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Super Robot Wars Anew (Crossover)

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The year is Universal Century 0083, roughly four years after the tragedy of Zeon dropping a...
Introduction

Zarori

The Untrustworthy Author
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The year is Universal Century 0083, roughly four years after the tragedy of Zeon dropping a space colony onto Australia. After a hard-fought war between Earthlings and Spacenoids, Prime Minister Schneizel el Britannia has declared victory for the Earth Federation (and the Holy Empire of Britannia, of course). The combined forces of Earth, lead by the White Base and Amuro Ray struck decisive blows against Zeon, leading to an uneasy peace as all sides spend several years rebuilding. All is not well, however.

The Earth still reels from the meteor impact that destroyed Antarctica and irrevocably changed the world's climate 15 years ago. Demonstrations and terrorist attacks against the Holy Empire of Britannia, the largest nation of the Earth Federation that took advantage of the Second Impact to conquer more territory, happen every day. The space colonies are in an uproar, bickering amongst themselves while dealing with refugees and reparations. All this while the Jupiter Energy Fleet becomes more standoff-ish and the first colony on Mars struggles to find its feet.

This is the world of Super Robot Wars Anew, an alternate take of the usual SRW timelines. You, the players, will take on the role of a single leader in this fucked up crossover world and attempt to survive the bullshit I'm going to throw at you. This actually isn't a lewd game by design, so I don't expect to get that many players . . . which means more control for a smaller group I guess! I'm sure you can guess from the opening blurb, but several series are already confirmed as being in-world to varying degrees. Let me just clear that up for you right away:

Mobile Suit Gundam
Armored Trooper VOTOMS
Macross
Code Geass
Evangelion

Admittedly VOTOMS is more historical, being the basis for modern KMFs and Mobile Suits, but still. This list is not complete, and y'all might never see the complete list depending on how things progress. Jumping directly into things, there are a handful of Leaders you can choose from. While you pick your Leader type, feel free to ask me whatever questions you want about how the quest is going to run.

-------------------------

Some years ago, a massive alien spaceship crashed into the Earth, specifically on Macross Island. This being (technically) Britannian territory, scientists and military swooped in to begin studying the ship. When it became obvious that this would be a long-term project, support staff moved in, followed by businesses and families. In the end a whole city sprang up around the spaceship. Work continued apace, until on the day that the first lift-off tests were to happen, the remnants of the Principality of Zeon struck. While Anavel Gato was busy stealing a prototype mobile suit in Australia, his comrades attacked the island with mobile suits. Civilians were evacuated inside the ship to hide behind it's thick armor and plentiful supplies, only for an error to happen as the ship was powered on to defend itself, leading to the ship and half the island to disappear from existence . . .

Deep in space, the survivors of Macross Island were hastily pulled together under a single leader:

[ ] The Royal

Why wouldn't you be the one to lead these people? You were not only the Lord-Mayor in charge of Macross Island, but a Britannian of royal blood! It only makes sense for the common folk to look towards you for protection. As The Royal, the Earth Federation and Holy Britannian Empire will look on you favorable to start, while the spacenoids will not. You will begin with access to Code Geass technology, and a unique hero unit from the series, in addition to Macross technology.

[ ] The Spacenoid

Who the fuck even fills a giant military asset with *civilians* anyways? Somebody in intel dropped the ball, and it's up to you to pick up the pieces. While you did obliterate the majority of the Feddie forces, you and your men were also responsible for saving the civilians caught up in the Space Fold, so you can see why even though you were the one to attack they'd feel grateful. Also, it turns out these fucking Britannians were treating the civvies like shit, so it was easy enough to fix that! The Spacenoids will look on you favorably to start, while the Earthlings obviously will not. You will begin with access to Zeon technology, and additional Zeon military units.

[ ] The Doctor

You're getting awfully tired of war. Look at those idiots! Feddie and Zeon soldiers getting themselves killed fighting over this damn ship, meanwhile the civilians are left to pick up the pieces. Well, there were enough veterans and rabble-rousers to help take over once the ship ended up in space, and now these pricks have elected you to be the one in charge. Great. Neutral reputation to start with most factions. You will begin with access to Macross technology only, but have no immediate enemies or obligations.

[ ] The Child

The attack on Macross Island was an absolute tragedy. It came swiftly and brutally, and countless people were slaughtered regardless of whether or not they were combatants. When the ship re-appeared in space, it was a ship made up of the old, the infirm, and the children. Someone needed to take control, and in the end it was you and your friends that did it. You'd do your best to save everyone that's left, and learn how to deal with this gigantic spaceship the remnants of Macross Island were now in possession of. Your reputation to start will be *baffling* to everyone, for understandable reasons. Like The Doctor you begin with access to Macross technology. You start with minimal military resources beyond the SDF Macross itself, and are essentially starting from the bottom . . . with an actively good [Mystery Box] for leaning into anime tropes.
 
Captain Hoshino Ruri
Hoshino Ruri

vnCZnsS.jpg

Martial: 8 +1 (Shakedown Cruise)
Diplomacy: 5 +1 (Shakedown Cruise)
Stewardship: 6
Intrigue: 5
Learning: 6 +2 (Data Dump)
Spirit: 10 +1 (Shakedown Cruise)

Traits-
Cyber-Newtype: You're a pseudo-psychic cyborg full of experimental nanomachines! Grants the possibility for unusual options or events, as well as your control over the SDF Macross. Will grant access to Newtype research options if you choose to pursue them.

Perks-
Extradimensional Novice: You're starting to see that the world exists on more than one layer, and with Space Folding you can move between them. Gain +3 on rolls dealing with extradimensional bullshit.

Ace Combat: Your ace pilots are quite skilled, the cream of the crop some would say. With their varying training regimes and strategies, when they get together they can really push the envelope. Gain +3 on rolls dealing with pilot training.

Robotechnology Savant: You have received a data dump from the Macross' ancient supercomputer. Between yourself and Uribatake, you are now the foremost experts on Robotechnology short of the precursor race that created the Macross.

Zor's Gift: The ultimate medical technology belongs to you. Cancer? Please. Broken bones? Pfft. As long as someone isn't outright killed, they'll recover under your care.

Emergency Action: You're making a habit out of pulling a win out of a desperate situation, aren't you? Once per event, gain a bonus to trying to pull a win out of a desperate (See: dramatic) situation. It makes for good ratings!

Drawbacks-
Escaped Experiment: Certain people and clandestine organizations will start automatically hostile to you. Also, certain situations may receive a penalty due to the side effects of the experiments on your body.
 
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Crew Roster
Important Crew-
Seiya Uribatake: Your Chief Engineer by default. He might be an ass, but he's surprisingly skilled with just about any tech, and can keep the Macross running.

Sayla Mass: A former crewmate from the legendary White Base, and a young doctor. She's responsible for saving the lives of many before and during the fold incident, and is now the Chief Medical Officer of the Macross.

Claudia Grant: A Lieutenant Commander in the Earth Federation armed forces, and your Executive Officer due to the fact that it's what she was trained for. She knows how to work the support systems of the Macross, and acts as the link between you and the rest of the crew.

Lynn Minmay: A young asian teenager who was separated from her family during the Macross Island Incident, but was saved by Dr. Sayla Mass and Ruri Hoshino. A decent enough cook, a trained waitress, and an amateur singer. More importantly she's been taking care of huge swaths of the youngest children, and is damned good at it.

Finn Schmidt: A former Zeon pilot and spy, who upon seeing how well the SDF-1 Macross was being run, ended up flipping. Clearly he was already having second thoughts after seeing how the One Year War and it's aftermath went.

Kaname Chidori: A blue-haired teenaged girl who is effectively in control of Macross City's Factory. Despite insisting that she never did much with science or engineering, she has an unusual talent for both, along with skill at keeping others in line due to her student council experience. Feels funny to your Cyber-Newtype senses . . .

Skull Squadron-
Roy Fokker: An ace pilot, and your primary Military Advisor. He's a veteran of the One Year War, and leader of Skull Squadron. Currently dating Claudia Grant. Has a strong SPIRIT, and great FOCUS.

Hikaru Ichijyo: A young man who grew up alongside Roy Fokker in the circus! He's an amateur pilot of no little potential, though a bit cocky and rules-allergic. Has a strong SPIRIT, and will PERSIST till the end.

Maximilian Jenius: So you know in SRW games where you gotta do like ten different things to unlock a secret unit? Uh, you did that out of pure luck in the one turn it was capable of happening. Max is the definition of an ace pilot, and is probably one of the best ones out there even without being a Newtype. Fuck. Has a strong SPIRIT, and great INTUITION.

Ben Dixon: A surviving pilot from the Macross Island incident, and subordinate of Roy Fokker's.

Rita Glass: An orphan from the Macross Island incident, who proved to have some talent for piloting despite being as young as Captain Ruri.

Scopedog Squadrons-
Sagara Sousuke: A former child soldier, half-Afghani and half-Japanese. Somehow ended up meeting Chidori, and was on Macross Island during the incident. He is an absurdly talented soldier for his age, and is basically considered the Big Brother of the Scopedog pilots. Notably does *not* have any supernatural weirdness.

Confirmed Assets-
x4 VF-1A Valkyrie: The first workable variable fighter design. Comes with a number of anti-personnel weapons integrated, as well as guided multipurpose missiles. It's primary armament is the 3-Barrel GU-11 55mm Gatling Gunpod, which can be swapped from handheld to integrated mode. Has additional hardpoints for extra weapon modules.

x1 VF-1S Valkyrie: A customized and enhanced variant of the VF-1A piloted by Roy Fokker. It's engines are enhanced, and it has additional integrated anti-aircraft laser cannons in the head compared to the original.

x49 ATM-09STS Scopedog Spacers: Modified Scopedog Armored Troopers capable of operating in space due to cute little jetpacks and stuff. Their only integrated weapons are extending cartridge-enhanced arm punches, though there is a supply of GAT-22 30mm heavy machine guns and SAT-03 60mm solid shooter bazookas. Nobody in their right mind would want to fight a mobile suit with one of these one on one, but fifty on one . . .?

x1 ATM-09STS Scopedog Spacer BLACK RX: Honestly it's just a black-painted Scopedog Spacer used by Sagara Sousuke. He has a habit of repainting it to random camo colors, and using it *real* damn well.

x1 Space Bus: An early Federation space transport capable of reaching space and atmospheric re-entry. It can carry a small amount of cargo and people, or a small task force of Armored Troopers.

SDF-1 Macross: The Super Dimensional Fortress Macross, a first of it's kind space battleship combining alien technology and Earth Federation technology. Fully armored, and armed with a pair of high-speed 178cm electromagnetic rail cannons, as well as many anti-fighter machineguns and brand new missile launchers. Not only is it the only spacecraft in the Earth Sphere capable of Space Folds, it's also the location of the greatest medical technology on Earth, and possibly beyond.
 
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[X] The Child

Might as well claim first spot with the Mystery Box.

Also, children in charge of the SDF-1 Macross --- whatever could go wrong~.
 
For your reference, the starting state of the world is as follows:

Stardust Memory has just begun, with elements of the Delaz Fleet doing bad things, and GP-02 being stolen.

A strange, masked figure has begun fucking up Britannian interests in Area 11, aka Japan.

Tokyo-3 is complete, and is the headquarters of a planetary defense organization known as NERV whose only visible accomplishment is some cool bunker buildings.

The planet remains pretty fucked up from Second Impact, though a lot of money is being dumped into environmental recovery and terraforming.
 
[X] The Royal

This actually isn't a lewd game by design, so I don't expect to get that many players . . . which means more control for a smaller group I guess!
You're confusing me. You intend this game to be strict SFW, or eventually possible contain NSFW stuff? Cause, this quest could be put in the NSFW quest area and it would fit with the majority of quests there that die before they reach a lewd.
 
I don't intend for it to be lewd at all. No need to shoehorn lewds into an SRW game after all.
 
[X] The Doctor

You're getting awfully tired of war. Look at those idiots! Feddie and Zeon soldiers getting themselves killed fighting over this damn ship, meanwhile the civilians are left to pick up the pieces. Well, there were enough veterans and rabble-rousers to help take over once the ship ended up in space, and now these pricks have elected you to be the one in charge. Great. Neutral reputation to start with most factions. You will begin with access to Macross technology only, but have no immediate enemies or obligations.

[X] The Child

The attack on Macross Island was an absolute tragedy. It came swiftly and brutally, and countless people were slaughtered regardless of whether or not they were combatants. When the ship re-appeared in space, it was a ship made up of the old, the infirm, and the children. Someone needed to take control, and in the end it was you and your friends that did it. You'd do your best to save everyone that's left, and learn how to deal with this gigantic spaceship the remnants of Macross Island were now in possession of. Your reputation to start will be *baffling* to everyone, for understandable reasons. Like The Doctor you begin with access to Macross technology. You start with minimal military resources beyond the SDF Macross itself, and are essentially starting from the bottom . . . with an actively good [Mystery Box] for leaning into anime tropes
 
Character Selection
Man, it's nice not having eighty people throwing random votes around.

The Child has won with a whopping couple of votes.

Your name is . . .

[ ] Hoshino Ruri

vnCZnsS.jpg

You are a refugee from the One Year War who unfortunately ended up on a Federation ship, leading to you being brought to Earth. Even more unfortunately, you are one of the first experiments in using technology to artificially force a Newtype awakening. The proper term would be a [Cyber-Newtype]. This grants you obscure abilities like the occasional flash of insight or precognition, at the cost of ongoing medical issues and physical weakness. The real fun though is your ability to directly interface with the SDF Macross' systems. In an absolutely emergency you could pilot the Macross solo, but with a full bridge crew the Macross can go above and beyond. Why were you on Macross Island? The researcher in charge of you wanted to try and stick alien technology in you, thus your interfacing ability.

This is the option to choose for improved rolls involving using the SDF Macross itself (See: Combat), and also a larger chance for Nadesico cameos and options.

[ ] Lee

JoWaCNq.jpg

You are an orphan, one of a small group as a result of early accidents in trying to study the Macross' alien technology leading to disaster. The hastily constructed orphanage did take care of you decently enough, but you spent more time watching the workers and studying the ship than playing around, eventually getting a job as a gopher for the scientists to earn a little extra food money for the orphanage. What they didn't realize is that your brain is practically a sponge, soaking up all their mumbles and notes. While you don't consider yourself anything special in most regards, you are a once in a generation [Genius], granting a bonus research and maybe some unconventional ideas.

This is the option to choose for improved rolls involving science and research (See: Figuring out the Fold system and other robotechnology), as well as some unconventional options.

[ ] Charlotte ni Britannia

pqe3KFP.jpg

Honestly, who lets a royal just walk aroun-oh right, Britannians. Your father was the Lord-Mayor of Macross Island, and just before the attack was called back to the capital to meet with the Emperor. This *technically* makes you the person legally in charge, despite your young age. As a literal [Princess] (albeit a solid dozen places down the line of succession) you've got the training and education necessary to pull everyone together and take care of them, as a royal should!

This is the option to choose for improved rolls involving diplomacy with other factions, talking your way out of fights, and more easily obtaining allies. NOTE: Just because you're a princess, doesn't mean you have to be aligned with Britannia or the Earth Federation at large.




It's taken hours, but finally you've managed to get the panicking people of Macross Island to mostly simmer down. You don't really know exactly what happened, but it seems like some of the scientists and soldiers attempted an emergency flight of the SDF Macross *after* the children had already been evacuated to it, and something went wrong. Everything turned strange colors as you began to see double and triple, before space *snapped* and all of a sudden you were somewhere in deep space.

With everyone panicking (for understandable reasons) you ended up being the one to take charge, gathering the older children and teenagers to take control of the younger ones. Everyone moved to the emergency shelters deep inside the Macross to wait, while you and a few others checked the various important sections of the ship. It was down by the engines that you found the corpses of the scientists and engineers scattered about, and the weird alien technology that was likely responsible for teleporting you damaged. Hours later you found yourself sitting in the captain's chair on the bridge, and using it's console to go through all the damage reports.

Honestly, it was better than you expected. The SDF Macross' condition was at roughly 70% even after the emergency space fold and the Zeon mobile suits shooting the ship up. Life support was green, there were plenty of supplies, and the engines were mostly intact. The biggest non-personnel issues were the damage to the more esoteric alien systems, some armor damage in a few sections, and the fact that Zeon's forces had focused on the ship's weapons. You now had a load of anti-warship and anti-mobile suit missiles with no launchers, for example! The only functional weapons were a pair of 178 CM rail cannons, and a spread of alien laser turrets scattered around the ship's hull that seemed to be more for shooting down missiles and fighters than an actual drag-out fight. You weren't helpless, but you were currently outgunned by a single Salamis-class ship. You'd feel much safer with a few of those fancy mega particle cannons, that's for sure.

When it came to personnel . . . well, that was it's own special kind of disaster. There were roughly a thousand people that made it off Macross Island and into the ship, most of them being children or the infirm. Not counting the elderly and badly injured that had completely filled the ship's infirmary, the only adults of note were as follows.

Seiya Uribatake: A bitchy, foul-mouthed man who seemed to be an engineer of some skill. He was the first one to run to the engines and had managed to ensure they didn't overload, and was currently keeping an eye on things there.

Sayla Mass: A young doctor who was finishing up her training on Macross Island due to the Federation wanting the former crew member of the legendary White Base someplace safe and out of the way. So much for that. She seemed skilled enough though, and probably saved a good chunk of lives getting the infirmary up and running as fast as she did.

Roy Fokker: The only surviving pilot that got pulled along with the space fold. He's currently dealing with a few broken limbs after an emergency crash landing in one of the Macross' open bays, but he's still a war hero and experienced pilot.

Claudia Grant: A Lieutenant Commander in the Earth Federation armed forces, and the highest ranking adult on the ship. If it wasn't for you taking control of everything (and accidently biometrically locking the Macross to your command, whoops) she'd be in charge. Either way, she's a bridge officer and was intended to be in control of coordinating communications for the entire ship, so she's useful for sure.

Four. Four useful adults out of a thousand people. There's a possibility that some of the injured or comatose are useful obviously, but as it is you don't exactly have a lot to work with here. Better than nothing though.




Here's part two of character creation, figuring exactly which child you are. I decided to give a pseudo-Royal option as well, just for fun. Your [Mystery Box] ended up being better than expected, in that the Macross still has it's space fold system, albeit damaged. If you choose to follow that line of research and repair, the Macross will regain it's ability to teleport around. You also gained a whopping four useful adults, one of which is Roy goddamn Fokker himself. (I admit I only added in Claudia Grant because I wanted to let Roy keep his girlfriend, but hey, now you have a decent XO!)

This game will be running in a pseudo-CKII style outside of battle. That means your leader has the usual stats: Diplomacy, Martial, Stewardship, Intrigue, and Learning. There is no Piety skill in this story. Instead, there is a new statistic known as Spirit, which will be used for things like newtype powers, willpower, and super robot bullshit. Probably while JAM Project music is playing in the background.

For your character choices: Ruri is naturally a higher Martial and Spirit character. Lee is a higher Learning and Intrigue character. Charlotte is a higher Diplomacy and Stewardship character. All characters can improve their stats however, and certain traits can modify things depending on what y'all choose to do in-game.
 
I can't choose i love all of them
 
Temptress!

You foul temptress!

[X] Hoshino Ruri

I can't help but vote for my snarky cinnamon roll. T-T

EDIT:

I'm happy with the Mystery Box, though.

I'm especially happy with a Veteran Pilot, a great bridge bunny, and Sayla. Those three on one ship is rather obscene.
 
[X] Hoshino Ruri

You are a refugee from the One Year War who unfortunately ended up on a Federation ship, leading to you being brought to Earth. Even more unfortunately, you are one of the first experiments in using technology to artificially force a Newtype awakening. The proper term would be a [Cyber-Newtype]. This grants you obscure abilities like the occasional flash of insight or precognition, at the cost of ongoing medical issues and physical weakness. The real fun though is your ability to directly interface with the SDF Macross' systems. In an absolutely emergency you could pilot the Macross solo, but with a full bridge crew the Macross can go above and beyond. Why were you on Macross Island? The researcher in charge of you wanted to try and stick alien technology in you, thus your interfacing ability.

This is the option to choose for improved rolls involving using the SDF Macross itself (See: Combat), and also a larger chance for Nadesico cameos and options.

[X] Lee

You are an orphan, one of a small group as a result of early accidents in trying to study the Macross' alien technology leading to disaster. The hastily constructed orphanage did take care of you decently enough, but you spent more time watching the workers and studying the ship than playing around, eventually getting a job as a gopher for the scientists to earn a little extra food money for the orphanage. What they didn't realize is that your brain is practically a sponge, soaking up all their mumbles and notes. While you don't consider yourself anything special in most regards, you are a once in a generation [Genius], granting a bonus research and maybe some unconventional ideas.

This is the option to choose for improved rolls involving science and research (See: Figuring out the Fold system and other robotechnology), as well as some unconventional options
 
Turn 1
[x] Hoshino Ruri

vnCZnsS.jpg


Martial: 8
Diplomacy: 5
Stewardship: 6
Intrigue: 5
Learning: 6
Spirit: 10

Traits-
Cyber-Newtype: You're a pseudo-psychic cyborg full of experimental nanomachines! Grants the possibility for unusual options or events, as well as your control over the SDF Macross. Will grant access to Newtype research options if you choose to pursue them.

Drawbacks-
Escaped Experiment: Certain people and clandestine organizations will start automatically hostile to you. Also, certain situations may receive a penalty due to the side effects of the experiments on your body.

Your name is Hoshino Ruri, 15 years old, and apparently you're now the Captain of a giant space battleship. And possibly a pirate, depending on how the Earth Federation chooses to spin what happened back on Macross Island. Considering those same people spent millions of dollars doing invasive experiments on yourself and other children, you really wouldn't be surprised. That's something for another day though. Right now, you have exactly 1012 lives to take care of.

In the immediate aftermath of what the systems (and boy are you shocked that the Feddies managed to translate alien writing) assure you is an Emergency Space Fold, at least a thousand people (mostly adults) died of exposure to hard vacuum as half the island was taken into space with the ship. The legendary ace pilot Roy Fokker's variable fighter actually crashed into the ship due to the sudden movement and his systems shorting out from it, but fortunately his skill allowed him to suffer only a few broken bones and no suit punctures. In the ensuing panic you gathered together the oldest of the children to help organize everyone else, and put any injured or sick in the infirmary where a (non-psychopathic) doctor named Sayla Mass met up with you to take care of them. There were a lot of Home Ec students now being taught first aid . . .

After that, you managed to get in contact with a group you'd sent to engineering, where a crotchety adult that had evacuated with his wife and kid managed to get into and ensure the engines weren't going to explode any time soon. In the end, those that could survive would survive, and a pair of students that did sport flying were able to (with the instruction of a painkiller-free Roy Fokker) use a few of those new mechs to fly out and push into the ship the only still-intact shelter that was dragged along. It didn't change that the ship was over 99% full of children, but you'd take what you could get. Who knows? Maybe there were others with a similar maturity level as you!

It was on the bridge that you met Lt. Commander Claudia Grant, the highest ranking Feddie left alive, fruitlessly trying to make use of the ship's communication systems and half in tears. In retrospect she was probably reeling from the likely deaths of most of her co-workers and friends . . . At the time though you weren't particularly feeling charitable. There was yelling, tears, and you'd even undone the medical gown you had been wearing to show her just what horrible shit the Federation does, and in the end you'd sort-of bullied a traumatized woman into effectively ceding control to you. It probably helped that she couldn't actually access the full controls of the ship, whereas your . . . additions enabled you to bypass and then remove the various locks that would've normally required the actual Captain or someone equally high ranked. Huh, you guess you were a pirate . . .

Once everything seemed to have settled down, and there was no imminent threat of explosions, you gathered together those that seemed the most responsible and/or useful. Okay it was just those four adults and a few teenagers on the bridge, watching you as you sat primly in the captain's chair, but still. Taking a moment to clear your throat, you spoke up.

"I have good news and bad news, everybody. The good news is that I have total control of the ship's systems. Also I am renaming it the Super-Dimensional Fortress Macross." Lines of light crept up your skin, cutting off any response as you touched the console in front of you and turned on the viewports. "The bad news is, we are quite literally in the middle of nowhere."

In all directions the functioning cameras showed, was empty space and twinkling stars.

"We could simply fly towards the brightest star, but we have no guarantee it would be our sun. Long-range communication and sensors are out, and the space fold system that brought us here is damaged. A lot of work is necessary if we're going to keep everyone alive, and get to safety before our supplies run out. I would appreciate any ideas you have."



You, Captain Ruri-Ruri of the SDF-Cutiepie, start with a whopping 6 Action Points, or AP. The good news is, that you can apply them anywhere. Want to do *all the Martial*, go right ahead. The bad news is that won't be enough for anything, and you never know which options will stick around and which will disappear the next turn. Unless I decide to let you know for some reason. Note: If you lose important NPCs, you may find that you have less AP to make use of. Likewise, certain NPCs can give you bonuses to rolls, or extra AP since many hands make light work. Vote by a named plan:

[ ] Name
-[ ] Blah
-[ ] Blah
etc


Martial-
"Right, I'm Lieutenant Roy Fokker, young lady. While my girl Claudia outranks me, I'm the one with the most experience in direct combat, so I suppose I'll be the one letting you know about our defensive options."

[ ] Patchwork
DC: 50/70/90
We took a lot of damage from those Zekes, and a few people who couldn't be bothered to aim properly. Our anti-capital ship weapons are down to two of the main guns, and we only have some of our anti-fighter weapons intact. A few spots on the ship are looking pretty patchy armor-wise too. I think I can get some of the flight school brats to hop in the few valkyries we have left, and use those big hands and tools to do some quick fixes.
Reward: The SDF Macross will be brought up to a higher level of combat-readiness.

[ ] Fancy Coffins
DC: 40
I actually had another idea. For some reason we have a whole platoon's worth of Armored Troopers. They're barely more useful than coffins under normal circumstances, but with Uribatake's help I think we can overhaul them to work in space. Then instead of four machines working on repairs, we'd have fifty! We'd just need to make sure the pilots are up to snuff.
Reward: Mothballed Armored Troopers will receive and upgrade, with willing pilots.

[ ] Naval Review
DC: ???
Honestly, this ship is just too damn big. We've barely scratched the surface of what's inside it. We should take the time to explore it, and see what else the higher ups might've left lying around. I don't expect to find any alien fighters or anything, but more supplies or ammo would help a lot I bet.
Reward: Stuff and intel!


Diplomacy-
"My name is Claudia Grant, and I'm . . . well, I suppose rank doesn't matter all that much at the moment. There's only a few things I could think of at the moment that we could go over . . ."

[ ] Help, I Need Somebody
DC: 50
We found one shelter full of survivors, but there might be others out there in what's left of the Island. Our long-ranged communications might be down, but there's plenty of short-ranged systems, including those planes. We should see if we can find anyone! If it was you out there, wouldn't you want somebody to come find you?
Reward: If there's any other survivors out there, you'll find them.

[ ] Lost Boys
DC: 40
Honestly, it feels like we're only hours away from a riot. All of these children just lost their parents or siblings, and that's going to set in pretty hard. I . . . I really think we need to find a way to head this off. Maybe make support groups? Anything to help them out before they realize . . .
Reward: Peace of mind? Less Lord of the Flies, that's for sure.


Stewardship-
"I'm Dr. Sayla Mass. I'm going to give it to you straight here, we have a lot of injuries and they're not looking good. Any support you can give me in the infirmary is vital to their survival."

[ ] Code Blue
DC: 60/70/80/90
I'm just one woman, and it's all I've been able to do to keep them stable. I need more hands, more tools, more medicine . . . anything you can do could directly impact how many lives I can save!
Reward: Save as many lives as you can.

[ ] Pantry Panic
DC: 30
Everyone is worried about supplies, and how long we might be out here. To be honest we don't have a firm list of exactly what supplies we do have, and where they are. It'd probably be a good idea to look into our food stores and see if we're going to need to be rationing them any time soon.
Reward: A firm number of how long you can survive independently in space. Additional options.


Learning-
"Yeah uh, I'm Uribatake. Man, can you believe this place? A whole-ass alien battleship, and I'm the chief engineer? Hah! Suck it, Anaheim! Ah, ahem. Yeah I'll take care of the repair work and upkeep, just gonna need some of the brighter kids so I can bring them up to speed and have some back-up."

[ ] What Does This Button Do?
DC: 40
Fokker isn't wrong, we do need to figure out more about this ship. A lot of the terminals and data were damaged in the attack, so we're a bit blind here. If I have the time I can sift through data and poke my nose around, see if I find anything cool.
Reward: Additional information about the Macross.

[ ] What Does THAT Button Do?
DC: ???
OR, I could look into that sweet teleporting technology. Hot damn, just the thought gets me fired up! Imagine if I could get it up and running again, and we could just pew and zow outta nowhere! We'd be home in minutes, or we could go on a real adventure and explore deep space! It's a long-term project, but why delay till tomorrow what you could start today, right?
Reward: Begin researching [Fold Technology]

[ ] Wait, Are Those New Mobile Suits?!
DC: 20/50/80
OR! You could lemme take a look at those new uh, variable fighters? Yeah, fuck yeah those are so cool! Mass-producible transforming giant robots! And their way more accessible than those Zeon mobile armors I heard about from the war.
Reward: Begin researching [Variable Fighter Technology]


Intrigue-

[ ] Security Sweep
DC: 40
You're pretty curious as to how many actual soldiers survived, among other things. If the kids would be so kind as to sneak around and take a look for any potential infiltrators or spies, that'd be great.
Reward: Snoopin' on possible spies and troublemakers!

[ ] Digital Sweep
DC: 50
All things considered, you could totally see the Federation (or at least the Britannians) sneaking malicious code into the ship's systems. Or at least the add-ons made from Earth technology. Time for some in-depth IT work!
Reward: Deep-dive into the ship's systems to see if anyone was trying to be clever.


Spirit-

[ ] I'm An Adult!
You are a proper lady, and can help out with just about anything!
Reward: Add your SPIRIT to the result of any roll, once per Turn. Choose which option to add it to in a sub-vote.
 
Last edited:
Time to initiate Plan 'We don't want to die!'

[X] Plan: We don't want to die!
- [X] Fancy Coffins
- [X] Patchwork
- [X] Lost Boys
- [X] Help, I Need Somebody
- [X] Code Blue
-- [X] I'm An Adult!

The basic gist is the following:

Fancy Coffins
Get more mechs up and running to continue repairs on the ship. This is important as we want to make sure we are not gushing air anytime soon.

Patchwork
We are in an unknown area dealing with an unknown situation. Being able to defend the survivors and ourselves at a moment's notice is a good thing.

Lost Boys
Mutiny is bad, mmkay? Settling everyone down and keeping them calm would be a necessary thing.

Help, I Need Somebody
Suffocating to death would be a terrible fate and the shelters are in danger of that more than running out of food. Let's see if we can't find more people for more potential manpower.

Code Blue + Spirit Enhancement
Keeping the survivors we have alive is super important and boosting this with Spirit gives it a better chance to succeed!
 
[X] Plan: We don't want to die
Know any good anime that is absolutely must watch?
 
Know any good anime that is absolutely must watch?

Well, I'm about to show my age here.

  • Macross Plus
  • Gundam 0080: War in a Pocket
  • Gundam: Stardust Memory
  • Legends of Galactic Heroes (Original or New Thesis)
  • Himegoto (episodes are five minutes or so long)
  • Magical Girl Lyrical Nanoha
  • Isekai Izakaya Nobu (slice of life pub anime)
  • Tensei Shitara Slime Datta Skin
  • Thunderbolt Fantasy (more xianxia puppet show than anime)
  • Grenadier - The Smiling Senshi
 
That's an impressive list i think Legends of Galactic Heroes is the only one i already watched i don't think new thesis is any good for me i love the original art style way too much to accept new one
I was afraid to start macross and Gundam for while now there are so many of them i might never finish any reason you recommend those specific ones?
 
That's an impressive list i think Legends of Galactic Heroes is the only one i already watched i don't think new thesis is any good for me i love the original art style way too much to accept new one
I was afraid to start macross and Gundam for while now there are so many of them i might never finish any reason you recommend those specific ones?

Yeah, New Thesis has excellently done space battles and the scenes don't jump around as much as they did in the original. But I too prefer the original with it's orchestral soundtrack.

Macross Plus is technically the second series of the franchise, but it's animation quality is amazing. It's also short compared to Macross or Macross 7, so it's a nice series to dip one's toes into for Macross.

War in a Pocket is another short series. It's set during the later end of the original Gundam series with amazing animation quality. It's also unique in the fact that it tells the story of war from a civilian's perspective. It's slower than other Gundam shows, but an amazing story. If you want more action-packed stuff, Stardust Memory is the way to go.

Just to warn you, Himegoto is a comedy show about a boy crossdressing for three girls in the Student Council because he needs to pay off debts and they're freaking rich. Insert cliche femboy shenanigans here. Mostly on the list for a laugh.

Magical Girl Lyrical Nanoha is an amazing show where the main protagonists are more symbolic of actual Gundam shows.
 
Turn 1: Results
Plan 'We Don't Want To Die!' wins unanimously. Obviously.
I uh . . . forgot to apply some hidden penalties until after I'd written everything, but considering most of the situations they'd apply to didn't matter, and others would be mitigated by some big successes, I decided to just let Turn 1 be a very kind turn. It is the prologue after all. I likely won't be so nice in the future. Unless it involves ensuring my favorite girls don't die.

Fancy Coffins: DC40 45+8=53
Patchwork: DC50/70/90 58+8+5 Synergy=71
Combination Success

"Ahhh, shit." Roy Fokker let out a sigh of comfort as he limped into a chair on the bridge, drawing a frown from Claudia. Their young Captain was still in the infirmary, personally helping Dr. Mass with caring for the remaining sick and injured.

"You can't possibly be tired. You used a wheelchair to get from the hangar to the bridge! If this is all an act to get me to comfort you . . ."

"No, no, though I wouldn't mind it babe. It actually is pretty tiring dealing with all these kids. Still, I think we've really found some good eggs, and a couple of people to lead them."

Taking another sip he thought back to how things had been going. While the infirmary had been priority number one, adapting those shitty Armored Troopers to space conditions and repairing the ship had been priority too, and took a lot of focus. Uribatake had managed to make those scopedogs space-capable by combining homemade flight packs and vehicle fuel cells with temperature controlled flight suits for the pilots. They couldn't send the newly named ATM-09STS Scopedog Spacers out for prolonged periods of time, but it was enough to cycle people out for constant repair work. Things only got better when his pseudo-little brother Hikaru and an experienced pilot by the name of Maximilian Jenius healed up and were able to assist in the training and repairs.

"We're way ahead of schedule on the repairs. Thanks to Uribatake rushing out those AT modifications, and the girls getting some proper pilots back in working order, we've patched up all the big hull breaches and now we can work on the more important stuff."

Claudia looked pretty impressed at that . . . before she slumped down a bit.

"That's great. I only wish finding other survivors would've gone better. We found another shelter, and an Earth Federation transport, but both suffered big breaches. If we'd been faster or luckier we wouldn't have needed to rely on these children, but now . . ."

Well, Roy wouldn't be able to call himself a man if he didn't act up now. Hobbling on his slowly healing leg he reached out to pull Claudia into a tight hug, stroking the back of her head as she sniffled into the crook of her neck.

"Sometimes we get lucky, like with the doc surviving and all this alien medical stuff. Sometimes we don't. We just gotta pick up the pieces and keep pushing forward. It's like you said earlier, we're the only adults these kids got, so it's up to us to take care of them all."

Roy pulled his girl up into a slow, lingering kiss, before wiping the tears from her eyes. He might have all these kids to protect, but god knew who the most important person for him to protect was.

Results: All Armored Troopers remodeled into space-capable Scopedogs. Think Scopedogs with space-capable jetpacks. All major armor/hull damage of the SDF-Macross has been repaired. Full coverage of anti-fighter guns restored.


Lost Boys: DC40 69+5=74
Success

"Miss Minmay! Miss Minmay!"

The young woman, aspiring singer and actress, turned and showed a big smile to the small children running up to her. It was hard to believe that her home was gone, but after she was pulled out of the medically-induced coma, she found herself de-facto in charge of a large group of children just due to her age. While part of her wanted to just sit and break down over what happened to her home and family, she knew she needed to be strong for the smallest kids. That's why she put on a smile and did what she could to entertain them with songs and games. She'd even taken some of the supplies and cooked some of her Uncle's recipes! Things weren't perfect, but they weren't getting worse.

Results: A major morale crash has been averted. Things should be stable for a while.


Help, I Need Somebody: DC50 11+5=16
Failure

You sent out plenty of calls to try and find any remaining survivors, as well as having the pilots-in-training do fly-bys of debris, but no matter what you do . . . nobody answered.

Results: No additional survivors or supplies were found. You're all alone.


Code Blue: DC60/70/80/90 90+6+10 Spirit=106
CRITICAL SUCCESS

While the idea of having an ace pilot like Roy Fokker does make you feel a bit safer, or a skilled engineer like Uribatake, you have to admit that the most valuable person on the ship right now is Dr. Sayla Mass. She's doing the job of ten doctors, zooming back and forth to take care of any patient that needs her. You're the first to admit that you're not a fan of doctors, but Sayla? She seems like what doctors are really supposed to be.

Of course, that didn't mean it was easy. There were a lot of people injured and sick in a lot of different ways, and a shortage of necessary medicines and training for niche cases. This was the reason why you decided to personally assist Dr. Mass. You knew a fair bit about medicine just from . . . your own circumstances, and you could reference the medical database in the infirmary with just a touch, making you a damn good nurse.

Between the two of you, you managed to not lose a single survivor. Some of the oldest and sickest would never recover full mobility, but they were alive and hopefully continue to remain so. Heck, with the worst cases taken care of you would probably be able to take care of Roy's broken limbs sooner rather than later, meaning your pilot trainer would actually be able to engage in combat should you run into trigger-happy Zeon ships! On top of that you even managed to find a number of skilled individuals to make use of.

The first was a girl a bit older than yourself, one Lynn Minmay. She's proven to be a miracle worker with the youngest children, acting as a surrogate big sister to all of them, and is also one of the few people that knows how to cook more than the basics on the ship.

The second was an older boy named Hikaru Ichijyo, who apparently grew up with Roy. While not an actual soldier she is an amateur pilot from an aerial circus, and took to those variable fighters like a fish to water. You had no idea if he'd be able to handle the stress of combat, but he had the potential for sure.

The last was Maximilian Jenius, a young pilot who served in the end of the OYW and the peacekeeping operations afterwards, with an abnormally solid record. You weren't sure, but he just might be as good of a pilot as Roy, maybe even better. Having two ace pilots was an absolute godsend, and did a lot to make you and the rest of your 'command staff' feel safe.

In the end, an exhausted Dr. Sayla Mass and yourself couldn't help but let out a cheer as over half the injured and sick walked out of the infirmary under their own power, and the rest laid comfortably being taken care of by the Macross' fancy medical equipment. Now if you had another crisis you knew you'd be able to take care of things.

Results: The pending medical crisis has effectively been resolved, removing a hidden malus. Due to exceptional tiers of success, three special NPCs were saved and recruited: Lynn Minmay, Hikaru Ichijyo, and Maximilian Jenius. You and Dr. Sayla Mass now have access to some weird alien medical technology that the Feddies ended up not removing from the ship for study.
 
It was on the bridge that you met Lt. Commander Claudia Grant, the highest ranking Feddie left alive, fruitlessly trying to make use of the ship's communication systems and half in tears. In retrospect she was probably reeling from the likely deaths of most of her co-workers and friends . . . At the time though you weren't particularly feeling charitable. There was yelling, tears, and you'd even undone the medical gown you had been wearing to show her just what horrible shit the Federation does, and in the end you'd sort-of bullied a traumatized woman into effectively ceding control to you. It probably helped that she couldn't actually access the full controls of the ship, whereas your . . . additions enabled you to bypass and then remove the various locks that would've normally required the actual Captain or someone equally high ranked. Huh, you guess you were a pirate . . .
Should acquire a Pirate Hat at some point then.
 
Turn 2 - Not Dead Yet!
You have been floating in space for over a month, far from any Earth or Spacenoid ships, quietly doing repairs and making sure your people have been taken care of. Huh, funny how the more you interact with them the more they do feel like your people. While it's possible you've been spotted and ships have been sent towards you, you have been unable to receive any communications to that effect, and are essentially sitting blind. Now that the defensive repairs to the Macross are complete and you're not in danger of immediately losing a tenth of your population, it's time to gather everyone together and figure out where to go from here.


Martial-
"Man, glad to see the ship is in much better condition now. We shouldn't have to worry about a stray micrometeor or railgun round flying through space hitting a weak point and ruining our day. The doc says I should be good to pilot again soon, so I'm thinking it's time to start training the pilots so we're ready if someone decides to attack us without provocation. Aww, c'mon Claudia, you know what some of the Admirals can be like, let alone the guys in Zeon."

[ ] Naval Review
DC: ???
Honestly, this ship is just too damn big. We've barely scratched the surface of what's inside it. We should take the time to explore it, and see what else the higher ups might've left lying around. I don't expect to find any alien fighters or anything, but more supplies or ammo would help a lot I bet.
Reward: Stuff and intel!

[ ] Lesson 1: The Plane is a Robot
DC: 30
The boys got some use out of the machines in repairing, but that's a whole different animal compared to combat flying. I'd like to take them out for some real training. Gets them used to the transformation system, and it'll knock some of the rust off me.
Reward: Skull Squadron gets some needed training.

[ ] They're Still Fancy Coffins
DC: 40
Okay, no offense to Uribatake, but Armored Troopers are still basically just fancy coffins even with those nice upgrades. If we do get into combat, the kids are gonna wanna sortie in them and protect their friends. I propose we give the best of the best some heavy training so they don't get themselves all killed if that does happen.
Reward: Your mob of Scopedogs get actual training.


Diplomacy-
"I really wish we had found more people . . . but at least that nice girl and the others are taking care of the little ones."

[ ] Houston, We Have So Many Problems
DC: 60/70/80
I'm no mechanic, but I have received some training for emergencies, and we have all the manuals for it . . . I can try and get the long-ranged communications back up and running now that we have more manpower.
Reward: Re-establish communications with the solar system . . . maybe.

[ ] Point and Click
DC: ???
We've been sitting here for a month, but I think it's time we start moving. Nothing will change if we just stay in the same place, right? We should point ourselves towards the nearest star, and hopefully it's Sol.
Reward: ???

[ ] On The Other Hand
DC: ???
It's pretty clear we're going to need the Fold System to get home, so I suppose we could make ourselves useful in the meantime. We could explore the area, maybe see if we can find any useful resources, or even aliens! I mean, the Macross is proof that aliens exist, so we could always get lucky.
Reward: ???


Stewardship-
[ ] Pantry Panic
DC: 30
Everyone is worried about supplies, and how long we might be out here. To be honest we don't have a firm list of exactly what supplies we do have, and where they are. It'd probably be a good idea to look into our food stores and see if we're going to need to be rationing them any time soon.
Reward: A firm number of how long you can survive independently in space. Additional options.

[ ] Zor's Gift
DC: 90
While we were working together Ruri, I noticed that some of the alien machines would respond to you accessing the consoles. I think we should make use of that ability of yours to see if we can figure out how some of these devices work. Who knows? We might find someting that can cure cancer, or make new organs wholesale!
Reward: Fully unlock the Infirmary's alien equipment.


Learning-
"Yeah, okay, I guess it was a little fun working on the Scopedogs but COME ON! Ya gotta let me at some of the cool stuff!"

[ ] What Does This Button Do?
DC: 40
Fokker isn't wrong, we do need to figure out more about this ship. A lot of the terminals and data were damaged in the attack, so we're a bit blind here. If I have the time I can sift through data and poke my nose around, see if I find anything cool.
Reward: Additional information about the Macross.

[ ] What Does THAT Button Do?
DC: ???
OR, I could look into that sweet teleporting technology. Hot damn, just the thought gets me fired up! Imagine if I could get it up and running again, and we could just pew and zow outta nowhere! We'd be home in minutes, or we could go on a real adventure and explore deep space! It's a long-term project, but why delay till tomorrow what you could start today, right?
Reward: Begin researching [Fold Technology]

[ ] Wait, Are Those New Mobile Suits?!
DC: 20/50/80
OR! You could lemme take a look at those new uh, variable fighters? Yeah, fuck yeah those are so cool! Mass-producible transforming giant robots! And their way more accessible than those Zeon mobile armors I heard about from the war.
Reward: Begin researching [Variable Fighter Technology]


Intrigue-
[ ] Security Sweep
DC: 40
You're pretty curious as to how many actual soldiers survived, among other things. If the kids would be so kind as to sneak around and take a look for any potential infiltrators or spies, that'd be great.
Reward: Snoopin' on possible spies and troublemakers!

[ ] Digital Sweep
DC: 50
All things considered, you could totally see the Federation (or at least the Britannians) sneaking malicious code into the ship's systems. Or at least the add-ons made from Earth technology. Time for some in-depth IT work!
Reward: Deep-dive into the ship's systems to see if anyone was trying to be clever.


Spirit-
[ ] I'm An Adult!
You are a proper lady, and can help out with just about anything!
Reward: Add your SPIRIT to the result of any roll, once per Turn. Choose which option to add it to in a sub-vote.

[ ] Ace Combat
DC: 50/75/100
You know, you always were interested in just what makes an Ace Pilot an Ace. What is the real difference between them and others. Experience? Talent? Potential? You now have three different kinds of pilots to take a look at.
Reward: More information on pilots/???
 
Hmm, if we don't move, I think we got a bit before anyone notices us. So take stock , and train up our forces?
We got literally kids in one of the crappiest base mechs around(survivability wise anyway)
 
Hey, you never know. You could have like . . half a Chirico in there or something.
 
Hey, you never know. You could have like . . half a Chirico in there or something.

That poor kid.



Hmm, this is going to be a difficult one. So many options to pick and so few AP.

But I think I have an idea.

Martial
[ ] Naval Review
DC: ???

The above is important. Knowing what the ship can be the difference between life and death. Now that no one is in danger of dying, we could work on this one.

Diplomacy
[ ] On The Other Hand
DC: ???

Meanwhile, exploring the immediate area for potential contact and resupply would be a good idea.

Stewardship
[ ] Pantry Panic
DC: 30

Speaking of supplies, we could use an inventory of what we have.

Learning
[ ] What Does THAT Button Do?
DC: ???

As much as I'd like to take a look at the nice Veritech stuff, the Fold Drive is super important for getting back home. Time to take a gander at that while everyone else is working.

Intrigue
[ ] Digital Sweep
DC: 50

While we don't want to execute a witch hunt just yet (since no one's been suspicious) checking our computer systems is just basic maintenance~.

Spirit
[ ] Ace Combat
DC: 50/75/100

Getting to know our pilots is a good way to have some downtime and learn a few things.



So here's my basic plan:
[X] Plan: Everybody Working
-[X] Naval Review
-[X] On The Other Hand
-[X] Pantry Panic
-[X] What Does THAT Button Do?
-[X] Digital Sweep
-[X] Ace Combat
 
Turn 2: Results
Naval Review: DC??? 17+8 Martial +5 Extra Manpower = 30
Meh Results

One of the perks of having prioritized medical care, means that when you decided to do an audit on the whole-ass ship and search it for hidden nooks and crannies, you had plenty of manpower to do it. Alas, even with all these people it still took the better part of a month. The kids certainly seemed to enjoy it though! Whole packs of children lead by a teenager or two each treating it like a treasure hunt, searching every inch of the massive ship they could reach. Some of them even found things!

Unsurprisingly, your ship is well-stocked with all manner of ammunition. Railgun rounds, anti-ship missiles (that you still can't make use of), mobile suit ammo . . . You could probably arm the entirety of Zilkhstan for a full season or two. There's the platoon of modified Armored Troopers and single flight's worth of Variable Fighters, obviously, but it turns out there was a Space Bus transport on the ship. Useful if you want to transport small amounts of cargo or a few ATs somewhere. In the end though, other than little bits and bobs, you didn't find much else of value. Well, until you got to the matter of food . . .

Results: No additional mechs found, but you have lots of ammo and a Space Bus transport so you don't have to land or dock the whole Macross to go places. You found something else though . . .


On The Other Hand: DC??? 23+5 Diplomacy -5 Damaged Communications Gear = 23
Failure

"I really do apologize . ." Claudia began, looking despondent as she slumped over her console on the bridge. Her idea to investigate the local area had been sound in theory, but it turns out that the communications gear was tied in more closely with the long-ranged sensors than you thought, so once you started looking around . . . well, power surge was the kindest way to describe what happened.

"It's fine, Claudia." You began, trying to speak soothingly. "It's better that we found out about these issues now than when someone's sending mobile suits after us. Besides, you recommended we take a look at the communications systems earlier, and I was the one that chose to push for exploration. If anything, it should be my fault more than yours for choosing poorly."

"I really don't think so . . . but thanks for trying to cheer me up." Claudia cleared her throat, before standing up taller and putting on a more serious face. "Now, what are we going to do to fix this?"

Results: The exploration is over before it even begins, due to system failures. No lasting additional damage though.


Pantry Panic: DC30 98+6 Stewardship=104
Critical Success

"What am I even looking at?"

You and half of the command staff were in a cavernous chamber of the Macross, staring at massive bulb-like structures filled with greenery. Uribatake's boys had found the sealed chamber and figured there might be something neat inside it, and boy were they correct. The older man flicked through a tablet, going over notes as he began to point to various sections.

"Spinach. Tomatoes. Bananas . . . Tons of vegetables and fruits in their own little alien greenhouses." He let out an exasperated laugh. "The Feddies spent billions trying to do things with alien tech, but apparently one scientist with a fraction of the budget managed to get these systems working with Earth food. Presumably this part of the ship was meant to produce enough food for everyone who'd be on it, and for a long-ass time."

"This is amazing!" Exclaimed Doctor Mass. "I can use some of these systems to synthesize the medicines we're low on. I . . . I think we can even use them to clone livestock. Whoever created this ship wanted it to be entirely self-sufficient."

"Well, maybe. Could just be that with our small amount of people on board the systems have no problem keeping up." Roy offered with a shrug. "Either way, It's a big relief we aren't gonna be worrying about food any time soon. I'll have the boys pass word on to Minmay."

"Fortunately, the systems all but take care of themselves, so we don't need experts to run them. We probably only need one or two people keeping an eye out for problems at any given time. Please find some people responsible enough to keep an eye on things and set up a rotation. Also, Uribatake give the boys that found this place and didn't wreck things while trying to get in a reward. Depending on how long it takes us to get home, I think they probably managed to save all our lives."

Results: Discovered a small city's worth of automated greenhouses, animal cloning, etc. A nameless scientist adapted Zor's supply systems for Earth food and will be forever known as a hero to the crew of the Macross. Not only are there plenty of supplies, but there is a massive surplus of both food and medicine for the foreseeable future.


What Does THAT Button Do? DC:??? 100+6 Learning +5 Cyber Newtype Bonus +5 Uribatake is MOTIVATED -10 What Even Is This? = 106
Nat 100 Critical Success . . . Somehow

The Macross was massive, to say the least. When you made use of your abilities to 'dive' into it's systems, it became an order of magnitude larger and more complex. You could spend literal years exploring the fascinating mash-up of Human and Alien technology, if you weren't already busy herding cats. You swear, if you got one more report escalated to you about one child stealing another's toy . . . In the end, you made time to come down to engineering and work with Uribatake on trying to figure out the ship's Fold System, since it was becoming more and more obvious that making use of it would be the only reliable way you were getting anywhere.

Dr. Mass had taken the time to come down as well, putting all sorts of sensors and monitoring devices on your body, claiming that if you were going to use unknown Newtype abilities to interface with unknown Alien technologies, she was damn well going to try and make sure you didn't give yourself a seizure doing it. Fair enough, even if you were having some unpleasant flashbacks to back when the doctors pretended they weren't simply experimenting on you for their own amusement . . . With your chief engineer and chief medical officer looking on, you reached out to place both hands directly onto part of the Fold Systems and lost yourself in a world of advanced technology.

It's . . . it's honestly incredible. While you'd interfaced with other alien systems already, the Fold System is the most advanced and complex thing you'd touched so far. So many intricate pieces and interlocking systems, all centered around a large crystalline lattice that seemed to interact somehow with a higher dimensional spice. Or lower interdimensional space? You didn't have the words to explain much of what you were learning from this, but as far as you could understand the system was supposed to pump very specific amounts of energy into this array of 'Fold Quartz', which in turn begins the process of swapping real space and this other space. This achieves faster-then-light travel by what is effectively teleportation but is more accurately described as overlapping multiple dimensions in sequence and stepping into the new location in realspace. Maybe. You didn't have the education to truly and fully comprehend and explain all this (though you were taking plenty of notes to send to Uribatake).

What you did have though, was the knowledge of how to fix it! As it turned out, the 'damage' to the system was caused by unlucky missile strikes hitting during the emergency space fold. The crystals needed specific amounts of energy flowing through them in specific ways, so when the explosions caused a small power surge, it damaged several just enough so that the fold still worked . . . just to a random location. Once you arrived the system noted that the current location was different than the original destination and locked everything down. With your administrator access you were able to remove the lock, and with you pointing out where the damaged crystals and replacements were, Uribatake was able to swap out the broken bits.

With a few days very careful work and research, you'd managed to completely repair the Fold System, and Dr. Mass worries about you hurting yourself were completely unfounded. Even without the long-range communication systems being repaired, you could now return home by basically using the record of where you folded from last jump as your new destination, putting you above what's left of Macross Island on Earth. Odd that there are no records of previous space folds in the system's memory, though.

Results: You (somehow) managed to be the luckiest ever, and instead of wasting time getting lost in alien technology, you figured out the damage was just needing to swap in some fresh Fold Quartz (which you had) and removing a safety lock-out. The SDF-1 Macross is now capable of [Space Folding], and both Ruri and Uribatake have begun to learn about the science behind it. This unlocks possible options for teleporting mecha in the future I guess, fuck me right?


Digital Sweep: DC50 31 +5 Intrigue +5 Cyber Newtype +10 Did You See That Crit Synergy Bonus = 51
Bare Success

While you admit that you mainly focused on studying other things this month, your work with the advanced alien technology in the Macross made examining the Federation's add-on systems a snap. While there were in-fact system overrides in place for key Britannian and Federation individuals, your method of control completely bypassed them. Of course, that didn't mean you weren't going to remove them out of spite.

Results: Ship's clean!


Ace Combat: DC50/75/100 99+10
Yet Another Critical Success

Honestly, it doesn't really make sense the more you look at it. You requested to observe your various pilots in their piloting, since you had multiple aces and green pilots to compare now. It somehow ended up with you in the cockpit of one of the Valkyries for 'in-depth' observation. Which involved dog-fighting with training rounds and oh god why were you doing this aaaaaa!

In theory, you should be a fine pilot. You were shoved in mobile suit and plane simulators for years now, and while your abilities were artificial you were in fact a kind of Newtype. In actuality, both of your Aces and pilot Ichijyo flew circles around you. You could get into the zone and start reacting before you were truly in danger, but Roy and Max especially would immediately react to your reaction somehow. One through experience, and the other through sheer talent. If it weren't for the fact that you should be able to sense other Newtypes around you, you'd suspect they were in fact natural Newtypes. It makes their skills all the more impressive knowing that they are accomplishing all these crazy maneuvers unenhanced.

Even more unusual was Hikaru Ichijyo. Of the three he was the least experienced, but every now and then he'd somehow pull unusual bursts of skill and insight out of nowhere that were (again) not related to Newtype abilities. Some might believe that Newtype abilities were proof that Spacenoids were evolving into an advanced form of humanity, but wasn't this proof that Earthlings could do it too, albeit in a different manner?

Despite the splitting headache you had at the end of the training exercises, you had seen enough and decided to plan accordingly. You were going to encourage more exercises like this, and see if you could subtly push your ace pilots into continuing to improve their skills.

Results: Hikaru Ichijyo, Roy Fokker, and Maximilian Jenius are not Newtypes, but they are Badass Normals. In SRW terms they have access to SPIRIT commands in combat, and will use them at their own discretion, to varying degrees. Ruri is now quite capable of piloting a mobile suit, and might actually do it in an emergency situation, if she's not already piloting the Macross for some reason. Gain a small permanent bonus to pilot training rolls.





Things are moving, with or without your influence.

??? rolled a 29

They're just not moving particularly quickly.
 
Turn 3 - The Plot Is Incoming
It's probably time to start making a decision on which Route you guys are going to go for, early on. If you decide to take the Earth Route, you're probably going to be stuck dealing with the Earth Sphere for a little while. If you take the Unknown Space route you won't be getting to play with Knightmare Frames and Gundams, but who knows what you'll find out in the big black? There's also the choice of sitting there and continuing to prepare, rather than doing anything. But that's even more of a mystery box than Unknown Space. Also I wanna point out you can always ask me questions, and come up with write-in options. You just gotta ask for my approval first. Ruri is capable of coming up with cool ideas I might not have thought about, after all.

It's been two months . . . and it kinda feels like not a lot has happened. You know that's not right, though. You've saved a ton of children's lives from getting blown up by Zeon remnants, or dying alone in space. You've discovered fancy new alien technologies. You've set up a mini-military and sort-of citystate in deep space! Heck, you could call the Macross humanity's smallest self-sufficient colony at this point. Honestly, things are going pretty great at the moment, even if you're still stuck in the middle of nowhere.

You currently have 6 AP, please choose 6 options.

Martial-
[ ] Lesson 1: The Plane is a Robot
DC: 30
The boys got some use out of the machines in repairing, but that's a whole different animal compared to combat flying. I'd like to take them out for some real training. Gets them used to the transformation system, and it'll knock some of the rust off me.
Reward: Skull Squadron gets some needed training.

[ ] They're Still Fancy Coffins
DC: 40
Okay, no offense to Uribatake, but Armored Troopers are still basically just fancy coffins even with those nice upgrades. If we do get into combat, the kids are gonna wanna sortie in them and protect their friends. I propose we give the best of the best some heavy training so they don't get themselves all killed if that does happen.
Reward: Your mob of Scopedogs get actual training.

[ ] Bigger Boom
DC: 60
So I was thinkin', we got all those anti-ship missiles right? And no way to use them? I think we can jury-rig some hand-held launchers to make use of them. I'd rather not need them, but you never know what's going to happen.
Reward: Create ad-hoc anti-ship missile launchers for the Variable Fighters.


Diplomacy-
[ ] Houston, We Have So Many Problems
DC: 60/70/80
I'm no mechanic, but I have received some training for emergencies, and we have all the manuals for it . . . I can try and get the long-ranged communications back up and running now that we have more manpower. (Note: Directly discounted by and synergizes with The Telephone Game.)
Reward: Re-establish communications with the solar system . . . or other things. Maybe.

[ ] Recall
DC: ???
Now that we have the Fold System back online, we can finally return to Earth. It's been long enough that hopefully any Zeon forces have left the area. (Note: This IMMEDIATELY returns to Earth, re-establishing contact with the locals. The good ones, and the bad ones. Removes On The Other Hand as an option.)
Reward: ???

[ ] On The Other Hand
DC: ???
It's pretty clear we're going to need the Fold System to get home, so I suppose we could make ourselves useful in the meantime. We could explore the area, maybe see if we can find any useful resources, or even aliens! I mean, the Macross is proof that aliens exist, so we could always get lucky.
Reward: ???


Stewardship-
[ ] Zor's Gift
DC: 70 (DC Reduced due to earlier alien tech successes)
While we were working together Ruri, I noticed that some of the alien machines would respond to you accessing the consoles. I think we should make use of that ability of yours to see if we can figure out how some of these devices work. Who knows? We might find something that can cure cancer, or make new organs wholesale!
Reward: Fully unlock the Infirmary's alien equipment.

[ ] Diplomas
DC: 40/80
With all these children running around, it's vital that we re-establish a school system to continue their education. They've already missed months of learning, which could have a serious effect on their future. If some of the older teens volunteer to act as tutors and teachers, we can make this happen.
Reward: People get a goddamn education (that will likely be skewed towards cool space stuff)

[ ] It's Just Business
DC: 40/80
Some of the few adults and older teens would like to make use of extra space and the ship's manufacturing systems to . . . well . . have jobs again. Only so many people really want to watch over children and plants 24/7, after all.
Reward: People get a goddamn job (that will likely be skewed towards cool space stuff)


Learning-
[ ] The Telephone Game
DC: 40
Yeah that issue with the sensors and communications systems was pretty worrying, huh? Just say the word and I'll get right on it!
Reward: Long-ranged sensors and communications are restored.

[ ] What Does This Button Do?
DC: 40
Fokker isn't wrong, we do need to figure out more about this ship. A lot of the terminals and data were damaged in the attack, so we're a bit blind here. If I have the time I can sift through data and poke my nose around, see if I find anything cool.
Reward: Additional information about the Macross.

[ ] But What If They Weren't Fancy Coffins?
DC: Variable
I gotta admit, I had some fun playing around with making the new Scopedogs. It's a lot easier than working on full-sized mobile suits, that's for sure. Not as satisfying, but it does scratch a bit of an itch. I wouldn't mind getting to play around with more of those Armored Troopers.
Reward: Begin researching [Armored Trooper Technology]

[ ] Wait, Are Those New Mobile Suits?!
DC: 20/50/80
OR! You could lemme take a look at those new uh, variable fighters? Yeah, fuck yeah those are so cool! Mass-producible transforming giant robots! And their way more accessible than those Zeon mobile armors I heard about from the war.
Reward: Begin researching [Variable Fighter Technology]

[ ] Jump! Jump!
DC: ???
Man, can you believe it? The ship can just fuck-off to anywhere by teleporting through other dimensions! You gotta give me more time to study this Fold Quartz stuff. Who knows what we could learn from studying this superdimensional space?
Reward: Continue researching [Fold Technology]


Intrigue-
[ ] Security Sweep
DC: 40
You're pretty curious as to how many actual soldiers survived, among other things. If the kids would be so kind as to sneak around and take a look for any potential infiltrators or spies, that'd be great.
Reward: Snoopin' on possible spies and troublemakers!

[ ] Security Sweep: Defense Edition
DC: 50
You now have the ability to return to Earth. Knowing how fucked up people can be though, you should probably make preparations to ensure things don't immediately go sideways. You can set-up emergency defenses, system locks, and so on to prevent any outsiders from easily getting access.
Reward: Tighten up the ship's internal defenses.


Spirit-
[ ] I'm An Adult!
You are a proper lady, and can help out with just about anything!
Reward: Add your SPIRIT to the result of any roll, once per Turn. Choose which option to add it to in a sub-vote.

[ ] Hey, Listen!
Psst? Can you hear me? C'mon, answer me!
Reward: Don't ignore me!
 
[X] Plan: Isolation
-[X] Lesson 1: The Plane is a Robot
-[X] Zor's Gift
-[X] Diplomas
-[X] It's Just Business
-[X] Security Sweep
-[X] Security Sweep: Defense Edition
 
Ah, Comms down. Whoops.

Still, some awesome rolls there that got us what we needed.

I'm not a big fan of total isolation though, so here's what I think we can do.



Martial
[ ] Lesson 1: The Plane is a Robot
DC: 30

I totally agree on training up Skull to be our main mech force. The Armored Troopers were more of an emergency repair service.



Diplomacy
[ ] Houston, We Have So Many Problems
DC: 60/70/80

Contacting home would be good, just to see what's going on. Also, synergy with the Learning Option down below.



Stewardship
[ ] Zor's Gift
DC: 70 (DC Reduced due to earlier alien tech successes)

Infirmary Equipment is a definite 'yes'. Getting that up and running would be good for the future.



Learning
[ ] The Telephone Game
DC: 40

Repairing Sensors/Comms and the synergy with the Diplomacy option above is super nice.

[ ] Wait, Are Those New Mobile Suits?!
DC: 20/50/80

Meanwhile, we've been skipping this for too long. I cannot contain myself any more. Uribatake is probably with me on this.



Intrigue
I'm in favor of skipping this for a turn.



Spirit
[ ] Hey, Listen!

I'm --- curious. Super curious.



[X]Plan: Phone Home and Valkyries
-[X] Lesson 1: The Plane is a Robot
-[X] Houston, We Have So Many Problems
-[X] The Telephone Game
-[X] Zor's Gift
-[X] Wait, Are Those New Mobile Suits?!
-[X] Hey, Listen!
 
Honestly speaking moving to fast or too fast would be an issue but in this case these are the best options

[X]Plan: Phone Home and Valkyries
-[X] Lesson 1: The Plane is a Robot
-[X] Houston, We Have So Many Problems
-[X] The Telephone Game
-[X] Zor's Gift
-[X] Wait, Are Those New Mobile Suits?!
-[X] Hey, Listen!
 

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