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

Weeks 41-44 Part 6
[X] Plan veekie.

[1] Transports.
[2] Aspite-Class.
[3] Virgo II Teams.
[4] Hashmal.
[5] Sid.
[6] Mahiroo Teams.


Having picked your targets, you activate Bloody Siege Mode to take out as many Ghingham Fleet assets as you can before Ghingham arrives. First the transports…


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

Targeting Mahiroo Team.

Bloody Siege Mode!

Alpha Strike!

Bloody Siege Beam Cannons 9d3 Attacks = 27!

Targeting Transports.

27DC 20-15(Pinpoint Vision)-20(Large Target) Bloody Siege Beam Cannons Hit = 33; 75; 41; 12; 88; 65; 40; 8; 38; 51, 93; 74; 68; 66; 25; 14; 53; 5; 52; 7, 80; 8; 96; 5; 64; 100; 20! 5 Failures! 12 Successes! 7 Major Successes! 3 Critical Successes!

-70 to Bloody Siege Beam Cannons Hit DC next Turn! Critical Hits! Ignore Saves + Double Damage!

Transports take 24(8+8+8) Integrity Damage from Critical Hits! 2 Transports have been destroyed!

19DC 4+2(Penetration) Target Armor Save = 3; 2; 6; 5; 4; 3; 2; 2; 5; 4, 4; 6; 5; 6; 1; 5; 3; 4; 2! 16 Failures! 3 Successes!

Transports take 8(4+4) Integrity Damage from Critical Hits! 1 Transport has been destroyed! The Transports have been wiped out!

Steady Fire! 17 Attacks are retargeted!

Targeting Aspite-Class.

17DC 20-15(Pinpoint Vision)-20(Large Target)+5(Hidden Hand vs Enemy NT Empathy) Bloody Siege Beam Cannons Hit = 30; 97; 39; 51; 15; 29; 93; 8; 67; 81, 39; 52; 64; 88; 98; 14; 81! 1 Failure! 9 Successes! 4 Major Successes! 3 Critical Successes!

-40 to Bloody Siege Beam Cannons Hit DC next Turn! Critical Hits! Ignore Saves + Double Damage!

Aspite-Class Hyper I-Field takes 24 Integrity Damage! Aspite-Class Hyper I-Field Broken!

Aspite-Class takes 14(8+8-4(Dampening)) Integrity Damage!

13DC 3+2(Penetration) Target Armor Save = 4; 5; 1; 1; 5; 3; 1; 6; 1; 3, 5; 4; 6! 8 Failures! 5 Successes!

Aspite-Class takes 8 Integrity Damage! Aspite-Class has been Destroyed!

Steady Fire! 12 Attacks are retargeted!

Targeting Virgo II Team 1.

12DC 10-15(Pinpoint Vision) Bloody Siege Beam Cannons Hit = 6; 50; 72; 63; 99; 49; 99; 10; 75; 18, 30; 50! 1 Failure! 7 Successes! 2 Major Successes! 2 Critical Successes!

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

Virgo II Team 1 Planet Defensor Barrier takes 16(8+8) Integrity Damage from Critical Hits!

9DC 4 Planet Defensor Barrier Save = 3; 2; 5; 5; 5; 3; 1; 4; 4! 4 Failures! 5 Successes!

Planet Defensor Barrier takes 4 Integrity Damage! Planet Defensor Barrier Broken! 8 Attacks go through!

8DC 4+1(Penetration 2 vs Beam Resistant Armor) Target Armor Save = 2; 3; 1; 2; 3; 4; 4; 6! 7 Failures! 1 Success!

Virgo II Team 1 takes 28(4+4+4+4+4+4+4) Integrity Damage! 4 Virgo IIs have been Destroyed!



Virgo II Planet Defensor Barrier Regenerates 2 Integrity.


More than two dozen brilliant yellow streams of mega-particles lance out from the nine Bloody Siege Beam Cannons, one after the other in a steady pattern so that you do not waste any of the energy in their capacitators. The human personnel of the Ghingham Fleet barely have time to react before a trio of well-aimed beams shoot two of the modified Magogames out of the sky, the first two each punch a hole in something important on the ship you were aiming at before a flicker of thought has the Beam Cannon in the Shoulder Bit sweep its beam across all three ships to finish off the ones you wounded.

The third one sustains only minor damage from the sweep, but it is enough that only two more shots manage to take it out.

You hold fire the instant your powers and the White Doll's sensors tell you that the third transport is done for, and when the next instant comes you have already changed targets to the Aspite-Class Assault Carrier that is presiding over the drop zone. The crew tries to get their ship into position to fight you, but five blasts from your Beam Cannons breaks down their Hyper I-Field and fatally wounds the vessel behind it.

As it falls to the ground you distantly muse to yourself that ships are your least favorite opponent. They are just too difficult to take down without killing most of the crew, especially when you cannot take your time because of allies or an objective, which is every time you have fought one.

And then the moment passes, and you are firing on the advancing Virgo II Mobile Dolls.

That barrier of theirs is impressive, two shots that would have turned a Mahiroo into space dust and yet it is still holding. The energy remaining in the capacitators is spent on one final volley, breaking the barrier and destroying four of the five Mobile Dolls. The last one is damaged, but remains in the air.

It makes as if to launch a counterattack, as do the Ghingham Fleet forces still standing. The human ones have regained their wits after your surprise attack, and whatever programming or controller is guiding the Mobile Dolls is beginning to respond.

A flash of light behind you, and all movement stops as the Turn A completes its teleport.

You reassemble the White Doll as Ghingham exits Combat Mode. He stands further away this time, as if to make it harder for you to close in, and makes no move to approach you.

"Nice shooting." He congratulates you, still not drawing a weapon as the Turn A's sensors scan the wreckage you have created. "I would have done much the same in your situation."

"I did miss a few." You note as you turn the White Doll around to face him properly, not dropping your guard for a second as you do. Drawn weapon or not, Gym Ghingham and the Turn A are deadly opponents.

He shrugs amiably. "True, but let us cut to the chase." The Turn A spreads its arms wide. "I propose the same as I did ten days ago! You and me, no Combat Mode! What say you?"




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

[] Decline and return to Ameria.



[] 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)
Pick 3. The same power can be picked more than once.
--[] Spatial Distortion.
--[] Deluge.
--[] Invasion.
--[] Dream Ward.
--[] Temporal Jaunt.
--[] Refrain from using a Psycho-Field ability.

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

Turn A and Gym Ghingham Stats can be found at the bottom of this post.
 
Last edited:
Weeks 41-44 Part 7
[X] Agree.
--[X] Plan wingstrike96/veekie.


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


"What can I say?" You muse as you ready the White Doll for battle. "I say yes!"


Loran rolls 1d100 for Initiative = 39!

Gym rolls 1d100 for Initiative = 91!


Turn Order is: Gym, Loran!



DC 50 for Control = 78! Success! Gym Retains Control!

DC 50 for Control = 81! Success! Loran Retains Control!



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

Targeting Loran (White Doll).

Alpha Strike!

Type-TA Beam Rifle 2d2 Attacks = 4!

4DC 50-15(Pinpoint Vision)+30(Enemy NT Empathy)+10(Evasion) Type-TA Beam Rifle Hit = 46; 19; 95; 23! 3 Failures! 1 Major Success!

-10 to Type-TA Beam Rifle Hit DC next Turn!

DC 3 Target I-Field Save = 4! Success!

Shoulder Beam Cannons 4d2 Attacks = 8!

8DC 50-15(Pinpoint Vision)+30(Enemy NT Empathy)+10(Evasion) Shoulder Beam Cannons Hit = 16; 20; 94; 88; 78; 9; 31; 19! 1 Failure! 4 Major Failures! 2 Successes! 1 Major Success!

Major Failure/Success cancel each other out! +30 to Shoulder Beam Cannon Hit DC next Turn!

3DC 3 Target I-Field Save = 1, 1, 4! 2 Failures! 1 Success!

White Doll I-Field takes 8 Integrity Damage!

Abdominal Beam Cannons 4d2 Attacks = 8!

8DC 50-15(Pinpoint Vision)+30(Enemy NT Empathy)+10(Evasion) Abdominal Beam Cannons Hit = 46; 37; 57; 88; 29; 32; 56; 33! 1 Success! 7 Failures!

DC 3 Target I-Field Save = 5! Success!

Torso Multipurpose Silos 6d2 Attacks = 12!

12DC 50-15(Pinpoint Vision)-20(High Velocity Missiles)+30(Enemy NT Empathy)+10(Evasion) Torso Multipurpose Silos Hit = 33; 40; 36; 31; 83; 80; 43; 19; 26; 85, 69; 72! 6 Failures! 1 Major Failure! 3 Successes! 2 Major Successes!

-20 to Torso Multipurpose Silos Hit Dc next Turn!

Point Defense! Turn X Fleche Lumiere PD Lasers 8d1 Attacks = 8!

8DC 50-40(Laser)+20(HV Missiles) Point Defense Hit = 21; 77; 48; 92; 13; 95; 42; 19! 3 Failures! 5 Successes!

5 Torso Multipurpose Silos Successes removed!

Telepathic Strike 2d1+2 Attacks = 4!

Telepathic Strike Strength 5d4 = 10!

4DC 50 Telepathic Strike Hit = 8; 42; 10; 59! 3 Failures! 1 Success!

Loran Cehack Suffers 10 Mental Damage!

Maze Counter!

3DC 50 Maze Counter Hit = 7, 13, 66! 2 Failures! 1 Success!

Gym Ghingham Suffers 5 Mental Damage!

Psycho-Field!

Spatial Distortion 1d1 Attacks = 1!

DC 10+30(Enemy NT Empathy) Spatial Distortion Hit = 33! Failure!



Loran Cehack (White Doll) 12/12 6/6(Shield) 4/12(I-Field)

1d100 for Channeling = 4!

But no one came!

DC 80-20(Flight+) for Closing In = 51! Failure! -40 to next Turn's DC!

Alpha Strike!

Destruction Manipulator Buster Rifle 1d2 Attacks = 2!

2DC 50-15(Pinpoint Vision)+20(Enemy NT Empathy vs Hidden Hand)+20(Type-TA Shield) Destruction Manipulator Buster Rifle Hit = 75; 95! 1 Success! 1 Major Success!

-10 to Destruction Manipulator Buster Rifle Next Turn!

2DC 3 Target I-Field Save = 6, 5! 2 Successes!

Left Wrist Beam Gun 2d2 Attacks = 4!

4DC 50-15(Pinpoint Vision)+20(Enemy NT Empathy vs Hidden Hand)+20(Type-TA Shield) Left Wrist Beam Gun Hit = 70, 35, 53, 49! 4 Failures!

Armory Drone Type-TX Bazooka 1d2+1 Attacks = 3!

3DC 50-15(Pinpoint Vision)+20(Enemy NT Empathy vs Hidden Hand)+20(Type-TA Shield) Armory Drone Type-TX Bazooka Hit = 81; 83; 80! 3 Successes!

Point Defense! Turn A Fleche Lumiere PD Lasers 8d1 Attacks = 8!

8DC 50-40(Laser) Point Defense Hit = 42; 16; 30; 60; 20; 17; 18; 86! 8 Successes! 5 Point Defense Shots remain!

5DC 50-40(Laser)+30(Enemy NT Empathy) Point Defense Hit vs Armory Drone = 30; 18; 16; 24; 66! 4 Failures! 1 Success!

Armory Drone takes 1 Integrity Damage!

Psycho-Field!

Spatial Distortion 1d1 Attacks = 1!

DC 10+30(Enemy NT Empathy) Spatial Distortion Hit = 67! Success!

DC 1 Target Armor Save = 5! Success!

Warp! Gym Ghingham takes half Damage from the Spatial Distortion!

Gym Ghingham (Turn A) takes 5 Integrity Damage!



White Doll I-Field Regenerates 4 Integrity.

White Doll Armory Drone Regenerates 1 Integrity.

Gym Ghingham (Turn A) Regenerates 5 integrity.


You charge forward, the White Doll's feet leaving the ground as you shoot towards the deluge of missiles and beam fire that Ghingham unleashes in response. Every gun and missile launcher on the Turn A is open and glowing from the magnitude of the destructive energies they belch forth, yet only a handful manage to strike you between your evasion, I-Field, and Point Defense lasers, and of those that hit only two do damage, knocking your I-Field down to a third of its full strength. He must not be used to alpha striking against something that won't go down as easily as whatever the USX have been throwing at him, a weakness you doubt will last.

Ghingham's Psychic onslaught fares little better, one of his mental attacks hit home, painfully driving its thorns deep into your mind and soul, but the other three are caught by your defensive mental maze. In that twisting layer of defensive Pressure the attacks are led down false openings until they are weakened enough for you to turn their malign energies against their origin, but two are batted aside by Ghingham's expertise before the last one hits home, making the man flinch.

"Mind and body, united against the enemy." He all but giggles to himself after shaking off the pain. "That is how it should be!" His giggles become outright laughter when he senses your attempt at Channeling ending in complete failure.

You ignore him in favor of returning fire. Your Buster rifle shots are completely neutralized by the Turn A's I-Field, the wide beams harmlessly dissipated by the invisible barrier while the relatively tiny beams from the beam gun on your left wrist all miss. You try to use the Armory Drone and the Type-TX Bazooka to do some damage before you close in, but the Turn A's point defense lasers swat all three missiles away and score a hit on your backpack-turned-drone.

The only attack that succeeds in harming the Turn A is your Spatial Distortion, which makes the ancient Mobile Suit buckle and warp even if it fails to make its full force felt.

Too bad Ghingham's Psycho-Regen patches up the damage almost immediately.

No matter. You never expected fighting against Ghingham to be easy.


Loran rolls 1d100 for Initiative = 27!

Gym rolls 1d100 for Initiative = 24!


Turn Order is: Loran, Gym!



DC 50 for Control = 53! Success! Loran Retains Control!

DC 50 for Control = 34! Failure! Gym suffers -1 Piloting Level this Turn!



Loran Cehack (White Doll) 12/12 6/6(Shield) 4/12(I-Field)

1d100 for Channeling = 100!

Channeling Kreis Kreuz! Loran Meets the Conditions for all Bonuses!

+1 Piloting Level!

+1 Piloting Level vs Turn A!

+1 Random Free Psycho-Field Discipline per Turn!

DC 40-20(Flight+) for Closing In = 67! Success! Loran Closes in!

Kreis Kreuz Psycho-Field!

1d5 = 5!

Temporal Jaunt active! Turn A successes this Turn downgraded by one stage! Loran's failures upgraded by one stage!

Shining Finger 1d1 Attacks = 1!

Rolling 4+3d4 for Damage = 10!

DC 20-15(Shatterpoint Vision)+20(Enemy NT Empathy vs Hidden Hand)+20(Type-TA Shield) Shining Finger Hit = 93! 1 Major Success!

-10 to Destruction Manipulator Buster Rifle Next Turn! Critical+! Ignore saves + Double Damage!

Gym Ghingham (Turn A) takes 20 Integrity Damage! Turn A has been-

Combat Mode! Turn A escapes Destruction!




Turn A Regenerates 50 Integrity!


White Doll I-Field Regenerates 4 Integrity!


Maybe Ghingham should have focused on controlling the Turn A, for you feel the Malign Presence within surge forward in an attempt to wrest that control from him. The Psychoframe Ghost fails of course, but the burden of keeping it down will no doubt negatively impact Ghingham's piloting.

You leap on the opportunity, reaching deep into the other side with your Pressure in the hopes of finding a powerful ally.

And find one you do.



Hey there, kid. Long time no see.

Kreis glances over at the Turn A, his ethereal mind already calculating your rapid approach.

Let me show you what a First Human can do, even in death.

You feel time bend, dilate, and break around you as Kreis creates a Psycho-Field, and then you are upon the Turn A, Shining Finger blazing bright as you shoulder-check the oval shield aside and clamp the White Doll's played fingers around the white Mobile Suit's chest.

The enemy's frame begins to boil and bubble, running like water under the power of the Shining Finger that is being pumped right into its thin torso. You can practically taste Kreis' satisfaction as the Turn A-

-enters Combat Mode and teleports out of your grasp.



Fuck.

You sigh at Kreis' antics, idly wondering if you will ever be able to bring yourself to call him father as you turn around to face the back of the kneeling Turn A.


DC 50 VS Kreis = 73! Success!

Loran Retains Control.


A mighty heave of Pressure forces Kreis away from the controls. "What now, Ghingham? We never agreed on terms…"

He doesn't answer at first, and when he does it is in a voice of mixed disbelief and exhilaration:

"…I lost."

"You did." You supply helpfully.

"…"

Is he alright? "Ghingham?"

The Turn A slowly rises to its feet as Ghingham regains his composure, and then he starts bellowing over an open channel. "Men! This landing zone has been lost! Rendezvous at Point Delta-Three-Three and prepare to make for our positions around DZ1!"

Around you the Ghingham Fleet force that has been standing as spectators explode into motion, flying and scurrying towards some planned point in the north. Only the Turn A remains still so that Ghingham can leave you some parting words:

"Cehack. I will not participate in the invasion until the week after the next, just like you did after your defeat ten days ago. You may consider that the terms for our duels." And with that he flies after his soldiers, exiting Combat Mode so as to not instantly outpace them.


[] "Sounds good to me."

[] "I'll consider it."

[] "I think not."



I am still disappointed you didn't finish him off.


"That would probably kill most people on the continent, Kreis."

I know, I know. It's just difficult to enjoy the afterlife knowing that the Turn A still exists.

…he's not wrong, you suppose, but you do not exactly have any way of verifying his statement at the moment.


[] Ask Kreis some questions.
--[] Write in. Max 3.

[] Be on your way.
--[] Go looking for the nearest USX forces and offer to help.
--[] Return to Ameria.
 
Weeks 41-44 Part 8
[X] "Sounds good to me."


"Sounds good to me, Gym Ghingham." You say as you watch the retreating Ghingham Fleet force. "Until next time."

"This isn't over." He grits out as he flies. The Turn A does not turn around, but you can feel Ghingham's Pressure shift towards you for a split-second before it fades.

True to his word, every Ghingham Fleet asset is withdrawing from the area. In addition, you can feel the ships in orbit change their positions to join those above the other drop zones, and those who were busy descending is doing what they can to change their trajectories.

You are well and truly alone out here. Any future small-scale battles with Ghingham and the Turn A will carry a little more weight from now on…


*


[X] Ask Kreis some questions.
--[X] "So...how's it like on the other side?"
--[X] "Any idea how to deal with the Turn A without killing everything?"



Since you have the opportunity to talk to him, you decide to ask Kreis some questions. The most pressing one has to be what the afterlife is like. "So…"

Kreis perks up.

Yes?

"How's it like on the other side?"

He shrugs.

Pretty nice, actually. Most earthly worries fade away, leaving you with this pervasive sense of peace and contentment. Of course, I knew all this intellectually from contacting some old friends back before Satang had me make the Turn Units, but it is something else to experience it for myself.

Wait. "You have known what the afterlife was like all this time?"

Yep. It had been common knowledge for millennia before I was born. One of the reasons First Humans had no real fear of death, in fact. Hell, at the battle of Arcturus the passing sentiments of the enemy warriors after we DERBed them to death were mostly embarrassment over being taken out like that rather than anything overtly negative.

But back to the peace and junk, it is also a great way to connect or reconnect with everyone else who is dead. Like, Kamille and Paptimus made up after a few centuries, and they hated each other in life.


His face falls.

…Laura's here too, but she's still a little out of it. Please don't bother her with Channeling or the like.

Oh…

"Will do."

Kreis smiles.

Thank you, Loran. Was there anything else?

"One thing:" You answer after thinking about it for a few seconds. "Any idea how to deal with the Turn A without killing everything?"

He cocks his ethereal head in thought.

Difficult as long as you are inside the Earth Sphere, and outright impossible while on the planet's surface. Your best bet is to fight it in space, ideally a billion kilometers away from anything you want to keep intact.


So your best bet is to somehow force Ghingham into interstellar space. Great.

You have no more questions, and so you pass the time until Kreis fades away listening to him tell you more about the people he met during the Dark History. You think you recognize some of them from the dreams you had months and months ago…


*


[X] Be on your way.
--[X] Go looking for the nearest USX forces and offer to help.



Once Kreis returns to the afterlife you waste only a moment to sigh wistfully before you turn the White Doll towards the nearest group of stressed non-Psychics that are in the direction where you sensed Ghingham on your arrival to the USX. They almost start to shoot at you when they see the White Doll, but someone recognizes your Mobile Suit from a newspaper article and gets the others to hold their fire.

Their Dark History weapons take the form of bulky, green Mobile Suits of a kind that the White Doll designates as 'Tieren Ground Type'.



They seem solidly built, but also intended for ground warfare against non-psychics, which puts them at a disadvantage against the Ghingham Fleet even before you add things like Hashmals into the equation. Still, there are a lot of Tierens here, at least four or five dozen. The Mountain Cycle they found must have been immense.

You are given a phone to the USX high command after you explain to them why you are here and that you forced Ghingham and the local Ghingham Fleet forces into retreat, and from them you learn that secret negotiations between the USX parliament and the Congress of the Amerias are underway. Nothing substantial have come of them yet, the Congress intends to bring the unification talks to an end before they fully commit, so helping the USX with their nascent Psychic Program is out of the question.

You can, however, help in other ways…


[] The United States of Xiping is a huge country, they could use some help with finding and excavating Mountain Cycles.

[] There is still a huge Ghingham Fleet presence in the USX, and it is relentlessly forcing their military back. You'll help them hold the line.

[] Write in.
 
Weeks 41-44 Part 9
[X] The United States of Xiping is a huge country, they could use some help with finding and excavating Mountain Cycles.


The third week passes by as you help the Xiping military unearth more Dark History technology, using the White Doll's ground-penetrating sensors to locate shallowly buried Mountain Cycles and the like. You find three during your quick circuit of the massive country, and with your help (and a lot of local manpower) the USX military excavate the top layers of all three in record time.


31


The first Mountain Cycle contains more Tierens, Ground Types to be exact, and vast stockpiles of ammunition and spare parts for them. Nothing exciting, but the USX soldiers you assist are thankful nonetheless.


66


The second Mountain Cycles features much the same, but the Tierens underneath the foggy mountain are an eclectic mix of artillery, high mobility, and flight variants on the base design. There are even some units that are designed for space operations.





The find delights many among the soldiers you have with you. Apparently the variants on the base Tieren have been rare finds up until now, and the USX High Command hopes that being able to use the veried Dark History weapons to cover more combat roles will even the odds against the Ghingham Fleet.


75


It is with the third Mountain Cycle that things get odd. You receive a call from the USX High Command where they provide you with a location while claiming that they have found a Gundam. The location turns out to be a cave behind a waterfall, the cliff face having caved in after an earthquake that struck back in November, and true to their word there is a Gundam in there.

The Gundam looks similar to every other Gundam you have seen in its general shape, but where it differs from every other Gundam is in the harsh, red UNKOWN that pops up the moment the White Doll's sensors scan it. That…that has only happened once before, back when you first encountered the Zssan Mobile Dolls while fighting with the Coradans.

Just what is this thing?



Deeper scans of the Mobile Suit reveal Universal Century iconography and design tells, but the closest thing to a name inside the unit's database is 'G-SAVIOUR'. The database also tells you that the unit was made in the year 224 of the Universal Century calendar, which means that its creation happened decades after Kreis gave up on the Universal Century cycle.

Interestingly, the cave also contains several sets of modular frame sections for the G-SAVIOUR. Given appropriate equipment, it should be possible to convert it from a space superiority Mobile Suit to a terrestrial flier.

The only 'problem' is what to call it. According to the White Doll, there is already a unit that bears the name 'Saviour Gundam'. And calling it something without Gundam in it will be weird, so it needs a new name.

After some thought, you decide to-


[] Use a name from the G-Saviour's database
--[] G-SAVIOUR Nimbus Gundam.
--[] G-SAVIOUR Consent Gundam.
--[] G-SAVIOUR Illuminati Gundam.
--[] G-SAVIOUR Reed Gundam.

[] Pick something a bit on the nose and call it the-
--[] G-SAVIOUR Nameless Gundam.
--[] G-SAVIOUR Forgotten Gundam.

[] G-SAVIOUR Unknown Gundam, because that was what the White Doll's sensors said.

[] Throw the USX a bone and-
--[] Call it the G-SAVIOUR Xiping Gundam.
--[] Just let them name it.

[] Write in.
 
Weeks 41-44 Part 10
[X] Throw the USX a bone and-
--[X] Call it the G-SAVIOUR Xiping Gundam.



The unveiling of the newly christened Xiping Gundam is as grand an affair as the USX government can throw together at a short notice. On their request you carried the unearthed Mobile Suit back behind the USX front line where it could be displayed and presented to the many peoples of the USX through the efforts of high-ranking politicians and officers, as well as the crowd of reporters in attendance (some of them international war correspondents reporting on the USX-Ghingham Fleet conflict).

You are even asked to say some words on the naming of the Gundam, an opportunity you take simply to make the facts clear.

"-and as an unregistered Gundam, it fell to me as the pilot of a Turn Gundam to name it. A 'Saviour Gundam' already existed in the White Doll's records, and as such I decided to name it after the country it was discovered in."

It isn't quite the passionate oratory the crowd wants to hear, but you earn some light applause. You give them a shallow bow before returning to your seat at the back of the stage, ceding the podium to a general who announces that the USX military has already picked a candidate to pilot the Xiping Gundam against the Gingham Fleet. He declines to name names, however, probably because he is lying.

Well, lie in the sense that they have list of candidates, mostly pilots who earned the right to pilot the rare Flight Type Tierens, but haven't decided yet. You half expected them to ask you for insights, but you suppose that would be a bit much to reveal to a foreign military officer, even one who has helped them like you have.

Your efforts do, however, win you a meeting with a man who introduces himself as the superior of the USX ambassador you met back in Luzipurch. A man who is most interested in securing assistance in getting the USX' nascent Psychic Program off the ground.

You try to let him down gently. "It is not that I am unwilling, sir, but such help will require me to get approval from the Congress of the Amerias." You pause to think before amending your statement. "Or the approval of whatever state or organization that succeeds it." It has been a while since you were back in Luzipurch, so what the Congress is discussing at the moment is a big question mark to you.

Still, his request did get you thinking…


[] Petition the Congress for a Psychic Co-Operation Agreement with the USX.
--[] Write in reasoning.

[] Leave it at your polite refusal.
 
Weeks 41-44 Part 11
[X] Petition the Congress for a Psychic Co-Operation Agreement with the USX.
-[X] In doing so, we ensure that they are brought under the influence of our program, and their psychics kept from being a danger to themselves or the public. It is unlikely that they would give up on psychic development regardless of our answer, so if our allies can be brought under one common standard, we reduce the risks of a powerful but unstable psychic given power beyond their ability to control.



You try to make it as clear as possible to the senior official that you can promise nothing regarding the Psychic issue, and he understands with some disappointment. The temptation to let the matter lie then and there is strong, but after dwelling on it long into the night you decide to actually petition the Congress for an agreement with the USX to let the AIPA help kickstart their own Psychic Program. Personally you think it will help stall the Ghingham Fleet efforts, if only a little at first, but the decision is ultimately up to the congress.



Roll 1d100 = 39



And their decision is to reject the proposal. Not for any single reason, but for a whole host of them: Lord Guin and Lady Lily do not trust the USX and do not want to risk offending the Dianna Counter by entering such an agreement with another polity before them. California is already wary of USX naval power and doesn't want it to become too strong lest they endanger California's own position in the Pacific Ocean. Several of the Amerian monarchies are suspicious of the strong republican state (and a foreign one to boot) and wish to curtail its strength. And the rest of the Amerian states are more concerned with issues closer to home and even those in favor do not care enough to make enemies over it.

Whatever their reasons, any Psychic Co-Operation Agreement with the USX is dead in the water. Such a shame.


*


And then the ten Turn A free days are up, and the Ghingham Fleet celebrates by launching new drop zones all over East-Ezia. One of them is in the northwestern reaches of the USX, but the other two are in two of the countries to the south of the huge federation: One of the recently established beachheads is in the Sultanate of Bengal while the other is in the People's Democratic Republic of Bangkok (odd name for a repressive military oligarchy, but what do you know).

In addition, there is also a large-scale ground offensive headed towards Beijing. The USX government has prepared for this eventuality, so the capital of the United States of Xiping and its environs are one of the most fortified areas on the continent. It is going to be bloody.

Most troubling is the fact that you cannot sense Gym Ghingham among any of the Ghingham Fleet operations. According to your senses he is alone at the moment, resting near the Turn A on standby, but he could near-instantly join any of the Gingham Fleet offensives at any time.

You could challenge him, either by teleporting to his location, or call him to you by activating Combat Mode. Perhaps he will show up without your prompting if you simply cause enough problems at one of the Ghingham Fleet operations.



[] Help the USX repel the offensive towards Beijing.
--[] Challenge Ghingham.
--[] Do not Challenge Ghingham.

[] Teleport to the Central USX drop zone.
--[] Challenge Ghingham.
--[] Do not Challenge Ghingham.

[] Teleport to the Southern drop zone.
--[] Challenge Ghingham.
--[] Do not Challenge Ghingham.

[] Teleport to the Far Western drop zone.
--[] Challenge Ghingham.
--[] Do not Challenge Ghingham.

[] Teleport to the Bengali drop zone.
--[] Challenge Ghingham.
--[] Do not Challenge Ghingham.

[] Teleport to the Siamese drop zone.
--[] Challenge Ghingham.
--[] Do not Challenge Ghingham.

[] Focus on removing the Turn A from the equation.
--[] Go to Ghingham.
--[] Let Ghingham come to you.




1 = Central USX Drop Zone.
2 = Southern Drop Zone.
3 = Far Western Drop Zone.
4 = Siamese Drop Zone.
5 = Bengali Drop Zone.
6 = Beijing Offensive
 
Weeks 41-44 Part 12
[X] Help the USX repel the offensive towards Beijing.
--[X] Challenge Ghingham.



You stay in Beijing to help the defenders repel the coming Ghingham Fleet onslaught. Enemy Psychics have prevented USX scouts from getting close enough for an accurate assessment of the incoming army's numbers and composition, but just from what you can sense the presence of several teams of Psychics in the Ghingham Fleet's distinctive Mahiroo. Their presences let you track their location and provide a target for your Remote Viewing, which reveals the presence of various Mobile Dolls, Hashmals, Sids, and a Destroy Gundam.

And then there is Ghingham, who is flying above the throng in the Turn A.

Compared to that force, the massed Tieren setting up trenchworks and other defenses in preparation of the Ghingham Fleet's arrival doesn't seem quite as formidable as it otherwise would. But you are not too worried. The USX forces here are numerous and motivated, and you have not let the White Doll's Repair Systems lie idle the past three weeks.

All Systems gain +30 Condition!

The efforts of the Priority Repair System have been focused on-


Write in Systems in the order you want them fully repaired. Priority Repair amount is 9d100

Max 5
[]
[]
[]
[]
[]


Weapons


Type-TX Beam Pistol 102/500 (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. (Sleep Mode)
Attacks: 8d1
Damage: 1
Base AP: 1
Critical Hit: On Critical Success.
Special:
-Point Defense: Automatically Attacks missiles, rockets, Remote Weapons, and targets with the Mobile Pod Special Rule.
-Laser: -40 to Hit DC.
-Integrated Weapon: Does not count towards the carried weapon cap.

Wire Launchers. 81/500 (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. (Sleep Mode)
-Speed+: -20 modifier to speed DC while on the ground.
-Gale: Melee Attacks while on the ground gain -20 Charge Modifier to Hit Rolls.


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


Lightwave Main Propulsion (Voiture Lumiere). 106/500 (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 60/200 (Damaged)
-Holo Decoy 2: Enemies of a lower Piloting Level than yourself suffer from additional base DC increase per Level. Has no effect against pilots with NT Level 2 or above and Mind Targeted Attacks.



Misc Systems.


LUNA Energy Transference Module (Sleep Mode)
-Universal Compatibility: The White Doll can use most types of equipment by wirelessly transferring power to them.
-Energy Assist: Allies within range gain a 2x damage to all weapons with the Reactor-Fed Special Rule. Allied Energy Weapons with Recharge Cooldowns can fire every turn as long as they are powered only by the Mobile Weapon carrying them.
-Fire Bringer: Normal Energy Weapons carried by Allies within range double their number of Attacks for the first Turn of Combat every update.
-Extreme Range: Targets anything within sensor range.


Power Drainer. 106/500 (Heavily Damaged)
-Weak Power Drain: Can prevent a single Mobile Suit from using Remote Weapons.



Carapace Backpack.
-Armory Backpack 5: Can store 5 weapons for later use.
-Adaptive workings: Will alter itself to carry MS weapons no matter their shape. Within limits.
-Flight Mode: Can fly.
-Armory Drone: Can be assigned to detach from the White Doll and act as a remote weapon carrying a designated Ranged Weapon. The White Doll may not retrieve or return weapon from a detached Armory Drone. This function is automatically activated during Bloody Siege Mode.
-Carapace I-Field 96/500 (Heavily Damaged)


*


You bring the White Doll out of the defense line once the first sign of the enemy appears on its sensors, leaving the USX forces where they are as you speed towards the halfway point between then while telepathically broadcasting your presence to every Psychic in the region. Within seconds the Ghingham Fleet army has stopped in its tracks thanks to Ghingham's telepathic response to your challenge.

"We meet again, Cehack!" He bellows excitedly, exuberant sadism and honest joy melting together to radiate in his bloodthirsty aura. "Same rules as before?"

You exhale, letting your Pressure seep into every molecule of the White Doll to center yourself before you inhale and take your spirit with you. And repeat. If you lose here, he will be free to wreak havoc among the USX defenders, not to mention the city of millions behind you.

"Yes."


[] Write in Battleplan.


[] 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.


*******************************************************************
 
Weeks 41-44 Part 13
[X] Lightwave Main Propulsion (Voiture Lumiere). 106/500 (Heavily Damaged, Unstable)
[X] Power Drainer. 106/500 (Heavily Damaged)
[X] Carapace I-Field 96/500 (Heavily Damaged)
[X] Type-TX Beam Pistol 102/500 (Heavily Damaged. Ranged)
[X] Wire Launchers. 81/500 (Heavily Damaged)



When the week began you laid out a plan outlining what systems you wanted to fix up with the White Doll's Priority Repair System. First up is the White Doll's main propulsion unit, the Voiture Lumiere drive.


Roll 3d100 Priority Repair = 188! Lightwave Main Propulsion (Voiture Lumiere) Condition is now 106+188!

Roll 3d100 Priority Repair = 144! Lightwave Main Propulsion (Voiture Lumiere) Condition is now 294+144!

Roll 3d100 Priority Repair = 149! Lightwave Main Propulsion (Voiture Lumiere) Condition is now 438+188! Lightwave Main Propulsion (Voiture Lumiere) has been restored to Damaged Condition!


Lightwave Main Propulsion (Voiture Lumiere). 86/200 (Damaged)
-Extreme Speed: -45 modifier to speed DC while in the air or in space.
-Demanding: +30 to Condition DC after three Turns or one Engagement of usage with Pilot Skill below 4.
-Lightwave Propulsion: This system requires no fuel, only energy.


The ruined system is not completely repaired even after three weeks of tireless work by the White Doll's repair Nanites, but the wildly unstable fluctuations of the Ring of Light disappear while you help the USX with their Mountain Cycles. You try using it for an hour, and the difference between it and the normal Flight Mode is like night and day: Even while damaged the Main Propulsion system sends the White Doll past the sound barrier, much to the surprise and dismay of the USX forces in the area.

After apologizing for the disturbance you decide to hold off further practice until later.


*


[X] Plan Incoming!

[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 Beam Pistol.
[X] Destruction Manipulator Melee Weapon.
-[X] Shining Finger.
[X] Destruction Manipulator Ranged Weapon.
-[X] Buster Rifle.
[X] Defenses.
-[X] Activate both of them.
[X] NT Systems.
-[X] Activate NT-D Mode.
[X] Armory Drone.
-[X] Type-TX Bazooka.
[X] NT Power.
-[X] Telekinetic Strike.
-[X] NT Empathy.
-[X] Channeling.
[X] Psycho-Field. (NT-D Mode only)
-[X] Temporal Jaunt.


You waste no time after accepting Ghingham's challenge, grabbing the Type-TX Beam Pistol off the Carapace backpack even as you make the White Doll take you the air, flying low on a straight path towards the waiting Turn A.


Loran rolls 1d100 for Initiative = 37!

Gym rolls 1d100 for Initiative = 27!

Turn Order is: Loran, Gym!


DC 50 for Control =40! Failure! Loran suffers -1 Piloting Level this Turn!

DC 50 for Control = 66! Success! Gym Retains Control!


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

1d100 for Channeling = 90!

Channeling Treize Khushrenada! Loran Meets the Conditions for 2 Bonuses!

+1 Piloting Level!

+1 Piloting Level while dueling!

Psycho Field! Temporal Jaunt active! Turn A successes this Turn downgraded by one stage! Loran's failures upgraded by one stage!

DC 80-20(Flight+) for Closing In = 67! Success! Loran has reached the Target!

Targeting Turn A.

Alpha Strike!

Destruction Manipulator Buster Rifle 1d2 Attacks = 2!

2DC 40-15(Pinpoint Vision)+20(Enemy NT Empathy vs Hidden Hand)+20(Type-TA Shield) Destruction Manipulator Buster Rifle Hit = 65; 89! 1 Success! 1 Major Success!

-10 to Destruction Manipulator Buster Rifle Hit DC Next Turn!

2DC 3 Target I-Field Save = 2, 2! 1 Failure! 1 Success!

Turn A I-Field takes 8 Integrity Damage!

Type-TX Beam Pistol 1d2 Attacks = 2!

2DC 40-15(Pinpoint Vision)+20(Enemy NT Empathy vs Hidden Hand)+20(Type-TA Shield) Type-TX Beam Pistol Hit = 71, 12! 1 Success! 1 Major Failure!

Temporal Jaunt! Major Failure becomes Failure!

DC 3 Target I-Field Save = 6! 1 Success!

Left Wrist Beam Gun 2d2 Attacks = 4!

4DC 40-15(Pinpoint Vision)+20(Enemy NT Empathy vs Hidden Hand)+20(Type-TA Shield) Left Wrist Beam Gun Hit = 55; 43; 25; 71! 3 Failures! 1 Success!

Temporal Jaunt! Failures become Successes!

4DC 3 Target I-Field Save = 6; 5; 5; 6! 4 Successes!

Armory Drone Type-TX Bazooka 1d2+1 Attacks = 3!

3DC 40-15(Pinpoint Vision)+20(Enemy NT Empathy vs Hidden Hand)+20(Type-TA Shield) Armory Drone Type-TX Bazooka Hit = 39; 69; 74! 1 Failure! 2 Successes!

Temporal Jaunt! Failure become Success!

Point Defense! Turn A Fleche Lumiere PD Lasers 8d1 Attacks = 8!

8DC 60-40(Laser) Point Defense Hit = 18; 38; 37; 46; 26; 21; 21; 14! 2 Failures! 6 Successes!

Temporal Jaunt! Successes become Failures! No Point Defense Shots remain!

3DC 1-2(Armor Grade)-2(Type-TA Shield)+2(Penetration) Target Armor Save = 3, 2, 5! 2 Successes!

Telekinetic Strike 5d1 Attacks = 5!

5DC 10+20(Enemy NT Empathy vs Hidden Hand) = 17; 3; 18, 33; 35! 3 Failures! 2 Successes!

Temporal Jaunt! Failures become Successes!

5DC 1 Target Armor Save = 6, 2, 4, 4, 2! 5 Successes!

Shining Finger 1d1 Attacks = 1!

Rolling 4+3d4 for Damage = 16!

DC 40-15(Shatterpoint Vision)+20(Enemy NT Empathy vs Hidden Hand)+20(Type-TA Shield) Shining Finger Hit = 64! 1 Failure!

Temporal Jaunt! Failure become Success!

DC 1-1(Armor Grade)-2(Type-TA Shield)+3(Penetration) Target Armor Save = 2! Success!

Wave Surge! Turn A takes 7(16/2-1(Armor Grade)) Integrity Damage!

Wrist Beam Saber 1d2 Attacks = 1!

DC 40-15(Shatterpoint Vision)+20(Enemy NT Empathy vs Hidden Hand)+20(Type-TA Shield) Wrist Beam Saber Hit = 11! 1 Major Failure!

Temporal Jaunt! Major Failure becomes Failure!


Gym Ghingham (Turn A) 5/12 4/12(I-Field)

Targeting Loran (White Doll).

Focused Blows! Type-TA Beam Saber gains +1 Attack Dice!

Type-TA Beam Saber 3d2 Attacks = 4!

4DC 60-15(Pinpoint Vision)+30(Enemy NT Empathy)+10(Evasion) Type-TA Beam Rifle Hit = 49; 53; 80; 71! 4 Failures!

Telepathic Strike 2d1+2 Attacks = 4!

Telepathic Strike Strength 5d4 = 15!

4DC 50 Telepathic Strike Hit = 36; 69; 67; 97! 1 Failure! 2 Successes! 1 Critical Success!

Temporal Jaunt! Successes become Failures! Critical Success becomes Major Success!

Loran takes 15 Mental Damage! Loran is Weary from Major Success!

Maze Counter!

3DC 50 Maze Counter Hit = 80; 7; 14! 2 Major Failures! 1 Success!

Temporal Jaunt! Major Failures become Failures!

Gym Ghingham takes 7 Mental Damage!

Psycho-Field!

Spatial Distortion 1d1 Attacks = 1!

DC 10+30(Enemy NT Empathy) Spatial Distortion Hit = 85! Major Success!

Temporal Jaunt! Major Success becomes Success!

DC 1 Target Armor Save = 2! Success!

Warp! Loran Cehack (White Doll) takes 5 Integrity Damage!



Turn A I-Field Regenerates 4 Integrity.

Gym Ghingham (Turn A) Regenerates 5 integrity.


The speed of your charge takes Gym Ghingham off guard, forcing him to huddle behind the Turn A's shield in the face of your running fire. You felt the time-bending force of Kreis' Temporal Jaunt during your last battle against the Turn A, but the way time breaks and flows within your Psycho Field is something else entirely. The soul you call with Channeling helps you retain the advantage even as the White Doll struggles against you, a gallant spirit empowering you from the other side.



A duel it is, then! I, Treize Khushrenada, will assist you!

Your missteps are softened by the Psycho-Field, shots pulled through time to hit the Turn A where they would otherwise have missed to almost break through its I-Field. Gym's attempts to counter are inversely affected, his point defense lasers passing through space where the three missiles launched from the Type-TX Bazooka have just passed through or have yet to reach. Shame that the missiles themselves fail to do more than scratch the Turn A's armor.

And then you are upon him, Shining Finger blazing bright as you try to drive it into the Turn A's chest. Ghingham narrowly deflects it by slamming the Turn A's shield into the Destruction Manipulator's wrist, only for the White Doll's right arm to blur as it is temporally displaced a heartbeat back in time. With his shield extended the path is open, and the splayed fingers of the Destruction Manipulator lock onto the target. The enemy's armor holds, but the flood of charged Mega-Particles take their toll on the white Mobile Suit nonetheless.

Ghingham is lashing out at you even as the Turn A is being drenched by the amber flood of destructive energy, but you twist the White Doll away from the first two blows, deflect the third by drawing from Ghingham's own book and counterpunching the swinging arm, and the fourth slips through your guard only be caught in the time distortion and delayed long enough for you to get out of the way. You try to wedge your Wrist Beam Saber into a joint, but it turns out to be a feint that your Temporal Jaunt barely rescues you from, preventing Ghingham from capitalizing on your mistake.

The psychic side of the duel is a crossfire of Telekinetic and Telepathic blows. Your telekinesis batters the Turn A with enough force to smash a team of WaDoms into scrap metal but fail to do more than cause dents in the Turn Unit's armor. Ghingham's malign barbs fare better, with one worming its way deep into your spirit to sap your of strength. The other barbs are turned away and sent back as counterstrikes, with one scoring a hit through a gap in your opponent's mental armor.

The two of you break apart, your Psycho-Fields fading as you spare an instant to take stock of each other, and then you clash together again.


Loran rolls 1d100 for Initiative = 48!

Gym rolls 1d100 for Initiative = 43!

Turn Order is: Loran, Gym!


DC 50 for Control = 67! Success! Loran Retains Control!

DC 50 for Control = 30! Failure! Gym suffers -1 Piloting Level this Turn!



Loran Cehack (White Doll) 7/12 6/6(Shield) 12/12(I-Field)

Psycho Field! Temporal Jaunt active! Turn A successes this Turn downgraded by one stage! Loran's failures upgraded by one stage!

Shining Finger 1d1 Attacks = 1!

Rolling 4+3d4 for Damage = 13!

DC 20-15(Shatterpoint Vision)+20(Enemy NT Empathy vs Hidden Hand)+20(Type-TA Shield) Shining Finger Hit = 86! 1 Major Success!

-10 to Shining Finger Hit DC next Turn! Critical+! Double Damage and Ignore Saves on Major Success!

Gym Ghingham (Turn A) takes 26 Integrity Damage! Turn A has been-

Combat Mode! Turn A escapes Destruction!




Turn A Regenerates 50 Integrity!

Turn A I-Field Regenerates 40 Integrity!


Ghingham tries to patch up the damage you caused through applying Psyco-Regen, but what damage remains have opened up enough of a hole that you have a clear target. He realizes this within the instant it takes for you to open the fingers of the Destruction manipulator, and moves his shield accordingly to prepare his defense and counterattack. But then the Turn A spasms, Ghingham's control over the rebellious Psychoframe Ghost hindering him even as you regain control over your own, opening the way for you to ram the Shining Finger into the wound in the Turn A's torso.

The flash of the Turn A's teleporter signals the end of the duel, your enemy reappearing while missing most of its left side. The slagged areas visibly heal as the Combat Mode Repair Systems work together with Ghingham's Psyco-Regen to restore it to full functionality.

For a moment the whole battlefield holds its breath. The question of if Ghingham will really withdraw on the mind of every USX soldier present.

Even you pause for one moment of anticipation before the Turn A hails you. Ghingham's face on the holoscreen is frustrated, but also determined.

"As part of our deal, I will now withdraw from East Ezia. But," His expression hardens. "This offensive will continue."

"Of course it will." You sigh. You should have known it wouldn't be this easy.

"Cehack."

What is this now?

Through the comm-link you can see Ghingham tapping a few holographic keys, and then suddenly the White Doll asks you if you want to accept a transmitted video file.

"…what is this?" You ask, skeptically, tapping a few holokeys of your own to make the White Doll's systems preemptively analyze the file for surprises as best they can from here.

"Something I think you should see." He replies flatly. "I meant to give it to you earlier, but I forgot in the excitement."

You cannot sense any lie in his words, and your insight is by far more potent than his ability to hide his thoughts from you, so you hesitantly accept the file. You will watch it when you are done here.


*


The battle against the Ghingham Fleet offensive is hard fought. The USX garrison takes horrendous casualties while holding the line against the onslaught, and only the presence of the White Doll keeps the implacable might of the Hashmals, Sids and Destroy Gundams from obliterating the line entirely. Efforts to aid the wounded, fight fires and search for people in the areas of Beijing that were hit during the fighting last through the night, and it is only at noon the next day that you have enough time to yourself to look at the video file.

It is a video taken from a state funeral presided over by Queen Junno. A state funeral in honor of Laura Cehack, your mother.

You spend a lot of time replaying it.


*


You are interrupted while resting in camp after helping the USX forces take a Ghingham Fleet position by a messenger a few days later. A message has been received from Luzipurch: The Congress wants you back in Ameria.


[] They gave you a few days to get things in order. Help out in the USX a little more.

[] Return immediately.
 
Last edited:
Weeks 41-44 Part 14
[X] Return immediately.


You decide to leave for Luzipurch immediately after finishing up the matters at hand, and so you spend the rest of the day running across Beijing on meetings and briefings until you are satisfied that they have things under control. You can only hope that it is enough to help them stand against the Ghingham Fleet without the White Doll's power.


*


The political milieu in Luzipurch has gotten heated while you were away. There are no issues left that can be debated before the shape of a unified Ameria can be decided upon, and it is all the Luziannan military police can do to keep order in the streets and the salons. The arguments are present even in the backroom meeting you have upon your arrival with Lord Guin, Lady Lily, and the other movers and shakers until the first issues a gag order to keep the meeting on track.

The first order of business is the result of further Mountain Cycle excavation: California has dug up another batch of their orange transformable Asshimar Mobile Suits,



Along with a WaDom-sized black Gundam. Normally this would be a point of celebration, but the AIPA liaison discovered that the unit contained Psychoreactive technology and so it has been sent to Luzipurch for processing.

The Coradans have discovered a cache of what appears to be mass-production versions of the Strike Noir, much to Lord Elbert's delight.

Beyond that the Amerian states have either only found more of their earlier finds or come up empty-handed. With one exception:

The Florian Militia has found another spaceship and are in the process of freeing it from the underground chamber they found it in. According to Lord Guin, Inglessa and Luzianna are already sending much of the experienced Mountain Cycle excavators from Kingsley Valley down to the southeast to assist the effort. You do not need to be Psychic to tell that they are eager to expand Ameria's space forces.

From there the meeting consists of you giving them your report about the events in the USX. You explain your duels with Ghingham, what you saw of the Dark History technology acquired by the USX armed forces, and the battles with the Ghingham Fleet. The gathered lords, ladies and other power holders listen attentively, and so you dare hope that, even if the unification debate fails, they will stand united when the Ghingham Fleet turns its attention to the Amerian continent.


*


Corado sent one of their new Mobile Suits to come along with the Californian Gundam so that the White Doll can identify them and give their Militia an idea of what they can do. According to the White Doll's database they are 'Strike Daggers' and are as the Coradans assumed they are mass production models based off the original Strike Gundam.



The Gundam, which as it turns out is a transformable designed to be controlled by Psyco-Control, is with disproportionate ominousness identified as the Psyco Gundam.



For a moment you consider appropriating it, but you decide against it. Its only Psychoreactive technology is the Psycommu System, which is effectively harmless on its own, and it is too big and slow to keep for yourself. No point in antagonizing the Californians over it. You send it back to the Californian Militia with the AIPA seal of approval and an explanation of its capabilities.


*


When you wake up the next morning you feel as if you have been released from an invisible set of chains. You have felt this twice before, so you slip out from beside Sochie to get to the White Doll. A quick scan later, and it confirms what you first suspected: Your body has recovered to the point where it has reached a threshold, the final threshold in fact.


Body Recovery Complete! No exhaustion rolls from Psycho-Field usage! Psycho-Field Disciplines powered up in combat mode! Limbs + certain personal melee weapons are now kinetic anti MS weapons!

Piloting Level has increased to 8!


Choose 1 Piloting Perk.

[] Blitz. (If at Medium/Normal Range or more from an Enemy, add 1/2 of your Speed bonus to all Melee Attack Hit DCs for the first Turn)

[] Marksman. (Cuts Long Range and Very Long Range penalties by half)

[] Ambusher. (Doubles the Ambush bonus to your Hit DC when ambushing)

[] Gunslinger (lvl2). (Unlocks Gunslinger option in Battleplan. +1 Attack dice to selected ranged weapon.)

[] Spray n' Pray (lvl2). (Unlocks Spray n' Pray option in Battleplan. Double the number of Attacks rolled but cut Piloting Level when shooting in half).
 
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