Super Robot Quest

Good because I really want to get the Seeker 2.0 up and out there So if I get the chance to do a Heavy investment off it than that's what its going to get.

Well, the way that's going to work is that next turn, I will give you a choice with the Seeker Project, and only because quite frankly even I think the rolls are starting to look a bit cursed on that one.

You can either allow the option to play out for one more turn, or you will get a chance to throw some additional RP at it to flat out add a +1d6.

Either way, this is the last hurrah for the Seeker Project, so what you get after this is what you get.
 
Well, the way that's going to work is that next turn, I will give you a choice with the Seeker Project, and only because quite frankly even I think the rolls are starting to look a bit cursed on that one.

You can either allow the option to play out for one more turn, or you will get a chance to throw some additional RP at it to flat out add a +1d6.

Either way, this is the last hurrah for the Seeker Project, so what you get after this is what you get.
Understood boss. could we also have the Girls help with the Project with their bonuses as well. That includes Katrina as well boss.
 
I'm not even sure if what's going on is it being cursed, we've gotten at least one pass on every roll for it except the last one. And even this round, we still got a pass.
 
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@Alectai it's all good. I'm only presenting it as an option if you all want to take it to take assurances to guarantee a greater result or a decent result; the one success you rolled this round is already fairly good.

I say 'cursed' because given the past few rolls the Seeker had, in addition to the snake eyes you rolled before Lana's re-roll kicked in to avert that.

In any case, typing out an update.
 
I'm not even sure if what's going on is it being cursed, we've gotten at least one pass on every roll for it except the last one. And even this round, we still got a pass.
We should plan on using a heavy investment on the seeker with as many bonuses as we can put on the option this time.
 
Turn Four, Year Three Results
Special Actions

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

Rolled: 6+6!
Critical Success! Ignatov and Co. make up for lost time!

1549, 13 April A.D. 2072
The Lair, Engineering Bay


"...I don't think I'll ever understand how you pull this off, Boris," Patch grumbled, shaking his head. "Personality Matrices this complex ordinarily do not take this little time to develop!"

"I do not know what to tell you, Patch," Boris replied jovially. "But three years after stumbling onto Katarina's source codes and creating her sisters, I'd like to think we've a bit of expertise in the matter."

"I'm right here, you know," a feminine voice grumbled from the computer terminal.

"I know, child, I know," Boris said in a soothing voice. "Are you taking to the adjustments well?"

"It's...a little strange," the voice admitted. "I pretty much know the baseline of how to help around, but now I'm also trying to cram all the Kausen terminology and codework in as well. It's like I'm working off of reflexes I shouldn't have."

"That's a fairly common response from Kausen Oracle Matrices," Patch reassured her. "Give it time to download and install, and it will become second nature." He paused. "Or, so I am told." Looking at the terminal where the Oracle was housed, he asked, "Have you decided on a name yet?"

"If we're serious about the whole 'Oracle' theme, I'll stick to what I know," the voice said. So far, she had neglected to take on an avatar form just yet, so she only existed as a circular ring that fluctuated during speech. "Hmmm...Delphi. Let's go with Delphi."

Boris chuckled. "Very well, then, Delphi. Bear with us while we bring you up to the Legion's standards."

Oracle Matrix identified as 'Delphi.' She is now roughly on par with Katarina and the Sisters; further successes will make her a force to be reckoned with. Two Turns Remaining.

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!

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)

Rolled: 4+6!
You and yours get started, but this is going to be a long undertaking.

When you received the communique about the proposed refit as pushed forward by the DFRI, you had to take thirty minutes to stop yourself from descending into further maniacal laughter.

After you recovered, then you seriously considered the project.

The Sergey Gorshkov is not going to be a small project. Additionally, the Institute now has a reputation for pioneering exotic technologies; they're going to be expecting at least something extra on top of the baseline repairs. You then took a look at the proposed spaceflight projects that Max gave to you, and decided that you had an absolutely perfect means of retribution for the snubbing they tried to rub in your face after saving their ungrateful asses at San Diego.

The namesake of the Soviet admiral was going to be the testing platform for space travel. The Naval Defense Force was now going to be the pioneers of weaponizing space, with all the perils, hazards and headaches that came attached.

Sure, they'd have the prestige, but you just know that the flag officers put in charge of this are going to be cursing your name for years with all the salt they can muster.

Something, something, careful about wishing for things. Either way, the next half year was going to be interesting.

Five Turns Remaining.

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 three new AI personalities, dedicated support to the Perseus

Whatever personalities are developing in there, they're still not talking. But Ignatov is noticing that there's keen interest from the AIs in the vehicle pool inventories. Whatever they're communicating to each other, they're apparently intrigued by the likes of the Jackal, the Centurion, and the others you've developed.

Either way, Ignatov doesn't have much else to say for this month. Only that by the end of May, the Perseus will be ready to enter final preparations to really make its mark in the world struggle.

One Turn Remaining. Still open for personality writeups.

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

0231, 17 April A.D. 2072
Maintenance Bay, Command Center


"So...you like to build things."

"Yes."

"Why?"

"...why not?"

"So you like it just because."

"...I suppose. It's calming."

Ichiro's optics 'blinked' as he looked at Zulu. The Drone's arms were deep into the mechanisms of a disassembled Phalanx, but they were also idly readjusting, soldering, rewiring everything they could get their hands on. "Do you like it when you build things to last?"

"...yes. I do."

"Similar motivations not uncommon," Architect mumbled to the side as he also adjusted a nearby Jackal. "Building things, good. Building things to last, even better. Will be used, will be remembered long after decommissioning." He paused to take a 'breath.' "Wasteful, nonsensical to wantonly destroy. No good. No good at all. Waste of time, waste of effort, waste of resources. Waste of talent."

"If you had a choice," Ichiro offered, "If you wanted to work with us, do you still want to build things?"

Zulu paused his tinkering as he tilted his head, as if he were seriously considering it. "...would let me build? Would let me fix?" he asked slowly. "No threats to crush heads into dust?"

"...yes and no?" Ichiro replied, one eye raised. "Yeah, we'd totally love to have more help. But no, we're not going around threatening to crush heads or anything."

"Not crushing heads is good," Zulu nodded, as if it were the most illuminating quote he'd ever heard. "Will think more on it. But I would like to do this."

"...Tyrannous actually crushes heads," Architect muttered, "Not an idle threat. Creepy to know."

Zulu willing to work for the Institute! Details to follow in Events update.



Defense Force Actions

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+1d6, Threshold of 5-6, Katarina and Diana on station)
Chance to find new Pilot

Rolled: 5+6!
Out of this particular group, the girls think they've found someone. To be continued in Interlude: The New Help.

Pilot Training - Medium Investment
Cost: 3 RP (1 RP Locked Next Turn)
Duration: 2-4 Turns
Chance for breakthrough (2d6, Threshold of 5-6)

Rolled: 6+2!
The new pilot immediately begins training. To be continued in Interlude: The New Help.

Cost: 1 RP Locked
Duration: 1 Turn
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)

Rolled: 4+2+2!
No additional benefits with this project run; you're as secure as you can be unless you want to invest more.

Well, you're not going to get any more secure than this. Your outposts are the public face of the Defense Force in the region, you have public approval, and - more importantly - local law enforcement are more than happy to cooperate with you.

Which is good, because Soldiers will be Soldiers, and people will punch each others' lights out while off-duty. And then incur the wrath of Sasaki once they've sobered up.

Either way, barring another massive overhaul project, it is highly unlikely that anyone is going to sneak in again. Any intrusion is going to have to come in force. And you'll know about it ahead of time.

Security of Institute greatly improved. Incursions and infiltration now highly improbable.



Engineering Actions

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)

Rolled: 1+1!
Rerolling.
Rolled: 1+5!
Lana: Stupid, complicated, piece of junk!
Some progress made, but Lana's kind of frustrated.

Taking to the project with a will, Lana looks for inspiration this time from much older designs. As in, designs a century old. Her current solution is to use as a baseline the old venerable - and among the very first - Vertical Take-Off and Landing aircraft designs that came in the final quarter of the twentieth century. Given all the headaches she's been facing (even for an AI), she's simply decided she's no longer going to try and reinvent the wheel; if it worked for another design, it's going to damn well work for her.

And surprisingly, there is some merit. With only some adjustments to the wingspan to account for the transition from hover mode to fighter mode and back again, the only real complication at this point is making sure nothing gets crunched during the transition to humanoid mecha mode (and back again).

Still, you are tempted to throw additional resources at her just to see if this project, which is already over time and budget as is, can finally overcome that final hurdle to greatness. If not, you at least know that it's in good hands until next month.

Progress finally being made. One Turn Remaining.

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

Rolled: 6+2!
They have...a product. Of sorts. They're not exactly pleased with it.

Good news: Wilde and Henry have developed a pile bunker delivery mechanism.

Bad news: It's horribly unreliable and cannot be counted on to detonate and fragment at the right time.

They're blunt in that it's either going to require a follow up project, or simply be scrapped and move on to something else. Either way, they cannot, cannot they stress, in any way recommend that this be used in combat. Right now, it's a neat proof of concept, but it's also liable to get someone killed - and not necessarily the enemy.

As put by Wilde, "Whoever uses this is gonna put their eye out with it."

Unreliable pile bunker prototype developed. Will require follow on projects to make viable.

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)

Rolled: 1+6+1!
Re-rolling: 1+4!
Wilde and Henry, going off of Sam's notes, are noting that there's something similar to a psychic 'muscle memory' on the experimented materials...

In contrast, Wilde and Henry have taken on Sam's notes from the Transmutation project (see below), and are noticing a few things that Sam wasn't able to. More than any of the material altering experiments, the psychic energies seem to be leaving behind 'echoes' in the materials. That means everything from simple movements, to conducting an electrical charge.

Both of the Duo are seeing possibilities with this. For example, could you link this to the MMI to create pre-programmed emergency maneuvers? Or could you link it to the MMI to do something even more extreme?

Three Turns Remaining. After-effects left behind by Psychic Echoes are noticed.

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.]

1145, 20 April, A.D. 2072
Commandant's Office


You glance at your watch, calmly sipping from your coffee mug. It's a nice, brisk day outside, with nary a cloud to obscure the sun.

"Your security clearance is ten seconds overdue! You will get a move on to Personnel Records IMMEDIATELY!"

Most items on the agenda are cleared already for the day. And you've already gotten your records up to date, your appointments for the month already penciled in, and you still have a quarter of a pot of coffee remaining to drink.

"And you! You were supposed to be at gate guard duty fifteen minutes ago! Don't make me get creative about this!"

All the while, as you pass on signed paperwork to Captain Sasaki, you listen calmly to the sheer chaos and horror going on outside your immediate vicinity.

"She's doing well, I think," you calmly mention to Sasaki. To her credit, Sasaki looks a bit...nonplussed at the AI based on her personality.

"It's...not quite how I approach things," she manages to say as she adds her own signatures idly.

"We beg to differ," you point out. "You are most definitely a wrecking ball. You just know when to hold it back."

At that moment, the newest addition to the Sisters materialized on your holo-displays. "Ahhh, hahahaha," she laughs and exhales, jumping excitedly on both feet. "Cleared up a few issues, boss! No sneaky spy's getting in while I'm around!"

"Very good, Adriana," you say calmly with a straight face. Sasaki, for her part, is having a very difficult time in doing the same. "I like the enthusiasm. But you might want to tone it down." You gesture with your hand. "Just a bit. Keeping out unwanted personnel is just as much being subtle as being loud about it."

"Eh, it's my first day," Adriana says dismissively with a shrug, "But don't you worry. This gal isn't taking a break anytime so-" Her head perks up, as if noticing another infraction somewhere. "Talk to you later, boss. Someone's trying to do something stupid in the labs." With that, she dematerializes.

You return Sasaki's inquisitive look. "Yes, Sasaki, you are like that sometimes," you insist. "Just with more grace."

You resolutely - and comfortably - ignore Sasaki's glares for the rest of the day.

Sister - Adriana is online! Much as many people wished she weren't.

Adriana's offered bonus to be determined in Events update.



Science Actions

"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)

Rolled: 6+4!
"Sam here. There's definitely something going on, but I'm going to pass on my notes to the engineering crew. This is as far as scientific poking is going to get, now it's time to hand it over to the hard maths and crafts folks."

Sam has concluded that inducting permanent changes to K-Class Materials via Psychic modifications is a dead end. It's possible, but it's only going to be temporary.

What's more intriguing is the 'muscle memory' or 'echoes' that's left behind. But quite frankly, that's delving into territory that Sam and his crew really aren't qualified to follow up on. Hence, they've handed off their materials and notes to Wilde and Henry to follow up on.

All the same, the fact that psychic energy leaves behind 'echoes' that could potentially be used is still giving Sam some ideas to pursue in the future.

Inconclusive, but leads to new inquiry of 'Psychic Echoes'

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)

Rolled: 5+1!
Poking around into the Horn is revealing possibilities, but testing has been finnicky.

Some of the bone samples are taking to artificial modifications. One favored method that is not objected to at all after some tests include long, wicked-looking spikes. These could just as easily be labeled as claws or fangs, but the principle is the same: the samples have no problem being adjusted as such. Which is leaving Sam with some ideas for empowering existing weapons using these 'fangs' as make-shift ammunition.

Swords and the like are still somewhat being stubborn, but not overtly so. But Sam is confident that he can get some kind of proof of concept weapon ready to go by the end of the experiment. "This thing was made to kill," he comments one day, "So as creepy as it is, as long as we approach experiments with that in mind it gives us the least amount of kickback on the issue."

One Turn Remaining.

"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)

Rolled: 4+1!
To your utter lack of surprise, the vat exploded. Max still apparently learned something from it.

Bad news: a Zirvitium smelter exploded.

Good news: most of the debris had liberal amounts of anti-gravity treatment slathered onto them, so cleanup was a bit cleaner than expected.

Bad/Good news: Max is unscathed, and is reporting that using much less anti-gravity treatments in the smelting process from now on should see a small reduction in the cost to apply Zirvitium Armor Plating in the future. Apparently applying tiny doses of anti-gravity treatment right as the ingots are cooling down applies a noticeable weight reduction to the final product, to the point that even melting it down to reforge them it will retain that same reduced weight.

...you just wish she didn't have to blow up something else on your property to prove that.

Permanent: all future Zirvitium Costs reduced by -1 RP.

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, Ivanna on station)

Rolled: 2!
Rerolled: 6!
Thanks to Ivanna, rough prototypes of our own C-Crystals are underway!
No, you can't use them yet.

In between nearly melting her face off from molten Zirvitium, Max came upon a breakthrough moment with the Master C-Crystal.

The energy inside is dormant, and pre-programmed for one purpose: the creation of new C-Crystals. The onboard system monitoring everything, as confirmed by Ignatov, was to manage everything 'in-house.' All it needed was an outside means to achieve its function.

So with some judicious jury-rigging, a standalone computer and power relay system was established and hooked up to the Master C-Crystal to test their hypothesis. The result...was not clean. A rough, jagged crystal, a pale shadow of the smooth and proud original, appeared as proof that it could be done. And it was promptly reabsorbed by the Master C-Crystal at Ignatov's prompting; neither of them were about to give that to anybody as a means of proving good character.

But Max is satisfied with the progress. She knows it works. Now she just needs a way to actually set strictly defined parameters in the 'input' side of the equation.

Two Turns Remaining.

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

Rolled: 6+3!
This really is rocket science. This will take some digging into.

As repairs are underway on the supercarrier, Max is digging deep into the designs for space flight as provided by the Regent. Plans upon plans for engine compositions, aerodynamic comparisons, suggested designs - everything an alien civilization would need to give to a younger one to jumpstart their space program is in there.

The problem is that there's quite simply a lot of designs that just aren't feasible for the Earth Union. Many of the designs range from generational colony ships (massive things that the Union most certainly isn't interested in doing at this very moment), to scientific observation vessels. While all of them are going to be useful at some point, Max is just trying to pin down the basic principles for a space capable ship, and trying to match it with an existing template that roughly corresponds to retrofitting an aircraft carrier. Just as a baseline to start.

That seems oddly specific initially. Then you decide not to comment. Knowing your luck, that solution really is going to be in there somewhere.

Two Turns Remaining
 
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ahahhaha we're fuckin' makin' the spaceship yamato as a bit of petty revenge
god what is this quest

Anyhow, we had some bad rolls this turn and some good rolls. Glad to see our Oracle daughter is gonna be doing good, at least initially. And the new kid in security is about how I thought she'd wind up.

Also, hell yeah, new pilot. Can't wait to see what kinda personality tics this one's got.
 
ahahhaha we're fuckin' makin' the spaceship yamato as a bit of petty revenge
"Here's your ship baack."
"I was expecting something... More?"
"Wait for it..."

*ship submerges*

"Huh, strange. Not very helpful though."
"Wait for it..."

*breach... except it doesn't come down and instead starts riding into the sky*

"...What."
"You see, we were just going to fix it, but, well..." *innocent shrug with completely not innocent grin* "Feature creep?"
 
Anyone have any good omakes about either the Regent or the Legion giving us the plans for Tron Line paint?
Because the ship could use some for whenever we get around to installing a wave-motion gun or two.
 
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Making a naval ship spacegoing gives us one further benefit: Air force doesn't get space.

As we are in... mixed relationships with Air Force, I take that as plus.
 
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Sam has concluded that inducting permanent changes to K-Class Materials via Psychic modifications is a dead end. It's possible, but it's only going to be temporary.

What's more intriguing is the 'muscle memory' or 'echoes' that's left behind. But quite frankly, that's delving into territory that Sam and his crew really aren't qualified to follow up on. Hence, they've handed off their materials and notes to Wilde and Henry to follow up on.

All the same, the fact that psychic energy leaves behind 'echoes' that could potentially be used is still giving Sam some ideas to pursue in the future.
So...psychic sword extenders?
 
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