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

Weeks 29-31 Part 5
[X] The Florian Militia.


You decide to hunt Psychics among the members of the Florian Militia, leaving Sochie to inspect her fellow Inglessans. Ivory and Fuun Saiki take the Tejan and Coradan Militia respectively.


4d100 = 1; 96; 67; 11


Over the period of several days you work tirelessly to scan the present members of the Florian Militia, inspecting each militiaman in turn for psychic potential. It all amounts to nothing in the end, for none among them are even NT1s. One man who tried to turn himself in was just suffering from shellshock- induced hallucinations, so after ensuring him some medical leave you bid the Florians farewell.

Sochie, on the other hand, has hit pay dirt. The Inglessan Militia is host to nine Psychics, all of them Telekinetics with minor empathic abilities. They are Qubeley pilots to a one, and while you have no idea if the design of the Psychoreactive machinery within their Mobile Suits have affected the development of their powers, it is certainly convenient.

Ivory finds a few Empaths among the Tejan militiamen, as well as an unknowing Hidden Hand practitioner among the famed Tejas Rangers. The Rangers are technically law enforcement instead of military, but Tejas has called on them for service as scouts, saboteurs and other elite light infantry roles several times in its long history.

Fuun Saiki leaves the Coradans as empty-handed as yourself. Still, it was not a bad haul all things considered.


*


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


You explain to the Congress that involuntary mind reading can be clear, informative, or undetectable, pick any one. While there might be Talents or mutations that allow for undetectable telepathic scanning, you sincerely doubt that any country on Earth has anyone with such abilities. As such you recommend that he be reported to the Gaurian embassy in Luzipurch, along with an offer to give him some rudimentary training to control his abilities.

The Gaurian ambassador answers back the next day, accepting your offer in his government's stead. You knew that the AIPA had drawn international attention, much like the Dianna Counter and news of Queen Junno, so it makes sense that Gauria would jump on the opportunity to gain some insight that might help their own future Psychic Programs.

What little training you give him consists almost entirely on exercises to control his telepathy, along with a short lecture on the ethics of the Discipline. You think you got through to him on those, but you have precious little time for him and must break off your tutelage after just a few days. At least he should be able to learn on his own with those exercises you taught him.


*


Next week will be the start of February. It has now been more than a month since you came down from the Moon. You can only shake your head at it as you enter the White Doll's cockpit, the wait for Junno and the Ghingham Fleet to do something is becoming unbearable.

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. (388/500)

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


Weapons


Type-TX Beam Pistol 62/500 (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. 388/500 (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. 41/500 (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. 66/200 (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). 66/500 (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 66/500 (Heavily Damaged)
-Decoy 1: Produces a faint afterimage.




Misc Systems.


LUNA Energy Transference Module 66/500 (Heavily Damaged)
-Universal Compatibility: The White Doll can use most types of equipment by wirelessly transferring power to them.


Power Drainer. 66/500 (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 66/500 (Heavily Damaged)
-Carapace Flight Mode 66/200 (Damaged)
 
Weeks 29-31 Part 6
[X] Keep it working on the Fleche Lumiere Point Defense Lasers. (388/500)


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 = 155! Fleche Lumiere Point Defense Lasers Condition is now 388+155!

Fleche Lumiere Point Defense Lasers have been restored to Damaged Condition! Their Condition is now 43/200!



The nanomachines provide results within the day by restoring enough of the four laser emitters to give them a hefty power boost, enough to shred any missile, rocket or Remote Weapon that comes into range without them standing a chance of tanking the shot. Not unless they are specially armored, at least.


Fleche Lumiere Point Defense Lasers. 43/200 (Damaged)
Attacks: 4d1+(1d5-1)
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.


*


You spend most of the week busily working. The Amerian states too far away for you to organize a Psychic Hunt for are finally sending you the psychics who have turned themselves in, so you have to hold off of any more Psychic Hunts until you have weeded out the non-Psychic. Then you will be swamped with the work of training and providing for all the new arrivals.

The work keeps you in place at the AIPA headquarters, you, Sochie and the other two True Psychics getting little in the means of rest. Still, after a month of training you think a few of the Telepaths and Empaths in your care should be able to contribute to the next Psychic Hunt, letting you cover a wider area as well as easing the workload on that front. In the future you will have teams of AIPA Psychics in every part of Ameria to find Psychics for you, but as it stands the seemingly endless work will fill the days and weeks ahead…


[] The days dragged on. (Keep going like this for one more in-quest month)

[] The days went by in a blur. (Timeskip to when the plot comes back)
 
Timeskip Setup
[X] The days went by in a blur. (Timeskip to when the plot comes back)


The next-


1d20 = 10!


-ten weeks pass in a blur. You take what free time you can get among the work for AIPA, stolen moments with Sochie, lunches with your main subordinates, etc, but for the most part you are completely swamped.

All Systems gain +10 Condition!

Still, nothing but an active firefight can keep you from marking the beginning of a new week by setting the White Doll's Priority Repair System. Many systems have been brought fully online, but there remain several others that are far from fully operational, and as you rest nestled next to Sochie by the AIPA mansion's fireplace during one Luziannan winter evening you can't help but wonder if Gym Ghingham's Turn A has similar problems…



Select 5 Systems in the order you would like them repaired:

[] Write in.

[] Write in.

[] Write in.

[] Write in.

[] Write in.



Weapons


Type-TX Beam Pistol 72/500 (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. 53/200 (Damaged)
Attacks: 4d1+(1d5-1)
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. 51/500 (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. 76/200 (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). 76/500 (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 76/500 (Heavily Damaged)
-Decoy 1: Produces a faint afterimage.




Misc Systems.


LUNA Energy Transference Module 76/500 (Heavily Damaged)
-Universal Compatibility: The White Doll can use most types of equipment by wirelessly transferring power to them.


Power Drainer. 76/500 (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 76/500 (Heavily Damaged)
-Carapace Flight Mode 76/200 (Damaged)
[/spoilers]
 
Timeskip Weeks 31-40
[X] Plan veekie.

[X] Fleche Lumiere Point Defense Lasers. 53/200 (Damaged)
[X] Carapace Flight Mode 76/200 (Damaged)
[X] Landskimmers. 76/200 (Damaged)
[X] LUNA Energy Transference Module 76/500 (Heavily Damaged)
[X] Holo-Decoy 76/500 (Heavily Damaged)


As the weeks pass you set the Priority Repair System loose onto various Systems, eager to see them repaired. First up are the Fleche Lumiere Point Defense Lasers. They served you well enough against your mother, and once they are fully repaired they should be an incredible defense against missile fire.


Roll 3d100 Priority Repair = 189! Fleche Lumiere Point Defense Lasers Condition is now 53+189! Fleche Lumiere Point Defense Lasers have been completely restored! Fleche Lumiere Point Defense Lasers may now be used in Combat Mode and beyond!


The lasers are fully restored within the week, much to your relief.


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.


*


You set the next week's dose of repair nanites to fix up the flight capability of the White Doll's Carapace Backpack. If you correctly remember what Vestige said, the backpack will be able to act as an armed drone once its ability to fly has been restored. It will still need a weapon from said backpack to attack, however, and you suppose getting any of your carried weapons back will the a much more complicated affair, but you can definitively see the uses.


Roll 3d100 Priority Repair = 134! Carapace Flight Mode Condition is now 76+134! Carapace Flight Mode has been completely restored!


The Priority Repair System sees to the restoration of the backpack's flight functionality within the week.


Carapace Backpack gains the Flight Mode and Armory Drone Special Rules!

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 66/500 (Heavily Damaged)


*


The Landskimmers are next on the menu, you muse as you shakily lower yourself into the White Doll's cockpit. By God, President Shadesand can drink! Only the enhanced constitution of your slowly recovering body kept you from falling unconscious as the banquet's host insisted on toast after toast. The Californian head of state insisted on refilling your cup with his hardest too…but back to the Landskimmers!

You rarely bothered with the system after becoming proficient with the White Doll's Flight Mode, and once said Flight Mode became fully restored you never looked back.


Roll 3d100 Priority Repair = 128! Landskimmers Condition is now 76+128! Landskimmers have been completely restored!


It is odd, in a mundane sort of way, to activate the Landskimmers after all these months of going without. Still, making the White Doll glide across the ground like a figure skater while leaving tracks equivalent to a Militia truck, a much lighter vehicle, certainly has its appeal.


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.


*


Repairing the LUNA Energy Transference Module takes a full four weeks, but the ability to subsidize the energy needs of your allies is too good to pass up. Not to mention the uses outside of combat.

The weeks pass by, leading into spring as the system is restored.


Roll 3d100 Priority Repair = 178! LUNA Energy Transference Module Condition is now 76+178!

Roll 3d100 Priority Repair = 263! LUNA Energy Transference Module Condition is now 254+263! LUNA Energy Transference Module has been restored to Damaged Condition!

Roll 3d100 Priority Repair = 133! LUNA Energy Transference Module Condition is now 17+133!

Roll 3d100 Priority Repair = 152! LUNA Energy Transference Module Condition is now 150+152! LUNA Energy Transference Module has been fully restored!



If you are reading the specifications of the restored System correctly, then you could easily use the White Doll to power all of Genganam through wirelessly connecting the city to the White Doll's power generation. The two captive black holes within the White Doll's chest supply it with ample power, so you should be able to fight as normal as long as you do not give too much away at once.


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.




*


Much like the White Doll's main propulsion, the Holo-Decoy has been too damaged to bother with given the limited functionality. And yet, now that you give the system a closer look it becomes clear that holographic decoys of the White Doll are only part of the system: It also contains the White Doll's electronic countermeasures suite!


Roll 3d100 Priority Repair = 183! Holo-Decoy Condition is now 76+183!

Roll 3d100 Priority Repair = 169! Holo-Decoy Condition is now 259+169!

Roll 3d100 Priority Repair = 102! Holo-Decoy Condition is now 428+102! Holo-Decoy has been restored to Damaged Condition!



Three weeks pass, and you can only look forward to continuing the repairs next week, for even in its damaged state the Holo-Decoy System will provide ample benefits.


Holo-Decoy 30/200 (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.


*


You have just gotten back from a dinner with the Luziannan Ducal Family, Sochie on your arm as you return to the AIPA mansion. Corin and Arisa are waiting for you, the latter hurriedly pulling her trademark gloves on while Corin holds a phone. Anxiety rolls off them, but it is a relived sort of tension, the kind that happens to those who know release is at hand.

Corin hands the phone over to you.

"Ghingham Fleet's attacking."

You take the phone from his hand and out it against your ear. "Cehack speaking. What is going on?"

"Laura!" Comes Lord Guin's voice over the phone, he must have been desperate to let you know. "We have just received reports from the Dianna Counter, they have detected a large number of ships and Mechanical Dolls descending from space to the west. They appear to be targeting East Eza, specifically the United States of Xiping."

The USX, you remember as you wrack your brain, is the most populous nation on Earth and its most powerful force of democracy. You met one of their dignitaries the other day, a young bespectacled man who made no secret about his country's fascination with psychic powers, nor their discovery of several Mountain Cycles.

"What is the plan?" You ask as you telepathically ask Sochie to get your armor from your room. The only thing the Amerian states can do against the Ghingham Fleet right now is to send the White Doll, but to do that you would need to activate the Combat Mode and teleport, which would be like hanging up a moon-sized billboard in the sky declaring that 'THE TURN X IS HERE' with a bright red arrow pointing straight down at you.

"I have the ambassador with me here." Explains Lord Guin before he turns his head to speak to someone else. You catch a few words of accented English (spoken by someone else) before he continues. "While no defense treaty exists between the USX and any Amerian state, the nature of the Ghingham Fleet as a mutual enemy has convinced him to give us rights as Observers. If they happen to attack you while you are there, then that is on Junno's forces."

He sighs. "I will not ask you to go in there alone, but if you do go, remember to not be the one to fire the first shot."

"Understood sir." You nod as Sochie appears with your armor. Looks like the war is back on.



[] Activate Combat Mode and teleport to the area around the Ghingham Fleet drop zone.

[] This is not the time to act rashly. You will stay put for now.

[] Write in.



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


The White Doll has gained a new Combat Mode Special Rule:

Bestow Power.
-The White Doll can target any Mega-Scale Energy Weapon (Colony Lasers, Satelite Cannons, etc) within sensor range and reduce their Recharge Cooldown to zero.
 
Weeks 41-44
Weeks 41-44 (Weeks 1-4 of the Earth-Junno War)

[X] Activate Combat Mode and teleport to the area around the Ghingham Fleet drop zone.



You inform Lord Guin that you will go to the USX and take the role of observer before you hang up and begin putting on your armor, kissing Sochie on the cheek on the way out to the White Doll.

As you teleport you can feel the attention of at least one other person from orbit. Attention that stays on you when you emerge from the teleport to stand on a cliff somewhere in the United States of Xiping. Red trails dot the night sky, signifying new Ghingham Fleet units making planetfall. The White Doll's sensors detect Mahiroos, Hashmals and Zssans, but there are other units mixed in as well.

Such as the teams of blocky units that the White Doll recognizes as a 'Virgo II Mobile Dolls'.



Another group is designated as 'Virgo I Mobile Dolls'.



And the third unfamiliar unit is a hulking behemoth half again as tall as a WaDom that the White Doll's sensors indentify as a Destroy Gundam.



You think Vestige mentioned that one at some point…

A lance of beam fire interrupts you thoughts. You look in the direction it came from even though your Remote Viewing already gave you the answer, spotting a team of four Mahiroos on their way to engage you. The pilots radiate excitement at the thought of fighting you.


Turn order is: Loran, Mahiroo Team.


Loran Cehack (White Doll) 12/12 6/6(Shield) 12/12(I-Field)

Targeting Mahiroo Team.

Bloody Siege Mode!

Bloody Siege Beam Cannons 9d3 Attacks = 12!

12DC 20-15(Pinpoint Vision)+5(Enemy NT Empathy vs Hidden Hand)+5(Mahiroo Toroidal Shield) Bloody Siege Beam Cannons Hit = 55; 20; 60; 58; 43; 60; 24; 96; 89; 72, 22, 34! 9 Successes! 2 Major Successes! 1 Critical Success!

-20 to Bloody Siege Beam Cannons Hit DC next Turn! Critical Hit! Ignore Saves + Double Damage!

Mahiroo Team takes 6(8-2(Mercy)) Integrity Damage! 1 Mahiroo has been Disabled!

11DC 4-1(Mahiroo Toroidal Shield)+1(2-1(Beam Resistant Armor) = 1; 4; 2; 6; 4; 4; 4; 1; 2; 2, 1! 5 Successes! 6 Failures!

Mahiroo Team takes 18(4+4+4+4+4+4-6) Integrity Damage! 3 Mahiroos have been Disabled! Mahiroo Team can no longer fight!


A small burst of Pressure makes the White Doll explode into its component pieces, ball joints separating to allow every part to fly about on their own. A second burst prepares and aims the beam cannon within each part, and before the incoming Mahiroo team can react the nine cannons have already fired a dozen brilliant yellow lances towards them.

The lead Mahiroo is instantly bisected by a beam that goes through its teardrop shield like it wasn't there, causing it to lose flight capability and crash into a river. The other three are damaged to the point where they have to land unless they want to crash land, and with that the battle is over before it could really begin.

You sigh as the last disabled Mahiroo falls to the ground. A flex of your Pressure makes the White Doll recombine into its base form as you contemplate the actions of the four Ghingham Fleet Mobile Suits.

A glimpse of the future is your only warning before the White Doll's sensors detect a massive energy reaction in orbit, and an instant later that same energy reaction is right behind you. Along with a tremendous Pressure with an unfamiliar undercurrent of inhuman malice hidden beneath.

"Nice shooting, Loran Cehack."

You turn the White Doll, coming face to face with the Turn A.



And within it… "Thanks, Gym Ghingham."

He makes his Turn Unit hop down from the cliff he teleported to, leaving the two ancient Mobile Suits standing opposite each other.




Your hands slam down on the White Doll's controls, barely stopping it from lunging at the Turn A. Is-is this the White Doll's programming? Or does some final, stubborn remnant of Kreis Kreuz still inhabit your Mobile Suit?



Ghingham just laughs as that malign presence from before surges, making the Turn A tremble in what you can only describe as a bloodthirsty anticipation. "Do you feel it, Cehack? The brothers are reunited, and they lust wantonly for the other's demise!" True to his words, the Turn A is also acting up, lights appearing across its frame that pulse in tune with the occasional jerking motion that has nothing of Ghingham's will behind them.



"What say you, Cehack? Shall we indulge them, just a little?"

His words draw your interest, your calm helping to restrain your unruly Mobile Suit. "What do you have in mind?"

He throws the arms of the Turn A wide. "You and I! One on one! No tricks or allies! We shall face each other while keeping our Turn Units in their dormant states!"

You blink. "Not Combat Mode?"

"Not Combat Mode. Only skill shall determine the outcome of this battle." Confirms Ghingham before he smirks, his delighted Pressure clear as daylight at midnight to your senses. "What say you?!"


[] Agree.
--[] Write in Battleplan.

[] Decline.



[] Engagement range.
--[] Stay at Long Range.
--[] Keep normal distance.
--[] Close in.

[] Mobility.
--[] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).
--[] Risk using the Voiture Lumiere.

[] Initial Left Hand Weapon.
--[] Dober Gun.
--[] Leo Beam Rifle.
--[] Type-TX Beam Pistol.
--[] Dainsleif Spear.
--[] Type-TX Bazooka.
--[] None.

[] Destruction Manipulator Melee Weapon.
--[] Beam Saber.
--[] Beam Cutter.
--[] Shining Finger.

[] Destruction Manipulator Ranged Weapon.
--[] Beam Rifle.
--[] Buster Rifle.
--[] Beam Machinegun.

[] Defenses.
--[] Activate the Lightwave Shield.
--[] Activate the I-Field.
--[] Activate both of them.

[] NT Systems.
--[] Activate Bloody Siege Mode.
--[] Activate NT-D Mode.

[] Armory Drone.
--[] Type-TX Bazooka.
--[] Leo Beam Rifle.
--[] Dober Gun.
--[] Do not launch the Armory Drone.

[] NT Power.
Choose 3
--[] Telekinetic Strike.
--[] Telepathic Strike.
--[] Telekinetic Barrier.
--[] NT Empathy.
--[] Psyco-Regen.
--[] Channeling.
--[] Psyco-Shroud.
--[] Psyco-Hijack.

[] Psycho-Field. (NT-D Mode only)
--[] Spatial Distortion.
--[] Deluge.
--[] Invasion.
--[] Dream Ward.
--[] Temporal Jaunt.
--[] Refrain from using a Psycho-Field ability.





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


Stats for Turn A Gundam (Sleep Mode) and Gym Ghingham to come.

EDIT:

Turn A Gundam Stats.


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. Can be assumed to mirror the White Doll's.
-I Field: Can be assumed to mirror the White Doll's.
-Non-Combat Mode: Reduced Stats.
-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. Nullifies damage from Point Defense Weapons.
-Type TA Shield (Sleep Mode): -2 to Armor Save DC vs frontal Attacks.


Weapons.
Type-TA Beam Rifle (Sleep Mode)
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.
-Firing Modes: May switch between Beam Rifle, Buster Rifle, and Beam Machinegun modes.
-Teleport Beacon: Immune to Disarm.
-Dual Wield: Unit may put away the shield in exchange for another Type-TA Beam Rifle.

Shoulder Beam Cannons (Sleep Mode)
Attacks: 4d2
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.
-Firing Modes: May switch between Beam Rifle, Buster Rifle, and Beam Machinegun modes.
-Integrated Weapon: Does not count towards the carried weapon cap.

Abdominal Beam Cannons (Sleep Mode)
Attacks: 4d2
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.
-Firing Modes: May switch between Beam Rifle, Buster Rifle, and Beam Machinegun modes.
-Integrated Weapon: Does not count towards the carried weapon cap.

Torso Multipurpose Silos. (Sleep Mode)
Attacks: 6d2
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.
-High Velocity Missiles: -20 to Hit DC. No Long Range Penalty.
-High Yield: units within close range of the Target are hit for half damage.
-Integrated Weapon: Does not count towards the carried weapon cap.


Type-TA Beam Saber. (Sleep Mode)
Attacks per Turn: 2d2
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 2: +2 to target's Armor Save DC.
-Mode Change: May switch between Beam Saber and Beam Cutter modes.
-Teleport Beacon: Immune to Disarm.
-Dual Wield: Unit may put away the shield in exchange for another Type-TA Beam Saber.

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.



Gym Ghingham Stats.


Name: Gym Ghingham

Alias: War God

Birthdate: Classified.

Status: Fleet Admiral of the Ghingham Fleet.

Mobile Suit: Turn A Gundam.

Piloting Level: 7

NT Level: 7

Body Recovery: 2


Piloting Perks.
Steady Fire. (lvl1)
-Retargets spare Ranged Attacks onto a new Target after defeating an enemy.

Unrelenting. (lvl1)
-Retargets spare Melee Attacks onto a new Target after defeating an enemy.

Blitz. (lvl1)
-If at Medium/Normal Range or more from an Enemy, add -X (where X is 1/2 of your Speed bonus) to all Melee Attack Hit DCs for the same Turn.

Focused Blows. (lvl2)
-Unlocks Focused Blows option in Battleplan. +1 Attack dice to selected Melee weapon.



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)


Mindlash. (lvl1)
-Telepathic Strikes jump to deal half Damage to the nearest enemy mind.

Maze Counter. (lvl1)
-Attacker takes half Damage when you successfully resist a Mental Attack.

Malign. (Lvl2)
-Telepathic Strike Discipline Attacks twice.

Mindflayer. (Lvl2)
-Telepathic Strikes inflict Statuses one level above what it normally would upon Major Successes.

Conqueror. (lvl3)
-Telepathic Strike gains +1 Attack per 2 Strength die.

Violator. (lvl3)
-Unlocks the Puppeteer and Domination Disciplines.

Scorn of God. (LvlEX)
-???
-Requires NT Level 8, Complete Body Recovery, and active Combat Mode to unlock.


At the start of every Turn in a battle between the Turn Units where they face each other without going into Combat Mode, a 1d100 will be rolled to determine the pilot's control over the Mobile Suit. If the roll succeeds things proceed as normal, but if it fails the pilot will receive +X to all DCs as their Turn Unit fights them. Neither Vestige's final echoes nor Remnant (Gidae Sang-Sang's Psychoframe Ghost) have the strength to do more than make things difficult.
 
Last edited:
Weeks 41-44 Part 2
[X] Agree.

[X] Engagement range.
-[X] Close in.
[X] Mobility.
-[X] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).
[X] Initial Left Hand Weapon.
-[X] Type-TX Bazooka.
[X] Destruction Manipulator Melee Weapon.
-[X] Shining Finger.
[X] Destruction Manipulator Ranged Weapon.
-[X] Buster Rifle.
[X] Armory Drone.
-[X] Dober Gun.
[X] Defenses.
-[X] Activate both of them.
[X] NT Systems.
-[X] Activate NT-D Mode.
[X] NT Power.
-[X] Psyco-Shroud.
-[X] NT Empathy.
-[X] Psyco-Regen.
[X] Psycho-Field. (NT-D Mode only)
-[X] Dream Ward.


"Very well, Gym Ghingham." You say as you prepare for battle. "I accept."

"Excellent!" He exclaims, exuberantly waving the Turn A's arms. "Even asleep, the brothers should show the world a battle such as men can only dream of!"


Loran rolls 1d100 for Initiative = 67!

Gym rolls 1d100 for Initiative = 62!

Turn Order is: Loran, Gym!



DC 50 for Control = 77! Success! Loran Retains Control!

DC 50 for Control = 13! Major Failure! Piloting Level reduced by 2 this Turn!


Loran Cehack (White Doll) 12/12 6/6(Shield) 12/12(I-Field)

DC 60-20(Flight+) for Closing In = 44! Success! Loran Closes in!

Shining Finger 1d1 Attacks = 1!

Rolling 4+3d4 for Damage = 11(4+7)!

DC 30-15(Shatterpoint Vision)+20(Type-TA Shield)+20(Enemy NT Empathy vs Hidden Hand) Shining Finger Hit = 57! Success!

DC 1+1(Beam Penetration vs Beam Resistant Armor)-1(AP vs AG) = 3! Success!

Wave Surge! Gym Ghingham (Turn A) takes 4((11/2)-1 Rounded up) Integrity Damage!

Wrist Beam Saber 1d2 Attacks = 2!

2DC 30-15(Shatterpoint Vision)+20(Type-TA Shield)+20(Enemy NT Empathy vs Hidden Hand) Shining Finger Hit = 44, 99! 1 Failure! 1 Critical Success! Critical Hit! Ignore Saves + Double Damage!

DC 1 Armor Grade vs Critical Hit = 6! Success!

Gym Ghingham (Turn A) takes 3(6/2) Integrity Damage!

Armory Drone Dober Gun 1d2 Attacks = 1!

DC 40+20(Enemy NT Empathy vs Hidden Hand Armory Drone Dober Gun Hit = 46! Failure!

Psycho-Field! Dream Ward Created!


Gym Ghingham (Turn A) 5/12 12/12(I-Field)

Type-TA Beam Saber 2d2 Attacks = 4!

4DC 70-15(Shatterpoint Vision)+25(Enemy NT Empathy) Type-TA Beam Saber Hit DC = 55; 66; 95; 45! 3 Failures! 1 Major Success! -10 to Type-TA Beam Saber Hit DC next Turn!

DC 4 Dream Ward Save = 1! Failure!

Dream Ward takes 4 Integrity Damage!

Telepathic Strike 2d1+2 Attacks = 4!

Telepathic Strike Strength 5d4 = 12!

4DC 40 Telepathic Strike Hit = 58; 13; 57; 16! 2 Failures! 2 Successes!

2DC 4 Dream Ward Save = 6, 6! 2 Successes!

Psycho-Field!

Spatial Distortion 1d1 Attacks = 1!

DC 10+25(Enemy NT Empathy) Spatial Distortion Hit = 55! Success!

DC 4 Dream Ward Save = 4! Success!

Warp! Dream Ward takes 5(10/2) Integrity Damage!


Dream Ward Regenerates 2 Integrity!

Turn A Regenerates 5 Integrity!


It is clear from the moment you spring forward, Shining Finger at the ready, that Ghingham is having problems. The malign presence surges forth to battle him for control of the Turn A, making piloting the ancient Mobile Suit a struggle for him. He still catches the Shining Finger on his oval shield, blunting the damage caused by the awesome power you bathe him in. You follow up with a pair of quick jabs of your Wrist Beam Saber, the first of which is deflected while the other stabs deeply into a section of circuity exposed by the Turn A's NT-D Mode. Its armor holds, but the blade does deal damage as it bites into his unit's torso. With a finishing pulse of Pressure, you rally your Psycho-Field to create a Dream Ward around the White Doll.

Ghingham counterattacks with his Beam Saber and unleashes a lightning-quick combo of four slashes, three of which you deflect before the fourth and final one elegantly slips through your guard to take a chunk out of your Dream Ward. A quartet of barbed, black blades of malice shoot out from his Pressure as he strikes at you, and by some miracle you turn aside half of them through the efforts of your own Pressure while the other two bounce harmlessly off your Dream Ward. His Spatial Distortion slams into it a moment later, and while the Dream Ward holds against the onslaught it is a close thing.

"This Turn A is amazing!" Laughs Ghingham as the two of you break apart. "Power, speed, durability, versatility…it has it all!" Both of you take a moment to size each other up and take stock of the situation, and then you both dive back in.


Loran rolls 1d100 for Initiative = 74!

Gym rolls 1d100 for Initiative = 83!

Turn Order is: Loran, Gym!



DC 50 for Control = 56! Success! Gym Retains Control!

DC 50 for Control = 64! Success! Loran Retains Control!


Gym Ghingham (Turn A) 10/12 12/12(I-Field)

Type-TA Beam Saber 2d2 Attacks = 3!

3DC 50-10(Major Success)-15(Shatterpoint Vision)+25(Enemy NT Empathy) Type-TA Beam Saber Hit DC = 2; 86; 74! 1 Critical Failure! 1 Success! 1 Major Success! -10 to Type-TA Beam Saber Hit DC next Turn! Critical Failure! -1 Attack dice next Turn for Type TA Beam Saber!

2DC 4 Dream Ward Save = 4; 4! 2 Successes!

Telepathic Strike 2d1+2 Attacks = 4!

Telepathic Strike Strength 5d4 = 9!

4DC 40 Telepathic Strike Hit = 25; 34; 19; 71! 3 Failures! 1 Success!

DC 4 Dream Ward Save = 6! Success!

Psycho-Field!

Spatial Distortion 1d1 Attacks = 1!

DC 10+25(Enemy NT Empathy) Spatial Distortion Hit = 79! Major Success! Critical Hit! Ignore Saves + Double Damage!

Dream Ward takes 20 Integrity Damage! Dream Ward Broken!

Loran Cehack (White Doll) takes 17 Integrity Damage! White Doll has been-

Combat Mode! Turn X escapes Destruction!



Turn X Regenerates 40 Integrity!

Turn A Regenerates 5 Integrity!


Gym wrests control of the Turn A back from the Psychoframe Ghost within and takes the initiative, delivering three slashes across the White Doll. Two of them strike your Dream Ward to no effect, but the third is deflected by you countering his attack with a quick punch from the White Doll's left hand, striking the physical part of the beam saber and damaging it. He takes his flickering weapon in a stride, stepping back and covering his short retreat with another brace of malign blades. You turn three of them aside before they reach you, and the fourth shatters against your Dream Ward.

And then everything goes wrong.

Ghingham readies another burst of his Psycho-Field and unleashes a second Spatial Distortion. It has been long since you fought so you never really thought about it, but with your recovering body you should be able to use more than one Psycho-Field Discipline-

The Distortion hammers the Dream Ward from all sides, tearing it asunder before it moves on to harry the molecular bonds holding the White Doll together. You can feel it as the cockpit buckles under the assault, but an instant of thought is all that is necessary to activate the White Doll's Combat Mode.

The instant passes, and the Turn X exits its teleport outside of the Distortion's effect.

You have lost.

"…I lost." You sigh, deactivating Combat Mode and recalling your Armory Drone. "You win."

"Heh." He laughs, his Pressure humming as he puts his weapons away. "I got lucky with that last Spatial Distortion. We could have kept going for days if I hadn't."

You suppose he is right, you muse to the tone of your Armory Drone resuming its place as the White Doll's backpack, accepting the Type-TX Bazooka as you put it away. "Neither of us have fully matured yet." You mumble before prodding his Pressure with your own. "You had you Limiters removed, didn't you?"

He nods. "I did. Queen Junno's mandated gene therapy and DG-Cell regimen hardened me enough that there were minimal risks once I tamed the Turn A. no reason not to become closer to the perfection that was Master Kreis."

Oh right, the Ghingham Fleet thinks of itself as the successors of the Dark History Veterans.

"One day, when we have both reached the heights of power," He continues, heedless of your thoughts. "Then we shall shake the heavens with our battle." The Turn A makes a shooing motion. "But for now: Begone with you. I have a war to fight."

You leave the USX with stung pride and a new impression of the Turn A's power. And after reporting the battle's events to Lord Guin back in Luzipurch you go to bed to rest.

Only to wake with new power of your own.


Loran has attained NT Level 7! Loran can use Level 4 NT Powers with the assistance of a Psychoframe (Level 5 with the NT-D Mode)!


Choose 3 NT Perks.

[] Trueshot Vision. (lvl4)
-Pinpoint Vision now uses your full NT Empathy Bonus. (Requires Third Eye and Remote Viewing)

[] Truestrike Vision. (lvl4)
-Shatterpoint Vision now uses your full NT Empathy Bonus. (Requires Third Eye and Remote Viewing)

[] Eye of God. (lvlEX)
-???
-Requires NT Level 8, Complete Body Recovery, and active Combat Mode to activate.
(Requires Trueshot Vision and Truestrike Vision)


[] Subtle Strike. (lvl2)
-Reduces the effect of the Target's NT Empathy against you by two Levels. (Requires Hidden Hand and Future Sight OR Combat Clairvoyance)


[] Rend. (lvl1)
-Telekinetic Strikes gain one level of Penetration with every other NT Power Level, starting from 1.

[] Destroyer. (lvl1)
-Doubles number of Telekinetic Strike Attacks.

[] Elementalist (lvl2)
-Unlocks the Pyrokinetic Strike and Fulgurkinetic Strike Disciplines. (Requires Rend and Destroyer)

[] Psychokinesis (lvl2)
-Unlocks the Psyco-Boost and Psyco-Aid Disciplines. (Requires Rend and Destroyer)


[] Mindlash. (lvl1)
-Telepathic Strikes jump to deal half Damage to the nearest enemy mind.

[] Maze Counter. (lvl1)
-Attacker takes half Damage when you successfully resist a Mental Attack.

[] Malign. (Lvl2)
-Telepathic Strike Discipline Attacks twice. (Requires Mindlash and Maze Counter)

[] Mindflayer. (Lvl2)
-Telepathic Strikes inflict Statuses one level above what it normally would upon Major Successes. (Requires Mindlash and Maze Counter)


[] 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.

[] Cloister. (lvl2)
-Unlocks the Cloister Discipline. (Requires Bastion and Last Ditch)

[] Wide Guard. (lvl2)
-May expand all Barrier Disciplines like Telekinetic Barrier and Cloister to cover all allies within Medium Range at no loss to Integrity.



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


Stats for lvl5 Disciplines and more on just what happened later.
 
Last edited:
Level 5 NT Powers
Here are the Level 5 NT Powers known to Loran and co. They have been added to the NT Powers List threadmark in the Informational tab.


Telekinetic Strike 5:
Attacks per turn 5d1.
Damage: 5
Base AP: 5
Critical Hit: On Major and Perfect Successes.
Special:
-Line of Sight Attack: Base Hit DC locked to 10.
-Bypass: Do not affect and are not affected by the Target's non-Armor defenses.

Telepathic Strike 5:
Attacks: 1d1
Damage: 5d4 Mental Damage
Criticals: On Critical Success.
Special:
-Breach: Base DC 1, Critical + (Critical Hits on Major Success) and Massive Criticals 1 (Extra strong Critical Hit on Critical Success) when striking targets with an NT-Level of 0

Telekinetic Barrier 5:
Forms an additional layer of defense around the Mobile Suit.
Integrity: 12
Armor Save: 6
Special:
-Regenerate 3: Regenerates 3 Integrity at the beginning of every Turn.
-Will Powered: Loses 1/2 Max Integrity and Regenerate 3 when Condition becomes Tired or below.
-Feedback: If the barrier is broken by an Attack stronger than 2*Current Integrity the person maintaining the Barrier will suffer +10 to the DC of their next Condition roll. This effect stacks.
-Full Stop: Attacks that break the Barrier do not, in most cases, continue on to strike the unit.

NT Empathy 5: +30 to Hit DC for Attacks targeting Loran's Mobile Suit (White Doll). Only triggers on Attacks from ensouled beings.

Base Regeneration per Turn: 5
Active Effort: -1 Regenerate per level of negative Condition, both Physical and Mental.
Requirement: Unit must have a Psycommu System or equivalent feature.

Psyco-Shroud 5:
Forms an additional layer of defense around the Mobile Suit.
Integrity: 10
Field Save: 5+
Special:
-I-Field: Barrier against Ranged Beam Attacks only. Immune to Beam Penetration.
-Shroud Regenerate 5: Regenerates 5 Integrity at the beginning of every Turn. A Beam weapon must have been used last Turn.
-Will Powered: Loses 1/2 Max Integrity when Condition becomes Tired or below. Loses one level of Regenerate with every negative ailment.
-Situational: The Shroud can only form after a Beam Weapon has been discharged.
-Dampen: If an Attack breaks the Psyco-Shroud with Damage to spare, it continues on to strike the unit for that value of Damage.

Pyrokinetic Strike 5:
Attacks per turn 5d1.
Damage: 3
Base AP: 3
Critical Hit: On Perfect Success.
Special:
-Mind Guided: -30 to Hit DC.
-Heat Up 5: Adds 5 point of Heat Damage upon striking a Target directly.
-Flyswatter: Mobile Pods are instantly Destroyed on hit.

Fulgurkinetic Strike 5:
Attacks per turn 3d1.
Damage: 5
Base AP: 6
Critical Hit: On Perfect Success.
Special:
-Line of Sight Attack: Base Hit DC locked to 10.
-Sieze 5: Adds 4 points of Electric Damage upon striking a Target directly.
 
Weeks 41-44 Part 3
[X] Maze Counter. (lvl1)

[X] Bastion. (lvl1)

[X] Last Ditch. (lvl1)



You decide to take the opportunity to learn some new ways of defending yourself, especially against Gym Ghingham's telepathic attacks. The other two bolster your Telekinetic Barrier Discipline. You have only rarely used said Discipline through the course of the war, but now that you have honed your skill with it you might begin to.


*


There is a cloying tension suffusing Luzipurch when you arrive there after completing your self-study, visible to your sixth sense as a dull mix of black, red, and yellow that casts a thick pallor over the city. News of the Ghingham Fleet's landing in the United States of Xiping have made the rounds already, and everyone knows that war with Junno's regime approaches.

As for yourself, you spent the car ride here dwelling on what you feel from the other side of the world: The Ghingham Fleet tearing through the USX's defensive lines, Gym Ghingham's Pressure singing for joy as he fights. The thought of it disturbs you

According to what Lord Guin told you over the phone, the city has been kept awake by frenzied communication with other nations, especially with the USX and the surrounding countries, as governments all across the planet try to get grasp the extent of the situation. That is what today's meeting of the Congress is about, the planned debate on a unified infrastructure body canceled in favor of addressing the invasion. Lord Guin told you he plans to promote a united front and to reach out to non-Amerian states willing to join an Anti-Junno Coalition.

Of course, how well that goes will depend on how the war goes in the USX, you muse as you listen to the Xiping ambassador to the Congress of the Amerias explain that Junno gave his government an offer to become her subjects or face war before the invasion began. They refused, but unless the Ghingham Fleet onslaught can be stopped or turn away it looks increasingly likely that the countries surrounding the USX might consider taking her up on her offer.

But that still leaves why they chose to land in the USX to begin with. It can't just be because it is on the opposite side of the planet from you, can it? Do they have a map of the Mountain Cycles and one in the USC has something they want? Is there a Mass Driver there?

You freeze up in sudden, terrifying realization. "Did…did anyone remember to warn the Adeskans?" You whisper urgently to Lord Guin. "The Ghingham Fleet cannot afford to ignore it and its connection to the Zacktraeger, not if they want to maintain orbital superiority."

He nods without taking his eyes of the speaker, the Prince of Michig, who is arguing some point or other in favor of a Pan-Amerian high command. "I sent a ship down to Manupitch a few weeks after we returned to Earth." He assures you, telling the truth. "Don't worry about it."

Good. That's…that's good.


*


The debate continues until you reach a rather pressing issue: No matter what is decided, the Amerian States ability to project force into East Etzia is limited to yourself, and until you get the Voiture Lumiere repaired the only way for you to get from here to the USX in a timely manner is by using the White Doll's Combat Mode teleport functionality, which allows Ghingham to instantly home in on your location. The same is true if he activates the Turn A's Combat Mode, of course, but the problem remains.

Eventually Lord Guin is called on to speak. You have a few moments before he goes up on the stage.


[] Recommend reaching out to the Dianna Counter.

[] Quickly ask him about any recent Mountain Cycle findings.

[] Suggest sending you to the USX as an 'advisor'.

[] Keep quiet and let Lord Guin do his thing.

[] Write in.
 
Weeks 41-44 Part 4
[X] Recommend reaching out to the Dianna Counter.


"Sir." You whisper to Lord Guin as he checks his notes before his appearance on the stage. Once you have his attention, you recommend reaching out to the Dianna Counter for their technical expertise, functional (as far as you can tell) Psychic Program, and the only friendly professional global force projection ability the Amerian States have.

His only response is a smile. "Way ahead of you, Laura."

You really wish he'd stop calling you that. Even more than you did before. You guess you are still not over killing her…

As you dwell on the battle during the escape from the Moon, Lord Guin explains to the Congress has approached him about acquiring Bio-Sensor technology from the AIPA to bolster their own Psychic Program. The news causes a rumble of muttered discussion, but you don't need to be Psychic to tell that their opinion is mixed on the matter.

The people in the backroom are similarly divided, and eventually after far too much talking in circles they actually consult you about it.


[] Approve the technology sharing.
--[] Why?

[] Reject the offer.
--[] Why?



*


A few days pass, and a new face appears in the backroom: The new president of the Newark Confederacy. The city-states have been holding elections the past few months, and have voted out their previous government, replacing the old Guilder Party government with a Pan-Amerian one.

An uncomfortably Pan-Amerian one, judging by the new President's outspoken views on Canuds and Qubecks, who both have representatives present at the Congress because of a shared heritage with the various Amerians despite not actually being Amerians. You are not a politician, so you decline to comment.

Instead you focus on running the AIPA, which has grown considerably over the past few months as some of your students have progressed enough to be trusted with duties like Psychic Hunts and trainloads of self-reported Psychics stream in from all over Ameria.

Those aforementioned students does raise a question: Do you send the Psychics you got from the delegations back to their former governments? Not in combat, of course, but some form of Psychic Adjutant Program, maybe…


[] Institute Psychic Adjutant Program.

[] Hold off for now.




There is also the issue of where to apply your personal attention and knowledge. Now that you have so many students you can afford to set the AIPA's priority for the immediate future. Thankfully, you can also afford to pay up for additional lodgings and supplies to house, clothe, and feed the newcomers, if just barely.


[] Focus on training Militia Psychics.

[] Study the feasibility and usages of Precognitive Choruses.

[] Lay the groundwork for a telepathic courier system.

[] Prioritize additional training of Empaths to widen the reach of the Psychic Hunts.


*


The next week sees Lord Guin give you a phone call about the situation in Xiping. The Ghingham Fleet has not been idle while you were in Ameria, and they have made additional landings to the south of the original drop zone in the eastern parts of central USX: One near the massive country's southern coast and another to the west of that, far inland.

You can only get there in a timely manner by teleporting should you decide to intervene, but that means activating the Combat Mode and alerting Ghingham and the Turn A. But now that Ghingham is busy on the front you might have enough time to slip away under the cover of Hidden Hand and Invisible Umbrella…

It is going to risk another confrontation either way.


[] Teleport to the first drop zone.
--[] Await Ghingham for a rematch.
--[] Raid the drop zone before Ghingham appears.
--[] Try to sneak off to join the Xiping forces before Ghingham appears.

[] Teleport to the coastal drop zone.
--[] Await Ghingham for a rematch.
--[] Raid the drop zone before Ghingham appears.
--[] Try to sneak off to join the Xiping forces before Ghingham appears. []

[] Teleport to the inland drop zone.
--[] Await Ghingham for a rematch.
--[] Raid the drop zone before Ghingham appears.
--[] Try to sneak off to join the Xiping forces before Ghingham appears.

[] You are not ready for another confrontation with Ghingham. Stay in Ameria and prepare some more.
 
Weeks 41-44 Part 5
[X] Approve the technology sharing.


You say your piece to the Congress, expressing your approval of sharing the Schematics for the Bio-Sensor System with the Dianna Counter. According to Lord Guin, Queen Dianna wants to install them in SUMOs and Muttowooos (Baund Doc IIs) for use by the Dianna Counter's psychics. A stopgap measure, to be sure, but if they can make it work it will patch that hole for a bit until they can find or capture dedicated Psychic-Use Mobile Suits like Mahiroos.


*


[X] Institute Psychic Adjutant Program.


The Psychic Adjutant Program is mostly a concession to the Amerian States, especially those who were reluctant to give up their citizens (not to mention their Psychics) to the AIPA. But your first students have learned enough to respect and be responsible with their powers, and when you asked them they were willing to return to their governments. As such you, after communicating with the separate governments about the possibility of Psychic staff members (and getting their first Psychics back), give them leave to return to Luzipurch to take on adjutant positions among the delegations of their native states.

A part of you is sad to see the first non-Sochie, non-hostile Psychics you had the pleasure of meeting go, but this was your idea, after all. You'll live.


*


[X] Prioritize additional training of Empaths to widen the reach of the Psychic Hunts.


When not finalizing the institution of the Psychic Adjutant Program you take on the work of leading the study sessions and training of the AIPA's Empaths and those with neighboring Disciplines. There are still Psychics among the Amerias that have not been found, and with Ameria being a continent as much as a collection of states the ability to spread a wide net is paramount to finding them.

Empathy and its related Disciplines and Aspects is your specialty, and that expertise makes for effective teaching when coupled with Vestige's training and the supernatural comprehension of Psychics. You manage to train up a few more to a level where it is acceptable to send them out on the Hunt before you are called away by the actions of the Ghingham Fleet.


*


[X] Teleport to the inland drop zone.
--[X] Raid the drop zone before Ghingham appears.



You decide on another foray into the United States of Xiping and after kissing Sochie for luck you teleport to the inland drop zone in the southwestern USX. The feeling of Ghingham's attention snapping towards you comes the moment you activate the White Doll's Combat Mode, but you brush it off, instead focusing on returning your Mobile Suit to Sleep Mode as you rush towards the Ghingham Fleet force stationed at the drop zone.

The White Doll's sensors detect three teams of four Mahiroos, a Hashmal, a Sid, two teams of five Virgo II Mobile Dolls, a trio of Ghingham Variant Magogame transport ships, and an Aspite-Class Assault Carrier at the drop zone.

You are unlikely to get off more than one volley before Ghingham appears to challenge you. Best decide which enemy takes priority.


[] Write in targets in descending order of priority.

Mahiroo Teams.

Hashmal.

Sid.

Virgo II Teams.

Transports.

Aspite-Class.
 
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