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.
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)
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)