[X] "Do you know anything about the Ghingham Fleet?"
[X] "The Gundam pilot called herself Merrybell Gadget. Have you ever heard of her?"
[X] "Are there any other survivors of your group?"
[X] Psyco-Regenerate.
[X] Shatterpoint Vision. (lvl2)
[X] Hidden Hand. (lvl1)
-Reduces the effect of the Target's NT Empathy against you by one Level.
[X] "Do you know anything about the Ghingham Fleet?"
[X] "The Gundam pilot called herself Merrybell Gadget. Have you ever heard of her?"
[X] "Are there any other survivors of your group?"
[X] Psyco-Regenerate. [X] Pinpoint Vision.
[X] Bastion.
[X] "Do you know anything about the Ghingham Fleet?"
[X] "The Gundam pilot called herself Merrybell Gadget. Have you ever heard of her?"
[X] "Are there any other survivors of your group?"
[X] Psyco-Regenerate.
[X] Hidden Hand. (lvl1)
[X] Last Ditch. (lvl1)
[x] Maze Counter. (lvl1)
-Attacker takes half Damage when you successfully resist a Mental Attack
[x] Hidden Hand. (lvl1)
-Reduces the effect of the Target's NT Empathy against you by one Level.
since we're going up against newtypes now/soon might as well get some skills that protect us from them
Telekinetic Strike 4:
Attacks per turn 4d1.
Danage: 4
Base AP: 4
Critical Hit: On Major and Perfect Successes.
Special: -Critical+: Critical hit on Major Successes. -Line of Sight Attack: Base Hit DC locked to 10. -Bypass: Do not affect and are not affected by the Target's non-Armor defenses.
Telepathic Strike 4
Attacks: 1d1
Damage: 4d4 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 -Branch: May attack one Target for 3d4 Mental Damage or up to four Targets for 1d4 Mental Damage each.
Telekinetic Barrier 4:
Forms an additional layer of defense around the Mobile Suit.
Integrity: 10
Armor Save: 6
Special: -Regenerate 3: Regenerates 2 Integrity at the beginning of every Turn. -Will Powered: Loses 1/2 Max Integrity and Regenerate 2 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 4: +25 to Hit DC for Attacks targeting Loran's Mobile Suit (White Doll). Only triggers on Attacks from ensouled beings.
[X] "Do you know anything about the Ghingham Fleet?"
[X] "The Gundam pilot called herself Merrybell Gadget. Have you ever heard of her?"
[X] "Are there any other survivors of your group?"
[X] Psyco-Regenerate.
[X] Shatterpoint Vision. (lvl2)
[x] Hidden Hand. (lvl1)
Questions. (top 3) [X] "Do you know anything about the Ghingham Fleet?"
[X] "The Gundam pilot called herself Merrybell Gadget. Have you ever heard of her?"
[X] "Are there any other survivors of your group?"
[X] "Do you know anything about the Ghingham Fleet?"
[X] "The Gundam pilot called herself Merrybell Gadget. Have you ever heard of her?"
[X] "Are there any other survivors of your group?"
"I wanted to ask you something…" You say after a few minutes of taking in the view. After two grunts tell you that they are listening you continue. "Do you know anything about the Ghingham Fleet?"
Corin shrugs. "A little. Junno established it right after we defeated the Turn A and placed in under the command of Lord and Lady Ghingham, therefore the name. They proceeded to confiscate all of the DHV's property, weapons, spare Mobile Suits, tech, you name it. I got thrown in prison right after, so that's all I know."
"I can fill in a bit." Comments Arisa. She sets her cup down on the blanket and breathes in. "After the Ghinghams started grabbin' our stuff I hid a couple of things. A Gundam, a transformable support Mobile Armor, and that Nano Block we gave you when we defected."
Your eyes widen. "You managed to hide a Gundam?"
She nods. "For a while, yes. But after my first while in the freezer both it and the Mobile Armor vanished. Guess they found them." The teal-haired woman adjusts her hat before leaning forward to look past Corin at you. "But anyway, the Ghinghams. At this point they'd gone a bit underground, all hush-hush, but they gave me a recruitment offer every time I got out of the freezer."
"Yup." Grumbles Corin. "They approached both of us before we were sent down here."
"But we turned them down, obviously." Arisa finishes. "We did learn that the Ghingham couple were dead and that their son is in charge now. That happened a while ago but I never thought to ask. I think it happened before Junno died."
Interesting. "The Gundam pilot called herself Merrybell Gadget. Have you ever heard of her?"
Both of them shake their heads.
"Can't say I have." Says Corin. "Sorry."
"It's fine." You assure them. "But…Are there any other survivors of your group?"
Arisa looks thoughtful. "Two guys in our Intelligence division survived, but I haven't heard anything from them in like...thirteen centuries? Cryosleep really messes with your ability to keep track of time. Laura covered for them at first, I think, but I don't remember Junno making that much effort into getting her hands on them."
Wait, what? "My mother?"
Corin and Arisa flinch in unison before the huddle in on themselves. Your attempts at getting them to clarify fall on deaf ears and awkward deflections, so you excuse yourself.
*
[X] Psyco-Regenerate.
You decide to have Vestige teach you the Psyco-Regenerate Discipline. The ability to hold your Mobile Suit together as it takes damage will not only increase the White Doll's survivability, it will also help its self-repair systems restore it after the battle has ended.
Judging by Vestige's Pressure they are honestly surprised that you elect not to fully advance on the path you started walking, but they refrain from protesting. Both Shatterpoint Vision and Hidden Hand will give you an edge against Captain Gadget and others like her, with the first having the bonus of being effective against all foes that you engage in melee.
The Hidden Hand is a technique that dampens your presence. To those without your abilities you simply become a little less noticeable, but to those with them your Pressure becomes harder to sense. Come to think of it…
"Vestige…have we met anyone with the Hidden Hand?"
I think it is safe to assume that the sniper at the bakery was trained in the art, and likely the arts that follow given that you couldn't sense them at all beyond the moment of attack. Whoever they were, they had the ability to completely suppress their Pressure and appear as an ordinary person.
Whatever the case, remember that the Hidden Hand will only work on attacks that you make. Attacks directed towards you by the Visions and the art above them will be unaffected. This can, of course, be changed should you desire to walk further down this path.
Vestige leaves you to your thoughts, their Pressure giving off a faint whiff of nostalgia.
Loran has gained the Shatterpoint Vision and Hidden Hand NT Perks!
After walking Sochie through her new abilities Vestige returns to you.
Are you waiting for Sochie or was there anything else? I am rather tired right now and I want to sleep.
[] "I want you to remove the Limiters on my body."
--[] Write in argument. (Better make it good)
[] "I'm just waiting for Sochie. See you tomorrow, Vestige."
[X] "I want you to remove the Limiters on my body."
-[X] They are specifically targeting us now. We'll need the power and to get used to the power before they try something I can't deal with. Even the last fight against one actually skilled opponent was far too close for comfort.
[X] "I want you to remove the Limiters on my body."
-[X] They are specifically targeting us now. We'll need the power and to get used to the power before they try something I can't deal with. Even the last fight against one actually skilled opponent was far too close for comfort.
Thank veekie, I tried but fail to create any argument. - -;
[X] "I want you to remove the Limiters on my body."
-[X] They are specifically targeting us now. We'll need the power and to get used to the power before they try something I can't deal with. Even the last fight against one actually skilled opponent was far too close for comfort.
[X] "I want you to remove the Limiters on my body."
-[X] They are specifically targeting us now. We'll need the power and to get used to the power before they try something I can't deal with. Even the last fight against one actually skilled opponent was far too close for comfort.
[X] "I want you to remove the Limiters on my body."
--[X] They are specifically targeting us now. We'll need the power and to get used to the power before they try something I can't deal with. Even the last fight against one actually skilled opponent was far too close for comfort.
"I want you to remove the Limiters on my body."
Vestige goes still as they flatly regard you, making you shrink under their gaze.
Uhuh.
"Vestige, we are being targeted now, specifically, by some special division in the Moon's military." You argue in an attempt to justify yourself.
Vestige waves lazily, brushing off your concerns.
I know. Corin and Arisa told be about this…Ghingham Fleet. The Ghinghams feature in some of Kreis' memories, but he never really paid attention to them. Their kid borrowed our simulators every now and then though…
You pounce on the maybe-concession. "Then you should understand that I am going to need this power, and the time to learn it before they try something I won't be able to deal with. Even the fight with Captain Merrybell was too close for comfort."
Vestige answers with a Pressure-wave of condescension.
Loran, did fighting an equal opponent really unnerve you this much? I reckon that you have closed the gap between you and her in both skill and power, and with the training you have received I would go so far as to name you Merrybell's better.
They lean forward as their condescension shifts into consideration.
In fact, the only point you have is that it is going to take time for you to grow into the full capabilities of a true human after I theoretically remove your Limiters. But there are few challenges that you having these powers would solve that would not be more easily solved by me temporarily waking up Turn X or by you being a little more clever in how you fight.
Vestige's smile widens into an ethereal smirk.
Your move, boy.
[] Concede defeat for now.
--[] "Something to think about indeed…"
--[] "This isn't over."
--[] Write in.
[X] Present a counterargument.
-[X] And what if next time there's not one of her, but five? They (probably) aren't stupid enough to send too few every time, not unless they take hostages or ambush while away from the White Doll.
Putting all the NT Powers and their levels in one place:
Telekinetic Strike.
Telekinetic Strike 1:
Attacks per turn 1d1.
Damage: 1
Critical Hit: On Major and Perfect Successes.
Special: -Line of Sight Attack: Base Hit DC locked to 10. -Short Range: May not be used at Long Range.
Telekinetic Strike 1:
Attacks per turn 2d1.
Damage: 2
Base AP: 3
Critical Hit: On Major and Perfect Successes.
Special: -Line of Sight Attack: Base Hit DC locked to 10. -Medium Range Attack: Doubled Long Range Penalty.
Telekinetic Strike 3:
Attacks per turn 3d1.
Damage: 3
Base AP: 3
Critical Hit: On Major and Perfect Successes.
Special: -Line of Sight Attack: Base Hit DC locked to 10. -Bypass: Do not affect and are not affected by the Target's non-Armor defenses.
Telekinetic Strike 4:
Attacks per turn 4d1.
Damage: 4
Base AP: 4
Critical Hit: On Major and Perfect Successes.
Special: -Line of Sight Attack: Base Hit DC locked to 10. -Bypass: Do not affect and are not affected by the Target's non-Armor defenses.
Telekinetic Strike 5:
Attacks per turn 5d1.
Damage: 5
Base AP: 5
Critical Hit: On Major and Perfect Successes.
Special: -Line of Sight Attack: Base Hit DC locked to 10. -Bypass: Do not affect and are not affected by the Target's non-Armor defenses.
Telepathic Strike.
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
Telepathic Strike 2
Attacks: 1d1
Damage: 2d4 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
Telepathic Strike 3
Attacks: 1d1
Damage: 3d4 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
Telepathic Strike 4
Attacks: 1d1
Damage: 4d4 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
Telepathic Strike 5
Attacks: 1d1
Damage: 5d4 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.
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.
Telekinetic Barrier 2:
Forms an additional layer of defense around the Mobile Suit.
Integrity: 6
Armor Save: 6
Special: -Regenerate 1: Regenerates 1 Integrity at the beginning of every Turn. -Will Powered: Loses 1/2 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.
Telekinetic Barrier 3:
Forms an additional layer of defense around the Mobile Suit.
Integrity: 8
Armor Save: 6
Special: -Regenerate 2: Regenerates 2 Integrity at the beginning of every Turn. -Will Powered: Loses 1/2 Max Integrity and Regenerate 2 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.
Telekinetic Barrier 4:
Forms an additional layer of defense around the Mobile Suit.
Integrity: 10
Armor Save: 6
Special: -Regenerate 3: Regenerates 3 Integrity at the beginning of every Turn. -Will Powered: Loses 1/2 Max Integrity and Regenerate 3 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.
Telekinetic Barrier 5:
Forms an additional layer of defense around the Mobile Suit.
Integrity: 12
Armor Save: 6
Special: -Regenerate 3: Regenerates 3 Integrity at the beginning of every Turn. -Will Powered: Loses 1/2 Max Integrity and Regenerate 3 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.
NT Empathy 1: +10 to Hit DC for Attacks targeting Loran's Mobile Suit (White Doll).
NT Empathy 2: +15 to Hit DC for Attacks targeting Loran's Mobile Suit (White Doll).
NT Empathy 3: +20 to Hit DC for Attacks targeting Loran's Mobile Suit (White Doll). Only triggers on Attacks from ensouled beings.
NT Empathy 4: +25 to Hit DC for Attacks targeting Loran's Mobile Suit (White Doll). Only triggers on Attacks from ensouled beings.
NT Empathy 5: +30 to Hit DC for Attacks targeting Loran's Mobile Suit (White Doll). Only triggers on Attacks from ensouled beings.
Psyco-Regen.
Base Regeneration per Turn: 1 Active Effort: -1 Regenerate per level of negative Condition, both Physical and Mental. Requirement: Unit must have a Psycommu System or equivalent feature.
Base Regeneration per Turn: 2 Active Effort: -1 Regenerate per level of negative Condition, both Physical and Mental. Requirement: Unit must have a Psycommu System or equivalent feature.
Base Regeneration per Turn: 3 Active Effort: -1 Regenerate per level of negative Condition, both Physical and Mental. Requirement: Unit must have a Psycommu System or equivalent feature.
Base Regeneration per Turn: 4 Active Effort: -1 Regenerate per level of negative Condition, both Physical and Mental. Requirement: Unit must have a Psycommu System or equivalent feature.
Base Regeneration per Turn: 5 Active Effort: -1 Regenerate per level of negative Condition, both Physical and Mental. Requirement: Unit must have a Psycommu System or equivalent feature.
Psyco-Shroud.
Psyco-Shroud 1:
Forms an additional layer of defense around the Mobile Suit.
Integrity: 2
Field Save: 5+
Special: -I-Field: Barrier against Ranged Beam Attacks only. Immune to Beam Penetration. -Shroud Regenerate 1: Regenerates 1 Integrity at the beginning of every Turn. A Beam weapon must have been used last Turn. -Will Powered: Loses 1/2 Max Integrity when Condition becomes Tired or below. Loses one level of Regenerate with every negative ailment. -Situational: The Shroud can only form after a Beam Weapon has been discharged. -Dampen: If an Attack breaks the Psyco-Shroud with Damage to spare, it continues on to strike the unit for that value of Damage.
Psyco-Shroud 2:
Forms an additional layer of defense around the Mobile Suit.
Integrity: 4
Field Save: 5+
Special: -I-Field: Barrier against Ranged Beam Attacks only. Immune to Beam Penetration. -Shroud Regenerate 2: Regenerates 2 Integrity at the beginning of every Turn. A Beam weapon must have been used last Turn. -Will Powered: Loses 1/2 Max Integrity when Condition becomes Tired or below. Loses one level of Regenerate with every negative ailment. -Situational: The Shroud can only form after a Beam Weapon has been discharged. -Dampen: If an Attack breaks the Psyco-Shroud with Damage to spare, it continues on to strike the unit for that value of Damage.
Psyco-Shroud 3:
Forms an additional layer of defense around the Mobile Suit.
Integrity: 6
Field Save: 5+
Special: -I-Field: Barrier against Ranged Beam Attacks only. Immune to Beam Penetration. -Shroud Regenerate 3: Regenerates 3 Integrity at the beginning of every Turn. A Beam weapon must have been used last Turn. -Will Powered: Loses 1/2 Max Integrity when Condition becomes Tired or below. Loses one level of Regenerate with every negative ailment. -Situational: The Shroud can only form after a Beam Weapon has been discharged. -Dampen: If an Attack breaks the Psyco-Shroud with Damage to spare, it continues on to strike the unit for that value of Damage.
Psyco-Shroud 4:
Forms an additional layer of defense around the Mobile Suit.
Integrity: 8
Field Save: 5+
Special: -I-Field: Barrier against Ranged Beam Attacks only. Immune to Beam Penetration. -Shroud Regenerate 4: Regenerates 4 Integrity at the beginning of every Turn. A Beam weapon must have been used last Turn. -Will Powered: Loses 1/2 Max Integrity when Condition becomes Tired or below. Loses one level of Regenerate with every negative ailment. -Situational: The Shroud can only form after a Beam Weapon has been discharged. -Dampen: If an Attack breaks the Psyco-Shroud with Damage to spare, it continues on to strike the unit for that value of Damage.
Psyco-Shroud 5:
Forms an additional layer of defense around the Mobile Suit.
Integrity: 10
Field Save: 5+
Special: -I-Field: Barrier against Ranged Beam Attacks only. Immune to Beam Penetration. -Shroud Regenerate 5: Regenerates 5 Integrity at the beginning of every Turn. A Beam weapon must have been used last Turn. -Will Powered: Loses 1/2 Max Integrity when Condition becomes Tired or below. Loses one level of Regenerate with every negative ailment. -Situational: The Shroud can only form after a Beam Weapon has been discharged. -Dampen: If an Attack breaks the Psyco-Shroud with Damage to spare, it continues on to strike the unit for that value of Damage.
Pyrokinetic Strike.
Pyrokinetic Strike 1:
Attacks per turn 1d1.
Damage: 1
Base AP: 1
Critical Hit: No.
Special: -Mind Guided: -30 to Hit DC. -Short Range: May not be used at Long Range. -Heat Up 1: Adds 1 point of Heat Damage upon striking a Target directly.
Pyrokinetic Strike 2:
Attacks per turn 2d1.
Damage: 1
Base AP: 1
Critical Hit: On Perfect Success.
Special: -Mind Guided: -30 to Hit DC. -Medium Range Attack: Doubled Long Range Penalty. -Heat Up 2: Adds 2 point of Heat Damage upon striking a Target directly.
Pyrokinetic Strike 3:
Attacks per turn 3d1.
Damage: 2
Base AP: 2
Critical Hit: On Perfect Success.
Special: -Mind Guided: -30 to Hit DC. -Heat Up 3: Adds 3 point of Heat Damage upon striking a Target directly.
Pyrokinetic Strike 4:
Attacks per turn 4d1.
Damage: 2
Base AP: 2
Critical Hit: On Perfect Success.
Special: -Mind Guided: -30 to Hit DC. -Heat Up 4: Adds 4 point of Heat Damage upon striking a Target directly.
Pyrokinetic Strike 5:
Attacks per turn 5d1.
Damage: 3
Base AP: 3
Critical Hit: On Perfect Success.
Special: -Mind Guided: -30 to Hit DC. -Heat Up 5: Adds 5 point of Heat Damage upon striking a Target directly. -Flyswatter: Mobile Pods are instantly Destroyed on hit.
Fulgurkinetic Strike.
Fulgurkinetic Strike 1:
Attacks per turn 1d1.
Damage: 1
Base AP: 2
Critical Hit: On Perfect Success.
Special: -Line of Sight Attack: Base Hit DC locked to 10. -Short Range: May not be used at Long Range. -Sieze 1: Adds 1 point of Electric Damage upon striking a Target directly.
Fulgurkinetic Strike 2:
Attacks per turn 1d1.
Damage: 2
Base AP: 3
Critical Hit: On Perfect Success.
Special: -Line of Sight Attack: Base Hit DC locked to 10. -Medium Range Attack: Doubled Long Range Penalty. -Sieze 2: Adds 2 points of Electric Damage upon striking a Target directly.
Fulgurkinetic Strike 3:
Attacks per turn 2d1.
Damage: 3
Base AP: 4
Critical Hit: On Perfect Success.
Special: -Line of Sight Attack: Base Hit DC locked to 10. -Sieze 3: Adds 3 points of Electric Damage upon striking a Target directly.
Fulgurkinetic Strike 4:
Attacks per turn 2d1.
Damage: 4
Base AP: 5
Critical Hit: On Perfect Success.
Special: -Line of Sight Attack: Base Hit DC locked to 10. -Sieze 4: Adds 4 points of Electric Damage upon striking a Target directly.
Fulgurkinetic Strike 5:
Attacks per turn 3d1.
Damage: 5
Base AP: 6
Critical Hit: On Perfect Success.
Special: -Line of Sight Attack: Base Hit DC locked to 10. -Sieze 5: Adds 4 points of Electric Damage upon striking a Target directly.
Psyco-Boost.
Psyco-Boost: +1 to Pioting Level per third NT Level. Only useable on units with Psycommu System.
Psyco-Aid.
Psyco-Aid: +1 Piloting Level per second NT Level when using NT Remote Weapons. Does not stack with Psycho-Boost.
Psyco-Hijack.
Psyco-Hijack: Initiates a Mental Attack upon the Target over the use of NT Remote Weapons.
Channeling.
Channeling: Call for help to someone on the other side. Bonus varies, but is almost always beneficial.
[X] Present a counterargument.
-[X] And what if next time there's not one of her, but five? They (probably) aren't stupid enough to send too few every time, not unless they take hostages or ambush while away from the White Doll.
[X] Present a counterargument.
-[X] And what if next time there's not one of her, but five? They (probably) aren't stupid enough to send too few every time, not unless they take hostages or ambush while away from the White Doll.
[X] Present a counterargument.
-[X] And what if next time there's not one of her, but five? They (probably) aren't stupid enough to send too few every time, not unless they take hostages or ambush while away from the White Doll.
[X] Present a counterargument.
-[X] And what if next time there's not one of her, but five? They (probably) aren't stupid enough to send too few every time, not unless they take hostages or ambush while away from the White Doll.
You take a deep breath as you mentally compose your argument. "What if next time there is not one of her, but five? They -probably- aren't stupid enough to send just one of their psychics every time now that it has failed, not unless they try to take hostages or ambush us while I am away from the White Doll."
Vestige flips to hover in their side as they consider your words.
Word of advice, Loran: Kreis' memories have taught me that there is no limit to human stupidity. Still, you are correct in that assuming that your enemy is mindless is a recipe for disaster. And I suppose you are not quite as impressive on foot as you are piloting Turn X.
With an ethereal whipcrack they right themselves up to a seating position.
Right then, are you ready? I am being rhetorical, of course, you are not ready.
You lean back into the pilot seat. "That was too easy. What's going on?"
Vestige smiles.
What? It is not like I never considered making you human, I just never saw a real need to raise the issue. If the Ghingham Fleet had not shown up it is likely that I would refuse, but since they have, and I have grown somewhat fond of you over the past few weeks…
"Then you'll do it?"
Yes. Hold on a second.
Vestige opens the cockpit with a wave of their hand, revealing Sochie playing with telekinesis in the White Doll's palm. She stops when she notices you. "What's going on?"
Loran will be staying here tonight, so you go on ahead.
Sochie tries to argue, but Vestige convinces her to let you drop her off at the Gallop while you remain in the White Doll. The view inside the hangar isn't very interesting, but Vestige is there to bring your mind onto important matters.
When you wake up tomorrow, you will be human.
As Vestige speaks, the cockpit fills up with that multicolored mist that signifies the presence of a large number of Turn Nanites.
But for now…
Vestige leans in.
Go the fuck to sleep.
*
You wake up feeling like shit.
Wake up Loran. How does it feel to be the first proper human in more than a million years?
Your body feels like it has been ground up after two weeks without food, but you manage to force your eyes open. You do not see much, but Vestige's Pressure lets you know where they are. "Uughhh…"
Sounds about right. Anyway. The pain you feel is your body suddenly realizing that you are basically crippled and taking measures to correct that. Sadly for you, the best it could come up with while you are unconscious is cannibalizing your organs. I put a stop to that with some nanotherapy and by pouring some liquid nutrients down your throat, but now that you are awake…
A cloud of nanomachines swarm in front of you, working tirelessly on something before they drop a pink bite-sized cube on your chest.
Here, have a day's worth of nutrition. You are going to need it. They are strawberry-flavored, you like strawberry?
You muse to yourself that you don't hate it as you telekinetically place the small nutrient bar thing into your mouth. Chewing and swallowing feels like biting down on an active power drill before swallowing a wad of barbed wire, but you manage. The next two go down easier.
Vestige spares their full attention to watch you eat, and when you are done they poke you in the chest. A cold feeling spreads across your body, easing your pain and restoring some strength to your limbs. Looking under your shirt you see a layer of grey scales flowing across your skin.
Those are DG Cells. They will help you move around until this first period has passed. Now I want you to listen: Take the day off.
You try to protest, but Vestige shuts you down.
Loran, I just tore enough material out of your body to make voodoo dolls out of the Gallop's Mobile Suit pilot team. You need your rest. Come back here after every meal to get some more nutrient cubes and drink lots of water, and you should be healthy enough to go on a mission tomorrow.
"That's…fast."
Yup. Without those Limiters in the way your body will be recovering a lot faster than it would with them, but you are going to stay bedridden for weeks if you do not eat your cubes, young man. Now shoo!
*
Much of the crew is worried by your 'sudden illness', but nothing of note happens with the Gallop nestled among the trees next to a hill. Sochie, Corin and Arisa are the only ones who know the truth. All three of them are excited when you explain what has happened, though Sochie is rather worried when you tell them that you would be crippled without the DG Cells. She spends most of her free time in the captain's quarters with you, eating her meals there as she tells you what is going on around the Gallop. It is kind of like those times when you'd both have a day off at the Heim Manor and she would drag you off to laze about.
Those were the days. They seem so distant now.
"You know…" Sochie says as she picks at her food. "Father always thought that you came from money."
You blink before sitting up. After you told your teammates what had happened they forced you into bed. "Did he ever say why?"
She shrugs. "He thought you were too clean and bookish to be the child of an immigrant laborer, especially a single mother." Her face scrunches up in a grimace. "I-I'm sorry. It's just…I wonder what he would think of me. Of us."
You reach out to grab her hand. "Me too. Once or twice." That Mr. Heim would mistake the signs of you being of the Moonrace for something else…It does explain a few things. Like him offering to pay for your college education (and being oddly alright with you participating in Vicinity's odd form of virgin sacrifice).
A yawn escapes your mouth. Time to go to bed.
*
You feel a lot better the next day, less like ground meat and more like someone who just finished working out. You are still sore, but you think you can manage.
The issue of the day: What to do.
[] Remain in Luzianna and patrol for Dianna Counter probes.
[] Cross the border and take out a forward post or two.
[] Go south and locate a large base.
[] Strike deep into Dianna Counter territory and look for something to hit.