After a fashion, yes. Thanks to the tech you gave them, along with the existing engineers' specific talents, Ground Pound is going to take on a very different shape from what it originally was imagined as.
Since Zhang's energy project produces too much power and Forge's nanites draw a lot of power, both technologies stabilizes each other's weaknesses.
But every time I try to imagine how the project will turn out combining nanites and mecha, the JDG-00X Dark/Devil/Ultimate Gundam comes to mind. Especially since the power generator gives people nightmares.
Since Zhang's energy project produces too much power and Forge's nanites draw a lot of power, both technologies stabilizes each other's weaknesses.
But every time I try to imagine how the project will turn out combining nanites and mecha, the JDG-00X Dark/Devil/Ultimate Gundam comes to mind. Especially since the power generator gives people nightmares.
Yeah, the entire thing is giving off some serious red flags. However, considering that we're running the military's super robot project, us refusing to let someone have the tech they need for their super robot project to help defend against the same threats we are would raise even more.
Now that we have Anti-Gravity technology, can we subject K-scale and K-fang samples to it in an attempt to create Gravity weapons? The next Super Robot based on the Granzon?
Since Zhang's energy project produces too much power and Forge's nanites draw a lot of power, both technologies stabilizes each other's weaknesses.
But every time I try to imagine how the project will turn out combining nanites and mecha, the JDG-00X Dark/Devil/Ultimate Gundam comes to mind. Especially since the power generator gives people nightmares.
Does anyone remember what technologies their existing oddballs had given them? I know that had a few, it's just none of them were applicable for power generation. Which we couldn't help with due to only using mad science technologies that were fine with conventional power sources, or able to use conventional capacitors/super-capacitors to power them a limited few times.
I just read the wiki and tv trope articles on Zeorymer, And my only reaction is WTF. That series makes no sense, and honestly it deserves to be in the trash bin of history and forgotten by everyone.
I just read the wiki and tv trope articles on Zeorymer, And my only reaction is WTF. That series makes no sense, and honestly it deserves to be in the trash bin of history and forgotten by everyone.
Also since we have a functional Drill mech weapon, do we turn it into another weapon module for the Beowulf?
Should we also look into the pilebunker weapon development again? Since IIRC it failed last time because it was developed from K-scale. K-fang development would make it more stable right?
Speaking of K-fang, since it was originally a horn, wht happens if the next sample obtained is an actual fang?
But more importantly i have big plans for the Build Team next turn. Mostly having to do with them building a Blaster Rifle based on Kausen tech but using DFRI tech. Whether or not I make it a Blaster Rifle or Sniper Rifle is still undecided but I am leaning toward Sniper since we need a long range weapon.
I just read the wiki and tv trope articles on Zeorymer, And my only reaction is WTF. That series makes no sense, and honestly it deserves to be in the trash bin of history and forgotten by everyone.
As Negation said the mechs look cool and the main theme is very good. The core idea of someone who's entire life was to prep them to pilot a super robot and the growing alienation of becoming a different person by being treated both metaphorically and literally as a tool for it could be an interesting story.
However, Zeorymer was not very well written and the manga was even worse from what I heard, so it's only fun when used in SRW (as a a god mode though, lol summoning an AU clone for a combination attack) or memes.
You wave at the towering Kaus - or at least, try to. Today, you've taken to practicing on the Shade that Wilde and Henry had set aside for you as a gift joke one day. Your motions are clunky and clumsy, you have next to no idea how the majority of the functions work, and you're pretty sure you are forgetting half of the maintenance checklist for before and after operating this damned thing.
But at least it cuts down the size disparity between you and the Legion's leader slightly.
"Bandit?"
"Yes. We're here to place him in custody as we agreed," Galbinus confirms. "We have constructed holding cells that will be sufficient in restraining them."
You look past him for a moment. Cavalier, naturally, is chatting up Jessica and Richard. They're both just sitting on opposite shoulders, with the scout also just lounging around on the campus grass fields. Hotwire and Tracker seem bemused at the trio of Charlie, Frankie and Iris, who in turn are looking at the two Kaus as if they had just come from outer space (which, to be fair, they kind of did). Patch, unsurprisingly, is catching up with Boris as they talk over some new conundrum or theoretical idea. You don't see Ichiro, but given that Galbinus is around, you just get the sense he doesn't feel like going another round with the Legion's founder in the Proving Grounds.
Galbinus follows your gaze for a moment, and his expression softens. "Not once did I believe this would be possible when we landed," he admits. "At least, not without anyone aside from Jessica. I was convinced that Tyrannous had already rusted relations between humans and Kausen before we had a chance to break away and consolidate. Even if this is just a small sample size..."
"We at least have this, yeah," you agree. Your own expression, however, is pinched with concern. "It won't be long before Tyrannous tries to cut deals with someone on planet, though."
"He may already have done it," Galbinus agrees. "But that is a concern for another time. It is trying enough to simply counter Tyrannous's raids."
"Let me know if there's anything we can help out with on that front," you offer. "He's only going to make it worse."
Bandit (or the pancake that we call Bandit) has been taken into Legion custody.
OOC: The Defense Force options focuses on a few key items:
- Pilot Training - Exactly as it sounds. There will be options to increase and/or refine the capabilities of your pilots.
- Super Robot Deployments - Also exactly as it sounds. Every so often there will be an opportunity that materializes, and your teams will have the opportunity to get involved. There will be a mini-turn after the main turn's decisions and rolls have completed, giving you a broader picture of what's going on - and if any Situations need to be prepared for the next turn.
- Defense Force Network Monitoring - More or less how you determine if something requires your Super Robots' attention or not. The Reaction Force will give you updates as to what is going on in your immediate area, but this will be elaborated on later.
- Liaisons with Defense Force officials/other Super Robot teams - Narratively, it's always a good idea to stay on friendly terms with your peers. And doing so may unlock new opportunities moving forward...
Haruko Sasaki
- If placed in Pilot Training, you may re-roll a failed roll.
- If placed in Liaison, gain 1d6 to your roll. Diana
- LOCKED - Reaction Force Monitoring
- Wherever she is slotted, reduce the Threshold by 1. Adriana
- LOCKED - Blue September
- If placed in Reaction Force Monitoring, gain chance (at Disadvantage for 1d6) to uncover additional details, regardless of success or failure.
Reaction Force Monitoring
Free Action (does not Require Advisor)
Chance for Detection (Roll for Disadvantage at 1d6, Threshold Unknown)
Can Assign: Sasaki, Diana, Adriana, Katarina (Increase roll to 3d6, Threshold Unknown)
Notes: You are already tapped into the Defense Force Network, so you are always at least passively aware of what's going on in the wider Earth Union. If you leave well enough alone, you may have a chance of something crossing your desk and giving you the option to intervene. If you are actively looking, you are more likely to discover activities of enemy Action, unlocking new opportunities to investigate and pursue.
The results and new options, if any materialize, will be available for selection next turn.
[] Reaction Force: Passive Monitoring - Requires No Advisors
[] Reaction Force: Active Monitoring - (Which Advisor?)
Super Robot Deployments
Free Action (does not Require Advisor)
Requires available Super Robot and Pilot(s)
Requires available transportation (unless specified)
Notes: These will show the hotspots you have identified already that could warrant the attention of the Super Robot teams. These range in severity from something simple (for your teams) to handle, to something that is seen as more catastrophic requiring your attention (such as, say, a Kaiju stomping around downtown).
At the moment, you only have one option available. But it's one that's been hinted at for quite some time!
Richard Callaghan/Beowulf
- LOCKED, Requires One Turn to recover
SAI-01 Ichiro Banner
Tellison, Zhang/Perseus
Satsuma, Thunderbolt
Pilot Training
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Duration: Two Turns
Can Assign: Sasaki, Diana, Adriana, Katarina
Notes: Exactly as it sounds - whoever is overseeing this particular assignment will be making use of the Proving Grounds and any other particular blend of 'fun' they can come up with. The thresholds for success and the rewards will vary - these can include new abilities, refining existing ones, or an increase in Actions per Round or even team-up attacks for example. One Advisor is required - but you can then place in as many pilots/teams as you wish.
As for the threshold for each team and pilot, you won't quite know until you develop a baseline for them (i.e., putting them through the training initially). As a rule of thumb, new and inexperienced pilots are relatively easier to help improve, while the more experienced ones have somewhat diminishing returns. Experience roughly corresponds to Green, Inexperienced, Experienced, Veteran, Ace. The less experienced they are, the easier it is for them to learn and gain bonuses - but said bonuses will be quite modest. The higher in experience they are, the harder it is for old dogs to learn new tricks - but if they succeed, the results will speak for themselves.
A pilot or team can be pulled from training for combat - however, it will delay the duration by one turn.
Experience is gained from
[] Pilot Training: Richard Callaghan/Beowulf (Which Advisor?)
- Experienced, Threshold of 5-6
- LOCKED, Requires Two Turns to recover
[] Pilot Training: SAI-01 Ichiro Banner
- Which Advisor?
- Inexperienced, Threshold of 4-6
[] Pilot Training: Tellison, Zhang/Perseus
- Which Advisor?
- Inexperienced, Threshold of 4-6
[] Pilot Training: Charlie, Frankie, Iris
- Which Advisor?
- Green, Threshold of 3-6
Liaison Duties
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Notes: This mostly applies to other elements in the Defense Forces, the other Super Robot Teams and the Legion. Failing these rolls does not necessarily reflect worsening relations, but just mostly that whatever you were setting out to do didn't produce the results you were aiming for (such as cooperating to track down a particular target). Each Liaison also has their own agenda in particular, and depending on if you're successful in fostering cooperation with them, different targets of opportunities for the Super Robots will appear for follow on deployments.
Each Liaison will have a Baseline Threshold. In a vacuum, and if no other factors are in play, this is what you would require to succeed to cooperate with them. However, other factors (busy with their own agenda, recent events influencing positive or negative behavior towards you, etc) will modify the Threshold as well. For this turn, no other factors are in play just yet (with one well known exception). Expect that to change soon.
[] Liaison: General Li/GDF
- [] Which Advisor?
- Relations: Neutral
- Baseline Threshold: Moderate (5-6)
- You're not exactly close with the Ground Defense Force general, but there is no doubt that General Li greatly appreciated being the first to field the Centurions. It could be worth your while to follow up and see how they're doing, or if there's anything else that needs doing.
[] Liaison: Colonel Kim/FRC
- [] Which Advisor?
- Relations: Friendly
- Baseline Threshold: Simple (4-6)
- The Jackals have by now become ubiquitous across the North American District, and more are being seen being produced and fielded elsewhere. Colonel Kim's enthusiastic endorsement of the frames were partially responsible for that - it could be worthwhile to check in, and see if he's uncovered anything that you can use.
[] Liaison: Colonel Bernard/MEF
- [] Which Advisor?
- Relations: Neutral
- Baseline Threshold: Moderate (5-6)
- Awkward first meetings over San Diego and the Falcon aside, you and the Marine Expeditionary Forces officer get on just fine. Ahead of his forces getting ready to field the production models of Seekers, it may be a good idea to check in with him.
[] Liaison: Captain Dana Candle/NDF
- [] Which Advisor?
- Relations: Neutral, leaning towards Friendly
- Baseline Threshold: Moderate (5-6)
- The last you've heard, Candle has been going back and forth with her superiors on what the hell she's supposed to actually do with the Sergey Gorshkov. She's actually quite keen on becoming an independent task force of sorts, but nothing concrete has come of it just yet. You could always check in again and see how it's going, but you're not sure if that would be seen as active meddling on your part.
[] Liaison: Dr. Yukimura/Yukimura Institute
- [] Which Advisor?
- Relations: Friendly, leaning towards Close
- Baseline Threshold: Moderate (5-6)
- You are on good terms with the Yukimura Institute. You don't have any outstanding reasons to approach them now, but laying the groundwork for future cooperation never hurt anyone (except the kaiju).
[] Liaison: Mander/MSS
- [] Which Advisor?
- Relations: Neutral, leaning towards Friendly
- Baseline Threshold: Moderate (5-6)
- Note: You owe them a favor (Deployment #3)
- You owe Mander a favor. They have a mostly positive attitude towards you, but aside from the one engagement at France and Sasaki's overtures from last month, you haven't had much interaction. You could try arranging another visit.
[] Liaison: Galbinus-R/Legio Galbinus - [] Which Advisor?
- Relations: Warm, Allies
- Baseline Threshold: Simple (4-6)
- The DFRI and the Legion get on like a house on fire. After saving Cavalier, building the Enclave and helping them with Variable Configuration, you are as close as can be with Galbinus and his crew. Why not check in with your friends from the stars and see what else needs doing?
[X] Blue September
- [X] LOCKED - Adriana
- It seems that somehow, Erika and Patrick have also chased down a lead interlocking with Adriana's. Some sort of operation is going down involving underwater traffic, but there's still 50-50 signs of it leading to either kaiju or Westphalian-related. God forbid that it's both, you're not sure that's going to lead anywhere good for you. All that's left is to let Adriana keep lending her assistance to Erika, and see what's actually going on.
- Chance of Success - Roll of 2d6, Threshold Unknown
- Duration - 1 Turn Remaining
[X] Reaction Force Active Monitoring - Kaiju Spotted
- [] Which Advisor, if any?
- Chance for Detection (Roll for Disadvantage at 1d6, Threshold Unknown)
- Can Assign: Sasaki, Diana, Adriana, Katarina (Increase roll to 3d6, Threshold Unknown)
- The kaiju roaming around Japan's shores is still continuing to worry just about everyone. It's almost as if it's sizing up a particular part of the coast for attack...but where? Why? And how, beyond the classic kaiju method of stomp, maim, destroy?
- Duration - 1 Turn Remaining
OOC: Engineering is both the same and a little different from before. Some notes to consider for you all:
- Engineering's short term focuses revolve around upgrades for the existing Super Robots. For example, Ichiro has just returned from combat somewhat battered, and he will need at least one turn of downtime to be back up to fighting trim. Once he's fully repaired, you can then look to give him some permanent upgrades.
- Practical Application of the new technologies you have researched remain a classic option. When the Science Department unlocks the secrets of a new technology, it still falls to Engineering to find a practical use for it (see: K-Scale). As always, this is a matter of time (turns) and successes (rolls). This covers prototyping new designs (or variations of existing ones) and effectively building the new Super Robots via this action, or new weapon or equipment designs.
- Super AI Development is still an option, but this usually remains a very long-term project (such as it was with the AI Sisters and Delphi). They are either base support Advisers, or Super Robot AI - either way, this results in a new character (hence the care taken in developing them).
- Item Construction is a new option for you all. In a vein similar to the one-shot Zirvitium knuckle dusters and the Shard Kit, you can dedicate a few turns to constructing a ready-made arsenal and toolkit set for your Super Robots deploying to battle.
- As always, the most recent list of everything you have researched thus far is referred to on this page.
Wilde and Henry
- LOCKED - Triple Combination - Prototyping
- If assigned to Practical Applications, gain 1d6 to rolls.
- If assigned to Construct Super Robot, reduce Duration by One Turn. The Build Team
- Can only be assigned to Item Fabrication. Lana
- LOCKED - Construct Super Robot Support - Sledder
- If assigned to Refit Super Robot, roll 2d6 (Threshold of 5-6). On success, reduce the Duration by One Turn.
- Lana may offer a re-roll to any failed Engineering roll. Only applies once per turn. Jiro Yukimura
- LOCKED - Steed Standardization - Over There
- If assigned to Practical Applications (and Design Super Robot or Design Support), gain 1d6 per roll.
- Critical Success is now 4-6 (applicable depending on Success Threshold). Applies ONLY to Jiro's assigned Action. Boris Ignatov
- Threshold for success on AI or Kaus Actions is reduced by One.
Refit Super Robot
Requires Advisor
Duration: One Turn minimum (more extensive upgrades may increase Duration)
Notes: Exactly as it sounds, this will provide upgrades from your existing technology and equipment to a given Super Robot. For 'minor' upgrades such as ZIrvitium Plating or Anti-Gravity Solution, this would only take one turn. However, fitting a Super Robot with more internal upgrades such as K-Circuits or outfitting it to enable the Psychic Theater will take longer. Refitting the unit for Combination would take even longer, and so forth.
Fitting a Super Robot with new weapons, unless specified, is generally a simple process that does not require extensive refits.
Note: You can choose to Upgrade a Super Robot even if it is currently undergoing repairs. The upgrades will finish alongside repair completion.
[] Refit Super Robot
- [] Which Super Robot?
- [] Which Upgrades?
- [] Which Advisor?
Practical Applications
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Duration: Varies (Two Turn Minimum)
Notes: Once a new design concept is fresh off of the researchers' plates, it is up to Engineering to figure out a practical way to manufacture something useful out of it. This also folds in the original 'Experimental' suite of actions, so I decided to fold these all into the same group. This can cover everything from designing and prototyping new Super Robot/Support designs, to new weapons with existing technologies (Dispersion, Zirvitium, etc.).
[] Design Super Robot Core Unit
- [] What is the Design Concept?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold Varies)
- Duration: Two Turns+
[] Construct Super Robot Support Unit(s)
- [] What is the Design Concept?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold Varies)
- Duration: Two Turns+
[] Design New Equipment (Weapon)
- [] What is the Design Concept?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold Varies)
- Duration: Two Turns+
[] Funnel Development
- [] Which Advisor?
- The Funnel Concept does work. However, it still has quite a few restrictions that limits its current usefulness. Some new technology may become readily available for use in development, but it's not there yet. Work with the understanding that you have, and see how much further you can practically take this. Who knows? You might have made an impromptu boomerang to start with, or something.
- Chance of Success (Roll 2d6, Threshold Unknown)
- Duration: Three to Five Turns
[] Even More Gun
- [] Which Advisor?
- Bandit's customized blaster, as it turned out, was nothing more than just adding even more bits of blaster together to get more blaster-y. At least, those were the terms that Wilde used - Henry clarifies as usual, pointing out that Bandit basically welded several Kaus blaster components to gain a greater yield of firepower. What's noteworthy about it is the fact that it didn't just overload and explode on him, while also giving him the general firepower of a heavy blaster. It's entirely possible that the support units could get a boost in their firearms - though nothing nearly so overlocked as Bandit's. You have safety standards, after all.
- Chance of Success (Roll 2d6, Threshold Unknown)
- Duration: Two Turns+
Equipment Fabrication
Requires Advisor
Duration: One to Two Turns (Varies)
Notes: This does not cover weapons or the solid heavy equipment. This specifically covers the one-shot use items such as Ichiro's Knuckle Dusters and the Shard Kit, useful items that the Super Robots may need to level the fight in their favor. These are relatively quick to fabricate, but it is always worthwhile to have a ready made stock.
[] Equipment Fabrication
- [] Which Item?
- [] Which Advisor?
- "If you ever need to know what you can order us to make, boss, just refer here. This is an ongoing thing, but depending on what else the crazies at the research department can come up with, we'll have more options available to us."
Super AI Development
Requires Advisor
Chance of Success (Roll 2d6, Threshold Varies)
Duration: Four Turns Minimum (Varies)
Notes: If you want to develop a new Base or Super Robot AI, this is the option to do so in. As you've witnessed before, developing an AI is not an easy or short process - you will need to have in mind what you want them to do before you start.
[] Base AI Development
- [] What do you want the Advisor to do?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold of 6)
- Duration: Four Turns+
[] Super Robot AI Development
- [] What do you want the pilot to be?
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold of 5-6)
- Duration: Four Turns+
[] Pooling Research - Drone Support
- [] Which Advisor?
- Boris's study of the Drones has given him some ideas about potentially coopting the technology behind the Drones for the Institute's own ends. Naturally, he's not going to even think about going for the semi-lobotomized nature of the Free Brothers' hordes - Zulu is already an uncomfortable enough example of what that entails. However, could we create our own Drones with the added capacity to learn and grow? Not only could this lead to additional help, this may help ease the introduction of the Super AI concept to the wider Union with healthy, well adjusted citizens...or at least, as well adjusted as the DFRI allows.
- Chance of Success (Roll 3d6, Threshold Unknown)
- Duration: Three Turns+
- Though Ignatov assures you that he and his team can oversee the development of new AI, he won't be able to give you more specifics on time and chances of success until some rough parameters and expectations are given. As you currently are well enough staffed in pilots and Base AI personalities, this is not a pressing matter at the moment. It's still good to know you have this available as an option though.
Enemy Wreckage Analysis
Requires Advisor
Chance of Success (Roll 2d6, Threshold of 5-6)
Duration: One Turn
Notes: The wreckage available for study are:
- Beast Mega Blaster
- Drone Wreckage
[] Enemy Wreckage Analysis
- [] Which Advisor?
- Chance of Success (Roll 2d6, Threshold of 5-6)
- Duration: One Turn
[X] Construct Super Robot Support Unit
- [X] Sledder
- LOCKED - Lana
- Chance of Success (Roll 2d6, Threshold of 6)
- Duration: Two Turns Remaining
[X] Triple Combination - Prototyping
- LOCKED - Wilde and Henry
- In classic military fashion, Wilde and Henry have come up with two courses of action for the Triple Combination problem. One: they can continue to create a Universal Adapter with conventional parts - and by conventional, they mean copious amounts of K-Class Materials. However, there's no guarantee that this will work, and it might even lead to space and efficiency constraints. But their second idea is basically just throwing engineering at the wall and seeing what sticks - they want to try some of the early Faedium samples Mary's team have been cultivating to see if this would work. Mary herself is supportive of the idea (as you might expect), but even she isn't sure if it will work. But if it does, it's going to lead to a headstart in her own project.
- Continue Universal Adapter - Chance of Success (Roll 2d6, Threshold of 6)
- Roll the Dice with Faedium Crystal - Chance of Success (Roll 2d6, Threshold Unknown)
- Duration: 3 Turns Remaining
[X] Steed Standardization - Over There - LOCKED - Jiro
- Jiro is pretty close to completing the Steed Cockpit Concept with the MEF's volunteers. Colonel Bernard has also shown interest in the new Seekers - and has a little bit of gloating that his forces will be among the first who fields them openly. There isn't much left to do, but he refuses to be rushed on this - one more month ought to be sufficient time for this.
- Chance of Success (Roll at Advantage (3d6), Threshold of 5).
- Duration: 1 Turn Remaining
SCIENCE.
That said, not much has changed on these options. They are still broken down between specific new projects, and the broader categories of ESP Theory, Kaiju Biotechnology, Xeno Technology, and any remaining gifts of the Regent left on the docket.
SAM CARLSON
- LOCKED - Psychic Augmentation
- If assigned to ESP Theory or Kaiju Biotechnology, reduce the Threshold for Success by 1. Max Brand
- LOCKED - Empathic Booster
- If assigned to Xeno Technology, you may add 1d6. Ivanna
- You may re-roll any failed Science roll once per turn. Zulu
- LOCKED - Handheld Blasters
- If assigned to Xeno Technology, you may add +2 to the value of the lowest rolled d6. Mary McCullough
- LOCKED - Faedium
- Critical Successes explode. (The dice, that is, not her experiments. Usually.)
ESP Theory
Requires Advisor
Chance for Success (roll 2d6, Threshold Varies)
Duration: Varies
Notes: You've pushed ESP Theory pretty far, and Sam can be reliably marked as the top expert (and probably the only expert) in the field. The Man-Machine Interface, the Psychic Theater, and the initial forays into altering K-Class Materials - all are still viable options to pursue as well. Your options will vary, but write in what angle you want to pursue, and the rolls will tell what that develops into.
[] Refine Psychic Theater Principle
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll 2d6, Threshold of 5-6)
- Duration: Two Turns
Kaiju Biotechnology
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Duration: Varies
Notes: Like ESP Theory, Kaiju Biotechnology (and the resulting K-Class Materials) form the bedrock of your 'super science' powering the Super Robots.
[] Explore K-Fang Development
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll 2d6, Threshold of 6)
- "Sam here! So now that we've actually got viable vats of K-Fang, it's time for some experimentation! We're all here because we have a giant chunk of Dragon's bone, and we want to make a weapon of mass destruction out of it! So! Who's ready to make something ridiculous?"
Xeno Technology
Requires Advisor
Chance for Success (Roll 2d6, Threshold Varies)
Notes: Xeno Technology is a catchall phrase describing all the technology coming from the Kausen and the Regent (C-Crystals are very much counting as Xeno Technology for the purposes of the system). You are only scratching the surface of what both fields have to offer, but Max and Zulu are there to unlock the rest of what these new fields hold.
[] Kausen Equipment
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll 2d6, Threshold of 5-6)
- Duration: Two Turns
- Anti-Gravity. Zirvitium Alloys. The Dispersion Field. Shard Technology. These are all new revolutionary things for humanity, but are at best ho-hum for the Kausen (with exception to the Dispersion Field, which they regard as finnicky at best). You aren't going to outdo them in their own technological fields anytime soon, but Max is confident that you can put your own spin on the technologies and see if you can't surprise the Free Brothers. Preferrably with a punch to the face. Repeatedly.
[] C-Crystals
- [] Which Advisor?
- [] Write In what you want to pursue
- Chance for Success (roll at Disadvantage, 1d6, Threshold of 4-6)
- Duration: Two Turns
- The C-Crystal Generator is finished, and the "Master" crystal is safely ensconced in the deepest parts of the Command Center. You can leave well enough alone, but aside from Satsuma's integration wtih the C-Crystal, it may be worthwhile to conduct some additional tests, in case there's something the Regent didn't mention or if there were side effects even it wasn't aware of. Though you have been able to make the generator and it is now fabricating C-Crystals with no difficulties, there's still too much about it you do not know about it, even beyond the 'must be this heroic to use' clause.
[X] Explore K-Class Psychic Augmentation
- LOCKED - SAM CARLSON
- Chance for Success (roll 2d6, Threshold of 6)
- Duration - One Turn Remaining
- "Sam here. I think we've all learned our lesson last time - we all eat a healthy lunch or dinner before we conduct testing. Unless you're on the centrifugal lift, in which case you want to eat light or not at all. *ahem* We're going to make our hypotheses about the augmentation a little more modest this time around - science is no good to us if it means we lose testers. I'm not looking for a dramatic shift in K-Class via psychic powers or even the Theater, but I'm pretty sure we can do something with this idea."
[X] Gifts of the Regent (Empathic Booster)
- LOCKED - Max
- Chance for Success (roll 2d6, Threshold of 5-6)
- Duration: Two Turns Remaining
- So far, the story checks out - the Booster does in fact amplify emotions to achieve some sort of tangible effect. The joy of research wasn't what you had in mind, but it's good to know that it sort of, kind of, does work. You think. But now that Max has mostly gotten it out of her system, the next step is figuring out how this can actually be practically used for the Super Robot.
[X] Handheld Blasters - Kausen Equipment
- LOCKED - Zulu
- Duration: One Turn Remaining
- Chance for Success (roll 2d6, Threshold of 5-6)
- From what you can tell, Zulu is trying to outright replace the slug thrower rounds of human weaponry with some form of the Drones' energy blasters. According to the Legion's Kausen, these are on par with 'civilian' models of personal weaponry. Yet for you, this would be quite the boost for you. Zulu has doubts that it will outright work the way he wants it to, but he seems confident that he can produce some results.
[X] Faedium
- LOCKED - Mary
- Chance for Success (roll 2d6, Threshold Unknown)
- Duration: Two Turns Remaining
- Early samples of the Faedium Crystals have emerged, and progress continues as normal. However, Wilde and Henry's suggestion to try and test the Faedium for the Triple Combination idea has her intrigued - she does need additional hard data, and she's more than willing to offer some samples. If they don't work or if they break, then that's valuable in itself in how far her own efforts have come. If it works, it's going to jumpstart her own efforts.
Katarina
- Katarina can add 1d6 to any roll across all categories. Can only do this once per turn.
[] After Market Purchases
- [] Which Advisor (Can be Special or Engineering)
- Chance for Success (roll 2d6, Threshold Unknown)
- Duration: Two Turns+
- Your old friends came through for you, and delivered a burnt out rocket engine, and an old Saddle cargo helicopter. To anyone else, these would be curiosities at best, and complete garbage at worst. But your team built the Pegasus out of worse than that - now the question is, what can you do with these?