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

Week 4 Result Part 5
[X] Make use of the Psychoframe.
--[X] A spread-out, wide-angle strike should be non-lethal…



The White Doll charges after the assassins, red lines lighting up across its body as you drive your Pressure into its frame. You make the White Doll's sensors zoom in on the assassins and focus. A spread-out, wide-angle telekinetic strike should be non-lethal-

Except when it isn't. The central assassin seemingly implodes as the full-strength telekinetic strike smashes into his back. Bile rises in your throat, though whether at the sight of another human being getting blasted into bloody chunks, the act of killing another human being, or the feeling of someone's Pressure being snuffed out you cannot say.

You try again, enduring the feeling of your head being split in twain as you desperately try to force your amplified Pressure from an artillery shell into a blunted wave. It is for naught: Your Pressure slips through your grasp before you can finish shaping it and lashes out, smashing an imprint into another assassin's back and throwing him ahead of the last one. He is still alive, judging by the screaming, but with the way his body is bent he is unlikely to stay that way.

The last assassin comes to a halt in front of his dying compatriot, his Pressure trembling with fear and rage. He turns back to glare at you and the approaching White Doll before rubbing his jaw.

Then he shoots the dying man twice before he starts firing at you in defiance. You do not attempt another Telekinetic Strike. The White Doll's systems might boost the power of your Pressure to levels unmatched when outside of it, but your control remains the same. If you want to use Pressure on soft targets, you will need practice. Lots of practice.

Captain Harry (or is it Lieutenant Harry? You have heard both being used) and a few members of the Royal Guard arrive on the scene. They try to hide it, but to your senses you can tell how rattled they were at the fate of that first assassin. The last one alive throws his empty gun away as the Royal Guard apprehends him.

You are descending in the White Doll's hand when Captain (Lieutenant?) Harry storms towards you. "Laura Rola, what were you thinking?!" He demands, but you ignore him in favor of approaching a nearby public trashcan. "Using that weapon on people, was what you did to Lieutenant Poe not-"

He stops as you start heaving into the trashcan. One of his subordinates eventually offer you a water canteen after the second stream of vomit, which helps wash the taste out of your mouth once your stomach settles.

Sudden shouting draws both men away from you as the last assassin starts to choke. Captain Harry tries to force his fingers down the man's throat, but fails to make him vomit before he expires. He sneers as he cleans his hand of blood and saliva with a handkerchief.

The Captain helps you back to the White Doll after putting the handkerchief away. "Suicide pill." He explains. "He must have taken it after he executed his comrade."

You can only hum in response.

"By the way…" He stops you right in front of the White Doll's hand. "Miss Laura, when you struck these would-be murderers, I felt a certain weight in my mind. How long have you been able to do this?"

"Since I first got into the White Doll."

The words slip from your mouth before you realize what you are doing. You inwardly spring back to alertness and examine Captain Harry with all your senses.

Huh. His Pressure…it is sharp somehow. Refined. Not to the extent of yours or Sochie's, but definitively beyond that of most people you have met since being granted these abilities by the White Doll. Something to keep in mind.


"Miss Laura!" Captain Harry suddenly shouts. "One more thing!"

You glance down as the cockpit hatch opens. "Yes?"

He takes a deep breath. "In the White Doll…have you ever…seen anything strange?"

You look into the cockpit.



Important vote

[] Canon.
--[] "I've never seen anything, no."

[] AU Element.
--[] (Lie) "…I don't see anyone."
 
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Week 5
Week 5 (Week 5 of the Lunar-Inglessan Dispute).

[X] Canon.
--[X] "I've never seen anything, no."



You shake your head. "I've never seen anything, no." With that you bid the Royal Guardsmen farewell and bring the White Doll back to Bostonia. The castle is a mess of guards and guest milling about, including a mixed cluster of Dianna Counter soldiers and Royal Guardsmen escorting Queen Dianna to a shuttle out of Nocis.

When you exit the White Doll you are quickly ushered into Lord Guin's office. His Pressure radiates with barely-restrained frustration and more than a little fear, but there is a sense of relief in there too.

Kihel, who is in the room with him, is the first to notice you. "Loran!"

Lord Guin, tie undone and dinner jacket slung over the chair he is lounging in, perks up when he realizes you are there. "Laura. Glad you could make it."

You swallow. "What happens now, sir?" The assassins may have failed to kill Her Majesty, but they might have succeeded in killing the negotiations.

He sits up. "Thankfully, Queen Dianna has been very understanding and is willing to continue the talks. Though her adjutant did have some demands of us." He stands up. "Get some rest Laura. Tomorrow is going to be a busy day."


*


You sleep like a rock after exerting your Pressure like you did, and when morning comes the first thing you do is check on the White Doll. The odd shell on its backpack that was covering the alleged pistol has crumbled during the night, revealing the weapon underneath the rock and soil. Of course, the White Doll's diagnostics system assures you that no matter how clean it might look, it is still heavily damaged.

It still works, but you best be aware of the dangers.

Gain Weapon: Type-TX Beam Pistol. 1/500 (Heavily Damaged)!

Type-TX Beam Pistol. 1/500 (Heavily Damaged)
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.


As for the Priority Repair System...


All Systems gain +1 Condition!

[] Keep it working on the I-Field.

[] One of the White Doll's systems. (System gains 1d100 Condition)
--[] Write in System.


Defensive Systems.


Armor. 5/500 (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 5/200 (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. 176/500 (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. 5/200 (Damaged)
-Speed +: Hidden -15 modifier to speed DC while on the ground.


Lightwave Maneuvering Thrusters (Flight Mode). 5/200 (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). 5/500 (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 5/500 (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 5/500 (Heavily Damaged)
-Decoy 1: Produces a faint afterimage.



Misc Systems.


LUNA Energy Transference Module 5/500 (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 5/500 (Heavily Damaged)
-Carapace Flight Mode 5/200 (Damaged)


Lord Guin wanted you to go on some patrols later in the week, but until then you have a few days left to yourself. You decide to-


Choose 2

[] Practice with the White Doll.

[] See if you can find Sochie and Miashei.

[] Experiment with Pressure.

[] Check on Keith and Fran.

[] Visit the Heim mines to see what Sid and Joseph have found up there.

[] Go on some extra patrols.

[] Spend time with Kihel.
 
Alternate Week 5
No update tomorrow because of family business. Instead you're getting this:






A path not taken:


[X] AU Element.
--[X] (Lie) "…I don't see anyone."



Eyes transfixed on the THING in the cockpit seat, you hesitatingly answer Captain Harry. "…I don't see anyone." You lie, for if you answered him honestly they would have thought you insane.



Wasting no time, you screw your eyes shut and pray that IT has moved out of the seat as you sit down. You feel IT flowing around until it hovers behind you, observing, humming through Pressure instead of the crude medium of sound.

You keep your eyes fixed forward; not daring to look behind you at the THING you know hovers there. IT has no malice towards you, that much you can tell, however…

You glance to the side-



And immediately look away as your Pressure goes wild inside your skull trying to connect to IT. Outside of the cockpit it was tolerable, but in here simply looking at IT causes you pain. You keep it together as best you can while trying not to think about the fact that IT must have been in here from the beginning, for you have from time to time sensed emotions with no source. At the time you simply dismissed it as your imagination, but now…

"You have been here the entire time haven't you?"

Your only answer to your terrified question is a buzzing of Pressure too faint to properly make out. IT tries again when you do not respond, and soon IT is thrashing about the cockpit in what you think you sense as frustration.



ITS frustration over its inability to communicate quickly grows to a fever pitch, to the point that when you arrive at Bostonia you can feel IT starting to draw on your Pressure like some sort of abominable otherworldly tick.


The castle is a mess of guards and guest milling about, including a mixed cluster of Dianna Counter soldiers and Royal Guardsmen escorting Queen Dianna to a shuttle out of Nocis.

It takes all you have not to simply leap out of the cockpit the moment the hatch opens, but you manage to hold still in time for the left hand to bring you down. Behind you the Thing in the White Doll fades, losing its humanoid form as the distance between you grows until it fades away entirely.


Once the Inglessan guards reach you they quickly usher you into Lord Guin's office. Lord Guin's Pressure radiates with barely-restrained frustration and more than a little fear, but there is a sense of relief in there too.

Kihel, who is in the room with him, is the first to notice you. "Loran!"

Lord Guin, tie undone and dinner jacket slung over the chair he is lounging in, perks up when he realizes you are there. "Laura. Glad you could make it."

You swallow. "What happens now, sir?" The assassins may have failed to kill Her Majesty, but they might have succeeded in killing the negotiations.

He sits up. "Thankfully, Queen Dianna has been very understanding and is willing to continue the talks. Though her adjutant did have some demands of us." He stands up. "Get some rest Laura. Tomorrow is going to be a busy day."


*


You would think that you would sleep like a rock after exerting your Pressure like you did, but thoughts about the thing in the White Doll keeps you awake far past midnight.

After breakfast the first thing you do is check on the White Doll. The odd shell on its backpack that was covering the alleged pistol has crumbled during the night, revealing the weapon underneath the rock and soil. Although scared of meeting the Thing again, you still enter the White Doll to check on its diagnostics system, which assures you that no matter how clean the Beam Pistol might look, it is still heavily damaged.

It still works, but you best be aware of the dangers.

Gain Weapon: Type-TX Beam Pistol. 1/500 (Heavily Damaged)!

Type-TX Beam Pistol. 1/500 (Heavily Damaged)
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.


As for the Priority Repair System.


All Systems gain +1 Condition!

[] Keep it working on the I-Field.

[] One of the White Doll's systems. (System gains 1d100 Condition)
--[] Write in System.


Defensive Systems.


Armor. 5/500 (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 5/200 (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. 176/500 (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. 5/200 (Damaged)
-Speed +: Hidden -15 modifier to speed DC while on the ground.


Lightwave Maneuvering Thrusters (Flight Mode). 5/200 (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). 5/500 (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 5/500 (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 5/500 (Heavily Damaged)
-Decoy 1: Produces a faint afterimage.




Misc Systems.


LUNA Energy Transference Module 5/500 (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 5/500 (Heavily Damaged)
-Carapace Flight Mode 5/200 (Damaged)



Lord Guin wanted you to go on some patrols later in the week, but until then you have a few days left to yourself. You decide to-


Choose 2
[] Practice with the White Doll.

[] Try to communicate with the Thing in the White Doll.

[] See if you can find Sochie and Miashei.

[] Experiment with Pressure.

[] Check on Keith and Fran.

[] Visit the Heim mines to see what Sid and Joseph have found up there.

[] Go on some extra patrols.

[] Spend time with Kihel.
*********

Glossary: Psychoframe Ghost.

-Strong Newtypes (Psychics) often leave an imprint in the Psychoreactive machinery they make use of, but the most famous of these is the Psychoframe Ghost. Simply put, they are the lingering sentiments of the pilot engraved within the machine. The sentiments can in turn affect other Newtypes that later make use of or simply come near the machine. Psychoframe Ghosts are nothing more than a mindless jumble of emotions and memories that reach out to any Newtype within a certain range. They are not by any means sapient.

I beg to differ.
 
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Week 5 Result
[X] One of the White Doll's systems. (System gains 1d100 Condition)
--[X] Lightwave Maneuvering Thrusters (Flight Mode). 5/200 (Damaged)



A few presses of the holographic buttons later and the Priority Repair System is working on the Flight Mode.


Roll 1d100 Priority Repair = 19! Lightwave Maneuvering Thrusters (Flight Mode) Condition is now 5+19!


*


[X] Practice with the White Doll.


You spend the rest of the day practicing with your new Beam Pistol (after warning Lord Guin, the Militia and the Dianna Counter about the weapon test of course), trying to get a feel for the weapon. For hours you fire the weapon at clouds or at the rocky hillsides past the Mountain Cycle as target practice or as a part of your usual routine. It mis-focuses the beam with distressing regularity, and overheats and jams far often than you would like, but when it works properly it does so with the power and precision of a SUMO Beam Pistol (though it has a slower rate of fire).

As is you're just happy to have a ranged option, even one as prone to malfunction as this one. But at least it doesn't explode in the White Doll's hand.

You also take the opportunity to properly dwell on the battles you've been in since the last time you took time to practice once you get back to Lord Guin's villa outside of Nocis. He asked that you made it your base of operations for now until he moves back to Bostonia in a week or two.


Gained 3 Pilot XP


*


[X] Experiment with Pressure.


The next day you decide to finally sit down and experiment with your Pressure. You have had these powers for more than a month now, and it is time to take a serious look at them.

As the hours drag on 'a serious look at' appears to mean 'sit in the White Doll and think really hard at things', and occasionally 'sit on a rock beside the White Doll and think really hard about things'. It is clear from the start that you use the White Doll's Psychoframe to boost your powers while outside of it (or rather, not while not maintaining physical contact with it), yet without the Psychoframe your powers are limited to sensing what people close to you feel. After more than an hour of trying you are certain that you cannot perform any sort of telekinesis on your own, and without another human you cannot attempt any sort of telepathy or empathy…

In frustration you end up targeting the White Doll, which makes the ancient mobile suit shift.

…what?

You try again, slower this time, feeling your stream of Pressure root itself through pathways adjacent to the Psychoframe. The very same pathways, you realize, that help you pilot the White Doll in the first place.

When you end your experimentation you can get the White Doll to stand up and take slow, shaky steps forward, but the deed leaves you exhausted and poor company at the dinner table.


*


The day after you wake up deciding to try out the NT-D Mode. After breakfast you sit down in the White Doll, turn on the system and deeply regret your decision.

Having the NT-D Mode active, armor shifting all over the White Doll to widen the red lines into wide rents that positively bleed red, Pressure-tinged light, feels like being squeezed by some immense force. It feels like being squeezed because your Pressure is being squeezed. The NT-D Mode seems to work by forcing your Pressure past its actual strength at the cost of your ability to control it (as well as driving you to exhaustion within a few minutes of usage).

A simple telekinetic strike smashed a trench through the forest and made you feel as if someone had split your head in twain with an axe.


Still you tried again after sleeping the afternoon away and getting some dinner, this time trying to hold out while not doing anything with your Pressure. It is harder than it sounds: With the NT-D Mode active your Pressure boils into a raging storm if not released in some fashion. When Kihel comes to check on you, worried about your health, you accidentally initiate an instant of telepathic contact that freaks the two of you out, though Kihel denies it when you ask her about it later.


Learned basic Non-Assisted Psycommu Usage. Progress made on Loran's NT development.



***


Sochie comes over the next morning, albeit not as Kihel's sister. She is in her role as a Militia pilot, making a report to Lord Guin. He asked you to attend the report as well.

"We have received word from the Luziannan and Florian Militias." Sochie explains while gesturing over a map on Lord Guin's desk.



"They have found their own types of mechanical dolls and are preparing to march on Nocis to assist us. According to them they will be ready to move out in three weeks. Colonel Gern has asked them to use the old rally point at Serega Valley." With that she snaps into a quick salute.



"Excellent." Lord Guin hums as he lifts the map up to his face.



"As long as we have the machines of the Dark History, we'll be in good shape." His gaze moves on to you. "Laura, start up the White Doll."

You straighten up. "Where am I going, sir?"

"Outside of Nocis." He answers. For a moment it looks as if he is about to continue, but Kihel speaks up before he can.

"We are still in a ceasefire." She says with her voice betraying a touch of concern. "And the Dianna Counter is still rattled from the attempted assassination on Queen Dianna, not to mention Loran playing with his new weapon."

Lord Guin smiles, and you try not to react to his Pressure. "Then patrol their settlements to prevent any clashes. Can you do that for me?" Part of it is the hunger directed at you (much like Sochie's yet different), but there is also an undercurrent of malice to it directed at nobody within your range.


*


"Do you think I could try piloting the White Doll?" Sochie asks as you head towards Moonrace-occupied territory. You are sitting in the seat but the cockpit hatch is open so as to give Sochie room without sitting in your lap.

"Maybe when we get back from the mission." You say noncommittally. It is going to depend if she has time off or if the Militia needs her elsewhere. "It is partially controlled by our powers, so you shouldn't have too much trouble. Just don't touch the weapons."

"Of course!" She snaps, though there is no heat to it. "I'm not stupid you know."

Whatever she is about to say next is drowned out by a disturbance over a nearby hill. Cresting it, you see a Mobile Rib being surrounded by angry Inglessan farmers who are trying to stop it from fencing the area apart from the rest of the Nocis area. None of the farmers are armed with anything beyond shovels and other tools.

A Dianna Counter APC and a WAD is rapidly approaching the disturbance from further within their territory.

"This is what Lord Guin told us to look out for." Sochie grinds out. "What do we do?"

"We have to break it up."

With some awkwardness you bring Sochie into the cockpit and activate the Landskimmers.

The farmers hurry to get out of your way when you landskim up to the Mobile Rib. The Dianna Counter vehicles immediately halt and train their guns on you, but make no move to fire. You turn the White Doll towards the Inglessans after making sure that there are no Dianna Counter mobile suits approaching and turn on the loudspeakers.

"Attention!" You call out to the farmers. "Lord Guin has sent me to handle the situation, so please return to your homes! I will protect your interests with everything I-"

You stop talking as a rock, thrown by one of the farmers, strikes the White Doll's abdomen. It mostly the surprise of the absurdity of throwing a rock at the White Doll that silences you, rather than the noise itself. "W-what?"

The man who you assume threw the rock is gesturing wildly at the area beyond the fence. "You want to protect our interests?! They are fencing off our homes! Our livelihoods! What will we do come winter?!"

Others start to take up the call, some even throwing rocks of their own at you. You don't retaliate, of course, you just turn off the speakers and make the White Doll stand there until they start tiring themselves out.


A hand falls on your shoulder. "Loran?" It's Sochie, sounding concerned.

"Don't worry." You answer with an attempt at a smile on your face, though it comes out a lot quieter than intended. "I'll just let them get it out of their system."

Her face falls a bit further. "Not what I meant…"

Once the shouting stops you turn the speakers back on. "Please be patient! We don't want a war with the Moonrace, especially now that a peaceful solution is possible!"

It takes some shouting back and forth, but eventually the farmers start to disperse. They crestfallenly head towards the nearest town or some of the closer farms on the Inglessan side of the line, probably to stay at the homes of friends and relatives.

You draw a shuddering breath and console yourself with the idea that you prevented any deaths, at the moment at least. Sochie rubbing your back helps. "Thank you."


The Dianna Counter soldiers are cooperative when you talk to them, probably because you are in a mobile suit and they are not. You offer to help them with the stuck Mobile Rib and to fill in the ditches, but they refuse, citing that they would prefer their own forces doing so.

With your offer refused you excuse yourself and reactivate the Landskimmers. You and Sochie should be done checking the border of incidents like this before the day is out.


*


There are no more clashes in progress by the time you and Sochie are finished patrolling (though a Dianna Counter patrol you meet tell you that there have been others the previous days), so you head home.


[] You and Sochie have an appointment.

[] That Moonrace colonist is trying to get your attention.

[] It is a quiet weekend so you get the time off.
--[] Practice with the White Doll.
--[] Experiment with Pressure.
--[] Check on Keith and Fran.
--[] Visit the Heim mines to see what Sid and Joseph have found up there.
--[] Go on some extra patrols.
--[] Spend time with Kihel.
 
Week 5 Result Part 2
[X] You and Sochie have an appointment.


You offer to let her try piloting the White Doll over dinner at Lord Guin's villa. Sochie readily accepts and rushes off to inform the Militia of where she is going to be all weekend. Not what you had intended, really, but you aren't doing anything this weekend either.

Sochie badgers you into letting her try immediately after scarfing down her dessert, leading to the two of you going to the White Doll with a few hours before sunset. For a training ground you choose the uninhabited area you used as a weapon testing range a few days ago. As before there is nobody within the range of the White Doll's sensors, making it safe for Sochie to practice piloting the ancient Mobile Suit.

First on the agenda is getting Sochie used to letting her Pressure do some of the work for her. "Just let your power enter the White Doll and try to think about how you want to move..."

Despite how different the White Doll is compared to a Kapool she adapts nicely, barely even stumbling after an hour of walking around. Something which you are most grateful for, considering that you are either walking beside the White Doll or sitting in its hand as she practices with it.


*


You practice running and more complex movement for most of the next day, to some success. The rest of the day is spent teaching her how to fire the Beam Pistol (well clear of the descending Dianna Counter spaceships) and turn on White Doll's defenses. Beam Sabers have a very low skill floor to use so you leave that for last, simply teaching her how to turn it on and off.

Sochie then surprises you by opening the panel-fingers of the White Doll's stumpy right hand and then simply smashing the whole manipulator into the mountainside. She then pulls out a fistful of rock and closes the hand, crushing it into gravel. That is one way of using it, you suppose. Might be useful if you cannot use the Beam Saber for whatever reason.

Trying the Landskimmers sends the White Doll spinning over a cliff. Luckily you are in the cockpit at the time and manage to turn on the Flight Mode before you can crash into the ground


*


On the last day of the week you go through some piloting exercises together, trading places in the White Doll when the other tires. The rest of it goes to helping her with learning the Flight Mode.

It is during this slow flying that things go wrong. Something, a kinetic projectile, almost swats the White Doll out of the sky. It is followed by another of the same before two of a different kind of kinetic projectiles joins the bombardment. You take over the White Doll's controls and hurry back into cover.

Peeking out, you flip through the sensor feeds in hopes of getting a look at your attackers. They can't be Dianna Counter, right? SUMOs and WaDoms use beams and missiles, but those were clearly kinetics that were fired at you-there!

Making their way through the forest is a pair of blue, top-heavy mobile suits.



And in the air is a pair of Mobile Suits of a far different make: Their heads are boxy, a pair of big square yellow screens taking up most of their faces. Their backpacks are the same and look a little like one of the old jet fighters you saw in the history books and in a museum your mother took you to once. There is a rifle at each hip on both suits, partially hidden within armored covers, but in their hands is a large, wide-bore cannon. Likely the culprits of the other half of the barrage you just got though.



The flying Mobile Suits dive down to join their fellows on the ground, whereupon they being to advance upon your position.

You decide to-


[] Bunker up here and fire at them from cover.

[] Charge and take the fight to them.

[] Try using the stealth systems to help you ambush them.



As for your approach...


Choose 1 of each category.

[] Mobility.
--[] Stay on the ground with the Landskimmers.
--[] Take to the air with the Flight Mode.
--[] Take to the air with the Flight Mode and risk using the Voiture Lumiere.

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

[] NT Systems.
--[] Stick to the Psychoframe.
--[] Risk using the NT-D Mode.

[] NT Power.
--[] Telekinetic Strike.
--[] Telepathic Strike.
--[] Telekinetic Barrier.
--[] NT Empathy.

[] Sochie NT Power.
--[] Let her do as she wants. (Telekinetic Strike)
--[] Try talking her into using Telepathic Strike.
--[] Try talking her into using Telekinetic Barrier.


*********





Integrity: 6
Armor Grade: 2
Armor Save: 5+
Special:
-Flight Unit: Backpack grants Flight.
-Additional Hardpoints: Can carry 3 Equipped Weapons.


Weapons:

Leo Machinegun.
Attacks: 2d6
Damage: 2
Critical Hit: On Critical Success.
Special:
-Medium Range Weapon: +20 to Hit DC for shots at Long Range.


Leo Beam Rifle.
Attacks: 1d3
Damage: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.


Dober Gun.
Attacks: 1d2
Damage: 4
Critical Hit: On Critical Success.
Special:
-Long Range Weapon: No Long Range penalty, but suffers +20 to Hit DC when at Close Range.




Integrity: 4
Armor Grade: 2
Armor Save: 5+
Special:
-Space Artillery Unit: Becomes Unbalanced while in gravity.
-Unbalanced: May not move and fire the same Turn without incurring a roll. Failure means the end of their Turn and losing their next.


Weapons:

Railgun.
Attacks: 1d2
Damage: 3
Critical Hit: On Critical Success.
Special:
-Variable Range Weapon: No Long Range Penalty.
 
Week 5 Result Part 3
[X] Bunker up here and fire at them from cover.

[X] Mobility.
--[X] Stay on the ground with the Landskimmers.
[X] Defenses.
--[X] Activate the Lightwave Shield.
[X] NT Systems.
--[X] Stick to the Psychoframe.
[X] NT Power.
--[X] Telekinetic Barrier.
[X] Sochie NT Power.
--[X] Let her do as she wants. (Telekinetic Strike)


Your hands race across the holographic keys, activating system after system as you make the White Doll huddle behind a convenient outcropping of rock overlooking the area where you last saw the other mobile suits. Around you your Pressure forms a Telekinetic Barrier around you for some additional protection.


DC 90 for Spotting Leo 1 = 5! Critical Failure! Leo 1 Cedes Initiative! Leo 1 disappears from sight!

DC 70 for Spotting Leo 2 = 55! Failure! Leo 2 is not located! Leo 2 Cedes Initiative!

DC 50 for Spotting Gozzos = 93! Major Success! Gozzos located! Loran goes first! Loran gains -10 to Hit DC against the Gozzos this turn!

Loran Attacks Gozzos!


Loran & Sochie (White Doll) 12/12 (Shield 4/4) (TK Barrier 3/3)

Beam Pistol 1d2 Attacks = 1!

DC 60+10(Long Range)-10(Stationary Target)-10(Major Success) = 34! Failure!

No Target Close enough for Sochie Telekinetic Strike!


Leo 2 6/6

Dober Gun 1d2 Attacks = 2!

DC 40+15(Heavy Cover) = 53, 57! 1 Success! 1 Failure!

DC 6 Telekinetic Barrier Save = 2! Failure! Telekinetic Barrier Broken!


Gozzo 1 4/4

DC 40 for Morale = 64! Success! Not spooked by enemy Attack!

Railgun 1d3 Attacks = 2!

DC 50+15(Heavy Cover) = 94, 56! 1 Major Success! 1 Failure! -10 to Hit DC next Turn!

2DC 4 Target Shield Save = 5! Success!


Gozzo 2 4/4

DC 40 for Morale = 41! Success! Not spooked by enemy Attack!

Railgun 1d3 Attacks = 1!

DC 50+15(Heavy Cover) = 27! Failure!


Leo 1 6/6

DC?? for ??? = 64! Success!


You can't find the boxy ones, but the other two are right where you last saw them, giving you a clear shot. Which you miss. Figures.

A pair of cannon shells from the side interrupts your musing, the first slamming into the outcropping you hide behind while the second heads straight for the part of you that is sticking out only to explode against your Telekinetic Barrier. The Barrier shatters instantly under the blow, but any damage to the White Doll is averted. That's one of the boxy ones right there.

The blue ones make themselves heard before the blast has died down, their guns speaking a total of three times between them. Two shots miss while the one that hits you is deflected off to the side by your shield.

And the other boxy one still hasn't shown itself.


Loran TK Barrier regains 1 Integrity.


Leo 1 remains out of sight!

Gozzos have not moved!

DC 70-30(Known prior location) for spotting Leo 2 = 60! Success! Leo 2 spotted! Leo 2 Cedes Initiative!

DC 60 for Initiative VS Gozzos = 89! Major Success! Loran Goes First! -10 to Hit DC VS Gozzos this Turn!


Loran & Sochie (White Doll) 12/12 (Shield 4/4) (TK Barrier 1/3)

Beam Pistol 1d2 Attacks = 2!

DC 60+10(Long Range)-10(Stationary Target)-10(Major Success) = 54, 29! 1 Success! 1 Failure!

DC 6 Target Armor Save = 2! Failure!

No Target Close enough for Sochie Telekinetic Strike!

Gozzo 1 Takes 2 Integrity Damage!


Leo 2 6/6

Dober Gun 1d2 Attacks = 1!

DC 40+15(Heavy Cover) = 25! Failure!


Gozzo 1 2/4

DC 40+30(Taken Damage) for Morale = 82! Success! Not spooked by enemy Attack!

Railgun 1d3 Attacks =1!

DC 50+15(Heavy Cover)-10(Major Success) = 43! Failure!


Gozzo 2 4/4

DC 40+10(Ally hit) for Morale = 14! Major Failure! Spooked by enemy Attack and loses this Turn! +10 to Hit DC next Turn!


Leo 1 6/6

DC?? for ??? = 7! Critical Failure! Ambush Bungled! Leo 1 Located! Loran & Sochie (White Doll) gain Reaction Actions! Leo 1 Cedes Initiative! Leo 1 gains +10 to Hit DC during Reaction Actions!


Ranged Reaction Actions:

Loran & Sochie (White Doll) 12/12 (Shield 4/4) (TK Barrier 1/3)

Beam Pistol 1d2 Attacks = 1!

Sochie Telekinetic Strike 1d1 Attacks = 1!

DC 90-40(Bungled Ambush) Beam Pistol Hit = 77! Success!

DC 10 Telekinetic Strike Hit = 63! Success!

DC 6 Target Armor Save (Beam) = 2! Failure!

DC 5 Target Armor Save (Kinetic) = 2! Failure!

Leo 1 takes 3 Integrity Damage!


Leo 1 3/6

Leo Machinegun 2d6/2 (Ambush Bungled) Attacks = 3!

Dober Gun 1d2/2 (Ambush Bungled) Attacks = 1!

DC 10+40(Ambush Bungled) = 70, 32, 2! 1 Success! 1 Failure! 1 Critical Failure! Leo Machinegun has Jammed!

DC 10+20(Close Range)+40(Ambush Bungled) = 72! Success!

DC 4 Target Shield Save (Kinetic) = 6! Success!

DC 4 Target Shield Save (Explosive) = 4! Success!


Melee Reaction Actions:

Loran & Sochie (White Doll) 12/12 (Shield 4/4) (TK Barrier 1/3)

Beam Saber 1d3 Attacks = 2!

DC 90-40(Bungled Ambush) Beam Saber Hit = 34, 31! 2 Failures!


Leo 1 3/6

Leo Beam Saber 1d3 Attacks = 1!

DC 10+40(Ambush Bungled) = 51! 1 Success!

DC 6 Telekinetic Barrier Save = 3! Failure! Telekinetic Barrier Broken! Feedback!


A quick peek out of cover lets you locate three of the other suits: The blue ones have not moved from their earlier position, the boxy one that just shot at you has moved a bit further away, and the last one is still nowhere to be found.

With that you squeeze off two beam shots against the blue ones, the first of which hits and almost takes the gun off one of them. The other beam misses, but the sight of its ally being hit spooks the other one into relocating over firing back. Another shell strikes your cover in the meantime.

You get one shot of return fire from the hit blue Mobile Suit, but it goes wide off target.

And then a rockslide happens behind you. You whirl the White Doll around to witness the sight of the other boxy one trying to stabilize itself with its thrusters as it is caught within the top fringe of a flood of shifting rock. For a moment you feel as if you can sense the other pilot's frustration, but then it is replaced by the feeling of your eyes meeting.

You activate your Beam Saber and charge, risking overheating your Beam Pistol to fire another beam on the way. The boxy mobile suit gets of one shot with the portable cannon it carries on the left arm before the beam destroys it and damages the arm and shoulder area. Its machinegun releases a short burst before it stops with a sound of protesting metal. The shots are deflected off your shield and then you are in melee range. At some point during this Sochie lets off a Telekinetic Strike that creates another dent in its chest.

Your opponent immediately executes a maneuver that slams the edge of the small shield mounted on its left arm into the White Doll's hand below the Beam Saber, deflecting it, before its right hand reaches into the back of the shield and withdraws its own Saber. The pilot of the boxy Mobile Suit completes the movement by delivering a powerful blow that breaks your Barrier again. A sudden pain explodes behind your eyes, and it is all you can do not to stumble in the seconds before it fades.

The two of you break apart, weapons at the ready as you size each other up.


Loran TK Barrier regains 1 Integrity.


No time to look for the other Mobile Suits!

DC 90 for Initiative VS Leo 1 = 55! Failure! Leo 1 goes first!


Leo 1 3/6

Leo Beam Rifle 1d3 Attacks = 1!

Leo Beam Saber 1d3 Attacks = 2!

DC 10+20(Damaged Arm) Beam Rifle Hit = 68! Success!

DC 10 Beam Saber Hit = 30, 76! 1 Success! 1 Major Success! -10 Hit DC vs White Doll! Remaining Damage forced through broken shield!

DC 6 Telekinetic Barrier Save = 1! Failure! Telekinetic Barrier Broken! Feedback!

2DC 5 Target Shield Save DC (Beam) = 3, 3! 2 Failures!

White Doll Lightwave Shield takes 4 Integrity Damage! Shield Broken! Beam Saber Attack (2 Damage) goes on to strike the Armor!

DC 4 Target Armor Save = 5! Success!


Loran & Sochie (White Doll) 12/12 (Shield 0/4) (TK Barrier 0/3)

Sochie Telekinetic Strike 1d1 Attacks = 64! Success!

DC 10 Telekinetic Strike Hit = 63! Success!

DC 5 Target Armor Save = 5! Success!

Beam Saber 1d3 Attacks = 1!

DC 90 Beam Saber Hit = 98! Major Success! -10 to Hit DC VS Leo 1!

DC 6 Target Armor Save = 3! Failure!

Leo 1 Takes 4-2(Mercy) Integrity Damage!


You don't have time to look for the others, not with an opponent of this caliber. Almost too fast to see the free left hand of his Mobile Suit snaps down to fire a Beam Rifle shot before the weapon is holstered and they charge you. Before you can throw up even a token defense the feedback from the broken Barrier hits you, leaving you wide open. The other pilot's Beam Saber flashes twice, breaking through your Lightwave shield and sneaking in a light blow on the White Doll itself, which thankfully doesn't break through its armor.

Your counterblow takes of the hand holding the Beam Saber before working its way up the arm, splitting it in twain and damaging the right shoulder of the boxy mobile suit. You can sense a flash of frustration and panic from here. Looks like they're going to run…


[] Let them run.

[] As much as it pains you…



The other three Mobile Suits are still out there. You'll-


[] Keep bunkering up.

[] Find them and leave cover, take the fight to them.

[] Sneak off and attempt an ambush of your own.

[] You're done here. Withdraw.



As for your battleplan…


[] Keep going as you are.

[] New plan.
--[] Write in.


Choose 1 of each category.

[] Mobility.
--[] Stay on the ground with the Landskimmers.
--[] Take to the air with the Flight Mode.
--[] Take to the air with the Flight Mode and risk using the Voiture Lumiere.

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

[] NT Systems.
--[] Stick to the Psychoframe.
--[] Risk using the NT-D Mode.

[] NT Power.
--[] Telekinetic Strike.
--[] Telepathic Strike.
--[] Telekinetic Barrier.
--[] NT Empathy.

[] Sochie NT Power.
--[] Let her do as she wants. (Telekinetic Strike)
--[] Try talking her into using Telepathic Strike.
--[] Try talking her into using Telekinetic Barrier.


*********


DC 40+20(Feedbacks) for Exhaustion = 53! Failure! Loran's Condition Worsens! Loran becomes Tired! (+10 to Initiative/Turn Start and Hit DC! -10 Hit DC for enemies targeting Loran's mobile suit (White Doll)!)

DC 60 for Exhaustion = 75! Success! Sochie's Condition remains Normal.
 
Week 5 Result Part 4
[X] Let them run.

[X] You're done here. Withdraw.


[X] New plan.
-[X] Mobility.
--[X] Stay on the ground with the Landskimmers.
-[X] Defenses.
--[X] Activate the I-Field.
-[X] NT Systems.
--[X] Stick to the Psychoframe.
-[X] NT Power.
--[X] NT Empathy.
-[X] Sochie NT Power.
--[X] Try talking her into using Telekinetic Barrier.


You take a step back and keep your gun low as the boxy mobile suit rockets unsteadily into the air and down behind the hill, a few quick taps of holographic keys deactivating the Lightwave Shield in favor of the I-Field.

"Loran?"

"We're leaving. There is no point in fighting them." You say as you refrain from forming another Barrier, instead reaching out to the Pressure of the hostile pilots. "Could you please make a Barrier, like I did? Since we're running you won't be able to strike anyone…"

A shift of the controls later and the White Doll is racing down the opposite side of the hills, Sochie's Barrier slowly forming around it.


DC 70 for Withdrawal = 35! Failure! Loran & Sochie (White Doll) Cede Initiative! -20 to next Turn's DC!


Leo 1 1/6

Beam Rifle 1d3 Attacks = 1!

DC 10+20(Damaged Arm)+10(Long Range)+15(NT Empathy)-10(Target Tired) = 78! Major Success! -10 to Hit DC next Turn!

DC 6 Sochie Telekinetic Barrier Save = 6! Success!


Leo 2 6/6

Dober Gun 1d2 Attacks = 1!

DC 10+15(NT Empathy)-10(Target Tired) = 77! Major Success! -10 to Hit DC next Turn!

DC 6 Sochie Telekinetic Barrier Save = 4! Failure! Sochie Telekinetic Barrier takes 4 Integrity Damage! Barrier broken!


Gozzos 2/4 & 4/4

DC 90 for Climbing = 71! Failure! -60 to DC next Turn!


Loran & Sochie 12/12 (I-Field 4/4) (TK Barrier 0/3)


You take fire from behind long before you have left the combat zone. A beam shot strikes Sochie's Barrier, which manages to repulse the attack at no loss to its integrity. The same cannot be said when a shell strikes the Barrier right afterwards, breaking it with such force that Sochie cries out in pain and surprise. Mostly surprise thankfully.

There is no sign of the blue Mobile Suits.


Sochie TK Barrier regains 1 Integrity.

DC 50 for Withdrawal = 90! Major Success! Loran & Sochie (White Doll) Cede Initiative! +20 Hit DC targeting the White Doll! Battle ends on the end of this Turn!


Leo 1 1/6

Beam Rifle 1d3 Attacks = 3!

DC 10+20(Damaged Arm)+10(Long Range)+15(NT Empathy)+20(Enemy Major Success)-10(Major Success)-10(Target Tired) = 56, 25, 80! 2 Successes! 1 Failure!

DC 6 Sochie Telekinetic Barrier Save = 3! Failure! Sochie Barrier Broken! Feedback!

DC 4 I-Field Save = 5! Success!


Leo 2 6/6

Dober Gun 1d2 Attacks = 2!

DC 10+15(NT Empathy)+20(Enemy Major Success)-10(Major Success)-10(Target Tired) = 71, 96! Major Success! -10 to Hit DC next Turn! Critical Hit! Double Damage!

DC 4 Armor Save (Explosive) = 6! Success!

Critical Hit ignores Armor!

Loran & Sochie (White Doll) take 8 Integrity Damage!


Gozzos 2/4 & 4/4

Gozzos are too late to join the battle!


Loran & Sochie 4/12 (I-Field 4/4) (TK Barrier 0/3)

Loran & Sochie (White Doll) successfully escape!


Of the next volley of beams there is one miss and two hits, the first of which breaks Sochie's Barrier again and makes her scream in genuine pain as the feedback hits her. Ow. The next dissipates against your I-Field.

Even with you being able to sense the intent of the pilots shooting at the White Doll's retreating back you still find it nearly impossible to avoid their shots. A shell fired by the undamaged boxy Mobile Suit glances off the White Doll's armor and explodes, making you reflexively turn away from the blast.

A momentary surge of killing intent from behind is your only warning as a second shell goes straight through the Carapace backpack and digs into the White Doll's armor before detonating. It is testament to whatever geniuses designed the ancient Mobile Suit that even with a third of its frame blasted off and another third smashed it does not slow down.

Seconds later and you are far enough away that they stop firing. They do not pursue.


DC 40 for Exhaustion =90! Success! Loran's Condition remains Tired!

DC 60+10(Feedback) for Exhaustion = 39! Failure! Sochie's Condition worsens! Sochie becomes Tired!



*


Lord Guin decided to relocate back to Bostonia while you and Sochie were out training, which results in some curious bystanders as you land the damaged White Doll in the courtyard. You give your report together with Sochie.

The ruler of Inglessa raises an eyebrow. "And you think this was an unsanctioned action?"

You nod. "Yes, sir. The mechanical dolls that attacked us were very different from those used by the Dianna Counter or the Royal Guard, and so were the weapons they used."

"So either another element of the Moon's army or someone found a Mountain Cycle of their own and decided to go after our White Doll." He concludes. "I'll make inquiries with Adjutant Miran."

"Who, sir?" Wonders Sochie while you inwardly dismiss the second possibility Lord Guin raised. The pilots of those boxy Mobile Suits were too good to have dug up their units a month or so ago.

He goes on to explain that Queen Dianna has invited herself along to an airship ride, one that was originally intended for Lord Guin to personally survey the damage to Nocis and the surrounding area, as well as dropping Sochie and Kihel off at their home.

"The question is…" Lord Guin says evenly. "If you will be joining us in the airship or escorting us in the White Doll."

It is generous of him to give you a choice. You will...



[] Stay with them in the airship carriage.
[] Escort them in the White Doll.



After you give him your answer you go to pick up Queen Dianna and Miss Kihel, who are currently having tea together in one of the castle's sitting rooms. The man you have seen accompanying the Queen and Captain (Lieutenant?) Harry are standing outside the door when you arrive.

"Adjutant Miran." Lord Guin smiles as he walks up to the grey-haired man. "I wanted to ask you about today's disturbance. I-"

Adjutant Miran cuts him off. "Completely unsanctioned. A scheduling error led to a penal force being sent down to Earth with outdated orders and no officers to receive them. We have taken measures to prevent further incidents."

He is either lying or really twisting the truth, at least if you are reading his Pressure right. From her huff you think Sochie feels it too.

The Queen and Miss Kihel leave the room shortly thereafter, the Queen feeling strangely nervous while Miss Kihel's pressure is radiating amusement…





Fuck.


[] Call attention to the fact that they are wearing each other's clothes.

[] Act like nothing is wrong.

[] Restrain Sochie.
 
Last edited:
Week 5 Result Part 5
[X] Escort them in the White Doll.


"I would rather escort you in the White Doll, sir."

Lord Guin nods at you. "Very well. The Royal Guard will have three of their mechanical dolls assisting you."



[X] Restrain Sochie.


A moment passes where you are utterly paralyzed at the sight of Her Majesty Queen Dianna and Miss Kihel in each other clothes, but you recover. Right in time to sense Sochie's Pressure boil over. Black, barbed threads of hate emerge from her forehead to slowly make their way towards Dianna-as-Kihel. Sochie's eyes are fixed on the disguised queen, who flinches at the sight of Sochie's bared teeth.

You act without thought and slap your hand over her mouth. Adrenaline gives you the strength to bodily lift Sochie into the air and sprint down the corridor away from the two delegations. "Excuse us!" You call over your shoulder. "We'll catch up later!"

And then you turn the corner and disappear from sight.


*


Your act of manhandling earns you a fist to the face once Sochie squirms out of your grip, but her anger quickly redirects itself towards Queen Dianna.

"First she killed my father and now she is playing games with my sister! I'll kill her!"

People this angry aren't the most receptive to words, so you end up hugging her to keep her from rushing off while rubbing your Pressure against hers. It leaves you open to a headbutt, but the angle makes it cause her as much pain as it causes you.

Eventually she stops struggling.

"…I don't think I can stand being in the same room as her right now. Can I ride in the White Doll with you?"


*


The two of you get some questioning looks when you catch up with the officials. You are in your Pilot Laura disguise while Sochie is in her Militia uniform. Captain (Lieutenant?) Harry waves at you from the cockpit of his SUMO as Lord Guin and the others enter the airship. Activating the White Doll's Flight Mode, you rise into the air to join it.

After a little more than thirty quiet, awkward minutes Sochie, who is sitting in your lap, speaks up. "I just don't understand why Kihel went along with it…" She grumbles, her Pressure sharpening into a barbed phalanx directed at the airship (with the occasional thorn shifting when a SUMO draws near). "Our father is dead because that woman decided to come to Earth!"

Her voice falls along with her Pressure. "I don't like it…"

"Me neither…" You mumble, trying to be reassuring. The sooner this Prince and Pauper (Queen and Secretary?) story ends the better for everyone.


*


The reason for visiting Vicinity turned out to be twofold. Apparently they were already going to stop here before Lord Guin got the idea to put Dianna in Kihel's clothing (she is way ahead of you, sir) in order to prevent any nearby Militia soldiers from getting ideas: Sochie has leave today and, having been called by a distraught Jessica, intended to drag Kihel with her to visit Mrs. Heim.

Said visit involves hugs, tears, a quiet suggestion from Lord Guin that you take what you need from your room in the servant's quarters before you go, and a very uncomfortable Dianna-as-Kihel when faced with Mr. Heim's headstone behind the manor. Sochie manages to keep herself calm as they walk up to the grave, though her Pressure bristles all the way. Dianna-as-Kihel responds with some worried glances her way, her own Pressure (which possesses that same sort of dense quality as that of Harry Ord) riddled with worry, embarrassment, and a little touch of shame.

You are left behind with the rest of the group, who watches from a respectful distance. This leaves you close enough to Kihel-as-Dianna to get a detailed sense of her Pressure. Simply put, she has been close to tears since you arrived, holding herself back so as to not cause trouble for Dianna you imagine.

Judging by the way Dianna has thrown herself to the ground in front of Mr. Heim's grave it seems as if you and Sochie are not the only ones that understand Kihel's feelings.




*


Later that night you are back to being Loran, staying at the Heim manor for the first time in more than a month.


[] Talk to Sochie.
--[] Write in.

[] Wait for an opportune moment and confront Dianna.
--[] Write in.
 
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