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

Votes so far:

Teteth.
5 votes for [X] "Let us join them inside."

Dianna.
3 votes for [X] "Are you alright?"

2 votes for [X] "…Please tell me that you didn't start this conflict just because you wanted to see your hundred years dead lover again."
Adhoc vote count started by Iceblocks on Sep 15, 2017 at 7:43 AM, finished with 527 posts and 5 votes.
 
Last edited:
Week 12 + Dream 3
Week 12 (Week 2 of the Lunar-Amerian War)


[X] "Let us join them inside."



You do not want to leave Dianna alone with these two, specifically with Miss Halleh, and you do not want to take her near the White Doll either, so you cut the knot and gesture after Dianna-as-Kihel and Mr. Game. "Let us join them inside."

A burst of irritation enters her Pressure, but her face reveals none of it as she smiles and leads you inside.

The negotiations go by quickly. You can sense that Mr. Game is eager to make the sale, but he hides it well as he makes his arguments. He does use a notepad to assist him (and judging from his Pressure when he glances over at Miss Halleh, she wrote it for him) which lets Dianna-as-Kihel get her words in, and in the end they settle for a sum in the upper bracket of what Lord Guin was willing to pay for it.

From the way her Pressure was quivering, she must have been shaken up by their earlier conversation. You could sense her Pressure at the times she wanted to barter harder but didn't…


*


[X] "Are you alright?"


ou take a few steps closer to the crying queen. "Are you alright?" She doesn't react at first, but slowly the sobs stop and she wobbles to her feet.

"I-…I'm fine." No she isn't, even if you couldn't sense her emotions her face makes it obvious, but you don't push any further. It isn't your place to do so. As Dianna-as-Kihel recomposes herself you notice that her hat has fallen off her head and pick it up, handing it back to her afterwards. She has to shift her grip on the music box a little, but soon it is back in place.

"We should go back, I have gotten as much information as I am likely to get out of Will Game…the third." Her voice is still a touch crestfallen, but she is coping. For now at least.

As you leave Mr. Game's villa behind you spare a last glance of the Illefuto, taking in the faded red paint and shoulder-mounted Vulcan Cannon before you help the disguised Queen to the White Doll.

You make a quick stop at the purchase after Cori and Arisa fall into formation, following the directions given by Mr. Game to land in a dried-out riverbed a minute's flight from his house. The White Doll's sensors detect something in there, but there is too much rock and soil in the way for you to determine anything beyond there being at least one large object buried in the side of the cliff.


Queen Dianna is silent the whole flight, the occasional sniff notwithstanding. Whatever is in that box must have meant a lot to her.

"So...Nevermind." You begin and backtrack when she turns her gaze on you. While you are interested in hearing from her what exactly happened in that shed, asking about it right now would be…impolite.

Something that is too important not to ask, however: "But do you have any idea why that woman wanted to kill you?"

"Miss Teteth? No, I do not have any inkling who she is."

"You do not recognize her at all?" You ask

"I do not."

Huh. Mysterious, but there is little to be done about it now.


*


The first thing that the two of you do after you have landed the White Doll at Headquarters is for you and Dianna-as-KIhel to give your reports to Lord Guin, you first.

"And you are certain that there really was something buried there?" He asks near the end of your account of the events at the Game property.

"Yes, sir. There definitively is something large buried there, but there was too much dirt and rock in the way for the White Doll to properly identify what it was."

Lord Guin nods at you and leans back into his seat. "I see. That will be all for now, Laura."

You snap a quick salute and walk out of the tent as he asks Dianna-as-Kihel about what she has learned from her conversation with Mr. Will Game.


Once you get back to the campsite of the Laura Rola Autonomous Mechanical Doll Corps you bid Corin and Arisa good night before falling asleep in your tent.


***


The era that came to be after the destruction of Aeolia's utopia was a peaceful one, a stable one, an era similar to the Utopia that came before it, if far less advanced.

The Federation and the few independent colonies were slowly disarming themselves, citing that there was no need for large armed forces in their time.


They would never be able to resist when the Turn A returned.


Your first attempts at correcting this situation fail. There are no one amongst those who resist the demilitarization of their time who even come close to Aeolia's genius, and your own attempts at promoting a 'better have it and not need it than need it and not have it' philosophy fall on deaf ears.

You consider using your Blessing of Spirit to force the issue, but dismiss you dismiss it as unworkable. You cannot dominate billions of people spread around the entire Earth Sphere.



You end up buying an old industrial colony and taking it to the asteroid belt, using the Turn System to bring the manufacturing units closer to the standard you are familiar with. Over the next few years you make a small army of old mobile suits, handing them out to the more nationalistic independent colonies before 'encouraging' their leaders to 'spread their greatness' to their neighbors.

Some old Sid Is here, some GN-Xs there, the list goes on, and soon the Earth Sphere is in flames.

But then things start going wrong. The various sides aren't conquering, but destroying, often against their benefit and with little rhyme or reason.

After vivisecting a pilot (who was busy stomping on civilian shelters before you grabbed him) you learn something disturbing: The Limiters are malfunctioning.

Not in the sense that they aren't maintaining the physical and spiritual mutilation they inflicted on the human species when they were first unleased by the Turn A, but in the sense that they are causing harmful mental and physical effects on the people they inhabit, with situations and conditions that would normally increase the chances of them failing completely only making the damage worse.

You need to stop this.

You do have a plan, but you'll have to wait until you can locate a pilot whose limiters are functioning just fine…




That Asuno kid is understandably confused when a mysterious stranger hands him the activation keys to the 0 Gundam variant parked outside his house. He does, however, agree with the stranger that something need to be done, and willingly pilots it to end the war.

And a few years later the Colony Wars come to an end.



Now to one of your side projects: Getting those idiots in orbit around Mars to get back to the Earth Sphere. You've already set a cloaked radiation projector to bombard their colony, so getting them to move shouldn't take too long…



---


Note to self: Giving the people of this cycle technology from your own era is possibly the least intelligent idea you've ever had. If not for the 0 Gundam Variant that you gave to that Asuno kid…You'd rather not think about it.

As for those idiot mars colonists…why haven't they come back to the Earth Sphere yet? The effects from the 'encouragement' projector you set up should have kicked in decades ago!

Screw this, time to sleep.



You wake up eleven decades later, in the year of AG 110. Looks like the mars colonists have been busy.

Acting on a desire to see the descendants of… if not a friend, then someone you felt you could rely on, you look up the recently orphaned Flit Asuno. You observe him at a distance for some time, and one day he falls asleep in on his desk while doing some research for his little project you decide to take the opportunity to give him a helping hand.


The cylindrical adaptive equipment manufacturer was a rejected design of Aeolia's. Oh, it works perfectly fine, but not well enough to shift Aeolia's priorities. Only a prototype was built before he scrapped the project in favor of more specialized designs.

You upload the blueprint into Flit's computer, carefully implanting the knowledge of what it is into Flit's mind before taking your leave.


Now you just have to look through more than a century of observational data on this era. Joy.



---


During the final battle of the Vagan war you see something…disturbing, even to you.

Not the fact that the guardian you assigned to guard the Cache had gone berserk after the battles it lost a decade earlier ( that was something you suspected might happen since programming AIs were never your specialty), but the boy in the AGE-FX, Kio, was doing… something you didn't think possible.

The complete mental domination and rewriting of thousands, if not millions and billions, many who themselves possessed the Blessing of Spirit, in order to present a united front against the patchwork SID unit you made, somehow overwhelming the instinctive barriers that had made this impossible in your own era. Using an overwhelming mental attack to hate someone to death, like how the Turn A drove that last swarm of ELS into extinction in the last era, is a known element, but this…

In the end your creation is destroyed and peace falls across the Earth Sphere, the minds of those willing to fight having their worldview warped to desire peace. Overwritten by the one held by a thirteen year old boy with faulty Limiter Nanites degrading his mind!


You spend the next century trying to prepare for the coming of the Enemy, but your limited resources and the unwillingness of anyone else to support any kind of military initiative makes the Turn A's victory even more effortless than the last three times.



***


You wake up.

Another dream…


*


With the purchase of the Kingsley Valley find Lord Guin wastes no time in ordering Sid and his workers, as well as a significant Militia force, to relocate north to start digging. For the rest of you he outlines another week of scouting and probing attacks to further solidify the front lines and take some of the pressure off the other Militias.

All Systems gain +1 Condition!

Between briefings you have the time to set this week's Priority Repair.


[] Keep it working on the Left Arm Lightwave Shield 130/200 (Damaged)

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


Weapons


Type-TX Beam Pistol 8/500 (Heavily Damaged. Ranged)
Attacks Per Turn: 1d2
Damage: 2
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to target's Armor Save DC.
-Unreliable: Unusable for one Turn on Major Failure. Unusable for all following Turns in a Scene(Update) upon Critical Failure.



Defensive Systems.


Turn-Type Armor (Non-Combat Mode).
Armor Grade: 6
Armor Save: 1+
Special:
-Beam Resistant 1: Beams that hit this unit lose one level of Penetration vs Armor.
-Nano Lamination 2: Damage from non-Penetrating Kinetic and Explosive attacks is reduced by 2 (to a minimum of 1). Nullifies damage from Point Defense Weapons.


Left Arm Lightwave Shield 130/200 (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. 183/500 (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. 12/200 (Damaged)
-Speed +: Hidden -15 modifier to speed DC while on the ground.


Lightwave Maneuvering Thrusters (Flight Mode).
-Flight+: Unit can fly. Terrain modifiers ignored. Hidden -20 Modifier to Speed rolls while flying.
-Lightwave Propulsion: This system requires no fuel, only energy.


Lightwave Main Propulsion (Voiture Lumiere). 12/500 (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 12/500 (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 12/500 (Heavily Damaged)
-Decoy 1: Produces a faint afterimage.



Misc Systems.


LUNA Energy Transference Module 12/500 (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 12/500 (Heavily Damaged)
-Carapace Flight Mode 12/200 (Damaged)


*


Between patrols and keeping watch over Kingsley Valley you have the free time to…


Choose 2

[] Continue your training under Arisa and Corin.

[] Talk with Arisa and Corin.

[] Hang out with Sochie and Miashei.

[] See what Captain Gavane has to say.

[] Experiment with Pressure.

[] Check on Sid at Kingsley Valley.

[] Go on a mission.
--[] With Corin and Arisa (Default)
--[] Join up with the Inglessan Militia.
--[] Join up with the Luziannan Militia.

[] Spend time with the disguised Queen Dianna.

[] Seek audience with Lord Guin.
 
Turn A hated the ELS to death. What. How does that even work? The ELS are so overwhelming on the psychic plane that them trying to say hello sent fairly powerful psychics into comas.

This is SRW OG villain level hax here.

Our mysterious anti-Turn-A agent needs to start talking to people. Yeah, it's a crazy story, but he's got some damn solid evidence for it, what with having half a dozen different tech trees memorized, and the Turn X.

[x] Keep it working on the Left Arm Lightwave Shield 130/200 (Damaged)

[x] Experiment with Pressure.

[x] Talk with Arisa and Corin.
 
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[x] Keep it working on the Left Arm Lightwave Shield 130/200 (Damaged)
[X] Experiment with Pressure.

[x] Talk with Arisa and Corin.

Really want to get NT to three for remote piloting, now that teteth is around.
 
The era that came to be after the destruction of Aeolia's utopia was a peaceful one, a stable one, an era similar to the Utopia that came before it, if far less advanced.

The Federation and the few independent colonies were slowly disarming themselves, citing that there was no need for large armed forces in their time.


They would never be able to resist when the Turn A returned.


Your first attempts at correcting this situation fail. There are no one amongst those who resist the demilitarization of their time who even come close to Aeolia's genius, and your own attempts at promoting a 'better have it and not need it than need it and not have it' philosophy fall on deaf ears.

You consider using your Blessing of Spirit to force the issue, but dismiss you dismiss it as unworkable. You cannot dominate billions of people spread around the entire Earth Sphere.



You end up buying an old industrial colony and taking it to the asteroid belt, using the Turn System to bring the manufacturing units closer to the standard you are familiar with. Over the next few years you make a small army of old mobile suits, handing them out to the more nationalistic independent colonies before 'encouraging' their leaders to 'spread their greatness' to their neighbors.

Some old Sid Is here, some GN-Xs there, the list goes on, and soon the Earth Sphere is in flames.

But then things start going wrong. The various sides aren't conquering, but destroying, often against their benefit and with little rhyme or reason.

After vivisecting a pilot (who was busy stomping on civilian shelters before you grabbed him) you learn something disturbing: The Limiters are malfunctioning.

Not in the sense that they aren't maintaining the physical and spiritual mutilation they inflicted on the human species when they were first unleased by the Turn A, but in the sense that they are causing harmful mental and physical effects on the people they inhabit, with situations and conditions that would normally increase the chances of them failing completely only making the damage worse.

You need to stop this.

You do have a plan, but you'll have to wait until you can locate a pilot whose limiters are functioning just fine…




That Asuno kid is understandably confused when a mysterious stranger hands him the activation keys to the 0 Gundam variant parked outside his house. He does, however, agree with the stranger that something need to be done, and willingly pilots it to end the war.

And a few years later the Colony Wars come to an end.



Now to one of your side projects: Getting those idiots in orbit around Mars to get back to the Earth Sphere. You've already set a cloaked radiation projector to bombard their colony, so getting them to move shouldn't take too long…



---


Note to self: Giving the people of this cycle technology from your own era is possibly the least intelligent idea you've ever had. If not for the 0 Gundam Variant that you gave to that Asuno kid…You'd rather not think about it.

As for those idiot mars colonists…why haven't they come back to the Earth Sphere yet? The effects from the 'encouragement' projector you set up should have kicked in decades ago!

Screw this, time to sleep.



You wake up eleven decades later, in the year of AG 110. Looks like the mars colonists have been busy.

Acting on a desire to see the descendants of… if not a friend, then someone you felt you could rely on, you look up the recently orphaned Flit Asuno. You observe him at a distance for some time, and one day he falls asleep in on his desk while doing some research for his little project you decide to take the opportunity to give him a helping hand.


The cylindrical adaptive equipment manufacturer was a rejected design of Aeolia's. Oh, it works perfectly fine, but not well enough to shift Aeolia's priorities. Only a prototype was built before he scrapped the project in favor of more specialized designs.

You upload the blueprint into Flit's computer, carefully implanting the knowledge of what it is into Flit's mind before taking your leave.


Now you just have to look through more than a century of observational data on this era. Joy.



---


During the final battle of the Vagan war you see something…disturbing, even to you.

Not the fact that the guardian you assigned to guard the Cache had gone berserk after the battles it lost a decade earlier ( that was something you suspected might happen since programming AIs were never your specialty), but the boy in the AGE-FX, Kio, was doing… something you didn't think possible.

The complete mental domination and rewriting of thousands, if not millions and billions, many who themselves possessed the Blessing of Spirit, in order to present a united front against the patchwork SID unit you made, somehow overwhelming the instinctive barriers that had made this impossible in your own era. Using an overwhelming mental attack to hate someone to death, like how the Turn A drove that last swarm of ELS into extinction in the last era, is a known element, but this…

In the end your creation is destroyed and peace falls across the Earth Sphere, the minds of those willing to fight having their worldview warped to desire peace. Overwritten by the one held by a thirteen year old boy with faulty Limiter Nanites degrading his mind!


You spend the next century trying to prepare for the coming of the Enemy, but your limited resources and the unwillingness of anyone else to support any kind of military initiative makes the Turn A's victory even more effortless than the last three times.
PFFFFFT. Oh god, that's hilarious. Why is AGE so stupid? Literally everyone is massively brain-damaged. And not even that, apparently, is enough to properly explain why the Vagan are so dumb they just stay at Mars when the radiation is killing them.

On a side note, I do rather like the AU elements you're using to explain things. Easily one of my biggest issues with Turn-A is that I couldn't find any way to place all the Gundam series into a single timeline without, well, something pretty similar to this (some outside force that apparently knocks humanity back into the stone age a bunch of times and deliberately sets things up such that all the timelines start from roughly the same beginning), and while that's fine for what is effectively fanfiction, it's so out of left field for Gundam I can't see it as possibly being canon. Which, well, leaves me with no real recourse but to just discard the whole "all timelines end with Turn-A" thing because there's no way for it to both make sense and fit thematically with the franchise as a whole.

So the fact that there's an in-universe explanation for that in this quest really makes me happy, and since this isn't an actual Gundam series I'm fine with tweaking the themes of Gundam (the big one that keeps me from liking this as a canon explanation is the whole "Humans are, ultimately, our own worst enemy" theme that appears in most of the franchise, and if it turns out some random evil force is the ultimate cause of all our problems, well, it kinda ruins that). Part of the appeal of fan works is changing things and seeing what happens, after all.

Turn A hated the ELS to death. What. How does that even work? The ELS are so overwhelming on the psychic plane that them trying to say hello sent fairly powerful psychics into comas.

This is SRW OG villain level hax here.
To be fair, it kind of needs SRW OG villain level hax to do the shit it must've done. Other Gundam timelines are rife with ridiculous badasses in ridiculous Mobile Suits, so it needs to be really OP to actually be able to beat all of them. Like, Setsuna in the 00 Qan[T] is, to put it simply, fucking ridiculous, and Kira Yamato is at least three different kinds of superhuman, and the Strike Freedom is a really powerful all-rounder suit. And that's just naming a few, there's so many more examples of amazingly powerful people and Mobile Suits in the franchise.

In any case:

[X] Keep it working on the Left Arm Lightwave Shield 130/200 (Damaged)

[X] Experiment with Pressure.

[X] Talk with Arisa and Corin.


We do really need to start working on NT-level so we can both see what higher levels even do and also to start working towards Bloody Siege and NT-D. Plus, we need to repair Voiture Lumiere anyway before we can really use it freely, still has that unstable penalty after all.
 
[X] Keep it working on the Left Arm Lightwave Shield 130/200 (Damaged)

[X] Experiment with Pressure.

[X] Talk with Arisa and Corin.
 
[X] Keep it working on the Left Arm Lightwave Shield 130/200 (Damaged)

[X] Continue your training under Arisa and Corin.
[X] Talk with Arisa and Corin.

We still suck. Keep going
 
On a side note, I do rather like the AU elements you're using to explain things. Easily one of my biggest issues with Turn-A is that I couldn't find any way to place all the Gundam series into a single timeline without, well, something pretty similar to this (some outside force that apparently knocks humanity back into the stone age a bunch of times and deliberately sets things up such that all the timelines start from roughly the same beginning), and while that's fine for what is effectively fanfiction, it's so out of left field for Gundam I can't see it as possibly being canon. Which, well, leaves me with no real recourse but to just discard the whole "all timelines end with Turn-A" thing because there's no way for it to both make sense and fit thematically with the franchise as a whole.
Point of order, the Memory Relationships are actually canon. They are mentioned early on in Turn A as the reason why the parts of Ameria claimed by the Moonrace are so lightly populated, because the Amerians have a Memory Relationship telling them that the land isn't really theirs, even if they cannot out it into words. From there it is pretty easy to extrapolate that those same Memory Relationships are why things like names, languages, religions, etc happen the same way in every cycle.
 
Week 12 Result
[X] Keep it working on the Left Arm Lightwave Shield 130/200 (Damaged)


A quick tap of a holographic key keeps the Priority Repair System working on the Lightwave Shield.


Roll 1d100 Priority Repair = 88! Left Arm Lightwave Shield Condition is now 130+88!

Left Arm Lightwave Shield has been completely repaired!


Judging from how the (previously yellow) symbol for the Lightwave Shield goes green, you would say that it has been completely repaired.

Left Arm Lightwave Shield (Non-Combat)
Shield Grade: 4
Shield Size: Medium.
Shield Save: 3+
Shield Integrity: 6
Special:
-Lightwave Shield: Does not block lasers.
-Regenerate 2: Regains 2 Integrity at the end of each Turn.


*


[X] Experiment with Pressure.


Being an Autonomous Corps, nobody asks questions of where you are going as long as Lord Guin hasn't said anything to the contrary. As such you tell the Leo pilots that you are heading out to experiment with your powers before heading out to a nearby valley. Only Sochie, Corin and Arisa know about your powers, though you are certain that Lieutenant Harry suspects…

It is not even noon when you arrive at your secluded training ground, and with only today being certain to be free of duties you waste on time in getting started. In the beginning you let your Pressure flow through the White Doll, just like you do whenever you sit down in the seat. And then you push further, forcing more and more of yourself into the White Doll until you feel the wind blowing across your armor/skin, count the hairs of ants on the other side of the valley with your cameras/eyes and listen to the steady pulsing of your reactors/heart andandandandandandand-

Your eyes shoot open as you regain your sense of self, your Pressure snapping back into you as if you were a rubber band stretched to the breaking point and then let go. After a minute of heavy breathing you resolve to not go that deeply again, at least not until you have a better grip no your Pressure than you do now.


Next up is another go at the NT-D Mode. You take a deep, anxious breath before you activate it, hands tightening on the controls as armor panels all over the White Doll slide open to bathe your surroundings in that deep red light. Instantly your Pressure is assailed by the same crushing weight you felt that day outside Lord Guin's villa, making you feel as if it is being boiled from the forced compression. The NT-D Mode wants to force you to make use of your Pressure but you resist, holding it steady with all your might.

For a minute you manage to keep it still, then your Pressure begins to quiver. Before long it feels as if your skull is about to explode from the force of your Pressure, desperate to escape the confines of your head, and you let go. A Telekinetic Strike, amplified far beyond what you and Sochie are normally capable of, strikes the edge of a nearby pond, sending water, trees and mud flying.


You spend the next few hours relaxing, eating lunch (bread and cheese) and eventually dinner (canned beans) while taking in the peaceful sounds of nature before you continue. This time you do not enter the White Doll's cockpit, instead opting for sitting down on a rock in front of it while reaching into it with your Pressure. You stay like that for a while, slowly, ever so slowly anchoring your Pressure into the White Doll.

A small twist of Pressure and the White Doll takes a step towards you. Another and its raises its left hand. Another and the fingers of that hand splay open. Another and it takes a step backwards.

You continue until the sky grows orange, walking around the pond until you stand on the side that faces the direction of the Inglessan-Luziannan Headquarters. The White Doll follows you, its frame moving as your Pressure pulls on it, before it kneels down behind you so as to allow you entry into the cockpit. You step into its hand and let it carry you up.

And then you fly back to Headquarters, satisfied by a hard day's work.


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


*


[X] Talk with Arisa and Corin.


Worn out by the day before, you decide to spend a day relaxing with Corin and Arisa after doing the bare minimum of patrols expected of you. It is just a matter of picking a subject to make conversation about…


Choose 3.

[] The White Doll
--[] "You keep calling it something else. Why?"
--[] "Is the White Doll a Gundam?"
--[] "You said it isn't in 'Combat Mode'…what is it like when it is?"
--[] "Most of the weapons were destroyed when the White Doll activated itself, do you know what they were?"

[] Corin & Arisa.
--[] "You mentioned dying and coming back…"
--[] "What wars did you fight in?"
--[] "Where did you get the Leos from?"

[] "What do you think of-"
--[] "Queen Dianna?"
--[] "This conflict?"
--[] "The Militia?"

[] Write in.
 
[X] The White Doll
--[X] "You said it isn't in 'Combat Mode'…what is it like when it is?"
--[X] "Most of the weapons were destroyed when the White Doll activated itself, do you know what they were?"
[X] Corin & Arisa.
--[X] "You mentioned dying and coming back…"
 
[X] The White Doll
--[X] "You said it isn't in 'Combat Mode'…what is it like when it is?"
--[X] "Most of the weapons were destroyed when the White Doll activated itself, do you know what they were?"
[X] Corin & Arisa.
--[X] "You mentioned dying and coming back…"
 
[X] The White Doll
--[X] "You said it isn't in 'Combat Mode'…what is it like when it is?"
--[X] "Most of the weapons were destroyed when the White Doll activated itself, do you know what they were?"
[X] Corin & Arisa.
--[X] "You mentioned dying and coming back…"
 
Week 12 Result Part 2
[X] The White Doll
--[X] "You said it isn't in 'Combat Mode'…what is it like when it is?"
--[X] "Most of the weapons were destroyed when the White Doll activated itself, do you know what they were?"
[X] Corin & Arisa.
--[X] "You mentioned dying and coming back…"



"Hey, Loran!" Arisa calls over your shared channel. "You've been quiet the past minute, what are your thoughts?"

"I was thinking about the White Doll." You answer as you set your Mobile Suit down on a hill you can observe the nearby forest from. "You said that it isn't in 'Combat Mode'…what is it like when it is?"

"Crazy. That's what it is like." Comments Corin as he sets his Leo down behind an outcropping beside you, Dober Gun at the ready.

"He's not wrong." Arisa admits as she does the same, if on a hill next to your own so as to not crowd your perch. "The short of it is that the Turn Units aren't proper machines outside of the Turn System, which houses the reactor and the main weapon, but instead they are Mobile Suit shaped lumps of nanomachines that act in very specific ways. Their only real limit is how much power they have, so the first thing that happens in Combat Mode is that the Turn X's reactor really gets going."

"Really?" You ask, skeptical. "What sort of power source does the White Doll have?"

"One or two captive black holes."

You blink. "What."

Arisa shrugs. "I can't remember if they were artificial or if the Commander's people just went out into space and grabbed 'em in the wild, but the core of both Turn Systems consists of one or two captive black holes to provide power to the unit."

"…how would the White Doll even use that much energy?" You mumble, disbelief written across your face. Just what are you sitting in?

"Teleportation, faster-than-light travel, interstellar X-Rounder combat," She lists off. "and turning that Beam Saber into a planet cleaver. This is at full power, mind. The standard Combat Mode is not quite as ridiculous."

"And the other weapons?" You ask before collecting yourself. "Speaking off: Most of the weapons were destroyed when the White Doll activated itself, do you know what they were?"

Both Corin and Arisa look off to the side, probably glancing at each other over the image link. "We might not know all of them," Corin begins. "And there is one thing we won't go into details on, but otherwise we'll tell you what we know."

He leans back into his seat. "Like, Turn X's Destruction Manipulator (that's the right arm) has a Beam Saber, a Beam Rifle, some kind of Beam Wave Surge weapon, and a trio of wire launchers."

"But there is only one emitter." You protest. You opened up the White Doll's stumpy right hand a few weeks back and looked inside, finding only one beam emitter. Besides, of the red symbols there are only two on the right arm, one portraying a trio of hooks and one split diagonally, one half portraying a gun and the other portraying a burning hand.

"It can change to switch between different weapons." Corin assures you. "Other than that there is a Beam Gun than can change into a Beam Saber on the left wrist, four point defense lasers in the head, and a beam cannon in every body part. But those only come out when Turn X is all split up into pieces."

Interesting. You will have to take note if you ever get your hands on another Nano-Block.


Description of Destroyed Systems Updated.


Another thing that is interesting. "Arisa?"

"Hm?" She asks and leans forward in her seat. "What's up?"

How do you put this delicately…"You mentioned dying and coming back…"

"I guess I did." She confirms. "I died in my sleep sometime seven hundred thousand years ago, old age according to my son, so don't ask me what dying feels like because I don't know."

Both you and Corin radiate interest as she speaks. Right, unlike Arisa he didn't die. "So…what is bein dead like?"

"Pretty chill actually." Arisa answers, smiling wistfully. "Imagine the most relaxed you've ever been. It is like that, all the time, while you float around this nebula-like wonderland with everyone else." Her face becomes wistful. "I met a lot of people I hated while I was alive, saw other people meet people they hated after death, but…it all just washes away…"

She seems lost in thought for a minute before she continues. "The Commander didn't really talk to us, even though he could. I think he was afraid of meeting people he felt he had failed. Right after the end of the AC cycle, that's the cycle before this one (or would it be the one before that considering that the Turn A did appear to end the cycle? Whatever), he did contact us. He was kind of in a bad place at the time."

"How so-"

"It's personal." She interrupts. "Anyway, a few thousand years later the Commander takes a tiny Psychoframe, and calls me into it before he stuffs the thing into a vat filled with some DG Cells and meat slurry. Before I know what is going on Cagalli and Marie are pulling me out, rinsing me off and getting me into a bathrobe." Arisa chuckles to herself. "Pretty much everyone in the DHV were brought back that way."

You think back to your own powers. Just how much power is locked away? Just how much further do you have to go?


[] Say something.
--[] Write in.

[] "Let's go back."



*


You are called into Lord Guin's tent when you return to camp, along with the Colonels and Captain Gavane. Lady Lily and the disguised Queen Dianna are here as well.

"Let me begin with the news from our Dark History dig sites." Lord Guin says from behind his desk.


Inglessa = 50
Luzianna = 19
Floria = 62
Kinglsey Valley = 50



"The good news are that our Florian allies have found another Geese, though they are as of yet not certain if this is another major find or if it is just located a little further away than the others. As for Inglessa my men report that they have found traces of further storage caves but have no solid finds. Sid reports acceptable progress with digging out whatever is buried at Kingsley Valley." He lists from the documents before him.

"And the bad news, sir?" Asks Captain Gavane.

"Lady Lily reports that your countrymen have excavated all the Dark History artifacts they could find. Beyond the Mechanical Doll forces currently in training, you will have no reinforcements."

Captain Gavane winces, allowing you to get a word in. "And the other issue, sir?"

"Yes." Lord Guin nods. "I want to strike at the Dianna Counter as soon as possible. If they think we are incapable or too afraid to offer them battle any negotiations will be impossible."

He ends up outlining an attack plan on an encroaching Dianna Counter force that is threatening the land route between Headquarters and southern Luzianna. This is where the bulk of the Militia attack will go. As an Autonomous Corps, however, you have some leeway when it comes to what to do. And since he hasn't given any direct orders…


[] Assist the Militia attack.

[] Help the Florians break out of their peninsula.

[] Fly through southern Luzianna and drive off the Dianna Counter probes.



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

Current Position Week 12.
Red = Inglessan Militia (and Luzianna).
Brown = Florian Militia
Dark Blue = Dianna Counter.
Star = Headquarters.
Pentagon = Major Bases.
Diamond = Task Force.
White Square = Kingsley Valley Dig Site.
 
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I can't think of anything quick to say or ask.

[x] "Let's go back."

[x] Help the Florians break out of their peninsula.
 
He leans back into his seat. "Like, Turn X's Destruction Manipulator (that's the right arm) has a Beam Saber, a Beam Rifle, some kind of Beam Wave Surge weapon, and a trio of wire launchers."

"But there is only one emitter." You protest. You opened up the White Doll's stumpy right hand a few weeks back and looked inside, finding only one beam emitter. Besides, of the red symbols there are only two on the right arm, one portraying a trio of hooks and one split diagonally, one half portraying a gun and the other portraying a burning hand.

"It can change to switch between different weapons." Corin assures you. "Other than that there is a Beam Gun than can change into a Beam Saber on the left wrist, four point defense lasers in the head, and a beam cannon in every body part. But those only come out when Turn X is all split up into pieces."

Interesting. You will have to take note if you ever get your hands on another Nano-Block.

Wish we used the original nano block on it.
Oh well.
At least it'd be easier to convince people to do it next time

[x] "Let's go back."

[x] Help the Florians break out of their peninsula.
 
Week 12 Result Part 3
[X] "Let's go back."


You can't think of anything to say. "Let's go back."

And with that you return to Headquarters.


*


[X] Help the Florians break out of their peninsula


While the others try their luck against the Dianna Counter force threatening to cut you off from Luzianna, you take the Laura Rola Autonomous Mechanical Doll Corps south to help the Florians. It takes a few hours to sneak through the wilderness of mainland Floria, but the knowledge of Dianna Counter positions and patrol routes help a lot.

Colonel Dant is happy to see you again, even more so when you tell him that you are here to assist in a breakout. During your discussion over a set of maps he shares a plan to take out the Dianna Counter base to the north and break out along the Amerian East Coast. He believes that victory is possible between you and 'Floria's White Doll', and asks for your help in taking out the battleship.

He has some ideas on how to do this, and asks for your input.


[] A unified assault on the Dianna Counter position, taking out patrols on the way until you reach the base.

[] Together take out patrols to lure out the battleship. Once it has been sunk you will proceed to the base.

[] You, Corin and Arisa will wait until the Almaiya-Class is out on patrol and take it out when it is alone before returning to join the assault on the base. The Florians can handle the rest while you are away.



Whatever you choose, you will be in the vanguard. But the question as to how the other members of the Laura Rola Autonomous Mechanical Doll Corps will act in battle remains.


[] Corin & Arisa will act as your wingmates.

[] Corin & Arisa will flank the enemy while you make up the center.

[] Corin & Arisa will hand back while you go ahead and draw fire.

[] Corin & Arisa will-
--[] Write in



As for your battleplan…


[] 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.

[] Initial Left hand Weapon.
--[] Dober Gun.
--[] Leo Beam Rifle.
--[] Type-TX Beam Pistol.
--[] None.

[] 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.


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

WaD Stats


Integrity: 2
Armor Grade: 1
Armor Save: 6+
Special:
-Small Target: +20 to Hit DC against this unit.
-Mobile Pod: Counts as Ordnance when targeted by Point Defense Weapons.

Weapons.
WaD Beam Gun.
Attacks: 1d2
Damage: 2
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.

WaD Nose Machinegun.
Attacks: 2d3
Damage: 1
Base AP: 1
Critical Hit: No.
Special:
-Point Defense: -20 Hit DC to strike Ordnance. -2 to Target Armor Save DC.

Almaiya-Class Battleship Stats.


Integrity: 16
Armor Grade: 4
Armor Save: 3+
Special:
-Large Target: -20 to Hit Dc against this unit.
-Hangar 4: May carry 4 standard-sized Mobile Weapons.


Almaiya-Class I-Field.
Field Density: 3
Dissipation Save: 4+
Field Integrity: 10
Special:
-Hyper I-Field: Hyper I-Fields block all non-Laser Attacks.
-Dampening: Whichever Ranged Beam Attack breaks through the I-Field has its Damage reduced by remaining Field Integrity.
-Regenerate 2: Regains 2 Integrity at the end of each Turn.


Weapons.
Beam Cannons.
Attacks: X/8d4
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.
-Firing Arcs: Number of Attack Dice rolled determined by the Target's position.
-Turreted 8: The Beam Cannons can engage up to 8 different targets.

Acceleration Cannon.
Attacks: 1d2
Damage: 5
Base AP: 5
Critical Hit: On Critical Success.
Special:
-Linear Weapon: -10 to all Hit DC. No Long Range penalty.
-Heavy Weapon: Doubled Long Range Penalty vs moving Targets. Overrrides Linear Weapon.
-Penetration 1: +1 to Target Armor Save.

Anti-Air Guns.
Attacks: X/8d6
Damage: 2
Base AP: 1
Critical Hit: No.
Special:
-Point Defense: -20 Hit DC to strike Ordnance. -2 to Target Armor Save DC.
-Shell Interception (Long): May intercept shellthrower Attacks made from Long Range and further.
-Firing Arcs: Number of Attack Dice rolled determined by the Target's position.
-Turreted 8: The Anti-Air Guns can engage up to 8 different targets.

Beam Saber.
Attacks: 6d1
Damage: 3
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save.
-Fixed Weapon (Forward): Can only attack Targets in front of the ship.
-Ramming Weapon: Intended for ramming.

Beam Cutters.
Attacks: 2d3
Damage: 4
Base AP: 4
Critcal Hit: On Critical Success.
Special:
-Penetration 2: +2 to Target Armor Save.
-Fixed Weapon (Forward): Can only attack Targets in front of the ship.
-Long Reach: Melee weapon may attack Targets that enter Close Range.
 
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[x] Together take out patrols to lure out the battleship. Once it has been sunk you will proceed to the base.
The White Doll is basically invincible under the new mechanics. No, seriously, look. A full up battleship is only a third more durable than the sleepwalking Turn X, but has grossly inferior armor and active defenses. The -1 damage penalty per point of armor grade above the weapons AP means that weapons with AP+Damage of less than six cannot a do a thing to the Turn X, because even if they hit, they do zero damage. Kinetic/Explosive weapons without Penetration need to get to 8 because of the Nanolaminate, assuming an order of operations that doesn't result in AP + Damage 7-9 being identical against us for kinetics and explosives. The only units that can do that are the WaDom and the battleship.

[x] Corin & Arisa will hand back while you go ahead and draw fire.


They're excellent pilots, and they've got plenty of ranged firepower, but they can't afford to tank hits. Let the Turn X draw aggro, it's just shy of invincible - if I'm parsing the mechanics right the vast majority of mobile suits literally can't hurt us.

[x] Mobility.
--[x] Take to the air with the Flight Mode.

[x] Initial Left hand Weapon.


[x] Defenses.
--[x] Activate both of them.

There aren't any canon Moonrace suits with Kinetics/Explosive weapons remotely big enough to hurt us, given that a Guntank MP doesn't look to be quite big enough. But canon Moonrace didn't have Leo Flight Types either, and the unknown anti-Turn-A agent seems to have been working with them so we can't even assume they're limited to canon suits given that they were working with a dude who handed out GN-X's and something related to Sid like party favors. God knows what that guy's idea of a high-end MP suit looks like, but it has to be assumed to be Sol Brave level minimum.

Edit: So defend against everything.

[x] Initial Left hand Weapon.
--[x] Leo Beam Rifle.


Let's save the Dober gun for the BB.

[x] NT Systems.
--[x] Stick to the Psychoframe.

[x] NT Power.
--[x] NT Empathy.
 
[X] Together take out patrols to lure out the battleship. Once it has been sunk you will proceed to the base.
[X] Corin & Arisa will hand back while you go ahead and draw fire.
[X] Mobility.
--[X] Take to the air with the Flight Mode.
[X] Initial Left hand Weapon.
--[X] Leo Beam Rifle.
[X] Defenses.
--[X] Activate both of them.
[X] NT Systems.
--[X] Stick to the Psychoframe.
[X] NT Power.
--[X] Telepathic Strike.

Bypass armor, go for the crew?
 
I forgot that Moonrace Battleships have Hyper I-Fields (blocks Beam, Kinetic and Explosive), so the Alamiya has been updated.

EDIT: I also forgot to add Firing Arcs to the point defense and to give the Almaiya a hangar. Curse this guesswork...
 
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It works on everything but Lasers? Huh. That's interesting.

Does that include Newtype TK attacks?
At Loran & Sochie's current level: Yes. Because it is a telekinetic blast that shoots out of the White Doll and then crashes into the target. At higher levels they might gain the control to have the force originate from behind the I-Field/Shield/etc, but that is in the future.
 
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