Quest Information
Welcome to the quest! This is going to be a brand new Gundam SEED Time Travel Fix-it character quest.
I know the delivery of the original story, particularly for SEED Destiny, was not widely critically acclaimed. But the core of the story is something I appreciate.
The SEED movie is upcoming, and I like the characters. So I thought, why not? I want to have a story where they could be happy in spite of the broken world, and may be saving it along the way as a nice bonus if achievable.
In this quest, all events that took place in Mobile Suit Gundam SEED (機動戦士ガンダムSEED) and Mobile Suit Gundam SEED Destiny (機動戦士ガンダムSEED Destiny) are considered canon.
Elements from side stories like Gundam SEED Astray may be included, depending on their reasonableness. This includes characters (e.g., Lowe Guele, Gai Murakumo), organizations (e.g., Junk Guild), and mobile suits (e.g., Gundam Astray Red Frame). However, certain elements (e.g. librarian works) may not be considered canon.
Quest Mechanism
The mechanism for the quest is heavily based on the ck2 character quest developed and used at
Rebel Cell Quest: A Star Wars Quest Sci-Fi. Some modifications have been made to try to better suit the quest.
Character Attributes
Each attribute corresponds to the expertise of the character in the corresponding field.
Attributes | Represents |
---|
Piloting | Proficiency and skill in operating vehicles, particularly mobile suits, in combat situations. |
Martial | Expertise in combat tactics, strategy, warship command, and physical combat skills. |
Diplomacy | Aptitude for negotiations, diplomacy, and appeal to the public. |
Stewardship | Ability to manage resources, finances, and organizational affairs effectively and responsibly. |
Intrigue | Skill in navigating and manipulating political, social, and covert situations, often involving deception, espionage, and subterfuge. |
Learning | Capability to acquire knowledge, study, and comprehend various subjects, including technology, history, and strategy. |
Awakening | Ability to tap into latent powers, often associated with telepathic awareness and communication. |
For the above attributes, the average layman in the corresponding field will have a level of 10. The exception is Awakening, which most people have 0.
0-4 = Terrible
5-9 = Poor
10-14 = Average
15-19 = Experienced
20-24 = Excellent / Ace
25-29 = Top of the field / Super Ace
30+ = One out of a billion / Ultra Ace
Rolling for Difficulty Check (DC) for a Character action
During an action, you will roll two 50-sided dice (2d50) and divide the total by 10. A roll of 94 or higher represents a critical success, while a roll of 8 or lower signifies a critical failure. The corresponding attribute stat is then added to the result, which is tested against the Difficulty Check (DC) of the action. If the final result is equal to or higher than the DC, the action is successful. Conversely, if the result is below the DC, the action fails.
[CA + 0.1 * 2d50 vs DC]
For example, a character with Diplomacy 20 rolls against DC 25.
Rolls 2d50 => 52; 20+5.2 = 25.2 > 25; Success.
Some actions may have multiple DCs, e.g. DC: 20/25/30, which corresponds from small(one) degree of success to large(three) degree of success.
Success primarily indicates the level of proficiency in completing an action. It's worth noting that successful outcomes do not always guarantee positive consequences. In some instances, a successful action might even amplify the negative consequences that arise from it.
Versus Check (VC)
During a confrontation with an elite unit, Versus Check may instead be used. In this case, both the player character and opposition character rolls (2d50) / 10, and adds to their corresponding attributes. Similarly, a roll of 94+ is a critical success and a roll of 8- is a critical failure. By default, a difference of 5 between the total is considered one degree of success.
[CA_A + 0.1 * 2d50 vs CA_B + 0.1 * 2d50]
For example,
Alice rolls 2d50 => 52; 20+5.2 = 25.2
Bob rolls 2d50 => 16; 10+1.6 =11.6
Alice wins by 13.6, two degrees of success.
Mechanics (Mobile Suit, Warship, etc.) Attributes
Attributes | Represents |
---|
Firepower | The offensive capabilities, including weapons systems and firepower. |
Defense | The defensive capabilities, such as shields, armor, and countermeasures against attacks. |
Mobility | The speed, agility, and maneuverability of the Mobile Suit/Warship. |
Rolling for Difficulty Check (DC) for an action with Mobile Suit, Warship, etc.
During an action, you will roll two 10-sided dice (2d10). A roll of 20 is a critical success, while a roll of 2 is a critical failure. The corresponding character and mechanics attributes are added to the result, which is tested against the Difficulty Check (DC) of the action.
[CA + MA + 2d10 vs DC]
For example, a character with Piloting 20 on a Mobile Suit with Firepower 15 rolls against DC 40.
Rolls 12; 20+15+12 = 47 > 40; Success
Versus Check (VC) with Mobile Suit, Warship, etc.
During a confrontation with an elite mechanics unit, Versus Check may instead be used. In this case, both the player character and opposition character rolls 2d10 (20 for critical success, 2 for critical failure), and adds to their corresponding character and mechanics attributes. By default, a difference of 5 between the total is considered one degree of success.
[CA_A + MA_A + 2d10 vs CA_B + MA_B + 2d10]
For example,
Alice rolls 2d10 => 12; 20+15+12 = 47
Bob rolls 2d10 => 8; 10+12+8 =30
Alice wins by 17, three degrees of success.
Budget
Some actions may cost budget, deducting funds upon success or as an upfront expense, or gain budget, which adds funds upon successful completion. The exact budget impact depends on the action and its outcome.
World Points
In-universe, they represent the stability of the timeline and the capacity for divine intervention (Aplodia).
Mechanically, they are points that characters can spend on awakening other characters' memories and adding them to their team, or purchasing items that get delivered with suspiciously convenient coincidences.
The number of World Points you have must be kept above zero, as having no remaining World Points signifies that the timeline's reality has been irreversibly distorted or destroyed.