The year is 2241 of the Correct Century calendar, and something is moving in the Kingdom of the Moon.
The Moonrace, as this kingdom's citizens call themselves, live in great domed cities dotting the Moon's surface, the last bastion of the human civilization that was before the Calamity reduced the works of mankind to ash. Why the Moon was spared the worst of it remains a mystery, but the cylinders of the Earth sphere, the colonies of Mars, and the nations of the Earth are no more. All that remains outside the Moon are the primitive civilizations that exist down on Earth.
And yet all is not well in the Kingdom of the Moon. The resources of the Moon and its asteroid mines are nearly depleted after millennia of exploitation, and rationing slows the construction of new homes for the growing population. Control measures have been in place for centuries, but still large swathes of the Moon's citizens must be kept in cryostasis to save space and resources.
All this and more has led to Queen Dianna's order to begin a century-long effort to rebuild the Moon's military. Pre-Calamity records and wreckage is brought out of storage to be studied by the Moon's scientists. Ancient factories, previously used only to outfit the Moon's small navy, now roar to life as the Moon rearms itself.
Some question why these resources are being given to the military in preparation for the Return rather than being spent to bring more asteroids into orbit around the moon, but these voices are ignored. For the Return to the Earth is the hope of the Moonrace. Besides, pre-Calamity mankind was thorough in its exploitation of the solar system's asteroids, and finding one that makes it worthwhile to spend precious resources to bring back and develop is…unlikely.
No. There is but one option left to the Moonrace: The Return. The Moonrace shall return to the Earth, specifically the eastern part of the Sunbelt of the land the old records call Ameria. Preliminary scouts have already been sent as part of the Return effort and only one last wave remains before the Return begins.
And for that reason a boy, thirteen years of age, sits in front of a desk belonging to a woman from the Moon's military.
"…Decent scores in Earth Studies…Acceptable aptitude for judo according to your PE teacher…Experience with civilian mobile suit…" The woman idly played with her pen as she looked through the boy's file. "Hm, says here you were born in-"
[] "Year one Before Correction? You have been sleeping for a long time, young man."
[] "Year 2228 of the Correct Century. No time in cryosleep, huh? Lucky you."
The woman looks up from the file to fix the boy with her eyes. "Young man, is this right?"
The boy nods his head, trying (and failing) to hide his nervousness. "Yes Ma'am."
"Heh. I'm not your superior officer yet kiddo." She chuckles before going back to the file. "Now then: Everything seems to be in order here, but the fact remains that, while you qualify for the Dianna Counter Advance Scout Program, you remain a minor." The officer glanced over to the person seated at the boy's side. "As such, we will need the permission of your legal guardian."
Seated at the boy's side is his mother, who gives her assent. A few keystrokes later her son is entered into the DC-ASP as a trainee.
"Return here at eight O'clock Tuesday next week for orientation." The officer behind the desk tells the boy as he and his mother get up to leave. "Should you be chosen, you will be heading for Earth as a scout."
Neither mother or son say a word during the drive home, the only sound being the gentle hum of the electric engine. Only once they are inside their apartment does the mother break the silence.
"Loran…" Laura Cehack sighs. "Are you absolutely certain that you want this?"
Your name is Loran Cehack, and your answer remains the same: "Yes."
Year of Birth: 2nd November 1 BC (Before Correction)
Satus: Civilian.
Mobile Suit: White Doll.
Pilot Level: 8 (Moonrace Civilian Model/FLAT/White Doll)
NT-Level: 7 (Strong First Human)
Body Recovery = 2(Noticeably Superhuman)
Family:
-Laura Cehack (Mother)
Affliations:
-Moonrace (Citizen)
-Heim Family (Friend, Former Servant)
-Inglessan Militia (Mobile Suit Pilot, Officer)
-Laura Rola Autonomous Mechanical Doll Corps (Captain and Leader)
Piloting Perks: Steady Fire. (lvl1)
-Retargets spare Ranged Attacks onto a new Target after defeating an enemy.
Alpha Strike. (lvl1)
-Ranged Weapons get their full possible number of Attacks during the first Turn of combat, but non-integrated weapons must take the next Turn off to reload afterwards
Evasive. (lvl1)
-Imposes a penalty equal to half your Speed DC bonus to Enemy Hit DC when they target you.
Unrelenting.
-Retargets spare Melee Attacks onto a new Target after defeating an enemy.
NT Perks: Future Sight. (lvl1)
-NT Empathy triggers on non-ensouled Attacks such as traps and AI.
Combat Clairvoyance. (lvl1)
-Become immune to Ambush and Surprise. Doubles Critical Success range.
Pinpoint Vision. (lvl2)
-Gain a -X modifier to your is added to Ranged Attack DCs, where X is equal to half of the Effect of your NT Empathy. (Requires Future Sight and Combat Clairvoyance)
Shatterpoint Vision. (lvl2)
-Gain a -X modifier to your is added to Melee Attack DCs, where X is equal to half of the Effect of your NT Empathy. (Requires Future Sight and Combat Clairvoyance)
Third Eye. (lvl3)
-Cuts the penalty given by enemy Hidden Hand effects in half. (Requires Shatterpoint Vision and Pinpoint Vision)
Remote Viewing. (lvl3)
-Attacks no longer suffer from Long Range or Extreme Long Range penalties and penalties given by enemy Cover are reduced by 10. (Requires Shatterpoint Vision and Pinpoint Vision)
Hidden Hand. (lvl1)
-Reduces the effect of the Target's NT Empathy against you by one Level.
Maze Counter. (lvl1)
-Attacker takes half Damage when you successfully resist a Mental Attack.
Bastion. (lvl1)
-Telekinetic Barriers gain -1 for every second NT Level to their Armor Save DC.
Last Ditch. (lvl1)
-If a Telekinetic Barrier has at least 2 points of Integrity left, no single non-Critical Hit Attack can reduce it below 1.
Deep Bond (lvl2) (Sochie).
-May use all Lvl 1 NT Perks possessed by Sochie Heim when joined in a two person Chorus.
-May use all Lvl 2 NT Perks possessed by Sochie Heim when joined in a two person Chorus should you have the lvl 1 Perks to qualify for them.
Laura Rola Autonomous Mechanical Doll Corps.
Name: Corin Nander.
Biological Age: Unknown.
Status: Soldier.
Mobile Suit: Leo Flight Type Custom.
Pilot Level: 6 (OZ Mobile Suits)
NT-Level: 1 (Basic Sensitivity)
???: No.
Affliations:
-DHV-MSF: Former member, Mobile Suit pilot.
-Dianna Counter: Former Penal legionaire.
-Inglessan Militia: Mobile suit pilot.
-Laura Rola Autonomous Mechanical Doll Corps: MS Pilot.
Name: Arisa Gunhale
Biological Age: Unknown.
Status: Soldier.
Mobile Suit: Leo Flight Type Custom.
Pilot Level: 6 (AG Earth Federation Mobile Suits). 6-1 (Leo Flight Type Custom)
NT-Level: 1 (Basic Sensitivity)
???: No.
Affliations:
-DHV-MSF: Former member, Mobile Suit pilot.
-Dianna Counter: Former volunteer.
-Inglessan Militia: Mobile suit pilot.
-Laura Rola Autonomous Mechanical Doll Corps: MS Pilot.
Name: Sochie Heim.
Biological Age: 16.
Status: Militia Pilot.
Mobile Suit: Papillion (Qubeley Mk.2).
Pilot Level: 4 (Kapool/Papillion/White Doll)
NT-Level: 5 (Former Human Baseline)
???: No.
Piloting Perks: Alpha Strike.
-Ranged Weapons get their full possible number of Attacks during the first Turn of combat, but non-integrated weapons must take the next Turn off to reload afterwards.
NT Perks: Rend. (lvl1)
-Telekinetic Strikes gain one level Penetration every other Level, starting from 1.
Destroyer. (lvl1)
-Doubles number of Telekinetic Strike Attacks.
Elementalist (lvl2)
-Allows the usage of the following NT Powers: Pyrokinetic Strike, Fulgurkinetic Strike. (Requires Rend and Destroyer)
Psychokinesis (lvl2)
-Allows the usage of the following NT Powers: Psyco-Boost, Psyco-Aid. (Requires Rend and Destroyer)
Deep Bond (lvl2) (Loran).
-May use all Lvl 1 NT Perks possessed by Loran Cehack when joined in a two person Chorus.
-May use all Lvl 2 NT Perks possessed by Loran Cehack when joined in a two person Chorus should you have the lvl 1 Perks to qualify for them.
Affliations:
-Heim Family: Daughter.
-Inglessan Militia: Mobile suit pilot.
-Laura Rola Autonomous Mechanical Doll Corps: MS Pilot.
White Doll.
Integrity: 12/12
Armor Grade: 6
Armor Save: 1+
Special:
-Psycommu System: Uses the pilot's thoughts to control the unit. The Pilot Level of the pilot can never go below 1. Requires NT Level 2 to operate.
-Psychoframe: Focuses Newtype Powers for Psionic Warfare, adding more actions per Turn. Requires NT Level 2 to operate. -???: Unknown Systems. -Non-Combat Mode: Reduced Stats.
Current weapons:
Destruction Manipulator Beam Rifle. (Ranged/Beam)
Attacks: 2d2
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special: -Penetration 2: +2 to Target Armor Save DC. -All Range Weapon: No Long Range Penalty. -Integrated Weapon: Does not count towards the carried weapon cap.
Destruction Manipulator Buster Rifle. (Beam)
Attacks: 1d2
Damage: 8
Base AP: 4
Critical Hit: On Critical Success.
Special: -Penetration 2: +2 to Target Armor Save DC. -All Range Weapon: No Long Range Penalty. -Wave Surge 1/4: Deals 1/4 Damage on a successful Target Armor Save. -Flyswatter: Gains Merciless when used against Small Targets. -Integrated Weapon: Does not count towards the carried weapon cap.
Destruction Manipulator Beam Machinegun. (Beam)
Attacks: 4d2
Damage: 2
Base AP: 4
Critical Hit: On Critical Success.
Special: -Penetration 1: +1 to Target Armor Save DC. -Integrated Weapon: Does not count towards the carried weapon cap.
Destruction Manipulator Beam Saber. (Melee/Beam)
Attacks per Turn: 2d2
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special: -Penetration 2: +2 to target's Armor Save DC. -Mounted Weapon: Considered free for the purposes of loadout.
Destruction Manipulator Beam Cutter. (Melee/Beam)
Attacks: 1d2
Damage: 8
Base AP: 4
Critical Hit: On Critical Success.
Special: -Penetration 2: +2 to Target Armor Save DC. -Anti Large: Hits one more time for half damage per successful Hit when used against Large Targets. -Flyswatter: Gains Merciless when used against Small Targets. -Cleave: Is considered an AoE weapon when used against Group Targets (Flying, Evasive and Small Targets notwithstanding). -Long Reach: Can Hit Targets within Close Range. -Integrated Weapon: Does not count towards the carried weapon cap.
Shining Finger. (Melee/Beam)
Attacks: 1d1
Damage: 4+3d4
Base AP: 5
Critical Hit: On Critical Success.
Special: -Penetration 3: +3 to Target Armor Save DC. -Massive Criticals: Critical Successes deal triple damage. -Grab Attack: No Unarmed Penalty. Successful Hit demands a Piloting Roll from the Target to disengage. -Wave Surge Attack: Does half damage upon successful Target Armor Save. -Merciless 7: Units targeted with this weapon may not be spared with the Mercy modifier if the Attacker's Piloting Level is below 7. -Integrated Weapon: Does not count towards the carried weapon cap.
Bloody Siege Beam Cannons. (Ranged/Beam)
Attacks: 9d3
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special: -Penetration 2: +2 to Target Armor Save DC. -Remote Weapon (Bits): May retarget spare attacks after defeating an enemy. Funnel Pilot Skill is an average of the Pilot's Piloting Level and their NT Level. -Ordnance: Valid targets for Point Defense Weapons. -All Range Weapon: No Long Range Penalty. -Integrated Weapon: Does not count towards the carried weapon cap.
Fleche Lumiere Point Defense Lasers. (Sleep Mode)
Attacks: 8d1
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. -Integrated Weapon: Does not count towards the carried weapon cap.
Wire Launchers. 91/500 (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.
Left Wrist Beam Gun/Saber. (Ranged/Melee/Beam)
Attacks: 2d2
Damage: 3
Base AP: 4
Critical Hit: On Critical Success.
Special: -Penetration 1: +1 to Target Armor Save DC. -Wrist Weapon: -1d2 Melee Attacks when the White Doll is carrying a weapon in the left hand. No penalty when shooting. -Mode Change: Changes between Beam Gun and Beam Saber modes depending on the Target. -All Range Weapon: No Long Range Penalty. -Integrated Weapon: Does not count towards the carried weapon cap.
Type-TX Beam Pistol 265/500 (Heavily Damaged. Ranged)
Attacks Per Turn: 1d2
Damage: 2
Base AP: 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.
Type-TX Bazooka (Non-Combat Mode). (Explosive)
Attacks: 1d2+1
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special: -Penetration 2: +2 to Target Armor Save. -All Range Weapon: No Long Range penalty. -High Velocity Missile: No Missile penalty. -Anti Large: Hits one more time for half damage per successful Hit when used against Large Targets. -Ammunition Fabricator: Does not suffer from Recharge-Reload effects like after an Alpha Strike. -Teleport Beacon: Immune to Disarm.
Leo Beam Rifle. (Ranged)
Attacks: 1d3
Damage: 3
Base AP: 3
Critical Hit: On Critical Success.
Special: -Penetration 1: +1 to Target Armor Save.
Dober Gun.
Attacks: 1d2
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special: -Long Range Weapon: No Long Range penalty, but suffers +20 to Hit DC when at Close Range.
Dainsleif Spear.
Attacks: 1d3.
Damage: 3
Base AP: 3
Critical Hit: Yes.
Special: -Penetration 1: +1 to Target Armor Save. -Charge: Add Speed Bonus Hit DC, +1 Damage/AP and Critical+ to the first Melee Attack against an enemy. -Improvised weapon: +10 to Hit DC with this weapon.
Systems.
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. (Sleep Mode) -Speed+: -20 modifier to speed DC while on the ground. -Gale: Melee Attacks while on the ground gain -20 Charge Modifier to Hit Rolls.
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). 106/200 (Damaged) -Extreme Speed: -45 modifier to speed DC while in the air or in space. -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 80/200 (Damaged) -Holo Decoy 2: Enemies of a lower Piloting Level than yourself suffer from additional base DC increase per Level. Has no effect against pilots with NT Level 2 or above and Mind Targeted Attacks.
Misc Systems.
LUNA Energy Transference Module (Sleep Mode) -Universal Compatibility: The White Doll can use most types of equipment by wirelessly transferring power to them. -Energy Assist: Allies within range gain a 2x damage to all weapons with the Reactor-Fed Special Rule. Allied Energy Weapons with Recharge Cooldowns can fire every turn as long as they are powered only by the Mobile Weapon carrying them. -Fire Bringer: Normal Energy Weapons carried by Allies within range double their number of Attacks for the first Turn of Combat every update. -Extreme Range: Targets anything within sensor range.
Power Drainer. 126/500 (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. -Flight Mode: Can fly. -Armory Drone: Can be assigned to detach from the White Doll and act as a remote weapon carrying a designated Ranged Weapon. The White Doll may not retrieve or return weapon from a detached Armory Drone. This function is automatically activated during Bloody Siege Mode.
-Carapace I-Field 116/500 (Heavily Damaged)
To Hit DC is determined by comparing the Pilot Level of the combatants and adjusting the DC accordingly. Most DCs will never go above 90 or below 10, no matter what the numbers actually say.
To Damage DC is determined by the Mobile Weapon's Armor Grade and the Armor Penetration of the attacker's weapon. An Armor Save roll of 1 is always a failure, no matter the base Save or listed modifiers, and a 6 is always a success.
Weapon Damage is determined by the weapon's Damage Dice/Special Rules and the defender's Defenses and Special Rules.
Most weapons have a modifier called Base AP and a value listed. As long as this value matches or surpasses that of the Targets Armor Grade the weapon will function as normal, but if it is inferior the attack will suffer -1 Damage to its Attacks for every point of Armor Grade above its AP value. The Target will also gain -1 to its Armor Save DC for every point its Armor Grade surpasses the attacker's AP.
Correct Century:
-Calendar used after the Calamity, starting with the year after the Calamity concluded. Subtle Moonrace meddling has seen the Earthrace adopt the calendar.
Before Correction:
-Calendar meant to indicate events before the Calamity. The original name for this period has been lost.
[X] "Year one Before Correction? You have been sleeping for a long time, young man."
Yes. You were only a few months old at the time, but you did technically live through the Calamity. The earliest years of your life were spent in the aftermath before you and your mother were placed within a pair of Cryopods and left to sleep, only awoken for a few days every century so the doctors could make sure there were no problems. There never were, for the pods were among the most advanced on the whole Moon. Why they were assigned to you and Mother you never understood, though Mother seems to know.
The weekend before you are supposed to return to the office your mother has you dress up in your nice clothes before stuffing you into the car.
"Mom, where are we going?"
"To the graveyard. A few days from now you will be gone for years, Loran. The least you could do is to visit your father first."
Your father…According to your mother he died during the Calamity, but beyond that you know nothing of the man.
The graveyard is a massive underground chamber, filled with plaques commemorating your home city's dead. Only plaques, mind, burying bodies or cremation urns would take up too much space and soil, so bodies are usually cremated and thrown away or recycled. The plaques are organized by year of death, so to reach the plaques of those who died in the Calamity you have to go all the way to the end.
Your mother takes you past the plaques and towards an immaculate white slab with something written on it with inlaid gold letters. In front of it-
[] Stands a man in black carrying a sword.
[] Stands a man in a black and red jumpsuit escorted by two police officers.
[] Stands a woman with turquoise hair.
[] Stands…A horse and a dolphin?
[] Lies four bouquets, nothing more.
A few days later you are on a shuttle headed for Genganam, the Kingdom's capital city, along with the other DC-ASP hopefuls. Upon arrival the lot of you are ushered into a changing room and put into trainee uniforms. According to the officer overseeing you and the others you are to report to the Dianna Counter assembly hall in one hour.
Having been let out onto the grounds of the headquarters of the Dianna Counter, you decide to explore a little. It is a big place, covering several square kilometers of offices, warehouses and hangars, and that's without mentioning the facilities further underground and those above the ceiling on the Moon's surface!
But the greatest sight that the base has to offer has to be the White Palace.
The White Palace is not only the headquarters of the Dianna Counter (as well as the rest of the Moon's military), it is also the home of Queen Dianna herself. The queen has lived for centuries, entering and exiting cryosleep to extend her lifespan in order to oversee long-term projects like the Return.
Sadly, you don't have time to gawk. With a few minutes to spare, you hurry into the assembly hall and find a seat in the section reserved for the youth groups. Up on the stage a multitude of officers file in to stand at attention, and you can see journalists standing by the walls to the side of the seats. An officer who looks like a fat comic relief villain steps up to the podium and calls for silence. Once the hall has quieted down he presses a button on the board before him.
"Announcing the Supreme Commander of the Dianna Counter: Dianna Soreil!"
A hologram springs up, displaying the face of the queen.
The hall erupts into whispers at the sight of a real live Queen Dianna. A real live recording of her, at any rate. According to your mother the Queen is in poor health, so she doesn't make many public appearances anymore. Not that you can tell…
"Greetings to you all. I…am Dianna Soreil."
From the way she handles her welcoming speech to you and the other recruits, your first impression is that she is in the best of health.
"And I declare this here and now! Four years from today…"
An announcement?
"Four years from today, we of the Dianna Counter will descend to the Earth!"
The only thing that descends is Pandemonium.
*********
Inside the White Palace's Broadcasting Studio.
"What I mean to say is…" Queen Dianna spoke into the microphone. "That I would like for you to approach your duties with the determination and steadfastness you would need to descend to Earth in four years."
With her speech finished the Queen of the Moon rose from her seat and strode towards the door. on the way she walked past several men and women, one of which detached from the wall to follow her: Prime Minister Agrippa Maintainer.
"Your majesty, with all due respect…setting a concrete date for the Return will only needlessly agitate the-"
A sharp motion of the Queen's hand silenced him. "I am well aware- it was inappropriate of me to make such a statement." She said without looking back. "I will exercise greater caution in the future."
Return to the Earth. She mused to herself. With how she had shaped the Moon and its people during her reign, those words carried too much weight for anyone to utter them freely. Even her, who had spoken them first.
You can hear the swordsman speaking to the stone as you come closer, but he stops and turns around before you can catch a single word. Your mother's hand tightens around yours.
The man looks about to say something, his eyes alit with recognition as they jump between you and your mother, but instead he slumps and makes to leave, giving the two of you a wide berth.
"Mom…who was that?" You ask as you stare the man's retreating back. And why did he know who you were?
"Nobody you need to concern yourself with." She insists, only to relent when you press further. "I guess you could call him an acquaintance of your father's. I worked with his parents." After that she clams up and places her bouquet alongside the four that already lie before the white slab. The slab itself is a monument erected to honor an 'Unknown Force' that ended the Calamity before it could completely devastate the Moon, dying to the last to accomplish this.
"Father was part of this, wasn't he?"
"Yes."
That…has to be the most your mother has ever told you about your father. On some level you wish you could be sad, but…he died when you were three months old, how are you supposed to miss someone you cannot remember?
Mother rises to her feet and goes to visit some friends she lost in the Calamity, leaving you to your musings before the slab.
***
After orientation you and some other thirteen-year olds are herded into an elevator by your instructor, Second Lieutenant Geo, and brought down below Genganam city proper.
"Is the dorm underground?" Asks a girl with pigtails.
"It is." Confirms the instructor. "After all, it is the only place to store a spaceship this big."
Spaceship?
You are not the only one confused, it seems, for another kid in the elevator says it out loud.
Lieutenant Geo shrugs. "Yup. It should be visible any second now."
True to his word, the rock and metal outside the elevator gives way to glassteel, allowing the occupants a clear view of an enormous underground chamber, large enough to fit the entire Dianna Counter base with room to spare. The chamber is almost completely filled with a gigantic metal structure that has several glassteel tubes sticking out of it. You can't really see the 'spaceship' part of the structure, but what you can see right before the elevator enters it is the extensive damage to its hull.
Upon arrival you and the others are let out into a massive park, the lot of you gawking at the forest, the grassy hills and the river that passes through it all. There are even flowers down here-!
Just as you reach out to touch the odd flower your arm is pulled down to the soil with irresistible force, the rest of your body following suit until you are prone. Panicked shouting, some of it your own, echoes through the park before the instructor shows you how to sit.
Half an hour passes with the force pulling you down steadily increasing before the instructor takes out a remote and presses a button. The force doesn't stop, but you think it isn't increasing anymore.
"Some of you may have heard stories of how we of the Moonrace could control gravity, but that the technology was lost." Lieutenant Geo explains. "The stories are true, but this ancient ship still has that functionality." He looks each of you in the eye. "What you are feeling now is referred to as one 'G'. It is equivalent to what gravity is like on Earth. Should you be chosen to descend to Earth, you will be dealing with a gravitational field six times that of the Moon at all hours of every day."
He presses another button on the controller and the pressure gives way. Not all the way, but enough that you can get up under your own power.
"And that is why your first year here will focus on training your bodies to withstand this sort of pressure 24/7. We will begin tomorrow." He tips his cap at you. "Enjoy the rest of your day kids."
***
The next day you are not only subjected to gravity training, but also divided into teams of three. Your teammates are a boy named Keith Laijie and a girl named Fran Doll. The three of you bond over a long year of shared exhaustion, pains from puberty, gravity and chemical therapies.
Not that pain and weariness is all there is to it, of course. You are allowed breaks and days off, and sometimes there are classes on things you need to know when you get down to Earth. You also learn that almost the entirety of this massive spaceship has degraded into dust and armor plating, leaving the Moonrace with the one or two percent that they found intact enough to repair.
***
The second year of training is different. Now that your bodies have adapted to conditions on Earth it is time for training on how to survive down there until the Return. Language classes, an overview of America, and trade school. Cadets are encouraged not to pick the same trade as any of their teammates, so you end up going with learning how to be a mechanic, Keith goes with cooking, and Fran studies how to work with Earth electronics like their primitive radios and telephones.
There is also Mobile Suit training on the Moon's surface, which consists almost entirely of landing exercises outside a military base after Lieutenant Geo has made sure that all his cadets know how to pilot a FLAT-L06D without problems.
And then one day he takes you to an unfamiliar room in the base filled with simulator pods. "Today you will go through some combat simulations against the computer. It will be FLAT against FLAT in an Earth environment. Good luck."
The simulation pod is just like the cockpit of a FLAT, so knowing what to do is easy. You are armed with a collapsible Beam Gun in one hand and a similarly collapsible Missile Pod in the other, and in both of the FLAT's arms is a Heat Edge for close combat.
The computer picks a random environment, in this case hilly grassland. Your opponent, another FLAT, manifests about a kilometer away, giving you enough time to come up with something…
[] Take cover and start shooting.
[] Find the tallest hill and gain the high ground.
[] Get out of sight and try for a surprise attack.
[] Try to close the distance.
*********
Right then, the combat tutorial.
First off, let's go over the stats of the basic FLAT:
Armor Grade: 2
Armor Save: 5+
Integrity: 5
Special:
-Transformable: The FLAT can transform into a hover mode.
-Hyper Vibration: May sacrifice turn in order to become immune to Kinetic and Explosive damage. If Hyper Vibration is used when the unit 4 Integrity the unit must pass a save or take one point damage as it shakes itself apart. If used at 3 Integrity or below the unit takes damage automatically.
The Armor Save is a DC the Defender rolls in the hope of neutralizing any hits taken.
Integrity is the Mobile Weapon's HP.
But before the Armor Save can be rolled it is necessary to hit the enemy. With the pilots of equal skill in equal suits the Base DC for them both is 50 on a 1d100.
As for your weapons:
Box Beam Gun (Ranged).
Attacks per Turn: 1d3
Damage: 3
Critical Hit: On Perfect Success.
Reload: After 10 shots. 1 Turn.
Special: -Penetration 1: +1 to target's Armor Save DC. -Collapsible: Only counts as half a weapon for the purposes of loadout.
Box Missile Pod (Ranged).
Attacks per Turn: 2d5
Damage: 1
Critical Hit: No.
Reload: After 20 shots. 1 Turn.
Special: -Missile: +20 to Hit DC, but no penalty for firing at a long-range target. -Collapsible: Only counts as half a weapon for the purposes of loadout.
Heat Edge (Melee).
Attacks per Turn: 1d3
Damage: 3
Critical Hit: On Perfect Success.
Special: -Penetration 1: +1 to target's Armor Save DC. -Mounted Weapon: Considered free for the purposes of loadout. -Twinned: There is one Heat Edge in both forearms.
I will try to make sure that updates stick to three turns so as to prevent bloat. Really interested in seeing how these mechanics work out.