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.
It has come up, most notably in the dream Loran had in the Week 1 update. That was a set of memories from the Psychoframe Ghost. As is the Ghost isn't a singular whole, but instead a chaotic swarm of disconnected memories and feelings that sometimes react to stimuli through the person in the White Doll's pilot seat.
[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.
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.
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.
[] Mobility.
--[X] 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.
--[X] Activate both of them.
[] NT Systems.
--[X] Stick to the Psychoframe.
--[] Risk using the NT-D Mode.
[] NT Power.
--[] Telekinetic Strike.
--[] Telepathic Strike.
--[X] Telekinetic Barrier.
--[] NT Empathy.
[] Sochie NT Power.
--[X] Let her do as she wants. (Telekinetic Strike)
--[] Try talking her into using Telepathic Strike.
--[] Try talking her into using Telekinetic Barrier.