Week 3
Week 3 (Week 3 of the Lunar-Inglessan Dispute)
[X] Shield the convoy; let the Royal Guard handle this.
Swallowing, you leave the work of dispersing the crowd to the Royal Guard while you shield the convoy. It doesn't take long for the convoy to proceed. The SUMOs simply smash through the barricades and force the rioters to flee lest they be stepped on. You try to ignore the burning cars and the occasional red smear as you shepherd the cars towards Bostonia Castle.
It is when the Militia arrives and starts shooting at the Royal Guard that you realize that the car carrying Her Majesty Dianna, Lord Guin and that guy with the queen is nowhere to be found. A quick check of the White Doll's displays show that there is no smoke or gunfire (that you can see) other than around here, so you force down your worry in order to focus on your mission.
While the Royal Guard deals with the Militia you activate your Lightwave Shield and make the White Doll hunch down, providing cover for the convoy that is impregnable to the small arms carried by the attackers. Even so it is tense as you slowly lead them to the safety of Bostonia Castle. The mixed forces there haven't been caught up in the riot and have established a perimeter that is keeping order for several blocks.
Lord Guin and the others are still nowhere to be found, so you leave the convoy at Bostonia and take to the air so as to get a better overview of Nocis. The Militia is on the run at this point, a few holdouts still firing rifles and pistols at the SUMOs while the rest of them are in full retreat.
Even as the city starts to quiet down it remains a nerve-wracking search, only made worse when you find Lord Guin's limousine empty of all but the driver. Silver lining: It gives you a solid place to start. Queen Dianna and the other two should be between this car and Bostonia Castle, provided the car hasn't moved since they got off, of course.
As you search for them you and up face to face with the golden SUMO that signifies the captain of the Royal Guard. The two of you tense for combat for a second before you can get a read on his Pressure: Worried, angry, but neither are directed at you. You lower the White Doll's arms and-Lord Guin!
"Laura!" He ran out of an alley and is standing with his arms spread wide in front of the White Doll. "We are safe! Don't fight here!" The man who was with Queen Dianna is doing the same to the pilot of the golden SUMO.
You let out a sigh of relief. They are safe.
Lord Guin rides in the White Doll's left hand the remainder of the way to Bostonia while Dianna and the other guy ride in the hands of the golden SUMO. His Pressure is a mix of frustration and worry, but there is a strong undercurrent of satisfaction as well. You normally can't read someone's Pressure this completely outside of the White Doll, outside of Sochie that is, probably because she has the same abilities. Someone smirks behind you. It is quite the difference...
*
When you and the golden SUMO arrive with the two leaders their entourages quickly usher them into the castle while the Militia and Moonrace forces stationed there set up a number of joint checkpoints. You are approached by one of Lord Guin's secretaries partway through the work, who hands you a letter containing orders to stay outside with the others until you are relieved of guard duty.
The question of who will be relieving you is answered a little more than an hour later when two WaDoms stride down the street and take up positions outside the castle. Lord Guin comes out to retrieve you.
"We don't know if the negotiations will be successful." He warns as you exit the White Doll's cockpit, piloting goggles on and your scarf wrapped around the other parts of your face. When you ask he gives you leave to retire for the night, but reminds you to be ready to receive orders.
Sleep sounds really good right now.
*
When you wake up it is to a castle empty of Militia soldiers. One of the castle's servants explains that Queen Dianna has demanded that no Militia forces are allowed to enter within ten kilometers of the city, and Lord Guin has acquiesced in the interest of continuing the negotiations. He later confirms this when you arrive in his office in full pilot getup, but informs you that you and the White Doll are exempted from the ban.
For the moment there is nothing planned, but he expects you to be on standby until further notice.
The Royal Guard stationed outside Bostonia gives you a wary look as you walk up to the White Doll to check on its systems.
All Systems gain +1 Condition!
Everything seems to be in order, it is just a matter of the Priority Repair System.
[] Decide to keep it working on the I-Field.
[] Switch it to work on a different System.
--[] Write in System.
As for what you are going to do the next few days…
Choose 2
[] Practice with the White Doll.
[] Try to figure out the White Doll's communication equipment.
[] See if you can find Sochie and Miashei.
[] Experiment with Pressure.
[] Check on Keith and Fran.
[] Sneak off to the Dianna Counter camp and report the completion of your scouting mission before going back to Nocis.
--[] For closure's sake.
--[] Try to get some information out of them.
[] Visit the Heim mines to see what Sid and Joseph have found up there.
[] Go on some extra patrols.
[] Stay at the castle to keep Kihel and Mrs. Heim company.
[X] Shield the convoy; let the Royal Guard handle this.
Swallowing, you leave the work of dispersing the crowd to the Royal Guard while you shield the convoy. It doesn't take long for the convoy to proceed. The SUMOs simply smash through the barricades and force the rioters to flee lest they be stepped on. You try to ignore the burning cars and the occasional red smear as you shepherd the cars towards Bostonia Castle.
It is when the Militia arrives and starts shooting at the Royal Guard that you realize that the car carrying Her Majesty Dianna, Lord Guin and that guy with the queen is nowhere to be found. A quick check of the White Doll's displays show that there is no smoke or gunfire (that you can see) other than around here, so you force down your worry in order to focus on your mission.
While the Royal Guard deals with the Militia you activate your Lightwave Shield and make the White Doll hunch down, providing cover for the convoy that is impregnable to the small arms carried by the attackers. Even so it is tense as you slowly lead them to the safety of Bostonia Castle. The mixed forces there haven't been caught up in the riot and have established a perimeter that is keeping order for several blocks.
Lord Guin and the others are still nowhere to be found, so you leave the convoy at Bostonia and take to the air so as to get a better overview of Nocis. The Militia is on the run at this point, a few holdouts still firing rifles and pistols at the SUMOs while the rest of them are in full retreat.
Even as the city starts to quiet down it remains a nerve-wracking search, only made worse when you find Lord Guin's limousine empty of all but the driver. Silver lining: It gives you a solid place to start. Queen Dianna and the other two should be between this car and Bostonia Castle, provided the car hasn't moved since they got off, of course.
As you search for them you and up face to face with the golden SUMO that signifies the captain of the Royal Guard. The two of you tense for combat for a second before you can get a read on his Pressure: Worried, angry, but neither are directed at you. You lower the White Doll's arms and-Lord Guin!
"Laura!" He ran out of an alley and is standing with his arms spread wide in front of the White Doll. "We are safe! Don't fight here!" The man who was with Queen Dianna is doing the same to the pilot of the golden SUMO.
You let out a sigh of relief. They are safe.
Lord Guin rides in the White Doll's left hand the remainder of the way to Bostonia while Dianna and the other guy ride in the hands of the golden SUMO. His Pressure is a mix of frustration and worry, but there is a strong undercurrent of satisfaction as well. You normally can't read someone's Pressure this completely outside of the White Doll, outside of Sochie that is, probably because she has the same abilities. Someone smirks behind you. It is quite the difference...
*
When you and the golden SUMO arrive with the two leaders their entourages quickly usher them into the castle while the Militia and Moonrace forces stationed there set up a number of joint checkpoints. You are approached by one of Lord Guin's secretaries partway through the work, who hands you a letter containing orders to stay outside with the others until you are relieved of guard duty.
The question of who will be relieving you is answered a little more than an hour later when two WaDoms stride down the street and take up positions outside the castle. Lord Guin comes out to retrieve you.
"We don't know if the negotiations will be successful." He warns as you exit the White Doll's cockpit, piloting goggles on and your scarf wrapped around the other parts of your face. When you ask he gives you leave to retire for the night, but reminds you to be ready to receive orders.
Sleep sounds really good right now.
*
When you wake up it is to a castle empty of Militia soldiers. One of the castle's servants explains that Queen Dianna has demanded that no Militia forces are allowed to enter within ten kilometers of the city, and Lord Guin has acquiesced in the interest of continuing the negotiations. He later confirms this when you arrive in his office in full pilot getup, but informs you that you and the White Doll are exempted from the ban.
For the moment there is nothing planned, but he expects you to be on standby until further notice.
The Royal Guard stationed outside Bostonia gives you a wary look as you walk up to the White Doll to check on its systems.
All Systems gain +1 Condition!
Everything seems to be in order, it is just a matter of the Priority Repair System.
[] Decide to keep it working on the I-Field.
[] Switch it to work on a different System.
--[] Write in System.
Defensive Systems.
Armor. 3/500 (Heavily Damaged)
Armor Grade: 6-3
Armor Save: 4+
Special:
-Beam Resistant 1: Beams that hit this unit lose one level of Penetration vs Armor.
Left Arm Lightwave Shield 3/200 (Damaged)
Shield Grade: 4-1
Shield Size: Medium.
Shield Save: 4+
Shield Integrity: 4
Special:
-Lightwave Shield: Does not block lasers.
-Regenerate 1: Regains 1 Integrity at the end of each Turn.
I-Field. 93/500 (Heavily Damaged)
Field Density: 6-3
Dissipation Save: 4+
Field Integrity: 4
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.
-Regenerate 1: Regains 1 Integrity at the end of each Turn.
Mobility Systems.
Landskimmers. 3/200 (Damaged)
-Speed +: Hidden -15 modifier to speed DC while on the ground.
Lightwave Maneuvering Thrusters (Flight Mode). 3/200 (Damaged)
-Flight: Unit can fly. Terrain modifiers ignored.
-Lightwave Propulsion: This system requires no fuel, only energy.
-Slow Flight: No speed DC modifier.
Lightwave Main Propulsion (Voiture Lumiere). 3/500 (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 3/500 (Heavily Damaged)
-Cloak 1: -10 modifier to various DC as the White Doll disappears from passive sensors. Breaks when the White Doll enters Medium Range or attacks.
Holo-Decoy 3/500 (Heavily Damaged)
-Decoy 1: Produces a faint afterimage.
Misc Systems.
LUNA Energy Transference Module 3/500 (Heavily Damaged)
-Universal Compatibility: The White Doll can use most types of equipment by wirelessly transferring power to them.
Carapace Backpack.
-Armory Backpack 5: Can store 5 weapons for later use.
-Adaptive workings: Will alter itself to carry MS weapons no matter their shape. Within limits.
-Carapace I-Field 3/500 (Heavily Damaged)
-Carapace Flight Mode 3/200 (Damaged)
Armor. 3/500 (Heavily Damaged)
Armor Grade: 6-3
Armor Save: 4+
Special:
-Beam Resistant 1: Beams that hit this unit lose one level of Penetration vs Armor.
Left Arm Lightwave Shield 3/200 (Damaged)
Shield Grade: 4-1
Shield Size: Medium.
Shield Save: 4+
Shield Integrity: 4
Special:
-Lightwave Shield: Does not block lasers.
-Regenerate 1: Regains 1 Integrity at the end of each Turn.
I-Field. 93/500 (Heavily Damaged)
Field Density: 6-3
Dissipation Save: 4+
Field Integrity: 4
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.
-Regenerate 1: Regains 1 Integrity at the end of each Turn.
Mobility Systems.
Landskimmers. 3/200 (Damaged)
-Speed +: Hidden -15 modifier to speed DC while on the ground.
Lightwave Maneuvering Thrusters (Flight Mode). 3/200 (Damaged)
-Flight: Unit can fly. Terrain modifiers ignored.
-Lightwave Propulsion: This system requires no fuel, only energy.
-Slow Flight: No speed DC modifier.
Lightwave Main Propulsion (Voiture Lumiere). 3/500 (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 3/500 (Heavily Damaged)
-Cloak 1: -10 modifier to various DC as the White Doll disappears from passive sensors. Breaks when the White Doll enters Medium Range or attacks.
Holo-Decoy 3/500 (Heavily Damaged)
-Decoy 1: Produces a faint afterimage.
Misc Systems.
LUNA Energy Transference Module 3/500 (Heavily Damaged)
-Universal Compatibility: The White Doll can use most types of equipment by wirelessly transferring power to them.
Carapace Backpack.
-Armory Backpack 5: Can store 5 weapons for later use.
-Adaptive workings: Will alter itself to carry MS weapons no matter their shape. Within limits.
-Carapace I-Field 3/500 (Heavily Damaged)
-Carapace Flight Mode 3/200 (Damaged)
As for what you are going to do the next few days…
Choose 2
[] Practice with the White Doll.
[] Try to figure out the White Doll's communication equipment.
[] See if you can find Sochie and Miashei.
[] Experiment with Pressure.
[] Check on Keith and Fran.
[] Sneak off to the Dianna Counter camp and report the completion of your scouting mission before going back to Nocis.
--[] For closure's sake.
--[] Try to get some information out of them.
[] Visit the Heim mines to see what Sid and Joseph have found up there.
[] Go on some extra patrols.
[] Stay at the castle to keep Kihel and Mrs. Heim company.
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