Turn, Turn and Turn [A]gain! (Turn A Gundam Quest)

[X] Try to get in contact with Kihel and Queen Dianna, see how they are doing down south.
[X] Look into what happened to Midgard. Didn't he come down to Earth with you?


Looks like the I-Field was a good call after all. Now we can focus on the point defense lasers.
 
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[X] Try to get in contact with Kihel and Queen Dianna, see how they are doing down south.
[X] Look into what happened to Midgard. Didn't he come down to Earth with you?
 
[X] Try to get in contact with Kihel and Queen Dianna, see how they are doing down south.
[X] Look into what happened to Midgard. Didn't he come down to Earth with you?
 
[X] Try to get in contact with Kihel and Queen Dianna, see how they are doing down south.
[X] Look into what happened to Midgard. Didn't he come down to Earth with you?
 
Week 28 Result
[X] Try to get in contact with Kihel and Queen Dianna, see how they are doing down south.


You are made to wait a while as Lord Guin or Lady Lily process your request to speak to Queen Dianna, but when evening comes you are given permission to use their special channel to the Soleil to contact her for an hour and no longer.

Lieutenant Harry's face is the first thing that pops up on the holographic screen inside the White Doll's cockpit. The man looks tired, but seems to be doing well. He even straightens up when Kihel enters the picture.

"Loran? Is that you?"

You smile and nod. "Hello Miss Kihel, Lieutenant. How have you been?"

"We are doing fine, thank you." Comes the Lieutenant's curt answer. "Though I must admit that I am a bit tired after my and Her Majesty's psychic training session with Midgard."

"Hold on." You say as you lean forward at this revelation. "Midgard is with you? I was planning to look for him later."

The Lieutenant nods seriously. "That is correct. Meme Midgard came with us as we led the Dianna Loyalists down to the rebels. As of last week he is assisting us in starting our own psychic training program, as well as acting as Her Majesty's personal tutor in such matters."

…Wow. You did not see that coming. "Speaking of the rebels, I haven't heard anything about any fighting down south. Did they give up?"

"With some reluctance." Shrugs Lieutenant Ord as Kihel steps forward.

"Many of the rebels turned their coats back to Her Majesty Queen Dianna when the Loyalists and ourselves were making our push." She explains while sitting down next to the Lieutenant. "The rebel officers' failure to guarantee victory despite the looser rules of engagement, along with news from the Moon, meant that rebel morale was poor, at best."

They go on to claim that a pair of former opponents of yours, one Captain Ackerman and one Lieutenant Aijee, served with distinction among the loyalist forces during your time on the Moon, to the point where the former has been promoted to Majo.




But no matter how much you wrack your brain, you cannot for the life of you remember any such people.

All in all, it seems like the Dianna Counter is doing as well as can be expected.


*

[X] Look into what happened to Midgard. Didn't he come down to Earth with you?


You do have some extra free time since you got to check on both Midgard and the Dianna Counter at the same time…


[] Make new plans.
--[] Spend time with Sochie.
--[] Talk with the Dark History Veterans.
--[] See if you can find Fran anywhere. You think she accompanied Lord Guin's delegation to Luzipurch.
--[] Look for Sid and Joseph.
--[] Accompany Lord Guin.
--[] Seek an Audience with Lady Lily.

[] Do something useful instead, like some extra lessons to help your charges.

*


Classes at the AIPA are left to your discretion until something more formal can be established. And with only four who are capable of teaching you have to lead your share of lessons.


Choose 2
[] Basics for everyone.
--[] Devote half the week to it.
--[] Double down. (Counts as two choices)

[] Give a group specialist training.
--[] Empaths.
--[] Precognitives.
--[] Telepaths.
--[] Telekinetics.
--[] Hidden Hand.
 
[X] Make new plans.
--[X] Spend time with Sochie.
[X] Basics for everyone.
--[X] Double down. (Counts as two choices)


Since we have some free time we might as well use it on ourselves.

I would rather we double down and make sure everyone understands the basics before we even think about doing any kind of specialized training for the classes.
Adhoc vote count started by Thors_Alumni on May 16, 2018 at 10:34 AM, finished with 1760 posts and 4 votes.
 
[X] Do something useful instead, like some extra lessons to help your charges.
[X] Basics for everyone.
--[X] Double down. (Counts as two choices)

Gonna be a damned good teacher
 
[X] Do something useful instead, like some extra lessons to help your charges.
[X] Basics for everyone.
--[X] Double down. (Counts as two choices)


I think Sochie will forgive us for having less time with her in our week just this once.
 
Right then. There is a stalemate among the option on how to use Loran's unexpected free time. If nothing changes in 20 hours I will roll a 1d2 to break the tie.
 
[X] Make new plans.
--[X] Spend time with Sochie.
[X] Basics for everyone.
--[X] Double down. (Counts as two choices)
 
And closed. We're going with:

[X] Make new plans.
--[X] Spend time with Sochie.
[X] Basics for everyone.
--[X] Double down. (Counts as two choices)
 
Week 28 Result Part 2
[X] Make new plans.
--[X] Spend time with Sochie.



"Midgard is with the Dianna Counter?" Asks Sochie around a mouthful of bread. The two of you are having lunch on the balcony of your room at the repurposed manor that serves as the main AIPA building. It is large enough to host more than the two of you and a small table, but you felt that something small would be more appropriate.

You nod. "He sure was." Sochie never met Midgard herself, if you recall correctly, so all she has to go on are the stories you told of you meeting with him at the New Donkey Bakery and then the Moon. "He is helping them set up their own AIPA."

She plays with her fork, nudging the shell bits peeled from her second egg around her plate as she digests the information. "That is…good?"

Good question. "I don't know." You shrug. "I think he was trained by my mother, or at least trained in the same Disciplines and-" Do you call it Aspects or Talents? "And the like." You finish awkwardly.

The thought of your mother being some sort of black-ops wetworker back in the day isn't a comfortable one, but Midgard's training and some of the things he said makes sense if you suppose that he was either trained by or in the same school as Laura Cehack.

A light prod of Pressure chases your thoughts away, leaving you momentarily confused before Sochie given you a physical prod with her fingers. You look over to her down the arm responsible for the fingers poking your cheek. "Yes, Sochie?"

She just sticks her tongue out as she cups your cheek, giving it a light stroke before withdrawing. "You were thinking of Mrs. Laura again."

You inwardly think of correcting her, your mother and Kreis never married after all, but decide against it. Better to just enjoy the lunch together. Who knows how much free time you will have in the future, not to mention when Junno's invasion finally comes.


*


[X] Basics for everyone.
--[X] Double down. (Counts as two choices)



You spend your time at the AIPA walking your students through the basics of Psionics, introducing them to the basic Disciplines of Telepathy, Empathy, and Telekinesis while you and your fellow teachers act to show them examples. You are still trying to figure out what will be best as a basic curriculum, but all four of you agree that specialist courses can be saved for later, at least with this bunch.


Self-reporting (Inglessa, Luzianna, Floria, Corado, Tejas).

5d100 = 11; 64; 22; 55; 7!


At the end of the week you get some new arrivals in the form of self-reported Psychics. Four in all, two each from Luzianna and Corado. The Luziannans hail from their home country's northern territories, which were not covered by the first Psychic Hunt, while the Coradans are members of the Coradan Militia who turned themselves in when they discovered their powers. You spend as much time as you can afford to bring them up to speed.


+2 Empaths, +1 Telepath, +1 Remote Viewer!


*


You spend the last part of your workweek on some minor bureaucratic matters, like what the official names for the disparate kinds of Psychic will be. The Congress holds that this is important, and you suppose that they would like something more specific than 'Psychic' to put on official documents, especially in the whirlwind of experimental legislation that followed in the wake of Corado revealing 'Magic' to the world.

Whatever you decide might be subject to change or expansion, just like most things related to this week-old organization, but it is better to just get it over with.

Hmmm…Telekinetics, Telepaths, Precognitives and Empaths are easy to assign names to: Just use the words Telekinetic, Telepath, etc…But that leaves those who display aptitude with Hidden Hand and Remote Viewing, not to mention any other Aspects/Talents like Pyrokinetics or those with Gadget's Cloister ability. You can leave the unknowns for later, but for those you are aware of…


[] Stick to terms that regard your current crop of Psychics. You can update the list later.
--[] Technical terms.
--[] Fancy names (Write in).

[] Stick to terms that regard every Discipline and Aspect/Talent you are personally aware of.
--[] Technical terms.
--[] Fancy names (Write in).

[] Write in.



And while you are working on designations: Aspects or Talents?


What to call NT Perks?
[] Aspects.
[] Talents.
[] Write in.



The Congress also want you to give them a way to tell at a glance at their paperwork if any given Psychic is Stable, Unstable or Malign.


[] Just put a letter behind whatever term you use to describe their ability. S for Stable, U for Unstable, and M for Malign. For example: Telekinetic (U).
[] Write in.



And finally, they want a designation for Psychics like yourself, Sochie, the DHV animals, and the Psychics of the Ghingham Fleet.


[] Omni.
[] Primaris.
[] True.
[] Newtype.
[] Oldtype.
[] Write in.
 
[X] Stick to terms that regard your current crop of Psychics. You can update the list later.
--[X] Technical terms.
[X] Stick to terms that regard every Discipline and Aspect/Talent you are personally aware of.
--[X] Technical terms.
[X] Aspects.
[X] Just put a letter behind whatever term you use to describe their ability. S for Stable, U for Unstable, and M for Malign. For example: Telekinetic (U).
[X] True.

Staying professional and simple. Or at least, stuff I can remember easily.
True psychics for those with full range capabilities seems right.
 
[X] Stick to terms that regard your current crop of Psychics. You can update the list later.
--[X] Technical terms.
[X] Stick to terms that regard every Discipline and Aspect/Talent you are personally aware of.
--[X] Technical terms.
[x] Talents.
[X] Just put a letter behind whatever term you use to describe their ability. S for Stable, U for Unstable, and M for Malign. For example: Telekinetic (U).
[x] Oldtype.


I like the joke entirely too much.
 
[X] Stick to terms that regard your current crop of Psychics. You can update the list later.
--[X] Technical terms.
[X] Stick to terms that regard every Discipline and Aspect/Talent you are personally aware of.
--[X] Technical terms.
[X] Aspects.
[X] Just put a letter behind whatever term you use to describe their ability. S for Stable, U for Unstable, and M for Malign. For example: Telekinetic (U).
[X] True.
 
Weeks 29-31
Weeks 29-31



[X] Plan veekie.


[X] Stick to terms that regard your current crop of Psychics. You can update the list later.
--[X] Technical terms.
[X] Stick to terms that regard every Discipline and Aspect/Talent you are personally aware of.
--[X] Technical terms.
[X] Aspects.
[X] Just put a letter behind whatever term you use to describe their ability. S for Stable, U for Unstable, and M for Malign. For example: Telekinetic (U).
[X] True.


You decide to go with technical terms for the Psychics you have available, as well as the Aspects you are currently aware of: Telekinetics will be Telekinetics, Telepaths will be Telepaths, Empaths will be Empaths, Precognitives will be Precognitives, and Remote Viewers will be Observers. Cloisterers, Pyrokinetics and Astrakinetics will be named in the future, but you are leaning towards just calling them Cloisterers, Pyrokinetics and Astrakinetics.

Disciplines and Aspects get to keep the names Vestige gave them, technical terms that make the function of most of them clear even to those with little experience with Psychic powers. You still prepare a small glossary with short explanations of each Aspect and Discipline, to be copied and distributed to the Congress to forestall any concerns they might have.

A simple letter system is adopted to make it easy to tell if any given Psychic is stable, unstable, or Malign just by glancing at their file. S for Stable, U for Unstable, and M for Malign.

As for Psychics like yourself, Sochie, and the DHV animals, you christen yourselves as True Psychics. A bit pompous, perhaps, and only really descriptive of yourself if you nitpick it, but it will do.

With that over and done with, you file away the paperwork. Now onto the next issue…


*


Between teaching your students and answering calls by the Congress, you find the time to set the week's Priority Repair.

All Systems gain +10 Condition!

You do not get many breaks thanks to the experimental curriculum, so you will just have to make do.


[] Write in System.

Weapons


Type-TX Beam Pistol 52/500 (Heavily Damaged. Ranged)
Attacks Per Turn: 1d2
Damage: 2
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to target's Armor Save DC.
-Unreliable: Unusable for one Turn on Major Failure. Unusable for all following Turns in a Scene(Update) upon Critical Failure.


Fleche Lumiere Point Defense Lasers. 31/500 (Heavily Damaged)
Attacks: 4d1
Damage: 1
Base AP: 1
Critical Hit: On Critical Success.
Special:
-Point Defense: Automatically Attacks missiles, rockets, Remote Weapons, and targets with the Mobile Pod Special Rule.
-Laser: -40 to Hit DC.
-Weak Laser: Targeted Ordnance receive an Armor Save roll at DC 6.
-Integrated Weapon: Does not count towards the carried weapon cap.


Wire Launchers. 31/500 (Heavily Damaged)
Attacks: 1d1
Damage: 0
Base AP: 0
Critical Hit: No.
Special:
-Wires: Inflicts Hindered, Burdened, Trapped, or Immobile depending on how many Wires hit.
-Short Range Weapon: Unusable beyond Medium Range.
-Integrated Weapon: Does not count towards the carried weapon cap.




Defensive Systems.


Turn-Type Armor (Non-Combat Mode).
Armor Grade: 6
Armor Save: 1+
Special:
-Beam Resistant 1: Beams that hit this unit lose one level of Penetration vs Armor.
-Nano Lamination 2: Damage from non-Penetrating Kinetic and Explosive attacks is reduced by 2 (to a minimum of 1). Nullifies damage from Point Defense Weapons.


Left Arm Lightwave Shield (Non-Combat)
Shield Grade: 4
Shield Size: Medium.
Shield Save: 3+
Shield Integrity: 6
Special:
-Lightwave Shield: Does not block lasers.
-Regenerate 2: Regains 2 Integrity at the end of each Turn.


I-Field. (Sleep Mode)
Field Density: 4
Dissipation Save: 3+
Field Integrity: 12
Special:
-I-Field: Barrier against Ranged Beam Attacks only. Immune to Beam Penetration.
-Dampening: Whichever Ranged Beam Attack breaks through the I-Field has its Damage reduced by remaining Field Integrity.
-Wide Guard: Expands the I-Field to cover a large area, cutting its Integrity in half in exchange for shielding everyone within close range of the White Doll.
-Regenerate 4: Regains 4 Integrity at the end of each Turn.




Mobility Systems.


Landskimmers. 56/200 (Damaged)
-Speed +: Hidden -15 modifier to speed DC while on the ground.


Lightwave Maneuvering Thrusters (Flight Mode).
-Flight+: Unit can fly. Terrain modifiers ignored. Hidden -20 Modifier to Speed rolls while flying.
-Lightwave Propulsion: This system requires no fuel, only energy.


Lightwave Main Propulsion (Voiture Lumiere). 56/500 (Heavily Damaged, Unstable)
-Extreme Speed: Hidden -45 modifier to speed DC while in the air or in space.
-Unstable: +1d45 modifier to speed DC while in use.
-Demanding: +30 to Condition DC after three Turns or one Engagement of usage with Pilot Skill below 4.
-Lightwave Propulsion: This system requires no fuel, only energy.



PSI Systems.


Psycommu System.
-Psyco-Control: Pilot Level may not go below 1. May control the White Doll while outside the cockpit at NT-Level 3.
-Requirement: Requires NT Level 2 to use.


Psychoframe.
-NT-Amp: Allows the usage of MS scale NT powers.
-Requires NT Level 2 to use.


NT-D Mode.
-NT+: Allows the usage of NT power one level above that of the user's Level.
-Demanding: +100 to Condition DC after three Turns or end of Engagement if the user is not NT Level 4 or above.
-Exclusive: Cannot be used at the same time as Bloody Siege Mode.


Bloody Siege Mode.
-Mode Change: Splits the mobile suit into pieces, nine in total (ten with backpack). Each piece (except backpack) has its own I-Field. Can be used within gravity.
-Requirement: Requires Pilot Level 4 and NT Level 4.
-Excusive: Cannot be used as the same time as NT-D Mode.



Stealth Systems.


Invisible Umbrella (Sleep Mode)
-Cloaking: May hide in plain sight at the end of any Turn where you are not restrained in some fashion. Automatic Ambush on the first turn if initiating combat. Does nothing against Mind Targeting.


Holo-Decoy 46/500 (Heavily Damaged)
-Decoy 1: Produces a faint afterimage.




Misc Systems.


LUNA Energy Transference Module 56/500 (Heavily Damaged)
-Universal Compatibility: The White Doll can use most types of equipment by wirelessly transferring power to them.


Power Drainer. 56/500 (Heavily Damaged)
-Weak Power Drain: Can prevent a single Mobile Suit from using Remote Weapons.


Carapace Backpack.
-Armory Backpack 5: Can store 5 weapons for later use.
-Adaptive workings: Will alter itself to carry MS weapons no matter their shape. Within limits.
-Carapace I-Field 56/500 (Heavily Damaged)
-Carapace Flight Mode 56/200 (Damaged)


*


The first Psychic Hunt was a relative success, and you have something resembling an idea of how to carry one out with your limited resources. If the White Doll was faster you might be able to carry out hunts on your own in other Amerian countries, but as things stand the area you can easily operate in is limited.

But that is an issue for another time, for now you will keep hunting Psychics in Luzianna.

As soon as you decide what to do with the surplus budget. Unless Congress decides you need more money there is a limit to how much you are legally allowed to have, an artifact of Luziannan anti-hoarding laws regarding state agencies. In short, you will lose it unless you spend it or can justify keeping it. You are not really struggling, so you feel safe in spending the money on some Militia surplus and hire some carpenters to expand the campus in preparation of receiving future students.

You file away the requisition orders before heading out. You intend to hunt Psychics by-


[] Giving Luzipurch and its surrounding environs another go.

[] Thorough searches of Luzianna's larger cities.

[] Far-ranging searches of Luzianna's rural areas.




*************************************************************************


In the interest of speeding things up a little, the rest of the Interbellum will take place in turns consisting of months, not weeks.
 
[X] Fleche Lumiere Point Defense Lasers. 31/500 (Heavily Damaged)
[X] Far-ranging searches of Luzianna's rural areas.
 
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[X] Lightwave Main Propulsion (Voiture Lumiere). 56/500 (Heavily Damaged, Unstable)
[X] Thorough searches of Luzianna's larger cities.

Next stop, mobility. We are kind of a slowpoke
And search the urban areas. A rogue psychic can do far more damage in those
 
[X] Lightwave Main Propulsion (Voiture Lumiere). 56/500 (Heavily Damaged, Unstable)
[X] Thorough searches of Luzianna's larger cities.

Next stop, mobility. We are kind of a slowpoke
And search the urban areas. A rogue psychic can do far more damage in those
Um, we've got flight+ on the thrusters

Next to nothing has a higher speed mod than we do.

And in combat mode we have a teleporter.

[X] Thorough searches of Luzianna's larger cities.
[X] Fleche Lumiere Point Defense Lasers. 31/500 (Heavily Damaged)
 
Damaged Weapons
Type-TX Beam Pistol 52/500 (Heavily Damaged. Ranged)
Fleche Lumiere Point Defense Lasers. 31/500 (Heavily Damaged)
Wire Launchers. 31/500 (Heavily Damaged)

Damaged Mobility Systems
Landskimmers. 56/200 (Damaged)
Lightwave Main Propulsion (Voiture Lumiere). 56/500 (Heavily Damaged, Unstable)

Damaged Stealth Systems.
Holo-Decoy 46/500 (Heavily Damaged)

Damaged Misc Systems.
LUNA Energy Transference Module 56/500 (Heavily Damaged)
Power Drainer. 56/500 (Heavily Damaged)
Carapace Backpack.
-Carapace I-Field 56/500 (Heavily Damaged)
-Carapace Flight Mode 56/200 (Damaged)
Adhoc vote count started by Thors_Alumni on May 22, 2018 at 9:10 AM, finished with 6 posts and 5 votes.

  • [X] Lightwave Main Propulsion (Voiture Lumiere). 56/500 (Heavily Damaged, Unstable)
    [X] Thorough searches of Luzianna's larger cities.
    [X] Stick to terms that regard your current crop of Psychics. You can update the list later.
    --[X] Technical terms.
    [X] Stick to terms that regard every Discipline and Aspect/Talent you are personally aware of.
    --[X] Technical terms.
    [X] Aspects.
    [X] Just put a letter behind whatever term you use to describe their ability. S for Stable, U for Unstable, and M for Malign. For example: Telekinetic (U).
    [X] True.
    [X] Fleche Lumiere Point Defense Lasers. 31/500 (Heavily Damaged)
    [X] Far-ranging searches of Luzianna's rural areas.
    [X] Thorough searches of Luzianna's larger cities.
    [X] Fleche Lumiere Point Defense Lasers. 31/500 (Heavily Damaged)

Adhoc vote count started by Thors_Alumni on May 22, 2018 at 9:11 AM, finished with 6 posts and 5 votes.

  • [X] Thorough searches of Luzianna's larger cities.
    [X] Lightwave Main Propulsion (Voiture Lumiere). 56/500 (Heavily Damaged, Unstable)
    [X] Fleche Lumiere Point Defense Lasers. 31/500 (Heavily Damaged)
    [X] Stick to terms that regard your current crop of Psychics. You can update the list later.
    --[X] Technical terms.
    [X] Stick to terms that regard every Discipline and Aspect/Talent you are personally aware of.
    [X] Aspects.
    [X] Just put a letter behind whatever term you use to describe their ability. S for Stable, U for Unstable, and M for Malign. For example: Telekinetic (U).
    [X] True.
    [X] Far-ranging searches of Luzianna's rural areas.
 
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