Super Robot Quest

[X] Approach him directly. Just talk to him, and ascertain why he's here and what he's hoping to do.
[X] Invest more time and resources into completing the job. You're not about to leave a job half-baked, and you can feel you're just on the threshold of getting it! This will unlock the following Action next turn:
 
[X] Approach him directly. Just talk to him, and ascertain why he's here and what he's hoping to do.
[X] Invest more time and resources into completing the job. You're not about to leave a job half-baked, and you can feel you're just on the threshold of getting it! This will unlock the following Action next turn

Also, looks we are gonna be getting some competition/helping hands later. Let's just hope their leader is reasonable.
 
[X] Approach him directly. Just talk to him, and ascertain why he's here and what he's hoping to do.
[X] Invest more time and resources into completing the job. You're not about to leave a job half-baked, and you can feel you're just on the threshold of getting it! This will unlock the following Action next turn:

If possible we should angle it so that the new mech base focuses on creating mass producible models while we work mostly on research of new science stuff and development of champion level super robots. As of right now our attention is split between making newer and better mechs and using existing principles to make different machines to fit different roles, the more work we can pawn off to others the faster we can progress down the tech tree. Although it seems weird to me that we're only now hearing about a new base being established to do a similar job to us, I would have thought that Peters would want us to help in developing it, given that we're pretty much the only people around with any kind of expertise.
 
I would have thought that Peters would want us to help in developing it, given that we're pretty much the only people around with any kind of expertise.
My read is that it's a rival to Peters that's behind this: this mech force will hopefully be an ally but could be 'opposed' in the sense that they're a rival, or worse, will basically want to actively yank our stuff, whether that be K-materiel, or more general resources, or even our higher end models we leave lying around like that seeker prototype we made that's unused.
Of course, this isn't necessarily a bad thing except for the part they steal our macguffins without yanno, informing us to redistribute our efforts elsewhere, assuming it's not actually the air-force Seperatists trying to get their hands on our tech, but it's probably worth paying attention to what they're developing and what, if anything, they're willing to give us in terms of tech and what we wish to give them.
I feel the need to note that last I recall, Peters wants ESP to remain in our pockets only, though materials like K-scale I think are out in the field, as is configuration.
Things I'm hoping to see is those engineers we didn't pick potentially coming back, or perhaps one of those technologies Sam could potentially have been working on instead of ESP.
 
Ground Defense Force - A New Prototype
[] Mechatronics Engineers – a small industrial automation firm based in Bremen, Germany has been noted as a potential candidate for recruitment. The head of the company, an old, wily inventor, has been responsible for manufacturing many of the automated servos used by assembly lines in automobile firms. Lately, however, the company head seems to have been inspired by the hulking robotic frames cobbled together recently by the Westphalian separatists and is attempting to pursue the idea independently. Results are mixed, but this is very likely because this is a side project and not a source of serious investment. Given time and resources, however…

[] Materials Engineers – a civilian company based in Nova Scotia, Canada has been tapped as a recruitment possibility. Responsible for fabricating supplemental armor plating for infantry and combat vehicles, they have lately been experimenting with new alloy mixtures. Nothing has borne fruit yet, as the EUDF has greater demand for their usual products, but they seem unsatisfied with the effectiveness of armor against the EUDF's latest foes.

[] Weapons Engineers – a group of weapons engineers establishing their own business has been identified as potential recruits. Veterans of arms development, they are intimately familiar with weapons ranging from small arms to naval cannons. However, they are attempting to become pioneers in laser technology, by turning them into weapons instead of just industrial tools. The EUDF has barely taken note of them, and it is uncertain whether they will succeed or not.
I wonder if our 'rival' organization picked up one of the engineers we didn't picked
 
Iirc it's a triple changer. So Plane, Robot, and Walker mode.
Nope, remember what the TMU originally is, it's supposed to be Mech/Jet/Helicopter. Lana's problem is making it work with all three instead of just two at a time.

The result is a test frame that, so far, has the distinction of being the first standalone mecha your Engineers have developed. Similarly to the TMU's mission packages, installing the right equipment will allow the frame to change into either a rotary blade alt-form or a jet fighter alt-form - but not both at once. According to Lana, it's perfectly functional, but it's incomplete.
 
[X] Approach him directly. Just talk to him, and ascertain why he's here and what he's hoping to do.
[X] Invest more time and resources into completing the job. You're not about to leave a job half-baked, and you can feel you're just on the threshold of getting it! This will unlock the following Action next turn:
 
[X] Approach him directly. Just talk to him, and ascertain why he's here and what he's hoping to do.
[X] Invest more time and resources into completing the job. You're not about to leave a job half-baked, and you can feel you're just on the threshold of getting it! This will unlock the following Action next turn:
 
[X] Approach him directly. Just talk to him, and ascertain why he's here and what he's hoping to do.
[X] Invest more time and resources into completing the job. You're not about to leave a job half-baked, and you can feel you're just on the threshold of getting it! This will unlock the following Action next turn
 
Lets have a Tally.
Adhoc vote count started by Thors_Alumni on Aug 11, 2018 at 7:12 AM, finished with 24 posts and 15 votes.
 
[X] Approach him directly. Just talk to him, and ascertain why he's here and what he's hoping to do.
[X] Invest more time and resources into completing the job. You're not about to leave a job half-baked, and you can feel you're just on the threshold of getting it! This will unlock the following Action next turn:

"Don't be surprised if they show up to you, hat in hand, asking for your expertise in fixing the poor old Gorshkov."
An aircraft carrier sized combiner/transformer is going to need a small city worth of service crew.
My read is that it's a rival to Peters that's behind this: this mech force will hopefully be an ally but could be 'opposed' in the sense that they're a rival, or worse, will basically want to actively yank our stuff, whether that be K-materiel, or more general resources, or even our higher end models we leave lying around like that seeker prototype we made that's unused.
Of course, this isn't necessarily a bad thing except for the part they steal our macguffins without yanno, informing us to redistribute our efforts elsewhere, assuming it's not actually the air-force Seperatists trying to get their hands on our tech, but it's probably worth paying attention to what they're developing and what, if anything, they're willing to give us in terms of tech and what we wish to give them.
I feel the need to note that last I recall, Peters wants ESP to remain in our pockets only, though materials like K-scale I think are out in the field, as is configuration.
Things I'm hoping to see is those engineers we didn't pick potentially coming back, or perhaps one of those technologies Sam could potentially have been working on instead of ESP.
Well, we've invested heavily in security at every point, might want to add another medium investment boost there?

Personally while they may compete with us for RP availability, I hope to get some kind of limited research sharing going on.
 
Things I'm hoping to see is those engineers we didn't pick potentially coming back, or perhaps one of those technologies Sam could potentially have been working on instead of ESP.
I wonder if our 'rival' organization picked up one of the engineers we didn't picked
For your entertainment, here's the relevant choises from the start of the quest. Since I looked them up, and decided you might want to remember them, too.

[] – "What do you need with a helo pilot?"
One of Devlin's potential backgrounds, the other one being Guns (artillery division?). I quoted this one because of y'all's speculation that this new branch has been started by Airforce.

[] "I read your report on what you found in Bordeaux. Something the separatist bastards left behind that they couldn't destroy. Something about a mechanical frame?"
One of Devlin's Starting Bonuses, the other one being a Kausen artifact. I quoted this one because this is what the Other DFRI obviously has in abundance.

[] "Good news is, the quantum channeling works. Sort of. Sticking something through the gate brought it out through the other end. The bad news is, looks like no biological matter's getting through it the way it went in. On an entirely unrelated note, if I find the jackass who calibrated it to land in the canteen the next platform over, I will personally quantum channel your thesis into the sun! Otherwise, good work. Spill my coffee over me again, will you?" [Possible research into Quantum Gate Channels, unlocks options, ???]
One of Sam Carson's possible focuses, the other one being Kaiju Tissue. I have a feeling there was a fourth... But whatever. I quoted this one because a scientist with Instant Deployment Technology is a much more interesting reason than "We've collected lots of Westphallian wreckage, let's start our own DFRI. With card games and easy women of some sort".

[] Mechanical Engineers – a pair of EUDF mechanical engineers have been highlighted as candidates from the 15th EUDF Motorized Division based in California. A First Lieutenant and a Sergeant First Class come with conflicting reports. On the one hand, superiors have cited them for their miraculous ability to repair broken down vehicles so long as they are given free reign in the scrap yard and left-over parts. On the other hand, they have a reputation for manic 'experimentation,' with those same superiors frustrated over how 'they bust almost more vehicles that they repair.' They are apparently attempting to experiment with creating what they call 'variable configurations' to allow vehicles to change form for different purposes. Left alone, the idea is likely to fizzle out. Given official support, however…

[] Mechatronics Engineers – a small industrial automation firm based in Bremen, Germany has been noted as a potential candidate for recruitment. The head of the company, an old, wily inventor, has been responsible for manufacturing many of the automated servos used by assembly lines in automobile firms. Lately, however, the company head seems to have been inspired by the hulking robotic frames cobbled together recently by the Westphalian separatists and is attempting to pursue the idea independently. Results are mixed, but this is very likely because this is a side project and not a source of serious investment. Given time and resources, however…

[] Computer Engineers – a defense contractor company based in Novgorod, Russia was identified as a potential recruiting option for Engineering. They are manufacturers of military computer systems that supplement EUDF vehicles. Anything from fighter jets to main battle tanks, some of their hardware has likely found their way into the cockpits, all the while complying with the main manufacturer's software requirements. Lately, they have been attempting to push into developing super computers for use in combat vehicles. Thus far, few in the EUDF command or civilian agencies have been interested, as the company is relatively unproven in such an endeavor. Perhaps they simply haven't met the right customer…

[] Materials Engineers – a civilian company based in Nova Scotia, Canada has been tapped as a recruitment possibility. Responsible for fabricating supplemental armor plating for infantry and combat vehicles, they have lately been experimenting with new alloy mixtures. Nothing has borne fruit yet, as the EUDF has greater demand for their usual products, but they seem unsatisfied with the effectiveness of armor against the EUDF's latest foes.

[] Weapons Engineers – a group of weapons engineers establishing their own business has been identified as potential recruits. Veterans of arms development, they are intimately familiar with weapons ranging from small arms to naval cannons. However, they are attempting to become pioneers in laser technology, by turning them into weapons instead of just industrial tools. The EUDF has barely taken note of them, and it is uncertain whether they will succeed or not.
The possible Engineering Options. I've highlighted the ones that haven't been picked, because, as I understand it, they're the most likely to be a permanent, established parts of the story-world. As opposed to, say, noteworthy EUDF Majors or crazy scientists, who are more likely to be Schroedinger's PCs.

Now that you don't have to scroll through the first five pages of the quest, since most of the relevant info is before you, it should be easier to engage in meaningless speculations. Personally, I'd like to initiate possible tech-trade for the Quantum Gates and Military Lazers.
 
An aircraft carrier sized combiner/transformer is going to need a small city worth of service crew.
Not if it's just Configuration. Instead of a mecha, just have it be able to retrofit itself in order to change roles on the fly. The flight deck smoothing out to launch aircraft and then converting into something more defensible until it's complement returns.
 
Turn Four, Year Three: Interesting Times
Is it just me, or has SV's interface gotten much darker and blue-er? I could have sworn it was a bit lighter than this in contrast to just jumping straight out at me all the time.

1400, 3 April A.D. 2072
Commandant's Office


Well, there's one more project done.

The newly refurbished Perseus is now battle-ready...sort of.

Assigned to: 1LT Tellison / Unassigned Co-Pilot (None Available at this time)
HP: 15 + 6 (Anti-Gravity)
Strikes:
- Can Strike at Disadvantage, 1d6, Threshold of 5-6.
- Can inflict 2 HP per Strike.​
Heavy Weapons:
- Can make a Heavy Weapon Strike at Advantage every four turns. (3d6, Threshold of 5-6, Inflicts 2 HP). Counts as the Phalanx's Action. Can be upgraded prior to missions.​
Combat Shield:
- Free Action. Can take refuge behind a deployable combat shield mounted on the left arm.
- Can be used once per Combat Turn. Roll 2d6 at Threshold of 5-6; a success will reduce incoming damage by 3 HP. A failure will still reduce the damage by 1 HP.
- Dispersion Shield, Prototype - Costs 3 RP to deploy in combat. Can deploy a limited Dispersion Field mounted on the left arm that overlaps the Combat Shield. Will automatically negate all damage that combat turn. Has a maximum use of twice per deployment. Upon depletion, automatically resort back to Combat Shield.​
Shield Wall:
- Can choose to absorb an incoming Strike for an allied Support unit. Will absorb -1 HP of the original Strike. Roll 1d6, Threshold of 4-6 to negate damage entirely. Can be upgraded in future turns.​
Maniple Formation:
- If operating with other Phalanxes, can rally them to the Perseus for a massed charge. Roll 2d6, Threshold of 5-6, inflicts 2 HP. Chance to inflict 'Shock' damage. Note: if this is used, Phalanx formation will be unavailable for one combat turn.​
K-Scale Production Type:
- You may reduce damage at 2d6. Reduces damage by -1 HP. Applies once per combat turn.​
Arc Blade: A collapsible sword that can be supercharged with electromagnetic force.
Electromagnetic Field:
- Reduces the damage of one attack by 2-5 HP. Any enemy attempting to attack is struck with electromagnetic backlash, inflicting 1 HP for each attack.
- Electromagnetic Field stays online for one turn of combat, can be activated as a free action.
- Refreshes every three turns.
Strikes:
- Can be used to make basic Strikes. If used this way, can inflict +1 HP per Strike.
- Notable Bonus applies.
- If K-Circuits are applied, use new baseline for added damage.
"Ikazuchi No Tsurugi"- Lightning Blade:
- Finishing Strike requiring the deployment of the Spark Caliber. Test roll situational. Can inflict up to 8 HP of damage.
- Target-able - Enemies can make a called shot to disable the weapon if deployed. If successful, will be unavailable for two turns.
- Basic Model - Perseus by itself cannot support the Spark Caliber's energies; requires a Combine Unit to realize the Arc Blade's True Potential. Lightning Blade can be used, but not safely.​
Upgrades: K-Suit (applied to Pilot), Anti-Gravity Treatment, Psychic Theater+ (WARNING: REQUIRES ADDITIONAL PILOT TO GAIN EXTRA ACTIONS), K-Scale
This has already been updated to reflect into the Mecha Roster page.

There's the obvious fault in that you're heavily banking on finding a co-pilot that can keep up with 1LT Tellison. So far, from what you've found in the Pilot Exchange Program, either there's very few individuals in there that come within gossip distance of greatness, or you're just not looking at them with the right criteria. Or both. Both is possible. Point is, there's no sense at all in sending the Perseus out until you've found a suitable co-pilot and spend at least a month or so getting the two of them acclimated to working together.

On top of that, the support team for the Perseus is still two months away from even being ready to begin preparations. No doubt the new arrivals are going to find ways to make your life interesting (read: miserable), but you can't deny that the possibilities are intriguing. The Beowulf has worked well enough as a solo champion, ready to wade right into the melee and give as good as it gets. The Perseus will be leading a team...and you'll need to talk to Wilde and Henry about making a Combining Configuration for that group.

Another matter that's crossing your desk right now is the fact that there's another group out there developing (or trying to) their own Super Robot. Apparently based out of Fort Knox (which already gives you suspicions of what design philosophy they're taking it towards), what little you've heard is that it's large, clunky, and not at all graceful like yours are. But it's already been subjected to...decent reviews, if not groundbreaking. You haven't had time to reach out to BG Peters about it (and she normally calls you if something requires immediate action, and you've just been too busy to do anything besides observe), but perhaps it's time to reach out and see what's going on.

Thirdly is the matter of Yukimura Jiro. Not much else to say there; a family member of the Yukimura Institute has just shown up out of the blue, and is hanging around Gasparton. Apparently in tourist mode of sorts, according to Anna, but there was very little to suggest anything of note of Gasparton until EUDF garrisons began showing up (And you're very grateful that you took the time to develop outposts; they serve as a deflection away from the University). But you've already penciled in a time to meet with him directly at the end of the month; Anna's promised that he's receptive to a meeting.

Well, nothing else for it. Time to get to work.

The discussion with BG Peters and with Jiro will take place after the events update.



Resource Point Income: 20 RP + 3 RP (Landing Pad) + 2 RP (EUGDF Commission, Three Turns Remaining) - 11 RP (Locked Actions - The Oracle (1), Mechanical Men (2), Zulu (1), Security Net (1), Seeker - Second Verse (2), Security!!! (1), Transmutation (1), Zirvitium Refinement (1)) = 14 RP Total

RP bumped up to 20 thanks to the Shard Generator slowly inching your income up every four turns. Enjoy.



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: 3 Turns



The Oracle of Gasparton - Ignatov and his team have hit a few speedbumps, but so far development is still within planned tolerances. He already has the beginnings of a complex subroutine foundation; all that's left is to build up on top of it. Figuratively.

Patch is also on hand, whenever he can be spared from the Legion's own efforts, to make sure this goes smoothly. Galbinus is taking the development of the Legion's very own Oracle Matrix very seriously.

Cost: 1 RP Locked (1 RP Locked Next Turn)
Duration: 3 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 - At this point, the threads of code that will make up the Perseus' support team have matured into the threads of complex subroutines that you discovered Katarina to be in three years ago. Now they can begin the 'final touch' of simply layering personalities onto themselves as they continue to observe everyone in their respective departments.

Though Ignatov did note, with some amusement, that they're perfectly capable of speaking out loud to anyone right now. Either they're choosing not to for the purpose of further observations, or they're deliberately trolling everyone by playing dumb for the moment.

...which, sadly, is all but a guarantee that they're good fits for the DFRI.

Cost: 2 RP Locked (2 RP Locked Next Turn)
Duration: 2 Turns
Will establish two-to-four new AI personalities, dedicated support to the Perseus



Zulu - Ichiro's finally hit upon a potential common point of interest to start really opening discussions with Zulu. Said potential solution was to literally grab hold of Architect and insist that he start showing him and Zulu 'that weird engineering crap you're doing all the time.' Naturally this started a bit of a lively debate between them (to put it lightly), but the subject of engineering seems to have perked Zulu's attention more than anything else.

Cost: 1 RP Locked
Duration: 1 Turns

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.

Super Robot Construction
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

A Sheepish Request - True to Anna's predictions, a representative from the Naval Defense Force based out of San Diego has arrived. No hat in hand, but close enough. After a series of high-intensity discussions among the upper echelons from Unity Station (read: some commanders' heads went onto the career chopping block), a decision was made as to appeal to the Defense Force Research Institute to ask for your expertise in repairing - and improving, if possible - the Sergey Gorshkov over a long-term commission.

You don't gloat. Much.

But this is going to be a serious undertaking if you choose to approve on this project. The representative understands if you're unable to accommodate them now; he only requests that you submit a message through BG Peters if or when you choose to approve of it.

These folks are much more pleasant to deal with when they're this polite!

[] A Sheepish Request
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 6 Turns (They were not kidding when they said this was long-term)
Chance for Breakthrough (2d6, Threshold of 5-6)



Defense Force Actions

Diana's Creativity: You may reduce the Success Threshold of any one Defense Force Action by -1.
Now Taking Auditions - For the actual purpose for making this: seeing if there's any type of talent worth poaching with this particular batch.

Chances are: Not Really. But you never know, you might be surprised.

Cost: 1 RP Locked
Duration: 1 Turn
Chance for breakthrough at severe Disadvantage (1d6, Threshold of 6)
Chance to find new Pilot



Security Net - Heavy Investment
Cost: 1 RP Locked
Duration: 1 Turn
Chance for breakthrough at Advantage (3d6, 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 now up and running. This month it's going to start accepting the new pilots from different commands (with Armistead's noticeable exception, but you expect that by now). Now it's time to put them through their paces and see what the new guys are made of.

That said, you're also not expecting greatness right out the gate. You have everything you need from the simulators to live fire versions ready to go, and all stock items on inventory - the Jackals, the TMUs, the Centurions, heck even the Shade and Steeds for the IS agents that are inevitably going to sneak in - are prepared. Even if they're not up to your standards by the time they're done, they are going to make their respective commands quite pleased when they go home.

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 – Now that you've established your paranoia is firmly justified, and with Diana already having started the initial work on shoring up security, you've been able to relax a bit.

A bit.

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.
Building a Seeker - Second Verse - Very little to say here. With a fresh budget and a little more time, Lana is determined to see this one through.

Cost: 2 RP (1 RP Locked Next Turn; Decision locked due to previous vote)
Duration: 2 Turns
Chance for Breakthrough (2d6, Threshold of 4-6)



K-Frag! - The last attempt ended spectacularly poorly, especially by Wilde and Henry's usual standards. They're determined to try and get something out of this, but they're running out of time and energy to do so. You'll have a chance to see if you want to pursue this further, or scrap it altogether and move onto something new.
Cost: 1 RP Locked
Duration: 1 Turn
Chance for breakthrough (2d6, Threshold of 5-6)
Chance for new weapon



Security!!! - Wilde - who else? - spraypainted a faux doomsday sign and posted it next to the code incubator for the new AI, with "THE END IS COMING!" cheerfully plastered across it for all to see.

...okay, it was funny the first few months, now it's getting slightly annoying.

And now you're worried about what staying in the Institute has done to your humor tolerances.

Cost: 1 RP Locked
Duration: 1 Turn
Develop a new AI Personality focused purely on Security. [Based on CPT Sasaki Haruko. The Almighty have mercy upon you all.]

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.

[] San-Ki Gattai / 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.
Transmutation - "Okay, I've determined that the temporary changes are coming about due to some interesting psychic energy traces. They tend to leave kinds of 'grooves' worn into the material that you'd only be able to see with the MMI. Fascinating stuff. We're gonna take one more look at this while our time and budget holds."

Cost: 1 RP Locked
Duration: 1 Turns
Chance for breakthrough (2d6, Threshold of 5-6)



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: 2 RP Locked (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for breakthrough (2d6, Threshold of 5-6)



Xenotechnology - Zirvitium Refinement - "Time to throw vats of Anti-Gravity Treatment into the smelting process! Assuredly nothing can go wrong when I try this."

You'll take that as your cue to run.

Cost: 1 RP Locked
Duration: 1 Turns
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: 3 Turns
Chance for Breakthrough at Disadvantage (1d6, Threshold of 4-6)

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)
So it's really difficult - but possible - to make small temporary changes to the machine's basic materials. Honestly, Sam really has no idea where this is going, but he considers this still a vital step towards making K-Class Materials more malleable via psychic energy. If you get the principles of it - whatever they may be - down here, it'll be much easier when trying K-Class.

Doing this, however, is going to require a lot of resources. Both standard materials, and food and fluids for the testers. Using psychic energy burns calories like you wouldn't believe.

[] Stress Testing
Cost: 3 RP (2 RP Locked Next Turn)
Duration: 2 Turns
Chance for breakthrough at Disadvantage (1d6, Threshold of 4-6)

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 - 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: 5 RP (1 RP Locked Next Turn)
Duration: 3 Turns
Chance for Breakthrough (2d6, Threshold of 5-6)

[] 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)
 
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Though Ignatov did note, with some amusement, that they're perfectly capable of speaking out loud to anyone right now. Either they're choosing not to for the purpose of further observations, or they're deliberately trolling everyone by playing dumb for the moment.

...which, sadly, is all but a guarantee that they're good fits for the DFRI.

They're the troll-masters. At worst, if we cannot give them good personalities, we can connect their terminals to Youtube and see what happens.

Zulu - Ichiro's finally hit upon a potential common point of interest to start really opening discussions with Zulu. Said potential solution was to literally grab hold of Architect and insist that he start showing him and Zulu 'that weird engineering crap you're doing all the time.'

Technobabble wins the day!

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.'

We need more troops, especially with the almost-finished SR we have now.

Also, that robot from Fort Knox... Is it gold-plated?

A Sheepish Request - True to Anna's predictions, a representative from the Naval Defense Force based out of San Diego has arrived. No hat in hand, but close enough. After a series of high-intensity discussions among the upper echelons from Unity Station (read: some commanders' heads went onto the career chopping block), a decision was made as to appeal to the Defense Force Research Institute to ask for your expertise in repairing - and improving, if possible - the Sergey Gorshkov over a long-term commission.

As expected.

[] A Sheepish Request
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 6 Turns (They were not kidding when they said this was long-term)
Chance for Breakthrough (2d6, Threshold of 5-6)

Holy cow, it will take forever. On the plus side, there will be many, many chances to modernize it until it becomes a flying, transforming spaceship. Then we have to find out a way to take it for ourselves.

K-Frag! - The last attempt ended spectacularly poorly, especially by Wilde and Henry's usual standards. They're determined to try and get something out of this, but they're running out of time and energy to do so. You'll have a chance to see if you want to pursue this further, or scrap it altogether and move onto something new.
Cost: 1 RP Locked
Duration: 1 Turn
Chance for breakthrough (2d6, Threshold of 5-6)

Hopefully the pilebunker works at long last.

Security!!! - Wilde - who else? - spraypainted a faux doomsday sign and posted it next to the code incubator for the new AI, with "THE END IS COMING!" cheerfully plastered across it for all to see.

Come on, it cannot be that bad, right?

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.

[] San-Ki Gattai / 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.

Finally. With two turns only to be finished, it is now ready to be employed.

upercomputer 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.

This also needs development at some point.

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!

Also this, because it wasn't taken in forever.

So it's really difficult - but possible - to make small temporary changes to the machine's basic materials. Honestly, Sam really has no idea where this is going, but he considers this still a vital step towards making K-Class Materials more malleable via psychic energy. If you get the principles of it - whatever they may be - down here, it'll be much easier when trying K-Class.

Doing this, however, is going to require a lot of resources. Both standard materials, and food and fluids for the testers. Using psychic energy burns calories like you wouldn't believe.

[] Stress Testing

Now that we may have an anime hero as a new contact, this is potentially good.

[] Combine Configuration Shield

Also this, because why not?

[] 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

Lastly this, if we have the money to spare.

Also, in before that Comtesse de Valor becomes the new nickname for the incoming magical girl. However, you have tempted fate by making fun of genre conventions, Major.
 
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.
I want to ask people questions about Pretty Cure, but still haven't found a thread where it would be appropriate to do so. If any of y'all know of one, directions would be appreciated.

Having said that,

[X] Plan Howboutdat?
--[X] Diana's and Katarina's bonuses to Now Taking Auditions
-[X] Over There (Cost: 3 RP, Duration: 2 Turns)
-[X] Stress Testing (Cost: 3 RP, Duration: 2 Turns)
-[X] Gifts of the Regent - Early Space Flight (Cost: 5 4 RP, Duration: 3 Turns)
--[X] Streamlined Resource Flow
-[X] Gifts of the Regent - Empathic Focuser (Cost: 4 RP, Duration: 4 Turns)

(Total: 14)
Lots of Science focus, and people could argue that resources from Over There would be better spent on an Engineering project... But the only Eng. project that interests me is explicitly better off postponed (it says so in the description). Also, previous turn people had voiced an idea that it could be good to finish all "unique" projects, and only then go for those that might unlock new stuff. To which I agree.
 
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Holy cow, it will take forever. On the plus side, there will be many, many chances to modernize it until it becomes a flying, transforming spaceship. Then we have to find out a way to take it for ourselves.

We'd have to design and build engines to support a carrier probably. I don't think the engines we have IC can support it.
 
Cost: 5 RP (1 RP Locked Next Turn)
Duration: 3 Turns
Chance for Breakthrough (2d6, Threshold of 5-6)
[] A Sheepish Request
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 6 Turns (They were not kidding when they said this was long-term)
Chance for Breakthrough (2d6, Threshold of 5-6)
We could literally start space flight now along with the repairing of that carrier, put things on hold development-wise for a bit, and then proceed to expand the Navy into space under our own developmental Aegis. By then the Fort Knox thing would be irrelevant.

As would the air force.

The carrier would literally be a flagship of our own rise to authority as a power in the defense force outright by virtue of Magical Macross Bullshit.

So

Why not do it?
 
We could literally start space flight now along with the repairing of that carrier, put things on hold development-wise for a bit, and then proceed to expand the Navy into space under our own developmental Aegis. By then the Fort Knox thing would be irrelevant.

As would the air force.

The carrier would literally be a flagship of our own rise to authority as a power in the defense force outright by virtue of Magical Macross Bullshit.

So

Why not do it?

I like the idea actually.

@Basarin would it be viable to use the carrier as a test bed or would the Navy be upset at us using it like that?
 
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