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

Week 27 Result Part 6
[X] You have terms, of course, but who better than you? You accept.


You take a moment to compose yourself before you step forward. Taking the position will change things, not just for yourself, but for every psychic in Ameria. The Amerian states will have their agendas, needs, and demands, and you will have to balance them against the needs and wants of the people you are to be responsible for. It will not be easy.

"Lord Guin, it is my honor to accept the position as head of the AIPA."

But there are no better candidate than you.

Lord Guin nods in acknowledgement and turns back to the crowd. "The details of this venture have yet to be determined, but with Loran Cehack's assistance this is soon to change. Are there any questions?"


*


After the QA session you are made to accompany the politicians, theorists, and colonels to a backroom. It is time to discuss terms. Depending on how this Congress goes, much of what is decided on here might have to be discarded, but precedence will still have been established…


You have 4 points to spend.

[] Military Service Requirement.
--[] No AIPA-trained Psychic will be deployed in combat without your permission. 3p
--[] Military Service for Psychics will be volunteer-only. 2p
--[] Only Psychics that have completed basic Militia training will serve. 1p
--[] Psychics must complete their training under you before they can serve. 0p
--[] You will work to fill quotas with adequately trained Psychics. +1p
--[] Psychics may be drafted by their home states. +2p

[] Psychic Hunts.
--[] You and your subordinates will search for Psychics under your supervision. 3p
--[] You and your subordinates will search for Psychics and submit reports to the Congress. 2p
--[] Searching for Psychics will be carried out by those you have personally trained or contracted. 1p
--[] The States will carry out their own Psychic Hunts. 0p
--[] Harboring, concealing, and not reporting Psychics will be made a criminal offense. +1p

[] Psychoreactive Machinery.
--[] All Psychoreactive Machinery will be surrendered to the AIPA upon excavation from a Mountain Cycle. 3p
--[] The AIPA will receive samples of all Psychoreactive technology unearthed by the States. 2p
--[] All Psychoreactive technology will be studied and registered by the AIPA, with dangerous samples being confiscated. 0p
--[] All Psychoreactive technology will be studied and registered by the AIPA, but remain in the hands of the States. +1p
--[] The separate States may do with their Psychoreactive technology as they wish. +2p

[] Age requirements for service.
--[] Adults only. 4p
--[] Psychics your age, and not a year younger, may be called on to fight. 2p
--[] At least fifteen. Yes, you know there are younger souls in some militias, what of it? 1p
--[] Use state laws for Militia service. 0p
--[] No age restrictions. Accept equal opportunity butchery. +4p

[] White Doll database.
--[] Keep quiet about it. 0p
--[] Offer the States limited access to Dark History technology that they themselves possess. +1p
--[] Offer the States full access for their information requests. +2p

[] Funding.
--[] Ask for a blank check from the States. 3p
--[] Accept the generous budget offered by Lord Guin. 0p
--[] Offer to make due with less in exchange for concessions. +2p

[] Legalities (provisional until lawmakers have reviewed the issue).
--[] Invasive and dangerous use of disciplines will be covered under privacy and weapon laws. 1p
--[] Ban use of Disciplines in public areas. 0p
--[] Ban use of Disciplines for any reason without permission from the State or AIPA. +1p
--[] States may have a free hand with criminal Psychics. +2p

[] Unstable Psychics.
--[] All unstable Psychics are to be handed over to the AIPA for processing and treatment. 2p
--[] States are to send unstable Psychics to the AIPA or provide mental treatment facilities. 0p
--[] States have a free hand when dealing with unstable Psychics. +2p

[] Malign (use of powers hurt the user) Psychics.
--[] All malign Psychics are to be handed over to the AIPA for processing. 2p
--[] Malign Psychics must be sent to the AIPA or euthanized. 0p
--[] States have a free hand when dealing with malign Psychics. +2p

[] Psychic research and development (Cyber-Newtypes, Psycommu research, etc).
--[] Research and development into Psychic powers and related technologies are to be the sole jurisdiction of the AIPA. 2p
--[] States may have their own facilities in which to study Psionics under AIPA oversight. 1p
--[] Keep quiet about such research. 0p
--[] Mention possible areas of study. +1p
--[] Explain possible areas of study. +2p
--[] Promise AIPA support for future non-AIPA research facilities. +3p

[] Dianna Counter Psychics.
--[] Advocate open cooperation and information sharing with the Dianna Counter Psychic Program. 2p
--[] Advocate neutral relations with the Dianna Counter Psychic Program. 0p
--[] Lie and promise to keep all AIPA knowledge secret from the Dianna Counter until the Congress decided otherwise. +2p
 
Week 27 Result Part 7
[X] Plan Psychic State.

[X] Plan Psychic State
-[X] Military Service Requirement.
---[X] No AIPA-trained Psychic will be deployed in combat without your permission. 3p
-[X] Psychic Hunts.
---[X] Harboring, concealing, and not reporting Psychics will be made a criminal offense. +1p
-[X] Psychoreactive Machinery.
---[X] All Psychoreactive technology will be studied and registered by the AIPA, with dangerous samples being confiscated. 0p
-[X] Age requirements for service.
---[X] No age restrictions. Accept equal opportunity butchery. +4p
-[X] White Doll database.
---[X] Offer the States limited access to Dark History technology that they themselves possess. +1p
-[X] Funding.
---[X] Accept the generous budget offered by Lord Guin. 0p
-[X] Legalities (provisional until lawmakers have reviewed the issue).
---[X] Invasive and dangerous use of disciplines will be covered under privacy and weapon laws. 1p
-[X] Unstable Psychics.
---[X] All unstable Psychics are to be handed over to the AIPA for processing and treatment. 2p
-[X] Malign (use of powers hurt the user) Psychics.
---[X] All malign Psychics are to be handed over to the AIPA for processing. 2p
-[X] Psychic research and development (Cyber-Newtypes, Psycommu research, etc).
---[X] Research and development into Psychic powers and related technologies are to be the sole jurisdiction of the AIPA. 2p
-[X] Dianna Counter Psychics.
---[X] Advocate neutral relations with the Dianna Counter Psychic Program. 0p


Hashing out the provisional terms is a lesson in political horse-trading. While you would prefer to be as gentle as possible, and most of the people present are not amoral caricatures, the fact remains that you have to get people who don't and who are on board. You get most of what you want by trading information from the White Doll's database and agreeing to harsh sentencing for those who obstruct the future Psychic Hunts, but that still leaves you with too little power to protect the people you are to teach. Too little power that doesn't come from the White Doll, at least.

With that in mind, you make a gamble by agreeing to something obscenely unpalatable:

"Sending children into combat? You cannot be serious!" Snaps a man you recognize as President Shadesand of California.

"It was done many times during the Dark History." You reply, keeping your face still as best you can as you expel pure filth from your lips. "They self-destructed quickly, yes, but they were most effective while they lasted."

"How old does a boy have to be before he can be called a man?" Asks a man clad in the colors of the United Kingdoms of Salt-Nevad, one of those who suggested the motion. "How old does he have to be before he can die for Ameria? We cannot allow squeamishness to hinder us in this matter. We cannot afford it."

Lady Lily clicks her tongue before she meets the eyes of President Shadesand and a few other important personages. The she addresses you. "Cehack, if this motion passes, however practical it might be, then I am not alone when I express a desire for checks and certain…assurances."

With their help the statesmen are cajoled into giving you the power of being the final bar to clear for any Psychic that wants to take on a combat role. The other bars are completing basic training as well as volunteering. You are even made to sign a document that binds you to only give your permission to those Psychics you sincerely believe can handle the stresses of combat, which you feel is somewhat redundant, but you are more than willing to bear it.

Psychic Children shall be legally allowed to take on combat roles if they have completed their AIPA training, are volunteering, and have your permission. And if you never give your permission to anyone younger than yourself? Then that's just too bad.

The motion to let the AIPA confiscate dangerous Psychoreactive technology only passes by a hair, and then only because you promise Lord Guin that no, his precious Papillion do not qualify.

And then you are done. The terms are not final, the subject matter is too new for anything to be set in stone, but it is a start.


*


Later that night is the New Year's Ball, the lone reason to why you and the Amerian movers and shakers were not up all night hashing out your terms for becoming the leader of the AIPA. Word of your new position has made it down to those right below those very movers and shakers, and more than one group of well-wishers and faction gophers have approached you and Sochie as you explore the grounds of Duke Borjarno's party. Sochie borrowed one of Lady Lily's dresses again, a conservative, lily-green dress that caught her eye, while you just put on the suit Lord Guin prepared for you when the Congress first began.

There are also some international observers among the partygoers, who follow you with watchful eyes, probably looking for information about the Amerian Psychic Program. Whatever the case, nobody approaches the two of you as you walk arm in arm in search of someplace more secluded.

You find a nice alcove to get a little piece of relative quiet where you can talk. The topic is the AIPA, for with its formation it is no longer possible to keep Sochie's Psychic powers a secret. You down your first unwatered drink in one gulp, feeling it burn on its war down your throat as you gather your thoughts.

The question is: How to break the news of Sochie's abilities?


[] Lie.
--[] Claim a recent awakening.

[] Truth.
--[] Admit that her powers appeared alongside your own and that you lied to Lord Guin's face.

[] Don't mention any details, just that she has them.

[] Write in.
 
Week 28
Week 28


[X] Don't mention any details, just that she has them.



Disclosure is not required. No, really, it says so in the charter you were given in that smoky backroom. Still, you should probably refrain from trying to keep them completely out of the loop: Nation-states grow anxious really quickly when it comes to non-government militaries that aren't blessed with magical powers, and you sincerely doubt that a group with said powers will go over any better. Yes, you will tell the Congress what is safe, and the backroom that which is less so.

And some things will only be known to your inner circle.

Putting your glass down on a nearby table, you mentally compose your report as Sochie drags you along to the main ballroom for Lord Guin's formal announcement of the AIPA.


*


You return to the White Doll, which is parked right outside Luzipurch in the garden of the villa that Duke Borjarno set aside for Lord Guin, to set the week's Priority Repair.

All Systems gain +10 Condition!

You are going to be busy for the next few days getting the AIPA off the ground, so you'd best cherish these quiet moments while they last.


[] Write in System.

Weapons


Type-TX Beam Pistol 42/500 (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. 21/500 (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. 21/500 (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. 54/200 (Damaged)
Field Density: 4-1
Dissipation Save: 4+
Field Integrity: 8
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 2: Regains 2 Integrity at the end of each Turn.




Mobility Systems.


Landskimmers. 46/200 (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). 46/500 (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 46/500 (Heavily Damaged)
-Universal Compatibility: The White Doll can use most types of equipment by wirelessly transferring power to them.


Power Drainer. 46/500 (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 46/500 (Heavily Damaged)
-Carapace Flight Mode 46/200 (Damaged)


*


There is plenty of work to be done, yet your time and funds are limited. The AIPA has a limited campus consisting of yet another borrowed villa and its surroundings, lent to you by Duke Borjarno on behalf of the Congress, but this is not a permanent solution. It will have to do for now.

It is time for the newly minted Director of the Amerian Institute of Psionic Affairs to get to work!

To your total lack of surprise, that work has you spend several days hiring staff to clean and cook for the people who are going to be living here and soliciting the services of some local carpenters to construct housing for future students (and their guardians or dependents, should they have any). It is also a day's work to unruffle feathers with Lord Guin when you tell him that you will be taking Sochie, the Dark History Veterans and all of the Mobile Weapons belonging to the now defunct Laura Rola Autonomous Mechanical Doll Corps with you to the AIPA and maybe he could spare another Qubeley for training purposes?

A battered Qubeley is shipped to the AIPA's headquarters by the end of the week, which necessitates a second round of hires as you now have to maintain six out of the AIPA's seven Mobile Suits.

Somewhere in the middle of all this you find the time to know the dozen or so Psychics that were found by the various Amerian states. In the meantime the Congress of the Amerias is debating on who gets to be on top in the proposed unified Military High Command, but there are still preparations made to commence with the first Psychic Hunt. The only question is where to hold it.

Luzianna would be easiest as it is the country the AIPA is currently based out of.

Inglessa and Floria are other options. Luzipurch is not that far from either border, and since both are allies of Luzianna neither should pose a problem.

Tejas and Corado are a bit further away than ideal, but still possibilities.

Michig and Montan are too far away, at least for now.


[] Luzianna.

[] Inglessa.

[] Floria.

[] Tejas.

[] Corado.
 
Week 28 Part 2
[X] I-Field.


A quick tap of a holographic key sets the improved Priority Repair System's focus onto the White Doll's I-Field.


Roll 3d100 Priority Repair = 192! I-Field Condition is now 54+192! I-Field has been completely restored!


Which completely fixes the damaged system in an instant. You spend some time looking over the capabilities of the fully restored I-Field, noting that you should be able to use both it and the Lightwave Shield simultaneously without wither of them suffering any drop in efficiency. The White Doll's I-Field was already powerful, but this is something else. If you are reading this correctly, it even becomes a Hyper I-Field when the White Doll enters Combat Mode Mode…


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.


*


[X] Luzianna.


The first Psychic Hunt will be held in Luzianna for practicality's sake, you decide as you inform the relevant authorities. Over the next few days you cooperate with the Luziannan Militia to work out a plan:

First on the agenda is the thorough search of the Militia itself by yourself, Sochie, and the power-armored Ivory and Fuun Saiki. The four of you are split up among the separate regiments, gently probing each mind in range and seeing if anyone responds.


1d100 Luziannan Militia = 15



No one does. You find one person who might be on the cusp of becoming like Corin and Arisa, able to sense Psychic phenomena while not being able to perform them, but that is all.

The rest of the week is taken up by searching for Psychics in Luzipurch and the capital's immediate surroundings. You and the others are split up again to cover a wider area, each of you leading your own small train of militiamen, police officers, lawyers and the odd member of the local clergy.


1d100 Luzipurch = 40

1d100 Luzipurch surroundings = 72



Most of your finds in Luzipurch are just false alarms from finding the Psychics already found by the Amerian countries as they accompany their heads of state, but you do get ahold of a new face: An aged butler, carrying his bags and accompanied by finely dressed but worried family of five.

He shares his story without hesitation after bidding farewell to his former employers: A few months ago he started to fulfill his masters' bidding before they asked him, surprising them with a sudden increase in productivity. When stories of 'Laura Rola' of Inglessa being in the possession of supernatural powers reached the capital he wondered about himself for a while, but decided to let it be until he learned about the new laws and felt your Pressure searching the city. A closer scan reveals him as a stable empath with occasional bursts of precognition.

The towns and settlements around Luzipurch yield slightly better pickings in the form of a whole two new Psychics: A little boy with telepathic abilities who is reluctant to leave his older brother, and a matronly woman who explains that she was rather rattled when the bear that attacked her while she was chopping firewood suddenly had its head caved in by an invisible force, leaving her with a massive headache and a new bear rug.

You take the three new recruits back to the AIPA. For a test run the first Psychic Hunt was a success in your opinion. You got a few new recruits, tested methods for future Hunts, and led the non-psychic personnel through what to expect. Of course, beyond not finding that many Psychics you did not run into anyone Unstable or Malign, so on that front you remain untested. There is also the fact that if you include yourself there are only four people total who can be entrusted to help with the hunts. You will have to train up other Psychics to take on the role if you want to have America-wide hunts rather than the limited one you carried out this week.

Something to think about, but for now you are content with taking stock of your Psychics.

With Sochie, Ivory, Fuun Saiki and yourself there are four 'true' Psychics, stable Psychics who display talent in all areas.

With the butler and a young man from the Idah delegation you have two Empaths.

Justine John of California and the Luziannan matron gives you two telekinetics.

Stephan of Newark is the lone oddity of being proficient with Hidden Hand and nothing else.

The little boy from a Luziannan river town, plus a soldier and a former dressmaker who came along with the Montan delegation gives you three telepaths.

And finally Grace from Corado is a Malign Empath, but you do not know how useful she can be. Vestige's old suggestion of simply euthanizing her floats up to the surface of your mind before you ruthlessly squash it.

Thirteen Psychics in total, an ominous number, to be sure.


*


For the first week you focus on unlearning your new students of any bad habits that they might have picked up during their self-study, using techniques passed down to you by Vestige to ease the process.

It doesn't leave you much free time, but you make the most with what you have to-


Choose 2

[] 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.

[] Try to get in contact with Kihel and Queen Dianna, see how they are doing down south.

[] Accompany Lord Guin.

[] Seek an Audience with Lady Lily.

[] 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.
 
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.
 
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.
 
Weeks 29-31 Part 2
[X] Fleche Lumiere Point Defense Lasers. 31/500 (Heavily Damaged)


You set the improved Priority Repair System over to the Fleche Lumiere Point Defense Lasers. With the tap of a holographic key, the repair nanites get to work on fixing the four head-mounted weapons.


Roll 3d100 Priority Repair = 145 Fleche Lumiere Point Defense Lasers Condition is now 31+145!


*


[X] Thorough searches of Luzianna's larger cities.


You and the other three True Psychics split up, each taking their own escort of Luziannan militiamen to one of the country's major cities.


4d100 = 20; 14; 67; 2


Several days of searching yields a grand total of nothing except a lone pseudo-psychic who is likely to awaken in the future. It could take anything from a month to several years before he actually manifests any tangible psychic ability, but you will take what you can get.

Sochie, after scouring the city she was assigned to from top to bottom, returns empty-handed and rather miffed.

Ivory brings back a telepath and a telekinetic, as well as another pseudo-psychic. The biggest haul of the entire operation.

Fuun Saiki finds one psychic, a powerful telekinetic, but whoever they were their powers were Malign, and when your subordinate arrived on the scene it was to a slum building smashed to kindling and oh so many red smears among the rubble. With no sign of the psychic, physical or otherwise, they are assumed dead.


+1 Telepath. +1 Telekinetic. +2 NT1s.


*


A thorny issue arises when you are called in by the Congress at the end of the week: Borderline cases, or NT1s as Vestige called them. Simply put, they are people whose Psychic powers have not yet manifested, but they are still able to sense Psychic phenomena. Corin and Arisa are such examples, but during the last Psychic Hunt you got ahold of a few more. You are here today to discuss what to do with them.

Personally you argue for taking them into AIPA custody until they properly awaken, if only to minimize risks, but the discussion of what to do with them is not in itself the thorny issue at hand.

That would be the fact that Lord Guin is an NT1.


[] Inform him in private.

[] Take it to the backrooms.

[] Keep quiet about it.

[] Write in.
 
Weeks 29-31 Part 3
[X] Inform him in private.


After your report to the Congress you schedule an appointment with Lord Guin to discuss his Psychic potential. You are made to wait a few hours before he can see you, which you spend being approached by various personages of note who want to know about Psychics powers and the AIPA. Eventually though you are ushered into his office by a woman who has taken Kihel's spot as his secretary.

He is not thrilled when you inform him that he is an NT1, and outright demands that you keep it quiet. Him being dragged off to the AIPA at this juncture would throw the Congress of the Amerias in chaos, you suppose, but there does remain a small risk should his powers manifest in an unstable fashion.


[] The risk is small and only True Psychics like yourself should be able to tell, agree to keep it quiet.

[] This isn't something that should be kept quiet, but you could give him some independence. With the AIPA close by it is not like he is unsupervised…
--[] Write in.

[] Exceptions start small, certainly, but there is no guarantee that it will end like that. Argue that he should disclose his status.
--[] Write in.

[] Write in.



*


The meeting with Lord Guin takes a while, and the train ride back to the AIPA eats up the rest of the day. Tomorrow will give you some free time, and you intend to spend it in peace. You might not really tire since you had your limiters removed and your body recovered to this level, but some time off can only be good for you.

You take Sochie and the Dark History Veterans with you to a café in Luzipurch to relax. It feels like you haven't spent any real time with the old soldiers, so it is nice to sit down and do nothing of importance with the people you cherish.

You also spot Fran and Joseph walking together down one of Luzipurch's verdant boulevards when it is time to leave, but they get disappear into the crowd before they can notice you. A part of you considers going after them, but you think better of it. Their Pressures indicate that they have been enjoying themselves together, and there is no real need to disturb them.

They did seem excited about something, but you are sure that you will find out what the matter is at some point.


*


You start the next week with your customary trip to the White Doll. It hasn't seen much use other than as a transport these past few weeks, which does make you worry what the Ghingham Fleet is up to on the Moon, not to mention any other forces that Junno might be gathering up there.

All Systems gain +10 Condition!

The improved Priority Repair speeds up the restoration of your ancient Mobile Suit immensely, but there is still a lot to be done.


[] Keep it working on the Fleche Lumiere Point Defense Lasers. (186/500)

[] Select a new system.
--[] Write in.



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. 186/500 (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 56/500 (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)
 
Weeks 29-31 Part 4
[X] The risk is small and only True Psychics like yourself should be able to tell, agree to keep it quiet.


There are ways this could go horribly wrong, but the risk is small for the time being. You agree to keep Lord Guin's status as an NT1 quiet for now. You do advise him to have a plan should it come to light, but you are not sure if you got through to him. He seems far too busy with his scheming to get on top of the unification talks to think much of his potential Psychic powers.


*


[X] Keep it working on the Fleche Lumiere Point Defense Lasers. (186/500)


You keep the improved Priority Repair System working on the Fleche Lumiere Point Defense Lasers with the tap of a holographic key. The repair nanites instantly hum to life to begin their labor.


Roll 3d100 Priority Repair = 192! Fleche Lumiere Point Defense Lasers Condition is now 186+192!



*


This week's Psychic Hunt is something different: Some of the Amerian States surrounding Luzianna have brought a full regiment each of their own Militias into the Luzipurch area, presenting them for inspection by you and the other three True Psychics.

Sochie has already called dibs on inspecting the Inglessan Militia, but you still need to assign yourself, Ivory and Fuun Saiki. Only the four other participants in the war against the Dianna Counter have brought their Militia here, so you will take one each. Personally you will inspect-


[] The Florian Militia.

[] The Tejan Militia.

[] The Coradan Milita.

[] Overrule Sochie and inspect the Inglessan Militia yourself.




*


It is not long before you are dragged away from teaching your students by the Congress again, this time to weigh in on yet another thorny issue: A foreigner, specifically a Gaurian national (from the country of Gauria that is, not the continent in general), has manifested Psychic powers. As these powers are telepathic in nature, several voices in Congress worry that he might use them for espionage.

More sensible (in your opinion) voices argue that it is a concern, yes, but that it remains unlikely as Gauria does not have an organized psychic program like the Amerian States, the Dianna Counter, and the Ghingham Fleet does (as far as anyone can tell). You tell Congress as much when it is your time to speak, and when they ask you for your preferred solution you speak in favor of-


[] Reporting him to the Gaurian embassy and leaving him be. It is extremely unlikely that he is a spy and he is not strong enough for outright mind-reading.

[] Reporting him to the Gaurian embassy and confine him to it until they can arrange for him to travel back home.

[] Reporting him to the Gaurian embassy and offer to give him some rudimentary training before sending him on his way.

[] Write in.
 
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