Got done with Devolution. It's not finished yet, but I don't think I'll finish it. Not enjoying it very much.

Especially after reading Shin Getter and Getter Robo Go. Those....those were a fucking trip. Also, that explains why Go is the way he is in SRW V.

Now I'm reading Getter Robot Apocrypha and....did Go Nagai ever draw a legit Hentai? Asking cause...well...Apocrypha.
 
Got done with Devolution. It's not finished yet, but I don't think I'll finish it. Not enjoying it very much.

Especially after reading Shin Getter and Getter Robo Go. Those....those were a fucking trip. Also, that explains why Go is the way he is in SRW V.

Now I'm reading Getter Robot Apocrypha and....did Go Nagai ever draw a legit Hentai? Asking cause...well...Apocrypha.
Devilman Lady comes close now and then, but I wouldn't say it quite crosses that line.
 
The Getter Series were always an interesting beast. My first introduction to them was from SRW Alpha Gaiden, where they appeared in their Getter Robo G versions. I thought they were fairly cheesy at the time, but I didn't even know what Mazinger was - I only was aware of the Gundam franchise, and very vaguely aware of the Macross franchise.

So imagine my surprise when I find the DVD copy of Getter Robo Armageddon, and find out that Ryoma, Hayato, Musashi and Benkei were all varying levels of insane, and that was only made worse by the introduction of Getter Rays. That trend only continued with Getter Robo Daikessen (which, incidentally, is getting its first incarnation in SRW T) where even the animations were showing everyone was not quite right in the head.

Posts to come out this weekend.
 
Yeah, the original Getter Robo was absolutely INSANE.

The pilots were assholes, from murderous martial artists to domestic terrorists, and the power source is an eldritch abomination. How big of an abomination, you might ask?

If left unchecked, it would result in a mecha so large it would KNOCK OUT GOD WITH A PUNCH TO THE FACE.(Or whatever that universe embodiment was.)

To this day, I still see Getter Emperor as the embodiment of the Spiral Nemesis in Gurren Lagann.

AND IT'S GETTING A TOY!
 
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Yeah, the original Getter Robo was absolutely INSANE.

The pilots were assholes, from murderous martial artists to domestic terrorists, and the power source is an eldritch abomination. How big of an abomination, you might ask?

If left unchecked, it would result in a mecha so large it would KNOCK OUT GOD WITH A PUNCH TO THE FACE.

To this day, I still see Getter Emperor as the embodiment of the Spiral Nemesis in Gurren Lagann.

AND IT'S GETTING A TOY :D

Getter Rays have a will of their own. Spiral Energy doesn't.

I say this as a way of more or less agreeing with you.
 
You know I had an idea of a Quest where the voters are the Getter Rays (or something along those lines) itself, but never figured out how I would make it work.
Your main choice in combat, made whenever the pilots get into the mech, is about how much power to give your pilots, too much invariably killing anyone not named Ryouma, Hayato or Benkei. Better Getters allow more power to be channeled through them, and more power also gives you more control over the actions of the pilots. Naturally, you're going to be going through pilots like tissues (either through Getter overdose or THAT'S XCOM BAYBEE) unless Dr Saotome manages up dig up the canon pilots or a particularly badass mook manages to roll well enough to develop a Getter resistance trait of some sort.

Speaking of Saotome, your influence over his mind would allow you to influence his decisions on what direction to take the Getter Laboratories in between monsters of the week, with your metaknowledge being important in finding Ryouma and co. However, at the same time you need to feed him info that will let him build a better Getter, have him take action to head off disaster if other series are involved (see below), and force him to take breaks so he doesn't go crazy and kill everyone. You get more actions between combat when you either increase your influence over Saotome, or another Avatar (eg protagonist) shows up in the base, granting you control over them similar to Saotome. And, naturally, all characters involved will be doing their own things on their own time without your influence. Which might not always be good for you - Hayato is likely to get suspicious and start investigating the Getter, for instance.

Difficulty would be adjusted through two axis, chosen at the start of the quest. The first is the enemy you have to fight, with the Dinosaur Empire being easy (mostly due to how simple fighting them is compared to Oni or Invaders) and the Invaders being hard, and the second is what allies you have - Do Mazinger Z or Amuro Ray exist in this universe? Or is, god forbid, Evangelion happening two cities over? Are you in the middle of a full blown Super Robot War, or is it just the Getter Robo standing alone against the armies of darkness?
 
Your main choice in combat, made whenever the pilots get into the mech, is about how much power to give your pilots, too much invariably killing anyone not named Ryouma, Hayato or Benkei. Better Getters allow more power to be channeled through them, and more power also gives you more control over the actions of the pilots. Naturally, you're going to be going through pilots like tissues (either through Getter overdose or THAT'S XCOM BAYBEE) unless Dr Saotome manages up dig up the canon pilots or a particularly badass mook manages to roll well enough to develop a Getter resistance trait of some sort.

Speaking of Saotome, your influence over his mind would allow you to influence his decisions on what direction to take the Getter Laboratories in between monsters of the week, with your metaknowledge being important in finding Ryouma and co. However, at the same time you need to feed him info that will let him build a better Getter, have him take action to head off disaster if other series are involved (see below), and force him to take breaks so he doesn't go crazy and kill everyone. You get more actions between combat when you either increase your influence over Saotome, or another Avatar (eg protagonist) shows up in the base, granting you control over them similar to Saotome. And, naturally, all characters involved will be doing their own things on their own time without your influence. Which might not always be good for you - Hayato is likely to get suspicious and start investigating the Getter, for instance.

Difficulty would be adjusted through two axis, chosen at the start of the quest. The first is the enemy you have to fight, with the Dinosaur Empire being easy (mostly due to how simple fighting them is compared to Oni or Invaders) and the Invaders being hard, and the second is what allies you have - Do Mazinger Z or Amuro Ray exist in this universe? Or is, god forbid, Evangelion happening two cities over? Are you in the middle of a full blown Super Robot War, or is it just the Getter Robo standing alone against the armies of darkness?

That's definitely more thought put into it than I had. :p

Will freely admit, I just had an inkling of an idea and was basically just gonna wing it from the start. Give them the chance to choose the Getter Timeline, their enemy, and maybe some...would The Getter classify as its own character at this point? Cause I was thinking of either having them go with the standard Getter Energy or make their own through Creation (not calling it character creation cause of previous question).

Thanks though, this actually gives me something better to work with. Though I'm not sure if I'll do it now....with my five Quest.

I should really get on writing those....
 
I'm not super familiar with Getter, but what I gather is that Getter Rays just amplify EVERYTHING, increasing the more exposed and the more intense it is.
Scientific geniuses go beyond the impossible to build what they can envision, etc. Less malice, more that when you amplify a person like that enough, what comes out is not much like a person.
 
So I just found this out...a Getter related manga is about High School Kids fighting Giant Monsters using the Getter Robots that are controlled through Mahjong pieces.

...What am I supposed to say to that?
 
Turn Six, Year Three Results
So my job is already having me go on a week and a half long trip, which has thrown something of a wrench in my efforts to get this posted on time. But better late than never.

That said, if I ever do a quest again, I'm going to have a much, much longer think about how I format this. Because these do take awhile, and I know I've made mistakes that you all catch (which I'm grateful for you pointing out). I did also see the posts about Lana's rerolls on the Psychic Echoes, and I went and added it - still a no go, but it's there.

Turn Six, Year Three Results

Special

Comtesse de Valor - It's almost done. The Regent assures you that you will soon have an independent agent who can respond to hotspots quickly.

Given how things are going, you have a feeling you're going to need Satsuma fairly soon.

Duration: 1 Turn

It's done.

Cadet Jessica Satsuma, formerly of the First Response Corps, has become the first EUDF personnel to bond with a C-Crystal.

With the firepower to match.

Interlude: Call to Courage

The Oracle of Gasparton - Delphi is almost ready for prime time. Galbinus and Patch are already quite pleased with the preliminary diagnostics, and with her on board they can actually begin launching more than just disruption operations against the Free Brothers.

Cost: 1 RP Locked
Duration: 1 Turn
Upon completion, Galbinus will offer you a selection of boons to call upon

Delphi is online, and she's been fully integrated into the Legion's Enclave. There was something of an adjustment period lasting a week as the Oracle Matrix adjusted to working with the loyalist Kausen, but by the end of it everything seems to have gone smoothly. The Legion is now much more active in launching counter raids and spoiling Free Brother efforts to plunder and loot the Union's infrastructure.

Galbinus, as he explains to you one day, stresses just how much this has relieved pressure on his efforts.

"Delphi is able to automate much of our efforts," he said. "What it took myself, Patch and Herald to do manually, Delphi can streamline in a fraction of the time. And this frees us to take offensive action against Tyrannous, and not simply play for parity."

He'll reach out to you by the end of the month about the agreed upon boon.

Options to be presented in Reaction Force Post

A Sheepish Request - You will not ask what the Engineers are doing to the innards of the super carrier. You will not ask what the Engineers are doing to the innards of the super carrier. You will not ask what the Engineers are doing to the innards of the super carrier.

The less you know, the more the Naval Defense Force representatives look agitated.

Cost: 1 RP Locked (1 RP Locked Next Turn)
Duration: 4 Turns (Remember that bit about long-term? It's still a thing.)
Chance for Breakthrough (2d6, Threshold of 5-6)

You suppose that simply brushing off the Navy's representatives is going to be much, much more difficult to do now that you've gotten a much better look at what the engineers have begun doing to it. It's no longer just the internal mechanisms or the inner superstructure that they've begun to modify.

You didn't even know that they made tarp and barriers of that size, but the entirety of the Sergey Gorshkov has become something of a restricted area within the Naval Base. The gist of what you've managed to work out so far is that now they've begun on life support...which also means adding more armor and sealing for an airtight atmosphere. They've also been making sure that no one outside of the DFRI personnel working on it - beyond a few select engineers from the original crew - are allowed to see what's going on.

At this point, you feel like the engineers are baiting someone - the Westphalians, the Free Brothers, even a followup Kaiju raid - to stumble across it just to see what was going on. But since you do have the capability to defend the base - not to mention that the new leadership since the last raid have refused to skimp on active patrols - you're not as worried about it.

Just slightly worried.

3 Turn Remaining

Over There - Colonel Bernard's people have already arrived, and you've spent the last month simply getting them acquainted with the various pieces of equipment that they might be called on to use soon. You'll have to make a decision on how much to invest in what sort of formation they will be in, but this will soon be another unit that can defend the base, or support the outings of the Super Robots.

Kind of him, really.

Cost: 1 RP Locked
Duration: 1 Turns
New Support Formation - Options to be presented at Reaction Force Post

Options to be presented in Reaction Force Post

Excavation Again - How the hell does an entire sunken monument from the twentieth century go missing? Something like that hasn't happened since the Olympic Flame was stolen back in the 2050s!

Ichiro and Anna are now all but expecting something interesting to happen. Explosions are likely.

Cost: 1 RP Locked
Duration: 1 Turn

Interlude: Monumental Madness

A Friendly Visit
Cost: 2 RP
Duration: 1 Turn
Gain insight over new mecha project

It somehow doesn't surprise you that the new program has also settled down in the North American District. Aberdeen Proving Grounds, not far from where the attacks - and, not coincidentally, the precious salvage - had taken place. You had Katarina gather up some additional information before you, Ignatov and Henry set off to take a look for yourselves.

What comes your desk does surprise you. At least, in a 'that does make sense' sort of way.

The other program has apparently started its own development path, not that dissimilar to how you and the DFRI began with almost nothing. Your opposite number has also began recruiting heavily, reaching out to experts and specialist teams, in order to create what is effectively a bipedal walker machine with clear roots from the Westphalian models. Where the DFRI prides itself with adaptable, configuring machines, 'Operation: Ground Pound' is going for a much simpler design philosophy:

Punch the problem in the face until the problem ceases to be problematic.

It's still very much in prototyping, but you also notice a few gaps in the design team's roster - at least, from your perspective. There isn't an obvious angle of superscience that you were fortunate to have with Sam and his team, though an Engineering expert - one Doctor Schemming - has clearly done some work on the walker's superstructure.

You won't know much else until you get there.

Interlude: Site Survey

Well, since you're here...
Cost: 3 RP
Duration: 1 Turn
Chance for success (1d6, Threshold of ???)
Gain some measure of support from Mander Security Solutions

Your efforts to reach out to Mander Security Solutions came at apparently an awkward time. They were apparently already engaged with separatist hotspots with a preexisting contract, and the Valiant is unlikely to make good speed.

Unlikely being the keyword. The hotspot in question: Lyon. While the Valiant has dispatched most of the active walker and mobile tank platform presences in the area, it's apparently overseeing the cleanup phase of the operation that typically takes a lot of time, handing responsibility back to the local constabulary, so forth and so on.

Mander responded back to you personally, insisting that 'it's damned well on the way back home,' and promises that the Valiant will make an effort to divert over to Brest as soon as valiantly possible.

He only smiled when you planted your face into your desk at the pun.

The Valiant will attempt to be on hand if - or when - things go pear shaped with Anna's team.

After Market Scrounging
Cost: 1 RP
Duration: 1 Turn
Chance to find something useful (1d6, Threshold of ???)
One-time chance to make something out of old, decommissioned equipment - results will vary

Log: 14 June, A.D. 2072

<Adriana>, 11:22:14:56 - Why's the bossman shouting like that?

<Katarina>, 11:22:14:61 - Um...you know how a lot of everything we do here doesn't make much sense if you think too hard about it?

<Adriana>, 11:22:14:66 - What, like us?

<Katarina>, 11:22:14:70 - Yes, exactly. He's speaking to old colleagues of his, and-

"Why do you even have these!?"

<Adrianna>, 11:22:17:08 - *screenshot saved*

<Adriana>, 11:22:17:14 - Okay, that was totally an awesome picture. He looks like he's gonna flip the table!

<Katarina>, 11:22:17:26 - Adri!

<Katarina>, 11:22:18:33 - ...mind sharing?

Options to be presented in Reaction Force Post



Defense

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



Pilot Training - Heavy Investment
Cost: 1 RP Locked
Duration: 3 Turns
Chance for breakthrough (3d6, Threshold of 5-6)

2LT Zhang has learned about as much as she's going to under current circumstances. She's in a similar enough position that Tellison was when he was training to operate the Jackal frames, but had yet to see live combat against the Warlord's base raid the other year. Enough of a basic understanding on how to operate the machine in tandem with Tellison, but until she sees live experience this is where she peaks. Albeit with maneuvers that will very well come in handy.

The Trio, on the other hand, are just getting started. Their consciousnesses are still flickering between different frames to see what they prefer to operate in, but they understand that what they prefer might not be what they are ultimately assigned to. Wilde (filling in for Henry as he attends to the site visit) is making notes on what works, even as he and Jiro are figuring out just what the Perseus can actually be supported by.

2LT Zhang learns Parry! Details listed in Reaction Force Post

Skills still being determined for Trio.

Security Net - Light Investment
Cost: 2 RP
Duration: 1 Turn
Chance for breakthrough at Disadvantage (1d6, Threshold of 5-6)

Though you didn't sign off on Callaghan's daring/reckless plan, you did agree that Bandit needed to be tracked down further. You subsequently gave some resources over to Sasaki and Callaghan, and told them simply to find Bandit, then begin putting together a plan to kick him out of your backyard. By now, you get the feeling that while he's out to officially track down the Legion Enclave, you wouldn't be surprised if he also really wanted to take down the Beowulf a peg or three. You'd think that after almost two years since the encounter he would have let it go, but a Kaus apparently can harbor grudges for a long time.

After about a week of searching, Sasaki - fed information reported by Callaghan in the Beowulf - thinks she's found him. He and his goons have pitched camp not far from Death Valley, which goes a long way to explain why a standard sweep didn't simply catch him like in his previous raids.

Now all that's left is to put together a plan.

Bandit's encampment identified. New Reaction Force Option Unlocked.



Engineering

Experimental Projects - Heavy Investment
Cost: 1 RP Locked (1 RP Locked Next Turn)
Duration: 2 Turns
Chance for breakthrough at Advantage (3d6, Threshold of 5-6)

There was something of a snag with the Psychic Echoes examination. Despite Wilde and Henry's best efforts - combined with Lana's haranguing - the echoes are defying attempts to really discern consistent explanations. As Wilde explains to you one day, "We know x leads to y in circumstance z, but we don't know why x doesn't lead to y in circumstance x^2 even though it should." Apparently things just don't scale up by a set number, or the actual specifics just aren't lining up with what other problems normally would.

Then again, you are also trying to cheat the laws of physics with psychic energy on materials made from the flesh and bones of a dead kaiju.

Wilde will continue to crack on with it, but even with this delay, the results you have would be 'good enough.' You might not understand why the psychic energies lead to increased reaction speeds or greater endurance under certain circumstances, but you can definitely at least finagle ways to make it work.

Progress stalled; 1 Turn Remaining

Triple Combination
Cost: 3 RP (2 RP Locked Next Turn; discount due to insights provided by the Seeker)]
Duration: 2 Turns
Beowulf will be able to call on a theoretical final formation, to be summoned in times of dire emergencies.

You know for a fact that multiple units combining is possible. You'd go as far as saying that it's one of the bedrocks behind the DFRI's success, earning it one of its first battle victories against a Free Brother engagement. But while you know that multiple mecha can combine with each other - Axiom is a living example of this - this is a function that you are still overcoming the initial hurdles of.

Take the Beowulf. As Henry explains to you, the Beowulf has enough hardpoints to combine effectively with the Shepherd or the V-33 - but only one at a time. The reason for this was simply that the Beowulf was meeting immediate needs, and that thinking that far ahead wasn't on the top of their list. Which, fair enough - you really did need a super robot right then and there. But that leaves you now with what is effectively a First Generation Super Robot that will become harder and harder to upgrade - and harder to have it keep pace with the newer technologies.

The solution is fairly simple right now - add more hardpoints. But the V-33, while it can provide enough lift to help the Beowulf fly, is not going to have power to make the Timberwolf fly. "Crazy talk." The real consideration he is overseeing, with Jiro and Lana taking the lead, is determining if the V-33 should act as a sort of emergency power pack, or to allow for 'jumping' great distances. A vertical drop kick with the falling mass of a super robot is a tempting prospect, but they don't know if that's feasible or not, even with K-Scale.

Either way, they're working on it.

1 Turn Remaining



Science

Gifts of the Regent - C-Crystal Development
Cost: 2 RP Locked
Duration: 1 Turn
Chance for Breakthrough at Disadvantage (1d6, Threshold of 4-6)

While no additional insights for the 'line' production model (and doesn't it feel weird to think of it that way?) of the C-Crystal have been unlocked, at this point what you have is more than sufficient.

You now have C-Crystals, exclusively for service in defense of the Earth Union.

Interlude: Call to Courage

Gifts of the Regent - Early Space Flight
Cost: 1 RP Locked (1 RP Locked Next Turn)
Duration: 1 Turn
Chance for Breakthrough (2d6, Threshold of 5-6)

This month has honestly been a watershed of a sort. You now have your C-Crystal 'Prime' in Cadet Satsuma. The C-Crystals as a whole can now be generated properly, something that the Regent is quite pleased about.

And now Max has cracked the secrets behind Varulne's methods of interstellar travel...with a bit of a twist.

Interlude: Call to Courage

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)

"Sam here."

"First of all: Carlson Laboratories thanks you for your continued contribution to making the laws of physics cry. I reckon with enough funding, we could probably put a toll booth around gravity one day and get a fraction of a penny for every object that falls to ocean level! Heh, we'd be rich bastards."

"But to make a long story short: we're taking your current contributions to what we're collectively dubbing the K-Fang, derivative K-Class Material from Sample One. Myself, Max, Ivanna and Zulu are looking into refining applications for the K-Fang, and if you've been paying attention you'll know we already had some ideas lined up."

"First port of call:
melee weapons. Given how fond everyone seems to be of punching Kaiju in the face or stabbing them with swords - think you're crazy in some cases, but whatever floats your boat - we might as well give an advantage here. We'll begin starting with the basic weaponry - adding serrated edges, ensuring conductivity with the Spark Plug, all that good jazz. Your gear will be 100% backwards compatible! Or, at least, we'll damned well try."

"Just, uh, don't ask Zulu about the test dummies we used to start us off. He's a little
too interested in breaking down just how badly each module suffers as if they were human ligaments. Good science, don't get me wrong, but not something to hear on a full stomach. Trust me on this."

"This is Sam, we're done here."


Testing on upgraded weapons with the K-Fang begins!
 
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I'll be honest, I thought the easiest way to use the K-Fang would be to make K-fang tipped bullets. Essentially armor piercing rounds that cause electrical damage in addition to puncturing something. A nasty little thing and possible to mass produce...in theory
 
What were the rolls for this turn? Don't follow this closely enough to notice when those happen and they haven't been added to the turn in a while
 
I'll be honest, I thought the easiest way to use the K-Fang would be to make K-fang tipped bullets. Essentially armor piercing rounds that cause electrical damage in addition to puncturing something. A nasty little thing and possible to mass produce...in theory
My first thought was a spear, because it's a fang and theoretically that shouldn't be too difficult of a weapon to make/implement/master, comparatively speaking.

My second thought was spiked knuckles, given our pilots' presumed preference for punching. Probably should promote what already works, y'know.
 
thats boring

we can make a laminate shell of retractable plates that fold out and link together while doing a dive bomb or other rocket-assisted maneuver to turn them into a Giga Drill Breaker instead!
 
K-Flower. Tessellated K-Fang shards in a conical spearhead formation for light attacks. Upon penetrating a vital segment, the spearhead unfolds explosively with a trigger activation before a looped electromagnetic accelerator starts spinning the now flower-shaped head inside the opponent, which has the effect of stimulating the acid production glands and basically pouring kaijiu acid inside their insides.

Reusable in the basic form, but once activated the haft will detach, leaving an embedded, spinning, acid spraying spearhead with no means to grab it and pry it out.
 
K-Flower. Tessellated K-Fang shards in a conical spearhead formation for light attacks. Upon penetrating a vital segment, the spearhead unfolds explosively with a trigger activation before a looped electromagnetic accelerator starts spinning the now flower-shaped head inside the opponent, which has the effect of stimulating the acid production glands and basically pouring kaijiu acid inside their insides.

Reusable in the basic form, but once activated the haft will detach, leaving an embedded, spinning, acid spraying spearhead with no means to grab it and pry it out.

That's... Just evil. I love it, when are we going to get started working on this?
 
K-Flower. Tessellated K-Fang shards in a conical spearhead formation for light attacks. Upon penetrating a vital segment, the spearhead unfolds explosively with a trigger activation before a looped electromagnetic accelerator starts spinning the now flower-shaped head inside the opponent, which has the effect of stimulating the acid production glands and basically pouring kaijiu acid inside their insides.

Reusable in the basic form, but once activated the haft will detach, leaving an embedded, spinning, acid spraying spearhead with no means to grab it and pry it out.
That's... Just evil. I love it, when are we going to get started working on this?
...we are the good guys right? Right? :wtf:
 
Yep. That feeling of the other Union robot guys working on a "Real Robot" angle compared our "Super Robot" angle just got stronger.

As long as they keep teenagers and/or hijackers away from their prototype robots, we'll play nice with them.
 
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