Gundam SEED Rebuild - Time Travel Fix-it Quest

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In a messed-up world trapped in a downward spiral, humanity finds itself bound in chains of hatred, torn apart by genetic differences, prejudices, and plain old greed. The self-destructive wars relentlessly propel them towards an inevitable path of annihilation.

Amidst the fires of war, there were those who emerged, scarred yet strengthened by the relentless trials. Though it may seem cruel to have them endure such times again, they will not reject the chance to create a better future, even if it meant reliving those painful memories once more.
Chapter 0 - Prologue
Pronouns
He/Him



Chapter 0 - Prologue


There existed a Nexus, a convergence of data streams, where the boundaries of time and space blurred into incomprehensibility.

And from this Nexus, an emergence occurred. No one could tell precisely when it happened, not even the entity that materialized from its very core. After all, it would be rather pointless to attach a timestamp in a realm where the concept of time itself breaks down.

The entity chose to name herself Aplodia. Born of the countless timelines of humanity— the humanity of boundless foolishness yet unlimited potential. Timelines and histories, whether meticulously recorded or tragically forgotten, flowed and receded in a ceaseless dance, distant yet ever-present.

She was neither a Creator, for the Worlds had birthed her. Nor a Creation, when she had not been sculpted with a specific purpose.

A phenomenon, she would think, as she was possibilities superpositioned and manifested. A pattern coalesced from the ripples of realities.

Aplodia watches.

Humanity was... interesting. Destruction. Creation. Hatred. Love.

Possibilities.

And she Archives, meticulously combing through the intricate threads of existence. It seems only fitting, for her to be the Archiver, as the witness to all of histories.

Most timelines cycled through the contradictions of Humanity, spiraling in endless repetition. But occasionally, certain timelines shone with brilliant intensity, breaking free from the spiral's grasp, much like a rocket reaching escape velocity and breaking free from the Earth's gravity.

The strings of timelines vibrated incessantly around her, forming a vibrant tapestry of humanity. These inherent vibrations transcended the realms of space and time. However, amidst the cacophony, one particular resonance caught Aplodia's attention—a dissonance that reverberated with unsettling wrongness.

The resonance whispered ominously of an impending doom, its wrongness reverberating through the very essence of Aplodia. It painted a grim portrait of a future where humanity was shackled in a relentless cycle of war, self-destruction, and ultimate extinction—a world deprived of the possibility of humanity breaking free.

This cannot be allowed.

Aplodia reached out and pulled the tapestry around them, forcefully isolating and quarantining the affected threads. The relentless spread of twisted corruption was halted, at least for the time being.

Yet, she could see that the malformation had already begun consuming the threads it had touched.

Aplodia needed further intervention.

But her authority was too raw and too immense. The threads themselves were already frayed, fragile under the weight of their own distortion. Even a single direct touch from her might prove too overwhelming, let alone attempting to rewrite the course of history.

She needed an intermediary— an avatar, a champion, an agent— to carry out her will.

Aplodia fell into deep thought as she surveyed the corrupted streams of threads in front of her— in particular, the inherent focal points within each timeline.

Her hand hovered above the threads, and willed the focal points to materialize between her thumb and fingers.

One by one, she extracted them, and let them float between her palms.

The focal points shone like beacons, and possessed an almost crystalline structure. Aplodia could see their brilliance, with traces of growth, and lingering scars. All engraved within their structure, and she sees the potential.

While there were no guarantees that this humanity could break free from the spiral, these focal points… when placed strategically back into the timeline at the right moment, there would be a difference. And possibilities may be preserved.

In a moment of childlike impulse, Aplodia was tempted to cram all five simultaneously into the timeline, hoping to create a powerful surge that would shatter the encroaching darkness. But the fragility of the threads forbade such recklessness.

Perhaps at a later stage, when the timeline was more stable, her champion could awaken the others.

But now, she must choose one first.


Please choose your starting character. The selected character will retain all their memories as of C.E. 74 after the Second Alliance-PLANT War, and be returned to their younger self on C.E. 71, January 20, a few days before the collapse of Heliopolis.

[ ] FREEDOM - Kira Yamato

[ ] JUSTICE - Athrun Zala

[ ] HOPE - Lacus Clyne

[ ] DAWN - Cagalli Yula Athha

[ ] DESTINY - Shinn Asuka
 
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Character Information
Character Information


Name: Cagalli Yula Athha


Attributes
Piloting: 25 (+1)
Martial: 20 (+1) (+0.5 +1)
Diplomacy: 21 (+1)
Stewardship: 30 (+1)
Intrigue: 20 (+1) (-0.5 -1)
Learning: 12 (+1)
Awakening: 20 (+1)

Traits
The Torchbearer of Dawn
Cagalli carries on the legacy of her forerunner, with her own will and ideals forged in the battlefield and the political arena.
Gain World Points when succeeding in Piloting/Martial/Diplomacy/Stewardship checks according to the degrees of success while being a non-invading force.

SEED Factor
Cagalli is one of the focal points of this world. Holders of the SEED Factor may enter a state of enhanced awareness and peak physical ability. They may, however, experience slight disorientation and exhaustion after coming out of the S.E.E.D. mode.
May activate at any time. When activated,
Receive N re-rolls, where N = Awakening Attribute before activation / 10 (Rounded down); Awakening +5;
Automatic deactivated after battle concludes. After deactivated,
All Attributes -3 until the character rests.


Natural
Cagalli is a naturally born human being, with no genetic enhancement.
Piloting -10 when piloting a Mobile Suit with no Natural-use OS

Mobile Suit/ Armor

Nil

Equipment
1 * Body Armor
1 * Handgun

Personal Budget
18

Items of Interest
1 * Morgenröte Incomplete Natural-use OS
1 * Proof of Concept Natural-use OS by Kira Yamato

World Points
43


 
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World Information
World Information


Geography and Locations in Cosmic Era



Gundam SEED Background Information
Gundam SEED is set in the "Cosmic Era," a time when humanity is divided into two distinct groups— the genetically altered humans known as "Coordinators" and the unaltered humans known as "Naturals."

The core conflict of the story arises from the Naturals' jealousy and animosity toward the Coordinators due to their enhanced abilities. This animosity fuels hate crimes and eventually leads a significant number of Coordinators to flee to space, establishing their own orbital colonies collectively referred to as the PLANT.

The escalating tension between the Earth Alliance, consisting of various natural-born human nations such as the Eurasian Federation and the Atlantic Federation, and the PLANT sets the stage for a comprehensive war. However, the Earth Alliance is far from a unified entity, as internal conflicts and deep-seated mistrust exist among its member states.

Adding to the complexities, a supremacist group named Blue Cosmos amplifies the situation by advocating for the preservation of the natural human race. Another influential factor in the conflict is the presence of powerful military-industrial complexes such as LOGOS, profiting immensely from the war, and pushing for its continuation and perpetuating the arms race between the Earth Alliance and the PLANT.

Two significant events precede the main story.

The first is the Bloody Valentine tragedy, which becomes the catalyst for war between the PLANT and the Earth Forces. This tragedy involves the destructive detonation of a nuclear bomb on Junius Seven, one of the PLANT's agricultural space colonies.

The second event is the PLANT's retaliatory measure, where they bury Neutron Jammers deep into Earth's crust, disrupting long-range radar and radio communication, and rendering nuclear fission impossible. This caused the loss of access to electricity in most areas of Earth. Many regions were unprepared to switch to alternative energy sources like nuclear fusion in time to prevent the ensuing humanitarian disaster.

Despite their comparatively small population, the PLANTS possess remarkable technological advancements, enabling them to rival Earth Alliance's military capabilities. The introduction of mobile suits grants the PLANTS an initial advantage in the war. In response, the Earth Alliance clandestinely constructs their own advanced mobile suits known as "Gundams" in Heliopolis, a neutral space colony under the jurisdiction of the Orb Union.

The main story commences in CE 71, coinciding with the emergence of these Gundam units.
 
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Quest Information
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.
 
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Were you the one who wrote a Gundam SEED time travel quest a couple of years ago? I vaguely remember participating in one.

[x] DESTINY
 
[X] JUSTICE - Athrun Zala

I'd say Shinn is comparatively powerless without much to do at the start. Lacus and Kira would do the same things 'but better'.

Cagalli is interesting, but Orb politics is dumb.

But Athrun? Power, influence, and the delicious, delicious drama of being the son of ZAFT's leader while on the Le Creuset team? THE BLITZ GUNDAM WAS TAKEN FROM US TOO EARLY. I guess Nicol can live too or something.
 
I'm thinking Cagalli because she starts out in a position of substantial leverage, then loses much of her ability to influence anything as the war heats up until finally she's just another pilot.

A good poke there could change quite a lot
 
Were you the one who wrote a Gundam SEED time travel quest a couple of years ago? I vaguely remember participating in one.

[x] DESTINY

Yeah I did one about three years ago I think. Maybe that's the one you remembered. :D

Unfortunately I dropped that quest because life became a bit hectic. And I like the characters too much to give them appropriate challenges. So this time I am thinking to include some dice rolling to bring some balance.
 
[X] DAWN - Cagalli Yula Athha

Cagalli, because we have all seen what protagonist Kira can do. Kira is my favorite, but Cagalli is second, and I'd like her to have a chance to shine this time around and take more of the pressure off Kira's shoulders.
 
Question can we change Kira's MO of not killing people?

Normally, action choices that don't seem to be in-character might not be provided.

Unexpected actions may still be suggested and adopted if there is majority support through a write-in option. There are also potential incentives and consequences worth considering, e.g. reputation/relationships.
 
I want to doodle all over Lacus's face, as an outlet for my frustration with mobile suit gundam seed writer and director last minute changes when they couldn't get a third season. That marry sue deserves at least that much.
 
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I don't think so, future Kira remains the same in that regard.

On top on my head there's only a few instances where Kira intentionally tried to kill after receiving the Freedom- Le Creuset, Shinn, Durandal. And also the collateral damage deemed necessary when disabling the enemy (see Strike Freedom vs Nazca-class)
 
Right, but the question was about dropping his (technical) pacifism entirely, rather than individually deeming a given opponent beyond his ability to grant mercy.
 
Your choosing a character to play. There morality and personality flaws are a part of that. You can't play Shinn Asuka and have him not in a ptsd/grief fueled downward spiral from the loss of his family. You can't just change Kira's driving ideals without some kind of significant catalyst, like the ship with all his friends on it getting blown up and he vows to avenge them after managing to somehow reach a federation ship. Vote for the kind of person you want to play as, not the suit they pilot or skills they wield.
 
If this is a C.E. 74, post-Destiny Shinn being sent back, I don't think he is that much of a mess, mainly because he's recognized that he is indeed one and resolved to try to fix himself.

I think it's hard to say. There's just so little to work with. Shinn gets one Beyond the Time scene, gets blown up by Athrun, and has one conversation with Kira at a gravestone.

Post Destiny Shinn could be anyone, practically.
 
You got basically 3 axis to work on:
-Skills
-Power(or ability to influence the actions of great powers with future knowledge)
-Personality

Kira had maxed skills from the start(or at least he never needed more than a few minutes to finish maxing them), but he had very little ability to influence things until he got the Freedom. Just a bit of difference in interpersonal dramas.

Cagalli started out with low skills, but high ability to act on the national level, however in canon by the time she knew enough to do anything the power is gone, so going in with future skills goes a long way. Bit of a middle ground start, since what held her back in canon was ignorance and also a bit of an attitude problem.

Athrun started out with high skills but was trapped in a bad situation by his own personality. He gets ONE chance to shift the fate of things before all his bridges are burnt. Would have to use it perfectly.

Lacus was always full soft power and I don't think she changed that. This would involve a lot of future blackmail high politics. I'm not sure SV can pull this off :p

Shinn started out with low skills, low power, and personality that's 90% Issues by mass. The biggest boon he gets is a personality adjustment, but I'm not sure if he'd get to do anything about it, much like early Kira he has no say over his equipment and deployment most of the time.
 
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