."
"Thing had an explosive punch," Wilde agrees. "Kinda like they welded together a bunch of different guns together to make a mega gun."
"Is that your technical description?" you ask dryly.
"It is now, sir!" It's hard to ignore the cheeky grin on Wilde's face as he continues. "Sam and his crew also finished up recently on the Dragon sample and the K-Fang - all sorts of fun stuff we could try out with that too, maybe even give some of our older ideas another go. Your call, sir!"
"You all have a lot of moving parts to cover starting this month," you warn the Engineering team. If anything, the whole team seems cheered by the thought - such is the life at the cutting edge of new technologies, you suppose.
OOC: Engineering is both the same and a little different from before. Some notes to consider for you all:
- Engineering's short term focuses revolve around upgrades for the existing Super Robots. For example, Ichiro has just returned from combat somewhat battered, and he will need at least one turn of downtime to be back up to fighting trim. Once he's fully repaired, you can then look to give him some permanent upgrades.
- Practical Application of the new technologies you have researched remain a classic option. When the Science Department unlocks the secrets of a new technology, it still falls to Engineering to find a practical use for it (see: K-Scale). As always, this is a matter of time (turns) and successes (rolls). This covers prototyping new designs (or variations of existing ones) and effectively building the new Super Robots via this action, or new weapon or equipment designs.
- Super AI Development is still an option, but this usually remains a very long-term project (such as it was with the AI Sisters and Delphi). They are either base support Advisers, or Super Robot AI - either way, this results in a new character (hence the care taken in developing them).
- Item Construction is a new option for you all. In a vein similar to the one-shot Zirvitium knuckle dusters and the Shard Kit, you can dedicate a few turns to constructing a ready-made arsenal and toolkit set for your Super Robots deploying to battle.
- As always, the most recent list of everything you have researched thus far is referred to on this page.
Wilde and Henry
- If assigned to Practical Applications, gain 1d6 to rolls.
- If assigned to Construct Super Robot, reduce Duration by One Turn. Lana
- If assigned to Refit Super Robot, roll 2d6 (Threshold of 5-6). On success, reduce the Duration by One Turn.
- Lana may offer a re-roll to any failed Engineering roll. Only applies once per turn. Jiro Yukimura
- If assigned to Practical Applications (and Design Super Robot or Design Support), gain 1d6 per roll.
- Critical Success is now 4-6 (applicable depending on Success Threshold). Applies ONLY to Jiro's assigned Action. Boris Ignatov
- Threshold for success on AI or Kaus Actions is reduced by One.
Refit Super Robot
Requires Advisor
Duration: One Turn minimum (more extensive upgrades may increase Duration)
Notes: Exactly as it sounds, this will provide upgrades from your existing technology and equipment to a given Super Robot. For 'minor' upgrades such as ZIrvitium Plating or Anti-Gravity Solution, this would only take one turn. However, fitting a Super Robot with more internal upgrades such as K-Circuits or outfitting it to enable the Psychic Theater will take longer. Refitting the unit for Combination would take even longer, and so forth.
Fitting a Super Robot with new weapons, unless specified, is generally a simple process that does not require extensive refits.
Note: You can choose to Upgrade a Super Robot even if it is currently undergoing repairs. The upgrades will finish alongside repair completion.
[] Refit Super Robot
- [] Which Super Robot?
- [] Which Upgrades?
- [] Which Advisor?
Practical Applications
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Duration: Varies (Two Turn Minimum)
Notes: Once a new design concept is fresh off of the researchers' plates, it is up to Engineering to figure out a practical way to manufacture something useful out of it. This also folds in the original 'Experimental' suite of actions, so I decided to fold these all into the same group. This can cover everything from designing and prototyping new Super Robot/Support designs, to new weapons with existing technologies (Dispersion, Zirvitium, etc.).
[] Design Super Robot Core Unit
- [] What is the Design Concept?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold Varies)
- Duration: Two Turns+
[] Construct Super Robot Support Unit(s)
- [] What is the Design Concept?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold Varies)
- Duration: Two Turns+
[] Design New Equipment (Weapon)
- [] What is the Design Concept?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold Varies)
- Duration: Two Turns+
[] Triple Combination
- [] Which Advisor?
- [] Write In which chassis you want to attempt combining
- A project that Wilde and Henry attempted to explore in the past, the technological limitations at the time prevented them from making the Beowulf combine with both the V-33 and the Shepard support vehicles. Ever since he'd recovered from his hangover with the Seeker project, Jiro recently came across the topic with the eccentric engineers, and he's confident he could try giving it another go...
- Chance of Success (Roll 2d6, Threshold of 6)
- Duration: Four One Turn Remaining!
Equipment Fabrication
Requires Advisor
Duration: One to Two Turns (Varies)
Notes: This does not cover weapons or the solid heavy equipment. This specifically covers the one-shot use items such as Ichiro's Knuckle Dusters and the Shard Kit, useful items that the Super Robots may need to level the fight in their favor. These are relatively quick to fabricate, but it is always worthwhile to have a ready made stock.
[] Equipment Fabrication
- [] Which Item?
- [] Which Advisor?
- "If you ever need to know what you can order us to make, boss, just refer here. This is an ongoing thing, but depending on what else the crazies at the research department can come up with, we'll have more options available to us."
Super AI Development
Requires Advisor
Chance of Success (Roll 2d6, Threshold Varies)
Duration: Four Turns Minimum (Varies)
Notes: If you want to develop a new Base or Super Robot AI, this is the option to do so in. As you've witnessed before, developing an AI is not an easy or short process - you will need to have in mind what you want them to do before you start.
[] Base AI Development
- [] What do you want the Advisor to do?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold of 6)
- Duration: Four Turns+
[] Super Robot AI Development
- [] What do you want the pilot to be?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold of 5-6)
- Duration: Four Turns+
- Though Ignatov assures you that he and his team can oversee the development of new AI, he won't be able to give you more specifics on time and chances of success until some rough parameters and expectations are given. As you currently are well enough staffed in pilots and Base AI personalities, this is not a pressing matter at the moment. It's still good to know you have this available as an option though.
Enemy Wreckage Analysis
Requires Advisor
Chance of Success (Roll 2d6, Threshold of 5-6)
Duration: One Turn
Notes: The wreckage of the Beast has been recovered. There's not much left on the frame. The weapon, on the other hand...
[] Enemy Wreckage Analysis
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold of 5-6)
- Duration: One Turn
Science
The whole team can't fit into the conference room - but aside from Zulu's absence, you have the major players on mostly the opposite side of the table. Sam Carlson - the man 'exiled' from Unity Station into your care along with his equally insane crew of scientists and researchers - has an aura of suppressed energy similar to Wilde's. Broad shouldered and with a square jaw, one wouldn't think at first glance that he and his team are the ones responsible for beginning to pierce through the secrets of kaiju biotechnology and the beginnings of human psychic potential.
Next to him is his equally mad, and equally brilliant, friend and peer, Max. Unhinged in her own way, her original purpose of unlocking the Regent's secrets have given way to deciphering its gifts, as well as recreating much of the Kausen advanced technologies. Without her efforts, the Anti-Gravity chemical solutions and Zirvitium armor plating would have been an unimaginable pipedream.
Impatient to get on with things, Max's fingers drum in an inconsistent rhythm along the table, all while being fretted over by the researchers' own AI personality, Ivanna. Though she had been intended to be an assistant to the researchers, she has instead grown into more of a moderating influence, trying frantically to reign in the more destructive ideas behind the uneven brilliance that explode (sometimes literally) from the Department.
"As you know, chief, we've got a few ongoing projects already locked in," Sam began. "The new K-Fang project using bits and pieces of Sample One is still ongoing - it'll be a couple of months before I have something substantial enough for the Engineering boys to tinker around with." Nodding at Wilde and Henry, he continued, "That'll be awhile, but in the meantime Ivanna can help out or focus on another project."
"Oversight over the C-Crystal integration is still going on as well," Ivanna confirms. "I can focus more on that, but if you need me focused elsewhere, we can leave well enough alone for now I think."
You glance over at Max, who immediately jumps straight into the topic. "Before you ask, no - we don't have a spaceship yet," she said curtly. "But since the Engineers are focused on turning the Navy's supercarrier into some horrible new monstrosity, we might as well bolt on what we just learned onto it." You just sigh, knowing the headache that this is going to cause for the next two months. "And like Ivanna said, the C-Crystal and Cadet Satsuma I would like to observe some more to make sure there aren't any negative effects. And there's that last technology the Regent gave us, the 'Empathic Enhancer.'"
SCIENCE.
That said, not much has changed on these options. They are still broken down between specific new projects, and the broader categories of ESP Theory, Kaiju Biotechnology, Xeno Technology, and any remaining gifts of the Regent left on the docket.
SAM CARLSON
- If assigned to ESP Theory or Kaiju Biotechnology, reduce the Threshold for Success by 1. Max Brand
- If assigned to Xeno Technology, you may add 1d6. Ivanna
- You may re-roll any failed Science roll once per turn. Zulu
- If assigned to Xeno Technology, you may add +2 to the value of the lowest rolled d6.
ESP Theory
Requires Advisor
Chance for Success (roll 2d6, Threshold Varies)
Duration: Varies
Notes: You've pushed ESP Theory pretty far, and Sam can be reliably marked as the top expert (and probably the only expert) in the field. The Man-Machine Interface, the Psychic Theater, and the initial forays into altering K-Class Materials - all are still viable options to pursue as well. Your options will vary, but write in what angle you want to pursue, and the rolls will tell what that develops into.
[] Refine Psychic Theater Principle
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll 2d6, Threshold of 5-6)
- Duration: Two Turns [] Explore K-Class Psychic Augmentation
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll 2d6, Threshold of 6)
- "And those stuffed shirts thought nothing would ever come out of ESP Theory. Heh. Well who's laughing now? Me, that's who. And Callaghan. And the boss. And-look, everyone's laughing at the success, so let's do some more of it. The Psychic Theater's a done deal, but it's barely been tested by the first pilots - we can do some more tests while they're at it and see if there was something we missed. Meanwhile, using ESP to make minute changes to K-Class is also on the table - you're not exactly going to be making gold from lead, but we can take a K-Scaled fist and turn it into an even tougher K-Scaled fist. Progress!"
Kaiju Biotechnology
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Duration: Varies
Notes: Like ESP Theory, Kaiju Biotechnology (and the resulting K-Class Materials) form the bedrock of your 'super science' powering the Super Robots. You currently have a project that is already on-going, but you can reassign personnel this one time (as this is the first turn of the reboot).
[] K-Fang Development
- [] Which Advisor?
- Chance for Success (Roll 2d6+1d6 (Carryover from previous turns), Threshold of 4-6)
- Duration: Two Turns Remaining (Carryover from previous turns)
- "Sam Carlson here. Work is ongoing on what we're calling the K-Fang class of materials from Sample One. Initial work is promising, but right now the focus is on the one question that is guaranteed to solve our current problems: how do we make an even better stabbing implement out of it?"
[] K-Scale Refinement
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll 2d6, Threshold of 4-6)
- Duration: Two Turns - "Sam here! We've already got a fairly good grasp on K-Scale. Stands up to just about anything so far, even stands up to the best and/or worst the Kaiju can throw at it! We're not going to make any weapons out of it anytime soon, but there might be more ideas for armor we can pry out of the old Sample Zero before it starts grumbling about how things were done in its' day."
Xeno Technology
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Notes: Xeno Technology is a catchall phrase describing all the technology coming from the Kausen and the Regent (C-Crystals are very much counting as Xeno Technology for the purposes of the system). You are only scratching the surface of what both fields have to offer, but Max and Zulu are there to unlock the rest of what these new fields hold.
[] Kausen Weaponry
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll 2d6, Threshold of 5-6)
- Duration: Two Turns
- At the moment, the one sample you have of Kaus firepower is the much abused and disassembled Energy Blaster you nicked from Bandit (You imagine he's a bit salty about it still). It has already borne fruit via the Energy variant of the Heavy Weapons Kit, but what else could it offer for you?
[] Kausen Equipment
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll 2d6, Threshold of 5-6)
- Duration: Two Turns
- Anti-Gravity. Zirvitium Alloys. The Dispersion Field. Shard Technology. These are all new revolutionary things for humanity, but are at best ho-hum for the Kausen (with exception to the Dispersion Field, which they regard as finnicky at best). You aren't going to outdo them in their own technological fields anytime soon, but Max is confident that you can put your own spin on the technologies and see if you can't surprise the Free Brothers. Preferrably with a punch to the face. Repeatedly.
[] Gifts of the Regent (Empathic Booster)
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll 2d6, Threshold of 5-6)
- Duration: Three Turns
- Physical power boosted / augmented by the power of emotions? That does sound like something straight out of a shonen anime or manga, but this is the world you live in at the moment. As it is one of the other pieces of technology you bargained with the Regent for, it may be worthwhile to investigate it further, and see if there's some way you can actually put this thing to good use.
[] C-Crystals
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll at Disadvantage, 1d6, Threshold of 4-6)
- Duration: Two Turns
- The C-Crystal Generator is finished, and the "Master" crystal is safely ensconced in the deepest parts of the Command Center. You can leave well enough alone, but aside from Satsuma's integration wtih the C-Crystal, it may be worthwhile to conduct some additional tests, in case there's something the Regent didn't mention or if there were side effects even it wasn't aware of. Though you have been able to make the generator and it is now fabricating C-Crystals with no difficulties, there's still too much about it you do not know about it, even beyond the 'must be this heroic to use' clause.
Special Actions
The final adviser is Katarina. The very first AI that you discovered locked away in the supercomputer bay now known as "The Lair," she is the original form of code and data from which all Super AI have developed from. You're just thankful that she's a sweet, kind hearted and excitable personality rather than the worst old science fiction could have thrown at you. "Speaking of the supercarrier, Major, we also have the newcomers from the Marine Expeditionary Force arriving this month," she reminds you cheerfully. "You only need to make a decision on what they will be field testing on our behalf. In addition, you have a meeting with the officers from 'Ground Pound' this month as well regarding a power source for them."
And this is why you need as much help as you can get - you did promise to look into a potential power source for Major Jenkins. "Thanks, Katarina," you grumble as you reach for the coffee. Sweet, scalding, caffeine-laced coffee. "Anything else?"
"As always, I can assist in any of this month's projects!"
Coffee consumed, giant list for the month's agenda presented. "Alright," you exhale. "Let's get to it."
As before, you will occasionally get a project that does not quite fit into the three categories. But as a bonus, it also means that any Advisor category can take a shot at this.
In addition, Katarina retains her original bonus - she can help out anywhere.
Katarina
- Katarina can add 1d6 to any roll across all categories. Can only do this once per turn.
Super Carrier Sergey Gorshkov
Does NOT require an Advisor
Chance of Success (?) (Roll 2d6, Threshold of 5-6)
Duration: Two Turns Remaining
Notes: This is another carryover from the previous turns. This will carry on regardless of what you do - however, you may get a bonus for modifying your own drop ship further down the line if you invest more into it. Either way, hilarity is guarantee to ensue.
A Helping Hand - Ground Pound
Requires an Advisor
Chance of Success (Roll 2d6, Threshold of 6)
Duration: Three Turns
If Sam Carlson or Max Brand are assigned to this, add 2d6
You did promise Major Jenkins to look into a unique power source for her Super Robot Project. Her engineers are more than up to the task (explosively even), but it's all a moot point if there isn't anything that can power the damned thing. See if you can't reach out and see if there's another source of untapped super science out there. Better it's in the hands of the Defense Force than the Westphalians.
Though another independent Super Robot wouldn't be the worst thing in the world.
This has taken me a week to put together. Far, far longer than I expected it to - my old design notes ran into logical problems that I had to think over and retype (I retyped this thing about three times). I probably still missed something, but I trust you all will let me know.
I expect there will be questions about this all. I'll try to get back to those by the end of day, but otherwise, I hope this makes more sense.
And cripes, I'm approaching 6k words on this update. Help. Send help.
Yup. This was part of the rework - you all have proven to be successful enough that resources are no longer becoming an issue (relations with the Legion, the Regent's technologies, defeating a Kaiju, etc). I'll address that narratively as well.
Ooh back to turns and with a refined system! And it makes sense since we've now proven that we can get results money is no longer a problem for us. Now it's a matter of what we want to work on first with our limited advisor pool! Of course we'll have to be careful not to hyper-focus on a single project chain and to balance it out along all the options we have!
I have just two aims this turn: Continue making the Navy both extremely happy with us, and suffering endless grief via 'improving' Sergey as much as we can (meaning tossing an Advisor on it) and also putting Sam or Max on digging up a potential new power source for Ground Pound. Because frankly, just because it'll be their main project doesn't mean we can't make a lot of use from it.
For example the Shards are produced from pumping in any energy source to produce them. So if we end up discovering someone who's working to make compact fusion reactors which will work as the power source of a Super Robot, they'll also work very well to increase our Shard production rate which should give many benefits. And that's just a 'tame' idea for what could happen.
Not really that concerned with what else we do. Though putting Jiro on finally cracking Beowulf's Triple Combination does sound nice narratively...
Ah yes, and it would make for a funny negaverse.
Negaplayers: Why is it taking so long for it to be repaired?
NegaQM meanwhile privately hopes the dice would unleash the monstrosity before it becomes a greambreakergamebreaker.
All I know is I want to do this with mass production C-Crystals. I'm assuming we can provide a GS-Ride equivalent. This should not only yield enough power for a super robot, but would also have the benefit of being incapable of being used for evil. It doesn't matter if Westphalians steal a C-Crystal if they can't use it, nor if they steal a robot powered by one if they don't have a power source just as capable.
Also, mass production Brave Robots would be great.
After thinking about it for a few minutes I want to do the ground pound option and help the other super robot program find an energy source. and go after Bandit as well. But this time we try to offline Bandit permanently. As for the three AI Siblings we should also probably plan on training them so that they can better it in to their future jobs. I meant it when I said that I wanted one of them to be a Medic. since the Kausen will one day leave so we need a Medic of our own.
I really really want to invest as much as possible into the carrier. Throwing egg into the Navy's upper echelons and potentially making Space Battleship Sergey Gorshchov? Sign me up! As overboard as we possibly can!
Edit: Also, rereading a touch, it looks like there were some more Interludes from last turn that didn't show up? Were those eaten by the hiatus, or just going to be posted later?
Edit: Also, rereading a touch, it looks like there were some more Interludes from last turn that didn't show up? Were those eaten by the hiatus, or just going to be posted later?
I concur: Space Carrier Sergey must fly, and at the absolute maximum of effectiveness.
Granted, we will need to design fighters suitable for such a thing but this is a good problem to have.
Rough guesstimate of a plan:
Super Carrier Sergey Gorshkov: Henry and Wilde (SPACESHIP!)
Enemy Wreckage Analysis: Lana
Triple-Combination: Jiro Yukimura
(Can't remember if we built a Pilum derived frame yet, or found Combinations for it)
K-Fang Development: SAM CARLSON
Kausen Equipment: Max Brand, Dispersion Field (Biggening? Cheapening?)
C-Crystals: Zulu+Ivanna, Reverse Engineering
Deploy to punch Free Brother face, preferably with multiple Core units.
Adriana does the Reaction Monitoring thing.
Should probably do some making of friends with other departments.