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

Weeks 41-44 Part 15
[X] Gunslinger (lvl2). (Unlocks Gunslinger option in Battleplan. +1 Attack dice to selected ranged weapon.)


You decide to focus on applying your expanded reflexes and awareness to get more out of your ranged weapons, practicing the hours away in simulations. The spectacle draw an audience of AIPA psychics and other staff who stop on their way to watch the White Doll dance around, but you pay them little heed beyond moving your pale green Mobile Suit away from where they are standing.What you do pay heed to is the sensation of the Turn A's Combat Mode teleport skittering across your focus while heralded by the beeping of the White Doll's sensors. You stop your exercises immediately and look to the east. Remote Viewing projects your presence across the Atlantic Ocean, across the Mediterranean, and into the deserts past it. You find Ghingham at the head of another Ghingham Fleet landing into the mountains below. The Ghingham Fleet must not consider the Babel Region to be part of Ezia.

You are about to pull your point of view back to your body when the Turn A freezes with its head pointed straight at your spiritual projection. "Are you having fun, Ghingham?" You muse to yourself, the motion mirrored by your projected presence. Perhaps your meaning reaches him, but you doubt it.


Loran has earned the Gunslinger Perk! Unlocked Gunslinger Option in Battleplan (+1 Attack dice to selected ranged weapon.)!


*


You have been swamped with duties the past few weeks, but now that you are back you decide to allow yourself some time off with the people you love. And that means spending the day and the first half of the next with Sochie, catching up on the time lost during the weeks you were away, and then taking her, Corin, Arisa and Miashei to a fancy restaurant in Luzipurch. This time you remember to tell the waiting staff not to bring too much alcohol, nobody wants a repeat of that last night in Nocis.

"Shame that the Queen couldn't make it." Shrugs Corin as he downs another glass of weak wine. The lack of strong drink and the absence of someone who used to be here does nothing to alleviate the man's low spirits after such a long time of nothing to do but act as one of the heads of security at the AIPA headquarters.

Arisa pats him on the shoulder. "It can't be helped. Dianna's got stuff to do." She downs her own drink in a single gulp. "And so do we when Ameria really gets into the war, won't we Loran?"

You nod. It has been too long since you fought beside your comrades in the technically-disbanded Laura Rola Autonomous Mechanical Doll Corp. Speaking of, you can't help but wonder how Horace and Lieutenant Dana are doing. The former has been carried by train across Ameria to lend his expertise to the Mountain Cycle excavations in the time since you last saw each other and is currently on his way down to Floria to help restore the ship they found, but you haven't seen hide or hair of the Lieutenant since he took the LRAMDC's Gallop back to the Inglessan Militia.

"Loran?"

You look up from your plate to meet Sochie's worried eyes. "Hm? Yes, Sochie?"

Her Pressure gently slides against your own. "Are you alright? It feels like you have something on your mind."

"Lord Guin wants to talk to me early tomorrow, something to do with the recent disagreements in the Congress." You reply before glancing around. "Can't say more, sorry."

She nods, understanding your reasons without being happy about them. Personally, you would rather not think about the reasons he might have for calling you in for a political matter.


*


The meeting with Lord Guin is eye-opening, in a lot of ways. While Floria (and to a lesser extent Luzianna) supports him and his autocratic vision for a united Ameria, it is not nearly enough, and enough of the remaining states oppose the idea (most notably the democratic-ish republics of California and Newark) that those that have yet to pick a side remain comfortably neutral.

His main opposition seems intent on doing nothing more but solidify the bonds between the Amerian states, strengthening the unwritten rules that form the current Amerian Confederation into a proper Federation. It is not too different from Keith's attempts to force peace between Ameria and the Dianna Counter through economic interdependence, only vastly more involved in scale and the levels of society it intends to affect. It is also a lot less involved in the internal politics of the member states, which is one of the main sources of opposition to Lord Guin's position. Ameria is a patchwork of republics, absolute monarchies, constitutional monarchies and one dictatorship if you count Canud as an Amerian state. Any infringement on the people's franchise or the aristocracy's privileges will be unpopular at the best of times…

Ugh, why do they have to do this now? Don't they know that there is a war going on? Lord Guin even raised the possibility of-

You stop as you receive a telepathic message from a room near you. The Psychic's Pressure seems familiar, but since they are too weak (and too sincere) to be a likely threat you enter the room without hesitation. The four presences within turn out to be the familiar-feeling Psychic, who is dressed in an AIPA Adjutant uniform (Luziannan colors), Lady Lily, and a pair of men that you recognize as being from Captain Gavane's Special Suicide Squadron.

Lady Lily wastes no time in flashing you a pleasant smile. "How kind of you to join us, Loran Cehack." She turns to the adjutant. "That will be all Charles. John, please escort him back to the embassy. Ames, guard the door."

The three men practically jump to fulfill her orders, and soon enough you the two of you are alone.

"I believe that playing games with a mind reader would be a waste of effort," She begins while gesturing for you to take a seat at one of the other desks in the unused office. "So I will go straight to the point: The Congress of the Amerias will fail if things remain as they are and I want your help." Her eyes are locked onto yours. "He has asked for your support, hasn't he?"

You can only nod. "He has." He suggested that he might have need of you to enforce his position on the Amerian states.

She shrugs daintily in response. "I thought so. The White Doll's power and your control of the AIPA makes you not only the Earth's lone answer to Junno's own White Doll, but also the kingmaker of Ameria. Unless things change, you will have to declare for one side or maintain neutrality, am I right?"


[] Nod and let her talk.

[] "You have a third option in mind."

[] Write in.
 
Weeks 41-44 Part 16
[X] "You have a third option in mind."


"You have third option in mind." It is not a question and both of you know it.

"I do." She politely confirms while adjusting her hat. "I would like you to consider declaring for me. Or rather, Luzianna."

How would that change anything? "Pardon?" It hits you. "You have been making deals of your own." Once again there is no question involved.

Lady Lily nods, delighted at your observation. "True. I have spent much of my time since this conflict began helping Lord Guin prepare for his push for unification, and in doing so I came to understand that his wish to become an absolute monarch is…problematic." She gestures to you. "He would succeed should you declare for him, if only because he will need the White Doll's strength in the war such a unification would require."

"And if I declare for the Federalist states or remain neutral he would lose." You finish for her.

"Exactly." She preens before her expression becomes grave. "I have made steps, Loran Cehack, to ensure that Luzianna would be on the winning side no matter what form that the Unification might take, but once things were in motion I thought: Why not go further and be the winning side?"

Lady Lily leans forward. "It took months of secret dealings in the guise of running errands for Lord Guin, but I have hashed out a compromise: A Federal Monarchy with myself as Empress, a repeal of certain aristocratic privilegia, increased franchise in all member states, among other political details that will pave the road for a more complete unification in the generations to come."

You narrow your eyes. "Wouldn't it be Duke Borjarno who becomes Emperor?" The taste of her Pressure almost makes you walk out before you look deeper and relax. "You are not planning on killing him."

She sighs and nods. "I am not, but he cannot be Emperor. He is old, and so are his ideas. He would tear up this compromise and try to enforce a vision similar to Lord Guin's, but less inspired by far." Her eyes find yours again. "Should you agree to support me, he will find his health failing to the point where he can no longer be expected to rule Luzianna. His will has already been modified to name me heir."



This isn't easy for her, so you refrain from pressing her on the issue. Still, this isn't easy for you either…

"Are you having trouble deciding?" Lady Lily smiles tiredly, feeling no need to hide her emotions from the powerful Psychic sitting opposite her. "I thought you might, so I prepared a modified plan."

Oh? "…Go on."

Lady Lily takes her head out of her hands and leans back. "The idea is simply: Lord Guin accepts the crown from the gutter, and takes my place in the plan I just outlined. He will have to marry me, of course, someone must keep the plan on track after all, but Nocis will become the capital of the Third Empire instead of Luzipurch."



[] You have questions.
Max 3
--[] Write in.

[] Excuse yourself. She has given you a lot to think about.
 
Weeks 41-44 Part 17
[X] You have questions.
-[X] How would she get Lord Guin's cooperation with the marriage proposal?
-[X] What's her stance on the Moonrace?



"Before I go…" You begin, catching Lady Lily's attention as she prepares to leave. "How do you plan to get Lord Guin to consent to the marriage?"

Lady Lily just smiles, not offended at all. "Lord Guin wishes to be Emperor of a united Ameria more than anything, and while he might not become such the way he wanted should he accept my offer of compromise, he knows better than to challenge all Ameria on his own."

Your eyes narrow. "You managed to get every other Amerian state behind you on this?"

For the first time since this conversation began you see Lady Lily hesitate. "…No. Prince Miami is Lord Guin's uncle, and he is too loyal to him to go against him on this." She shrugs. "He refused to hear me out when I made some subtle suggestions to the effect of my compromise, instead advising me to 'wait for Lord Guin to finish his plan'."

Prince Miami of Floria is Lord Guin's uncle? "I see. Continue please."

Lady Lily graciously nods. "Very well. With you, me, and all Ameria against him Lord Guin will have no choice to either submit or become my partner." She shrugs. "As long as he remembers that we are to be equals I do not mind him taking the credit for the Unification."

"But why would you go to all this trouble?" You ask. "To get me onboard? I might have been fine with it if it avoided a war."

She looks away. "Call it reluctance to crush him completely after our long relationship as friends and allies, but I want to give him the chance to fulfill his dream as long as it does not clash with my own dream of a united Ameria."



She is being completely honest. "You are fond of him."

Her only response is a smile.

"What is your stance on the Moonrace?"

She looks up and clicks her tongue, her smile disappearing as she thinks. "The Moonrace's Return is a problem for another day. Depending on how the war against her mother goes Queen Dianna might regain control over the Moon with significant Ghingham Fleet assets intact, and with her ambitions limited to the Amerian Sunbelt we will not be able to count on other nations to bleed for us."

Her hands grip the leather-wrapped metal that serves as her purse's handle. "We must come to a compromise about Moonrace settlements in Ameria, and gain enough strength so that we can enforce our sovereignty should negotiations break down." She glances at you. "I understand that the Moonrace has too much on the line to back down, but so do we."

And with that Lady Lily continues her walk out the door, only stopping after she has stepped over the threshold. "Oh and, Mr. Cehack?"

You blink. "Yes?"

Her smile returns, and it is as sunny as the one she gave the day you met her. "I hope you will make the right choice." Her piece said, she walks away down the corridor, leaving you alone in the room.


*


The next day you have your lunch with your friends interrupted by a surge of Pressure to the south, shortly followed by an emergency phone call that explains what you have already realized:

The Ghingham Fleet is attacking the Mass Driver around Manupitch.

According to the phone call you receive a few minutes later, straight from Lord Guin, the enemy has yet to land. The Dianna Counter did their part in fortifying the area and have emplaced a ground-to-orbit railgun there to deter landings. As such, the battle is still in its opening phase as both sides exchange extreme-range fire.

It won't last, you realize as Lord Guin outlines the Amerian and Dianna Counter forces stationed in the Manupitch area. Even assuming that the Ghingham Fleet ships and Mobile Suit-carried Dainsleifs fail to destroy the big railgun it will be so much scrap metal the instant Ghingham and the Turn A arrives on the scene. You have to get there.

Speaking of Ghingham himself, he is currently fighting in the Babel region, just like he has been for the past few days. A fact which will soon change once you teleport down to Manupitch. You're just glad you had the chance to set the Priority Repair earlier today.


All Systems gain +10 Condition!


[] Keep it working on the Lightwave Main Propulsion (Voiture Lumiere). 96/200 (Damaged)

[] Write in System.


Weapons


Type-TX Beam Pistol 112/500 (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. 91/500 (Heavily Damaged)
Attacks: 1d1
Damage: 0
Base AP: 0
Critical Hit: No.
Special:
-Wires: Inflicts Hindered, Burdened, Trapped, or Immobile depending on how many Wires hit.
-Short Range Weapon: Unusable beyond Medium Range.
-Integrated Weapon: Does not count towards the carried weapon cap.




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). 96/200 (Damaged)
-Extreme Speed: -45 modifier to speed DC while in the air or in space.
-Demanding: +30 to Condition DC after three Turns or one Engagement of usage with Pilot Skill below 4.
-Lightwave Propulsion: This system requires no fuel, only energy.



PSI Systems.


Psycommu System.
-Psyco-Control: Pilot Level may not go below 1. May control the White Doll while outside the cockpit at NT-Level 3.
-Requirement: Requires NT Level 2 to use.


Psychoframe.
-NT-Amp: Allows the usage of MS scale NT powers.
-Requires NT Level 2 to use.


NT-D Mode.
-NT+: Allows the usage of NT power one level above that of the user's Level.
-Demanding: +100 to Condition DC after three Turns or end of Engagement if the user is not NT Level 4 or above.
-Exclusive: Cannot be used at the same time as Bloody Siege Mode.


Bloody Siege Mode.
-Mode Change: Splits the mobile suit into pieces, nine in total (ten with backpack). Each piece (except backpack) has its own I-Field. Can be used within gravity.
-Requirement: Requires Pilot Level 4 and NT Level 4.
-Excusive: Cannot be used as the same time as NT-D Mode.



Stealth Systems.


Invisible Umbrella (Sleep Mode)
-Cloaking: May hide in plain sight at the end of any Turn where you are not restrained in some fashion. Automatic Ambush on the first turn if initiating combat. Does nothing against Mind Targeting.


Holo-Decoy 70/200 (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. 116/500 (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 106/500 (Heavily Damaged)
 
Weeks 41-44 Part 18
[X] Type-TX Beam Pistol 112/500 (Heavily Damaged. Ranged)


You hesitantly set the Priority Repair System to focus its efforts on the Type-TX Beam Pistol.


Roll 3d100 Priority Repair = 143 Type-TX Beam Pistol Condition is now 112+143!


Efforts that fail to improve its condition enough to make it more useful. There is no use crying over spilt milk, you will just have to make do. It was going to be repaired anyway.


*


The thunderous rapport of the big railgun fills the air when you teleport to the defenses around Manupitch, sending another tungsten slug into the sky towards a Ghingham Fleet ship in orbit. A quick look with your Remote Viewing confirms that it clipped a Gendarme-Class, knocking it out of position while leaking atmosphere but failing to destroy it.

You take your eyes off the fleet overhead. Ghingham and the Turn A will have been alerted by the White Doll teleporting here, and it won't be long until they make an appearance themselves.

!

Speaking of Ghingham, you can feel his Pressure focusing on your location. The battle against the Ghingham Fleet will have to be left to the Militia and Dianna Counter defenders. He will be here any moment now...


[] Write in Battleplan.


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

[] Mobility.
--[] Stay on the ground with the Landskimmers.
--[] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).
--[] Activate 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.

[] Gunslinger. (+1 Attack Dice to selected Ranged Weapon)
--[] Write in Weapon.
--[] Do not make use of Gunslinger.
 
Weeks 41-44 Part 19
[X] Plan Dakka Dakka Dakka.

[X] Engagement range.
-[X] Stay at Long Range.
[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] Defenses.
-[X] Activate both of them.
[X] NT Systems.
-[X] Activate NT-D Mode.
[X] Armory Drone.
-[X] Dober Gun.
[X] NT Power.
-[X] Telepathic Strike.
-[X] NT Empathy.
-[X] Channeling.
[X] Psycho-Field. (NT-D Mode only)
-[X] Temporal Jaunt.
[X] Gunslinger. (+1 Attack Dice to selected Ranged Weapon)
-[X] Type-TX Bazooka.


A series of pulses of killing intent is the only warning that you and the other defenders get before a dozen long spears, Dainsleif projectiles, slam into the defenses around Manupitch. The air fills with screams as dirt and tortured metal is flung into the air, sending your allies into a panic as Ghingham Fleet drop pods are seen streaking through the gaps left by the Dainsleif bombardment. Only one of the spears actually hit the big railgun, but it is enough to knock it out of commission and allow the Ghingham Fleet ships in orbit to begin their operation.

"Cehack!"

And there is Ghingham himself.


Loran rolls 1d100 for Initiative = 68!

Gym rolls 1d100 for Initiative = 48!

Turn Order is: Loran, Gym!



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

DC 50 for Control = 96! Success! Gym Retains Control!



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

1d100 for Channeling = 11!

But no one came!

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

Targeting Turn A.

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 = 99; 79! 1 Critical Success! 1 Success!

Critical Hit! Ignore Saves + Double Damage!

Turn A I-Field takes 16(8X2) Integrity Damage! Turn A I-Field Broken! 4 Damage passes through!

DC 1-2(Armor Grade)-2(Type-TA Shield)+1(Beam Resistant Armor vs Penetration) Target Armor Save = 6! Success!

Wave Surge! Turn A takes 2(4/2) Integrity Damage!

DC 1-2(Armor Grade)-2(Type-TA Shield)+1(Beam Resistant Armor vs Penetration) Target Armor Save = 4! Success!

Wave Surge! Turn A takes 4(8/2) Integrity Damage!

Gunslinger! +1 Attack Die to Type-TX Bazooka!

Type-TX Bazooka 2(1+1)d2+1 Attacks = 5!

5DC 50-15(Pinpoint Vision)+20(Enemy NT Empathy vs Hidden Hand)+20(Type-TA Shield) Type-TX Bazooka Hit = 29; 31; 56; 100; 87! 1 Critical Success! 1 Success! 3 Failures!

Temporal Jaunt! Failures become Successes!

4DC 1-2(Armor Grade)-2(Type-TA Shield)+2(Penetration) Target Armor Save vs Critical Hit = 3! Success! Turn A takes base damage from Critical Hit!

Turn A takes 4(8/2) Integrity Damage!

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

8DC 60-40(Laser) Point Defense Hit = 42; 48; 27; 56; 36; 41; 24; 14! 1 Failure! 7 Successes!

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

4DC 1-2(Armor Grade)-2(Type-TA Shield)+2(Penetration) Target Armor Save = 1; 2; 1; 3! 3 Successes! 2 Failures!

Turn A takes 4(4+4+-2(Armor Grade)-2(Armor Grade)) Integrity Damage! Turn A has been-

Combat Mode! Turn A escapes Destruction!




Turn A Regenerates 50 Integrity!

Turn A I-Field Regenerates 40 Integrity!


Your response is instantaneous, weapons brought to bear as you simultaneously create a Psycho-Field and call for help from the other side. Nobody answers you, but that does nothing to deter the withering barrage of pinpoint fire you send towards the Turn A.

One devastating hit from the White Doll's Buster Rifle takes out its whole I-Field at once, passing through the wispy remains to wound the Mobile Suit underneath. The second shot fails to breach the Turn A's armor, but the way the Buster Beam's destructive energy envelops the target ensures that it deals damage anyway.

You have spent most of your free time the past few days practicing with the White Doll's weapons in order to get more shots out of them, and the fruits of your training shows with the quintet of missiles belched forth by your Bazooka. They and the Turn A's point defense lasers stutter in flight as the Temporal Jaunt displaces them to ensure that the former find their mark and that the latter do not, meaning that all five missiles slip past through to impact against it. The first missile hits a weak spot and causes respectable damage that is limited by the Turn A's armor, and two of its siblings are deflected by a hasty twist of the Turn A's body or ineffectually detonated by a well-timed shield bash.

The last two find purchase in the Turn A's armor, and the ancient Mobile Suit vanishes in that familiar flash of a Quantum Teleport.

Around you the battle stills, only for an instant before the combatants remember where they are, leaving you and Ghingham to talk.

"…What?"

For a certain value of 'talk'. Your duel ending so quickly must have thrown him off. "In a battle between equal opponents-"

"The outcome is determined by the flip of a coin." Finishes Ghingham. "I see you have met Lieutenant Geo."

Oh, so that's where you got it from, you remember now. "He was my instructor during my DC-ASP training." You explain.

"I see."

Having gotten the last word, Ghingham teleports the Turn A away from the battle.


*


The reason for the Ghingham Fleet's defeat was their insistence on taking the Manupitch Mass Driver intact, you muse as you look over the carnage covering the ground in the hours after the enemy has been driven off. You suppose you shouldn't complain, even with you here to eliminate hard targets and draw enemy fire your allies took heavy casualties and most of the emplaced defenses have been destroyed. The Ghingham Fleet withdrew south without pursuit, heading for the Central Colombian Confederation or Gran Colombia unless your Remote Viewing is lying to you.

You order a Militia Lieutenant to contact Luzipurch so that a message can be sent to the countries in the Ghingham Fleet's path, but any active pursuit of the enemy on your part will have to wait until after you have helped with treating survivor and assessing damage. The Adeskans might also need help in Manupitch.


*


You are alone the next day, having finished clearing the debris created by a ruined Dianna Counter railgun emplacement. Everyone from the Militias, the Dianna Counter, and the Adeskan volunteer crews were awestruck when they saw you carrying a truck-sized chunk of armor plating above your head with your bare hands, with more being carried by the Psyco-Controlled White Doll and your own telekinesis.

But it is not just your body that has become stronger, or just your body for that matter: You and Ghingham were equals in your last battle, but even now that you have become stronger he could still keep up. As for your Psychic Powers-

As if on cue, you feel the distant burst on the other side of the planet that signifies Ghingham reaching a new level, mere hours after you yourself did so. Is this fate? Maybe. Normally you would have dismissed it as coincidence, but if someone had told you a year ago that Psychic Powers are real you would have gotten out of there as soon as politely possible. Perhaps there is something to it.

You will have to ask Kreis.



Loran has attained NT Level 8! Loran may now use Lvl 3 NT Powers without the assistance of a Psychoframe! Loran may now use 4 NT Powers at once!

Loran Has attained the Eye of God NT Perk!

Choose 4 NT Perks!

These are your last ones! Choose wisely!

[] 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)


[] 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)

[] Wraith. (lvl3)
-Pilot may Ambush Targets with Combat Clairvoyance if their NT Level is lower than the pilot's, and for a halved Ambush bonus for Targets with an NT Level equal or Higher. Enemies also receive +50 to their Mind Targeted Attacks against this Pilot.
(Requires Subtle Strike, Maze Counter, and Mindlash)

[] Out of Sight, Out of Mind. (lvl3)
-Pilot disappears from Psychic senses when breaking line of sight.
(Requires Subtle Strike, Maze Counter, and Mindlash)


[] 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.

[] 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)

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

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


[] 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.
(Requires Bastion and Last Ditch)

[] Deep Bulwark. (lvl3)
-Doubles the Integrity of all Barrier NT Powers. (Requires Cloister and Wide Guard)

[] Resounding Will. (lvl3)
-Doubles the Regeneration of all Barrier NT Powers. (Requires Cloister and Wide Guard)


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


That was an anticlimactic battle. Kinda surprised when I rolled it.

For those wondering what is up with the lvl EX NT Perks, it is because I wasn't sure how to introduce them but I wanted to make sure you got one, and since no matter what perks you pick here you would not even be able to qualify for the others, so you get Eye of God. Ghingham already spent a point on Scorn of God, back when the Lvl Ex Perks were introduced, so he gets an extra point on his level up.
 
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Loran and Gym's LVL EX NT Perks + Unique Psycho-Field Disciplines
Eye of God. (lvlEX)
-Requires NT Level 8, Complete Body Recovery, and active Combat Mode to activate.
-NT Empathy becomes a passive effect. Doubles effect when chosen as a Discipline.
-Unlocks 'I Can See Through Time' Psycho-Field ability.



Scorn of God. (lvlEX)
-Requires NT Level 8, Complete Body Recovery, and active Combat Mode to activate.
-Mental Attacks deal half damage on successful save. If an enemy pilot of NT Level 0-4 takes any mental damage from a character with this NT Perk they must pass another save or instantly die. If an enemy pilot of NT Level 5-7 takes any mental damage they must pass another save or fall into a coma.
-Unlocks 'I Hate You' Psycho-Field ability.




I Can See Through Time.
-Epitaph:
For the rest of the update, any action taken by the user will have its roll modified by +20. Any action taken against the user will have its roll modified by -20.
-Quickcast: Activates at the beginning of the Turn.
-Requirement: Combat Mode(at least) must be Activated.

I Hate You.
Mental Damage: 10d5
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
-Mind Targeting: Base Hit DC set to 10 as long as the user can sense the Target Pilot.
-Dream over matter: Enemy units take X/3 Integrity Damage, with X being the amount of Mental Damage the pilot has taken.
-Violator: Targets must reroll their first success at overcoming any mental damage inflicted by this Discipline.
-Merciless: Damage inflicted by this Discipline cannot be reduced by the Mercy Modifier.
-Area of Effect (Perfect Branching Chain): Hits every enemy Chorusing with the Target or anyone otherwise spiritually linked with them within Very Long Range. Anyone spiritually linked to those the attack jumps to are also affected and take full damage. Branching effect repeats until there are no targets in range.
-Onslaught: Ignores NT Perks like Maze Counter and other non-base save defenses.
-Merciless: Damage inflicted by this Discipline cannot be reduced by the Mercy Modifier.
-Requirement: Combat Mode(at least) must be Activated.
 
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Weeks 45-48
[X] Trueshot Vision. (lvl4)
[X] Truestrike Vision. (lvl4)
[X] Subtle Strike. (lvl2)
[X] Cloister. (lvl2)



You have to call on Kreis to get the most out of your new level of power, channeling him to receive special training. Learning how to push your NT Empathy to its utmost limits is a natural progression, as if your further development of your ability to trick the NT Empathy of others. As for your interest in Cloister-

Kreis prods you with his Pressure.

Remind me, Loran: Did you ever really use Barrier Disciplines?

"I'm thinking of starting." You reply. "Cloister seems like a good defense against Ghingham."

Kreis shrugs.

I suppose, though I would have focused a little more on Barriers if it was me. Now then, you create a Cloister by using your Pressure like this-


*


Lord Guin recalls you to Luzipurch once the cleanup after the battle is more or less over, meaning that you are quickly reunited with the former members of the LRAMDC and the DHV animals. The latter are still miffed that they weren't invited to come along to the restaurant, but you placate them with the news Lord Guin gave you:

Dianna loyalists among the normal non-Ghingham Fleet Navy have hijacked a small fleet of Almaiyas and Gendarmes and have made it to Earth's orbit. Not enough to decisively challenge the Ghingham Fleet, but enough that the enemy does not possess unopposed orbital superiority anymore. Lord Guin plans to exploit this opportunity by sending you to the Kingdom of Abruzzo, a small constitutional monarchy south of Gauria. According to Lord Guin they have found something that might be another mass driver, as well as a number of ships. Invaluable assets against the Ghingham Fleet should they be repaired.

You are willing to go, of course, but the contested orbit offers you an opportunity as well: You can bring your team along!

According to the rules of your duel, Ghingham will not engage you for another eight days, more than enough time to ferry the others over by ship or teleport. The main question is what you will do. Teleporting will alert Ghingham to your location.



[] Teleport ahead.

[] Fly ahead.

[] Ferry the others to Abruzzo.

[] Ride in the ship with the others.
 
Weeks 45-48 Part 2
[X] Ride in the ship with the others.


The ships carrying the former LRAMDC and most of your Mobile Suits set sail from Hughes, a port city in Tejan Albam, at the end of the week. The key word is 'most': The White Doll doesn't need fuel or maintenance, so to save the Tejans the effort of preparing another ship you simply set your Mobile Suit to follow the flotilla from below the water's surface. Sochie's Qubeley and the other Suits have been loaded onto the ships, though Corin and Arisa's Leos have the advantage of being easily disassembled, making them easy to accommodate.

You and the others ride in a Tejan cruiser, considered cutting-edge before the discovery and proliferation of Dark History technology. According to the captain of the vessel it has been discussed in the upper echelons of the Tejan Militia if it is feasible to place BuCUE weapons on warships, but with the Ghingham Fleet invasion all such plans have been shelved in favor of the immediately practical.

Sochie's Pressure greets you long before she comes up on deck, so there is no surprise when she puts her arms around you from behind. "Hey, Loran. What are you thinking about?"

You lean back into her embrace. "Just that the war doesn't seem to be going anywhere. The Ghingham Fleet will attack, I'll fight the Turn A, and then we do the same the next week." You sigh. "It just feels like I am not doing anything while Junno's forces are fighting all over the world…"

She gives you a light squeeze. "I know how you feel, all of us do. We've just been sitting around since the war started, remember?"

"Yeah…" You mumble in agreement. They are likely to see some action soon: If the Abruzzians really found a mass driver the Ghingham Fleet will have to attack. No matter how many ships the Earth digs out of the Mountain Cycles, they won't amount to anything if they can't leave Earth's gravity. For Junno to be defeated, the Anti-Junno Coalition must get enough ships into space to challenge the Ghingham Fleet in space.


*


A storm forces the flotilla to make port on the northwestern tip of the island that makes up a full third of Abruzzo's territory, meaning that you will be delayed for at least a day depending on how long the weather intends to work against you. Mind, the White Doll could probably make the trip, but that would mean leaving the flotilla more or less undefended. If the Ghingham Fleet attacks while you are away, the defenders will not have time to get their Mobile Suits out of the cargo holds.

As such you stay put, spending the night as guests of a local nobleman, one Antonio Gaetano, who generously paid for the lodgings of the crew of the Tejan flotilla while they are staying in his city. The man has enough favor at court to warrant a group of four Abruzzian Mobile Suits guarding his mansion, and to the surprise of everyone your brought with you they are Leos.



There is even one designed for space operations.



Corin is over the moon at the revelation, but it leaves you asking yourself if you should share data on the units with the Abruzzians. Or rather, if you should tell Lord Antonio early and if you should ask for Lord Guin's permission first.


[] Give Lord Antonio the Leo data.
--[] Ask Lord Guin for permission.
--[] Do not ask Lord Guin for permission.

[] He can wait until you have gotten into contact with the Abruzzian government.
 
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Weeks 45-48 Part 3
[X] Give Lord Antonio the Leo data.
--[X] Do not ask Lord Guin for permission.



The time after dinner is spent giving Lord Antonio and his Mobile Suit pilots a lecture on Leos, and from how excited Corin is about it you cannot help but wonder if it qualifies as post-meal exercise. The Abruzzian nobleman does lay a good table though, you'll give him that.

Corin does most of the work with the immediately practical information, but his long speech on the even longer history of the Leo is far more extensive that the short 'history' section in the White Doll's database.

On some level you feel bad for going behind Lord Guin's back like this, even for something so little, but you shrug it off. They would have gotten their hands on the data in a week at most.


*


When the storm clears the next day it is time for you to complete your journey to the Abruzzian Mountain Cycle, flying the White Doll ahead of the others to assess the situation. This close the White Doll's sensors can tell that there is indeed a mass driver underneath the mountain even with the buried piece of infrastructure inactive, not that the huge, camouflaged Abruzzian camp wasn't a glaring hint on its own.

The Abruzzian nerves are calmed when you land and introduce yourself, the general in command personally leading you to the massive underground hangar connected to the mass driver facility to show you the ships they found. He takes you to the vault like doors unearthed by the tireless efforts of the Abruzzian army, and you follow him to get an eyeful of the twelve space warships stored there. They are about as big as a Gendarme-Class, but are much slimmer and seem to lack the Gendarme's iconic engine power. They do, however, appear to be much more heavily armed.



The White Doll identifies the ships as Salamis Kai-Class Cruisers, noting that they are painted in AEUG colors. You will have to look up the AEUG later if you remember, for now you have to focus on helping the Abruzzians get the largest fleet the space-worthy vessels the Earth has into working condition.

You do quietly wonder if there is such a hangar near Manupitch as well, but you dismiss the idea after some thought: That mass driver was part of a civilian spaceport and wouldn't have any dedicated warship storage nearby. This one here in Abruzzo must be a military one.

All Systems gain +10 Condition!

It will take weeks to get the fleet operational even with your help and that of your team, so you hurry to set the White Doll's Priority Repair System before going to work. No time like the present and all that.


[] Keep working on the Lightwave Main Propulsion (Voiture Lumiere). 96/200 (Damaged)

[] Reassign the Priority Repair to another System.
--[] Write in.




Weapons


Type-TX Beam Pistol 265/500 (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. 101/500 (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). 106/200 (Damaged)
-Extreme Speed: -45 modifier to speed DC while in the air or in space.
-Demanding: +30 to Condition DC after three Turns or one Engagement of usage with Pilot Skill below 4.
-Lightwave Propulsion: This system requires no fuel, only energy.




PSI Systems.


Psycommu System.
-Psyco-Control: Pilot Level may not go below 1. May control the White Doll while outside the cockpit at NT-Level 3.
-Requirement: Requires NT Level 2 to use.


Psychoframe.
-NT-Amp: Allows the usage of MS scale NT powers.
-Requires NT Level 2 to use.


NT-D Mode.
-NT+: Allows the usage of NT power one level above that of the user's Level.
-Demanding: +100 to Condition DC after three Turns or end of Engagement if the user is not NT Level 4 or above.
-Exclusive: Cannot be used at the same time as Bloody Siege Mode.


Bloody Siege Mode.
-Mode Change: Splits the mobile suit into pieces, nine in total (ten with backpack). Each piece (except backpack) has its own I-Field. Can be used within gravity.
-Requirement: Requires Pilot Level 4 and NT Level 4.
-Excusive: Cannot be used as the same time as NT-D Mode.



Stealth Systems.


Invisible Umbrella (Sleep Mode)
-Cloaking: May hide in plain sight at the end of any Turn where you are not restrained in some fashion. Automatic Ambush on the first turn if initiating combat. Does nothing against Mind Targeting.


Holo-Decoy 80/200 (Damaged)
-Holo Decoy 2: Enemies of a lower Piloting Level than yourself suffer from additional base DC increase per Level. Has no effect against pilots with NT Level 2 or above and Mind Targeted Attacks.



Misc Systems.


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


Power Drainer. 126/500 (Heavily Damaged)
-Weak Power Drain: Can prevent a single Mobile Suit from using Remote Weapons.



Carapace Backpack.
-Armory Backpack 5: Can store 5 weapons for later use.
-Adaptive workings: Will alter itself to carry MS weapons no matter their shape. Within limits.
-Flight Mode: Can fly.
-Armory Drone: Can be assigned to detach from the White Doll and act as a remote weapon carrying a designated Ranged Weapon. The White Doll may not retrieve or return weapon from a detached Armory Drone. This function is automatically activated during Bloody Siege Mode.
-Carapace I-Field 116/500 (Heavily Damaged)
 
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Weeks 45-48 Part 4: Timeskip
[X] Keep working on the Lightwave Main Propulsion (Voiture Lumiere). 96/200 (Damaged)



The room is dark, barely lit by one single lamp and empty but for the lone, comfortable chair near the back wall. Closer inspection reveals it to be a projector screen. Sochie Heim enters the room from behind a curtain. She looks despondent as she walks forward to sit down in the chair.

"None of us expected how many spaceships the Abruzzians has found, and as such our time was spent teaching them about their new war machines instead of helping them militarily. Sometimes Loran went to fight with Junno's White Doll, but the rest of us didn't see any action for weeks."

The screen behind her light up, displaying a map of Evropa, the continent across the Atlantic Ocean from America. The Kingdom of Abruzzo is highlighted, as is the Pater States of Romagna to the north, but the third highlighted state is the United Kingdom of Gauria, the empire of the Carolingian people.

"But everything changed when Gauria, the great enemy of the Second Amerian Empire, submitted to Queen Junno. With such a massive allied area the Ghingham Fleet and the normal Moon Army could land as many forces as they wanted, and the surrounding states were either overrun or begging for help within the week. We entered the war together, all of us fighting side by side for the first time since the time we went to the Moon."

Her face twists. "Meanwhile, Dianna's space forces were growing, and not just from the normal navy."

"The same loophole that has allowed Junno to wrest control of the Ghingham Fleet from Dianna allowed for a few members of the Ghingham Fleet to defect back to her. A ship here, a few Mechanical Dolls there…as the war went on they began to trickle towards the Dianna Counter fleet above Ameria. I don't know if Gym Ghingham was surprised by the defections, or if he just let them go, but the fact remains that some of his comrades were rejecting Junno's authority, no matter how good it felt to finally be called to war."

She sighs. "There were a lot of battles, and as the war intensified…we lost something that couldn't be replaced."



[] "Arisa defeated Gadget in a duel among the peaks of the Alps, but Ghingham intervened to save his subordinate."

[] "Corin stopped one of the huge Gundam Mechanical Dolls with a Dainsleif harpoon gun he took from a downed enemy, killing it even as it blasted his Leo into dust."

[] "As our allies' lines collapsed, Ivory and Fuun Saiki stalled the Ghingham Fleet on their own until their position was struck by orbital strikes."



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

I will be honest with those of you still interested in participating: I cannot continue this quest as it has been played until this point. Between work, other projects, and plain old burnout I just do not have the energy anymore. As such, the time between Loran and the gang arriving in Abruzzo and the final battle will be filled by these Xenogears-inspired timeskips so that this quest will have an actual ending rather that just die off like my last two attempts.
 
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