Not saying theyre mooks, and even harry was trained by the ghingham fleet. The moons best might not be gundam wings best, and anyone who sorties in a leo already feels no fear.
Adhoc vote count started by Iceblocks on Aug 17, 2017 at 9:49 AM, finished with 305 posts and 4 votes.
[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)
[X] Bunker up here and fire at them from cover. --[X] Stay on the ground with the Landskimmers. --[X] Activate both of them. --[X] Stick to the Psychoframe. --[X] Telekinetic Barrier. --[X] Let her do as she wants. (Telekinetic Strike)
Approach. [X] Bunker up here and fire at them from cover.
Battleplan. [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)
Telekinetic Strike 1:
Attacks per turn 1d1.
Danage: 1
Critical Hit: On Major and Perfect Successes.
Special: -Critical+: Critical hit on Major Successes. -Line of Sight Attack: Base Hit DC locked to 10. -Short Range: May not be used at Long Range.
Telepathic Strike 1
Attacks: 1d1
Damage: 1d5 Mental Damage
Criticals: On Critical Success.
Special: -Breach: Base DC 1, Critical + (Critical Hits on Major Success) and Massive Criticals 1 (Extra strong Critical Hit on Critical Success) when striking targets with an NT-Level of 0
Telekinetic Barrier 1:
Forms an additional layer of defense around the Mobile Suit.
Integrity: 3
Armor Save: 6
Special: -Regenerate 1: Regenerates 1 Integrity at the beginning of every Turn. -Will Powered: Loses 1 Max Integrity and Regenerate 1 when Condition becomes Tired or below. -Feedback: If the barrier is broken by an Attack stronger than 2*Current Integrity the person maintaining the Barrier will suffer +10 to the DC of their next Condition roll. This effect stacks. -Full Stop: Attacks that break the Barrier do not in most cases continue on to strike the unit.
NT Empathy 1: +10 to Hit DC for Attacks targeting Loran's Mobile Suit (White Doll).
[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!
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!
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!
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 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.
Adhoc vote count started by Iceblocks on Aug 18, 2017 at 7:52 AM, finished with 315 posts and 4 votes.
[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.
[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!
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!
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.
The Turn-X is really beat up and needs repairing before I'll be comfortable potentially putting it into combat again. As for the second one, note that Sochie wasn't a Newtype in canon; We can feel what's going on so she probably can too.