The mist surges, seeping around and into you and Sochie's bodies as a sharp pricking sensation appears behind your eyeballs. And then your worlds explode in pain. You can feel something flowing through your veins, marching along your nerves, nibbling, biting, tearing, destroying as the pinpricks in your head transform into a railway spike drilling into your skull-
-Flash-
A blond man and a blonde woman with a pair of impressive eyebrows are dining at a restaurant when they suddenly clutch their heads, grimacing.
-Flash-
A young man in a white uniform is releasing a woman with pink hair from his embrace. Something startles him, making him look in every direction.
"Is someone there?"
-Flash-
In a shell of circuitry, a Presence stirs. It takes the form of a small sphere of light, which speeds towards you into the bright, multicolored void you find yourself in.
"I can tell you won't stay long, but I wish you luck!"
-Flash-
A dark-skinned young woman is floating towards you into the multicolored void, away from the battle. She starts when she notices you, tilting her head as she floats closer-
-Flash-
A weeping man with long white hair is surrounded by his comrades, but they're all standing with you in the multicolored void. The weeping man sees you in the floating crowd.
"You! Tell me! Was it all a mistake?! For nothing?! Tell me-"
-Flash-
A man with silver skin and orange eyes is talking to an old woman, the two of them enjoying themselves in the sunny afternoon. The old woman's words are muted, but as the man frowns and turns toward you, his words are as clear as day.
"Who are you?"
-Flash-
A dying man is held in the arms of his student. He too floats into the void, noticing you.
He grins and waves.
-Flash-
There are two men before you. One lies bleeding and whimpering on the floor, while the other is walking away, pistol in hand. The man with the pistol whirls around, his face a mask of inhuman rage. "Who dares?!"
His eyes meet yours, and the man lashes out with an invisible force, sending you rocketing back through the void until you're back in the White Doll being torn apart and-
You are Loran, feeling Sochie's pain. You are Loran, feeling Sochie feeling your pain. You are Loran, feeling Sochie feeling Loran feeling Sochie's pain. Pain pain pain pain pain pain pain pain pain pain pain pain painpainpainapainpainpainpainpain-
And then no pain. Only warmth, a sense of belonging, of being cared for by someone else.
…Someone else? Someone other than you?
What is an other?
Who are you? Who are-
Your eyes shoot open, your link with Sochie severed by a guillotine of shining ice. Sochie's face is right in front of your own, a ghastly spectacle that is bleeding from the eyes and nose. The two of you have your arms wrapped tightly around each other, faces covered in each other's spit and blood. To your mutual disgust, you both find less pleasant things staining your robes further down.
The disgust fades into wonder as what remains of the mist sweeps over you, drying and cleaning you before retreating.
??? on the Character Sheet Becomes NT Level!
Loran's NT Level rises from 0 to 2!
Sochie's NT Level rises from 0 to 2!
You and Sochie untangle yourselves from each other, though with some reluctance on her part. From what you can tell you haven't been out of it for very long, but that is definitively a WaDom, a Moonrace Heavy Ground Assault mobile suit, coming straight for you.
A faint glimmer of amusement brushes your temple from parts unknown as you try to find the White Doll's communication systems. It is a mobile suit, so surely it has one. A symbol lights up and you press it, hoping that it was the right one. After a moment the cockpit is filled with angry static, and with a sinking feeling you realize that the WaDom's pilot is probably getting the same from you.
Foiled by incompatible comm gear…
You steel yourself for a fight. Surrender isn't an option, not while the Moonrace mobile suits are fighting the Inglessan Militia like this. And with talking made impossible your only choice is to fight. You'd rather not kill the WaDom's pilot, but getting them to run away is another story.
If you understand the symbols correctly the only weapon you have is a Beam Saber. There has to be something among the White Doll's systems that can help you!
Choose 1
[] Defenses to protect you as you close in!
--[] Shield icon.
--[] Bubble icon.
[] Mobility boosters to help you close the distance!
--[] Wheel icon.
--[] Wing icon.
--[] Circle icon.
Red lines appear on the White Doll's armor, pulsing in tune with the growing Pressure inside your skull.
[] Direct it at the WaDom…and strike!
[] The WaDom's pilot is nervous. All they'd need is a little push.
[] Wall…a wall around you…
[] You can feel the pilot's intent…their aim…right when they pull the trigger!
*********
White Doll:
Armor Grade: 6-3
Armor Save: 4+
Integrity: 12
Special:
-Psycommu System: Uses the pilot's thoughts to control the unit. The Pilot Level of the pilot can never go below 1. Requires NT Level 2 to operate.
-Psychoframe: Focuses Newtype Powers for Psionic Warfare, adding more actions per Turn. Requires NT Level 2 to operate. -Beam-Resistant Armor: -1 level of Beam Penetration to beam attacks that hit this unit.
Special: -Penetration 2: +2 to target's Armor Save DC. -Mounted Weapon: Considered free for the purposes of loadout.
Armor Grade: 3
Armor Save: 4+
Integrity: 8
Special:
-Large: This unit is twice as tall as most mobile suits. -20 to Hit DC for any shots directed at this unit.
-Walking Dome: All weapon systems are located in the head.
Current weapons:
WaDom Siege Beam Cannon. (Ranged)
Attacks per Turn: 1
Damage: 5
Critical Hit: On Perfect Success.
Special: -Penetration 2: +2 to target's Armor Save DC. -Mounted Weapon: Considered free for the purposes of loadout. -Reactor Fed: No Reload. -Siege Weapon: +40 to Hit DC when firing at Close Range targets.
WaDom Missile Tubes. (Ranged)
Attacks per Turn: 1d6
Damage: 3
Critical Hit: On Perfect Success.
Special: -Missile: -20 to Hit DC, but no Long Range Penalty. -Mounted Weapon: Considered free for the purposes of loadout.
WaDom Mircromissile Launchers. (Ranged)
Attacks per Turn: 2d5
Damage: 1
Critical Hit: No.
Special: -Missile: -20 to Hit DC, but no Long Range Penalty. -Mounted Weapon: Considered free for the purposes of loadout.
WaDom Anti-Air Vulcans. (Ranged)
Attacks per Turn: 2d6
Damage: 1
Critical Hit: No.
Special: -Point Defense: Non- ordnance targets receive -2 to Armor Save DC to hits inflicted by this weapon. -Mounted Weapon: Considered free for the purposes of loadout. -Fixed Direction: Can only fire at targets above the WaDom.
WaDom Fists. (Melee)
Attacks per Turn: 2
Damage: 2
Critical Hit: No.
Special: -Slow: +50 to Initiative DC when in Melee Combat. -Unarmed: -1 to target's Armor Save DC.
Well it is more streamlined compared to previous iteration.
Though I preferred, that we had to to work to get the the NT levels. Also the pacing seem to be bit too fast, especially considering the source material.
[X] Mobility boosters to help you close the distance!
-[X] Wheel icon.
[X] You can feel the pilot's intent…their aim…right when they pull the trigger!
[X] Mobility boosters to help you close the distance!
-[X] Wheel icon.
[X] You can feel the pilot's intent…their aim…right when they pull the trigger!
You press the Wheel icon and the White Doll's legs start to shudder, but with a bit of effort you manage not to lose your balance as friction starts to behave oddly under the White Doll's feet. You are not entirely clear on what this is, but hopefully it makes you move faster. Knuckles whitening around the controls, you drive the White Doll forward!
DC 75 Closing the distance = 48! Failure! Initiative Ceded! -30 to next Turn's DC!
WaDom 8/8
Siege Beam Cannon 1d1 Attacks = 1!
Missile Tubes 1d6 Attacks = 6!
Micromissile Launchers 2d5 Attacks = 3!
DC 40+10(NT Empathy) Siege Beam Cannon Hit = 41! Failure!
DC 60+10(NT Empathy) Missile Launcher Hit = 53, 56, 69, 66, 45, 38! 6 Failures!
DC 60+10(NT Empathy) Micromissile Hit = 90, 85, 80! 2 Successes! 1 Major Success! This weapon gains no benefit from Major or Critical Successes!
Loran & Sochie (White Doll) take 2 (1+1) Integrity Damage!
Loran & Sochie 10/12
Sochie Telekinetic Strike 1d1 Attacks = 1!
DC 10 Telekinetic Strike Hit = 68! Success!
1DC 4 (Kinetic) Target Armor Save = 5! Success!
The White Doll glides across the ground, the strange device tearing a furrow in the ground under it as it charges towards the WaDom. You are about halfway there when it opens fire. A flash of intent warns you in time to avoid the Siege Beam, as well as the two missiles that were on target out of a full volley of six. The beam carves its way into the mountain you just left behind while the rest of the missiles slam into the ground around the White Doll.
And then all three of the micromissiles launched by the WaDom hit you. One of them glances off the White Doll's armor and explodes off to the side while the other two explode against joints. The shock draws a noise of shock from Sochie, though it quickly turns into a growl as Pressure starts to boil within her. It pulses in tune with the red lines running along the White Dolls form, building until it blasts outward.
The blast slams into the WaDom's body, leaving a sizable dent in its armor but failing to inflict non-superficial damage.
DC 45 Closing the distance = 64! Success! Loran & Sochie (White Doll) go first!
Loran & Sochie 10/12
Sochie Telekinetic Strike 1d1 Attacks = 1!
Beam Saber 1d3 Attacks = 2!
DC 10 Telekinetic Strike Hit = 94! Critical Success! Ignores Armor and Double Damage this turn!
DC 60-20(Large)-20(Slow) Beam Saber Hit = 62, 41! 2 Successes!
You close the distance before the WaDom can fire again, igniting the White Doll's Beam Saber as you rush the nearest leg. Sochie releases another burst of Pressure, this one rupturing the armor of the WaDom's torso as if the blast had snaked its way inside before exploding. The Beam Saber isn't far behind, one slash severs the WaDom's leg at the knee, forcing it to abort its attack to catch itself.
The next cuts deeply into the WaDom's head, carving out a full third of it. The head is automatically purged a moment later, inbuilt booster rockets sending it flying to explode away from the huge mobile suit.
With their mobile suit down to one leg, completely unarmed, and at the mercy of an unknown opponent, the pilots in the crippled WaDom are understandably terrified. Their fear becomes confusion when you switch off the White Doll's Beam Saber, and confusion becomes relief when you make your mobile suit perform some shooing motions.
You take the opportunity to lean back and suck in some huge gulps of air as the WaDom crawls away as best it can. Sochie is doing little better than you, clutching her head and whimpering tiredly. The battle outside is still ongoing, however, as showcased by the screens that pop up inside the White Doll's cockpit:
There is another WaDom prowling near Vicinity, a third being attacked by Militia airplanes around Nocis, and a fourth one standing amongst the farmland to the south. The last one appears to be the goal of the WaDom you just defeated.
The White Doll beeps and another holographic screen shows up, displaying the night sky. And the four ships descending from them. Two Almaiya-Class Battleships and a pair of transports. They are in a holding pattern above the fourth WaDom.
You wipe the sweat off your forehead and decide to-
[] Engage the WaDom around Vicinity.
[] Engage the WaDom around Nocis.
[] Follow the crawling WaDom to the probable landing site.
[] Find a place to hide the White Doll and return to the Heim Mansion.
If you fight, you chose to use your Pressure to perform-
[] Telekinetic Strike.
[] The WaDom's pilot is nervous. All they'd need is a little push.
[] Wall…a wall around you…
[] NT Empathy.
Loran is Tired! +10 to Initiative/Turn Start and Hit DC! -10 Hit DC for enemies targeting Loran's mobile suit (White Doll)!
Sochie is Tired! +20 to Telekinetic Strike Hit DC!
White Doll Integrity = 10/12
*********
Telekinetic Strike 1:
Attacks per turn 1d1.
Damage: 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.
NT Empathy 1: +10 to Hit DC for Attacks targeting Loran's Mobile Suit (White Doll).
You turn the White Doll towards Nocis. Though the WaDom there isn't firing back at the Militia fighters, probably realizing that the propeller aircraft are little to no threat to it, if it starts firing then thousands of civilians will be at risk.
It is a fair bit of distance to cover, but the system you activated eats it up. You just hope that you are not causing too much damage to the fields you crossed…
When you get there the WaDom has started firing its Anti Air Vulcans on the Militia aircraft, shredding the paper aircraft with impunity, as well as missiles at Militia positions in the city. You bring the White Doll out from behind the hill and charge forward.
DC 75+10(Tired)-(10 WaDom distracted) Closing the distance = 85! Success! Initiative Ceded! WaDom reached!
WaDom 8/8
Siege Beam Cannon 1d1 Attacks = 1!
Missile Tubes 1d6 Attacks = 1!
Micromissile Launchers 2d5 Attacks = 6!
DC 40+10(NT Empathy)-10(Tired) Siege Beam Cannon Hit = 37! Failure!
DC 60+10(NT Empathy)-10(Tired) Missile Launcher Hit = 53! Failure!
DC 60+10(NT Empathy)-10(Tired) Micromissile Hit = 77, 10, 52, 17, 92, 99! 3 Successes!
The terrain around Nocis is mostly flat land, which allows the White Doll to beeline for the WaDom, and with the Militia distracting it you are two thirds of the way there before it notices you. Its Siege Beam misses you and flies off towards the mountains. The lone missile launched by its tubes fares the same. When you are almost upon it three micromissiles find their mark, but two of them glance off your armor and explode to the side while the last explodes harmlessly against one of the White Doll's pauldrons.
And then you get into melee range. Right before you swing your Beam Saber Sochie lashes out with another blast, which unfortunately only makes a dent in the WaDom's armor. Your Beam Saber on the other hand removes one of the WaDom's legs, sending it crashing to the ground.
With your opponent prone it is easy to destroy its head. Once the pilots have jettisoned it, you leave them to crawl away.
It crawls in the same direction as the first WaDom you defeated, confirming that it is some sort of rally point (at least). The WaDom around Vicinity remains in the general area, but it is actively firing at nearby Militia forces. Above you the ships are landing at the probable landing site/rally point, barring one of the battleships which is moving to cover the WaDom you just crippled.
For a moment you consider going after it and confronting the warship, but you disregard it. Beyond using the WaDom as a shield there is nothing you can do against that ship if it starts firing at you.
[] Engage the WaDom around Vicinity.
[] Head to the probable landing site.
[] Find a place to hide the White Doll and return to the Heim Mansion.
If you fight, you chose to use your Pressure to perform-
[] Telekinetic Strike.
[] The WaDom's pilot is nervous. All they'd need is a little push.
[] Wall…a wall around you…
[] NT Empathy.
DC 50 for Exhaustion =71! Success! Loran's Condition remains Tired.
DC 70 for Exhaustion = 56! Failure! Sochie's Condition worsens!
Sochie is now Very Tired! +50 Telekinetic Strike DC!
You take a moment to steady yourself before you turn the White Doll back to Vicinity. A number of searchlights home in on you as you leave and a few Militia aircraft follow you, but nobody is shooting at the White Doll so you ignore them.
Going back the way you came you pass by some Militia artillery positions and an airfield. The White Doll's cameras zoom in to reveal that they have guns trained on it, but none of them fire.
The WaDom near Vicinity, on the other hand, is shooting at anything that moves. It fires the occasional missile at Militia ground forces, but the pilot seems to prioritize swatting aircraft with the Siege Beam.
You focus on the Pressure pulsing inside your skull, weaving it so that it forms a…wall around you? Yes. A wall…
DC 75+10(Tired)-(10 WaDom distracted) for Closing the distance = 35! Failure! Initiative Ceded! -20 to next Turn's DC!
WaDom 8/8
Siege Beam Cannon 1d1 Attacks = 1!
Missile Tubes 1d6 Attacks = 2!
Micromissile Launchers 2d5 Attacks = 6!
DC 40-10(Target Tired) Siege Beam Cannon Hit = 4! Critical Failure!
DC 60-10(Target Tired) Missile Launcher Hit = 57, 68! 2 Successes!
DC 60-10(Target Tired) Micromissile Hit = 34, 86, 28, 23, 58, 40! 2 Success! 4 Failures!
DC 10+50(Very Tired) Telekinetic Strike Hit = 60! Success!
1DC 4 (Kinetic) Target Armor Save =2! Failure!
WaDom takes 1 Integrity Damage!
Even with the Militia distracting it you are noticed before you can get even a third of the way there. The pilot must be jumpy, however, for they fire their Siege Beam before the weapon has even targeted you, sending the anti-fortress beam flying into the air. The missiles are another story, with both missiles fired and two micromissiles striking true. The former collide against the wall around you, though it breaks once the second missile strikes it. The micromissiles explode against the White Doll's armor without causing damage.
Sochie releases another blast, caving in a section of its chest.
DC 55+10(Tired) for Closing the distance = 73! Success! Initiative Ceded!
WaDom 7/8
Siege Beam Cannon 1d1 Attacks = 1!
Missile Tubes 1d6 Attacks = 5!
Micromissile Launchers 2d5 Attacks = 5!
DC 40-10(Target Tired) Siege Beam Cannon Hit = 28! Failure!
DC 60-10(Target Tired) Missile Launcher Hit = 7, 76, 70, 22, 79, 65! 4 Successes! 2 Failures!
DC 60-10(Target Tired) Micromissile Hit = 8, 93, 58, 76, 69! 4 Successes! 1 Failure!
Loran & Sochie (White Doll) take 7 Integrity Damage!
Loran & Sochie 3/12
Sochie Telekinetic Strike 1d1 Attacks = 1!
Beam Saber 1d3 Attacks = 3!
DC 10+50(Very Tired) Telekinetic Strike Hit = 21! Failure!
DC 60-20(Large)-20(Slow)+10(Tired) Beam Saber Hit = 27, 26, 92! 1 Major Success! 2 Failures! -10 to Hit DC next Turn!
1DC 6 (Beam) Target Armor Save = 1! Failure!
WaDom takes 4 Integrity Damage!
The WaDom's Siege Beam carves a trench in the ground beside you, setting the surrounding trees on fire through sheer heat. The WaDom's missiles bring some of that heat onto you: Eight missiles strike you, four of each kind. Two regular missiles break through the White Doll's armor along with a single micromissile, the rest of them failing to penetrate. Holograms displaying damage reports pop up all around you as the White Doll is covered in fire and noise.
And then you break out of the inferno, leaping up at the WaDom with your Beam Saber activated. Sochie tries to blast it again, but the shock and noise must have been too much for her to focus as her Pressure peters out. You grab onto the WaDom with the normal left hand and swing your Beam Saber three times. The first two swings are sloppy and are blocked by the WaDom throwing its other arm up, but the third sees you regain your senses and lop it off, the yellow beam blade passing through it to bite into the WaDom's chest.
DC 60-50(Melee against Slow opponent) = 48! Success! Loran & Sochie go first!
Loran & Sochie 3/12
Sochie Telekinetic Strike 1d1 Attacks = 1!
Beam Saber 1d3 Attacks = 3!
DC 10+50(Very Tired) Telekinetic Strike Hit = 93! Major Success! Ignores Armor and Double Damage this Turn!
DC 60-20(Large)-20(Slow)+10(Tired)-10(Major Success) Beam Saber Hit = 22, 36, 35! 3 Successes!
The WaDom stands no chance in close combat with the White Doll. Sochie rallies her Pressure to release another powerful blast, smashing the WaDom's knee hard enough to make it fall. It catches itself, but you are right beside it. Another three swings, and its head is transformed into a cloud of exploding shrapnel.
When it is clear that you don't intend to press the advantage and are letting it go it flees posthaste. Looking at its departure, you notice that one of the Almaiya battleships is smoking and in a tilting descent towards the Dianna Counter landing zone. Was it hit by that first beam shot?
*
DC 50 for Exhaustion =40! Failure! Loran's Condition worsens!
DC 70 for Exhaustion = 39! Failure! Sochie's Condition worsens!
Loran is now Very Tired! +30 to Initiative/Turn Start and Hit DC! -30 Hit DC for enemies targeting Loran's mobile suit (White Doll)!
Sochie is now Exhausted! Sochie can no longer fight!
*
The adrenaline leaves your body all too quickly, leaving you trembling in weariness. Sochie has it worse, however, and is shivering in exhaustion while letting out the occasional whimper in your lap. With the White Doll in the state it is in, you make the decision to retreat. Neither you nor this mobile suit is in good condition to fight right now, especially when there are no more WaDoms running around causing trouble.
You hide the White Doll in the forest near Vicinity, making it kneel down below the treetops before exiting the cockpit. You have to carry Sochie, but she is a rather slight girl so you should be fine.
Dawn has started to rise by the time you reach Vicinity, or what's left of it rather. Stray fire from the WaDom has left much of it in smoking ruin. There are also some smoldering clumps lying here and there that you'd rather not think too hard about. Sochie, having recovered somewhat, tightens her arms around your shoulders and clenches her eyes shut.
The Heim manor is…
Not looking good.
Sam and Jessica, the Heim family's gardener and maid respectively, rush out to meet you-
DC 50+25 = 69. Failure.
Both of them clearly distraught.
"Sochie! Loran! It is the Master!" Oh no…
Sochie goes limp on your back, overwhelmed by shock and exhaustion. Also oh no.
Sam and Jessica have put Sochie in her bed. Mr. Heim is also underneath a blanket, but his sleep is a lot more final.
Mr. Heim, the destruction at Nocis and Vicinity…Is this what Queen Dianna was planning?