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

[x] Corin & Arisa will-
--[x] Engage targets of opportunity.

[x] Sochie will-
--[x] Form up on you.

[x] Sochie will-
--[x] Form up on you.

[x] The Gallop will-
--[x] Stay hidden.

[x] Initial Target.
--[x] WaDoms.

[x] Engagement range.
--[x] Keep normal distance.

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

[x] Initial Left Hand Weapon.
--[x] Leo Beam Rifle.
[x] Destruction Manipulator Melee Weapon.
--[x] Beam Saber.

[x] Destruction Manipulator Ranged Weapon.
--[x] Beam Machinegun.

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

[x] NT Systems.
--[x] Activate the NT-D Mode.

[x] NT Power.
--[x] Telekinetic Strike.
--[x] NT Empathy.

[x] Psycho-Field. (NT-D Mode only)

--[x] Refrain from using a Psycho-Field ability.

[x] Chorus. (Only if Sochie forms up on you)
--[x] Yes.
 
Week 21 Result Part 9
[X] Corin & Arisa will-
--[X] Engage targets of opportunity.

[X] Sochie will-
--[X] Form up on you.

[X] The Gallop will-
--[X] Stay hidden.


[X] Initial Target.
--[X] WaDoms.

[X] Engagement range.
--[X] Keep normal distance.

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

[X] Initial Left Hand Weapon.
--[X] Leo Beam Rifle.

[X] Destruction Manipulator Melee Weapon.
--[X] Beam Saber.

[X] Destruction Manipulator Ranged Weapon.
--[X] Beam Machinegun.

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

[X] NT Systems.
--[X] Activate the NT-D Mode.

[X] NT Power.
--[X] Telekinetic Strike.
--[X] NT Empathy.

[X] Psycho-Field. (NT-D Mode only)
--[X] Refrain from using a Psycho-Field ability.

[X] Chorus. (Only if Sochie forms up on you)
--[X] Yes.


"The plan is the same as last time:" You brief your fellow pilots as you move out. "Sochie and I will strike at the WaDoms, while you two come after us. Attack whatever target you think is best."

A tap of a holographic key activates the White Doll's Flight Mode. "The Gallop will stay hidden until the battle is over. Good luck everyone."


DC 60-20(Flight+) for Closing In (Loran) = 44! Success! Loran has closed in to Normal Range!

DC 60+20(Voidborne) for Closing In (Sochie) = 88! Success! Sochie has closed in to Normal Range!


Loran (White Doll) 12/12 4/4 (Shield) 6/6 (I-Field)

Targeting WaDoms.

Destruction Manipulator Beam Machinegun 4d2 Attacks = 6!

6DC 30-20(Large Target) Destruction Manipulator Beam Machinegun Hit = 71; 52; 78; 86; 43; 98! 2 Successes! 3 Major Successes! 1 Critical Success! -30 to Destruction Manipulator Beam Machinegun Hit DC next Turn! Critical Hit! Double Damage + Ignore Saves!

5DC 4+1(Penetration) Target Armor Save = 2; 6; 3; 6; 6! 2 Failures! 3 Successes!

WaDoms take 7(4+2+2-1(Mercy)) Integrity Damage! 1 WaDom has been Disabled!

Leo Beam Rifle 1d3 Attacks = 2!

2DC 30-20(Large Target) Leo Beam Rifle Hit = 69; 32! 1 Success! 1 Major Success! -10 to Leo Beam Rifle Hit DC next Turn!

2DC 4+1(Penetration) Target Armor Save = 2, 6! 1 Failure! 1 Success!

WaDoms take 3 Integrity Damage!

Telekinetic Strike 4d1 Attacks = 3!

Deep Bond(Sochie) gives Loran the Destroyer NT Perk! Telekinetic Strike Attacks double!

Deep Bond(Sochie) gives Loran the Rend NT Perk! Telekinetic Strikes gain one level of Penetration per level of power!

8DC 10 Telekinetic Strike Hit = 51; 4; 89; 52; 52; 29; 57; 3! 6 Successes! 2 Failures!

6DC 4+4(Penetration) Target Armor Save = 2; 1; 3; 1; 2; 4! 6 Failures!

WaDoms take 24(4+4+4+4+4+4) Integrity Damage! 3 WaDoms have been Disabled! WaDoms have been wiped out!


Sochie (Papillion) 6/6

Target 1d3 = 3!

Targeting Emplacements.

Qubeley Beam Guns 2d2 Attacks = 3!

3DC 40-20(Large Target)-20(Stationary Target) Qubeley Beam Gun Hit = 45; 39; 55! 3 Successes!

3DC 4+1(Penetration) Target Armor Save = 2, 1, 3! 3 Failures!

Linear Emplacements take 9(3+3+3) Integrity Damage from Single Target Attacks! 1 Linear Emplacement has been Destroyed!

Sochie's Telekinetic Strikes cannot harm Linear Emplacements!


Corin (Leo Flight Type Custom) 6/6

Targeting Muttowooos.

Dober Gun 1d2 Attacks = 1!

DC 20+10(Evasive Target) = 99! Critical Success! Critical Hit! Double Damage + Ignore Saves!

Muttowooos take 8 Integrity Damage from a Single-Target Attack! 1 Muttowooo has been Destroyed!


Arisa (Leo Flight Type Custom) 6/6

Targeting Muttowooos.

Dober Gun 1d2 Attacks = 2!

2DC 20+10(Evasive Target) = 86; 74! 2 Major Successes! -20 to Dober Gun Hit DC next Turn!

2DC 4 Target Armor Save = 1, 4! 1 Failure! 1 Success!

Muttowooos take 4 Integrity Damage!


WaDs 8/2

Targeting Loran (White Doll).

WaD Beam Guns 4d2 Attacks = 7!

7DC 70+25(NT Empathy)+10(Evasion Perk) WaD Beam Guns Hit = 60; 44; 70; 11; 38; 46; 81! 7 Failures!


Linear Emplacements 16/8

Targeting Loran (White Doll).

Linear Cannons 4d2 Attacks = 6!

6DC DC 70+25(NT Empathy)+10(Evasion Perk) Linear Cannons Hit = 79; 92; 9; 44; 61; 49! 1 Success! 5 Failures!

DC 3+1(Penetration) Target Shield Save = 4! Success!


Muttowooos 8/6

Targeting Corin & Arisa.

Beam Rifles 4d2 Attacks = 7!

7DC 80 Beam Rifles Hit = 84; 20; 28; 67; 27; 33; 47! 1 Success! 6 Failures!

DC 5+1(Penetration) = 4! Failure!

Corin (Leo Flight Type Custom) takes 3 Integrity Damage!


You streak through the air towards the base, Sochie right on your heels in her Papillion.

Qubeley.

Once in optimal range you open up with your beam weapons, unleashing a withering fusillade of yellow lances at the WaDoms. Most of these do nothing but melt portions of their armor, but enough get through to down one WaDom and wound another.

And then you attack with your telekinesis, letting the NT-D Mode amplify your powers beyond anything you have done so far. Two of the invisible blasts of force fizzle out due to a slip in your concentration, a painful twinge in the chest from having your Limiters removed, but the remaining six strike true to tear the remaining WaDoms limb from limb.

Sochie changes targets to go after the emplacements and destroys one with shots from her Papillion-

Qubeley.

-'s beam guns.

Corin and Arisa destroy one Baund Doc II and damages another with Dober Gun shells, but Corin takes a hit from their return fire. He falls back with practiced ease to let Arisa take the lead. Below them you come under fire from the WaDs and the two remaining emplacements. You dance through most of the incoming fire, the only exception is a lone railgun slug that is deflected to the side by your shield.


Loran (White Doll) 12/12 4/4 (Shield) 6/6 (I-Field)

Targeting Emplacements.

Destruction Manipulator Beam Machinegun 4d2 Attacks = 7!

7DC 30-20(Large Target)-20(Stationary Target)-30(Major Successes) Destruction Manipulator Beam Machinegun Hit = 7; 36; 85; 9; 85; 25; 45! 1 Failure! 4 Successes! 2 Major Successes! -20 to Destruction Manipulator Beam Machinegun Hit DC next Turn!

6DC 4+1(Penetration) Target Armor Save = 3; 1; 4; 3; 1; 4! 6 Failures!

Linear Emplacements take 12(2+2+2+2+2+2) Integrity Damage! 1 Linear Emplacement has been Disabled!

Leo Beam Rifle 1d3 Attacks = 3!

3DC 30-20(Large Target)-20(Stationary Target)-10(Major Success) Leo Beam Rifle Hit = 70; 59; 31! 2 Successes! 1 Major Success! -10 to Leo Beam Rifle Hit DC next Turn!

3DC 4+1(Penetration) Target Armor Save = 5; 1; 1! 2 Failures! 1 Success!

Linear Emplacements take 6(3+3) Integrity Damage! 1 Linear Emplacement has been Disabled! Linear Emplacements have been wiped out!

Targeting WaDs.

Telekinetic Strike 4d1 Attacks = 3!

Deep Bond(Sochie) gives Loran the Destroyer NT Perk! Telekinetic Strike Attacks double!

Deep Bond(Sochie) gives Loran the Rend NT Perk! Telekinetic Strikes gain one level of Penetration per level of power!

8DC 10 Telekinetic Strike Hit = 93; 52; 4; 12; 34; 89; 42; 45! 6 Successes! 1 Critical Success! 1 Failure! Critical Hit! Ignore Saves + Double Damage!

6DC 4+4(Penetration) Target Armor Save = 2; 1; 5; 4; 5; 4! 6 Failures!

WaDs take 4(8+4+4+4+4+4+4-28(Mercy)) Integrity Damage! 4 WaDs have been Disabled! WaDs have been wiped out!


Sochie (Papillion) 6/6

Targeting Muttowooos.

Qubeley Beam Guns 2d2 Attacks = 2!

2DC 40 Qubeley Beam Gun Hit = 5; 100! 1 Major Failure! 1 Critical Success! Critical Hit! Ignore Saves + Double Damage!

Muttowooos take 8 Integrity Damage from a Single Target Attack! 1 Muttowooo has been Destroyed!

Sochie's Telekinetic Strikes cannot harm Muttowooos!


Muttowooo surrenders!


Another round of beam fire takes care of the emplacements. Being stationary makes them easy targets, after all. Another surge of powerful telekinetic blows, now angled into blades, removes the legs of the WaDs at the knee. Sochie fires her weapons at the Baund Doc IIs above in lieu of other targets, one shot going straight through one's cockpit while the other goes wide.

You can sense the remaining active pilot's panic at the loss of their comrade, but then it fades as the pilot throws his orange Mobile Suit's weapons away and dives straight down. After a rough landing the machine's arms go up into the air, and the pilot comes out of the cockpit in much the same manner after a few seconds.

The base is yours.


*


After helping the base personnel with their dead and wounded you load them up into their trucks and send them on their way. Going through the base you find more small arms and some computers, and even some portable generators and solar panels. It is useful enough, so you load it into the Gallop, having to use of the spare Leo parts has opened up some space in the cargo hold.

The most relevant find to you as a military officer is a map detailing the locations of every forward outpost within eight hours by car, as well as the location of another base like this one.

Night has started to fall, so you decide to end operations for today. The only question before you leave is what to do with the Baund Doc II and its weapons.


[] Baund Doc II.
--[] Strap it onto the Gallop and bring it with you.
--[] Destroy it.


[] Baund Doc II weapons.
--[] Take them with you.
--[] Destroy them.
--[] Take one for yourself and give the other to the Militia.
--[] Take one for yourself and destroy the other.



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

I'm nerfing Telekinetic Strikes from now on, the NT Perk 'Rend' as well. From now on Telekinetic Strikes will not have Critical+, and Rend will grant one level of Penetration every other level, starting from 1.
 
[x] Baund Doc II.
--[x] Strap it onto the Gallop and bring it with you.

[x] Baund Doc II weapons.
--[x] Take them with you.


This is the option for giving it all to the militia, right? We've got next to no use for any of this stuff but the militia does.
 
[x] Baund Doc II.
--[x] Strap it onto the Gallop and bring it with you.

[x] Baund Doc II weapons.
--[x] Take them with you.
 
[x] Baund Doc II.
--[x] Strap it onto the Gallop and bring it with you.

[x] Baund Doc II weapons.
--[x] Take them with you.
 
[x] Baund Doc II.
--[x] Strap it onto the Gallop and bring it with you.

[x] Baund Doc II weapons.
--[x] Take them with you.

Why not?
 
Week 21 Result Part 10
[X] Baund Doc II.
--[X] Strap it onto the Gallop and bring it with you.

[X] Baund Doc II weapons.
--[X] Take them with you.



It takes a while to secure the captured Baund Doc II to the Gallop, but as the clock strikes late you are well on your way back to your camp in southwestern Luzianna. While you do not intend to keep the Mobile Suit's twinned weapons for yourself you decided to store them on the White Doll to save space, one meriting a spot on the White Doll's oversized backpack while the other is held in its left hand.

You admit that they are interesting weapons, each a beam gun within a heat blade, but you have no real interest in them at the moment, so to the Militia they go.

Back to the subject of supper, Vestige ordered you to have some of those pink cubes to go with it, just like yesterday and the day before. You are still sore, still aching from removing your Limiters, yet you feel…lighter somehow. Like Vestige said, your body is repairing itself, but while you have already started to heal you still have a long way to go before you are on the level of a First Human.

Throwing Mobile Suits around with your bare hands…surely Vestige was exaggerating?

"Loran!"

You look away from the White Doll to see Sochie at the hangar's entrance. "Yes?"

"You left all of a sudden, I wanted to know what's wrong." She says as she strides towards you, wrapping you up in a hug. "Does it still hurt?"

"A little, but I'll be alright." You mumble as you hug her back. "Sorry I didn't stay long at the dinner table, these cubes Vestige told me to eat are really filling."

Sochie eventually stops nuzzling your cheek and lets go of you, albeit with several layers of obvious reluctance. On some level you resent the loss of connection, but you focus on more important things when she asks you what the plan it.

"We'll have to offload some of the equipment we took if we want to take more on the next mission." You think out loud as you lead her to some crates you can sit on. She elects to sit next to you instead, but you find no downside to it. "Therefore we will-"


[] "Find someplace we can find again and leave it there."

[] "Go back to the Militia and hand it over before planning our next move."
--[] Kingsley Valley.
--[] Headquarters.
--[] Try to catch up with the Borjarnaught.



You fail to stifle a yawn, causing Sochie to giggle at you.

"Let's get you to bed. It's been a long day." She teases, poking you in the side before she stands up and helps you to your feet.

You can't help but smile as she drags you out of the hangar. "You're right. I really should get some-"

!

Your eyes widen as your senses scream at you. Your foot slams down, arresting your and Sochie's movement out of the hangar. An instant of confusion passes before her hands clamp down on your arm.

"Loran!" she hisses. "What's wrong?"

"It's Gadget." You say quietly, your head turning to look at the hangar wall. Behind it, somewhere far in the distance, lurks Merrybell Gadget. You can only sense a faint impression of her presence, so you know that she isn't close, but you think she is getting closer. Either her senses are sharper than yours or the Dianna Counter personnel you let go have warned their comrades about you being in the area.

Either way, it is time to make a choice. Fight…or run?



[] Go out in the White Doll and face her while the Gallop escapes.
--[] Keep last Turn's Battleplan (without Sochie).
--[] New Battleplan.

[] Slither away with the Hidden Hand and the Invisible Umbrella.



[] Engagement range.
--[] Stay at Long Range.
--[] Keep normal distance.
--[] Close in.

[] 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.
--[] Dainsleif Spear.
--[] None.

[] Destruction Manipulator Melee Weapon.
--[] Beam Saber.
--[] Beam Cutter.
--[] Shining Finger.

[] Destruction Manipulator Ranged Weapon.
--[] Beam Rifle.
--[] Buster Rifle.
--[] Beam Machinegun.

[] Defenses.
--[] Activate the Lightwave Shield.
--[] Activate the I-Field.
--[] Activate both of them.

[] NT Systems.
--[] Stick to the Psychoframe.
--[] Activate the NT-D Mode.

[] NT Power.
Choose 2
--[] Telekinetic Strike.
--[] Telepathic Strike.
--[] Telekinetic Barrier.
--[] NT Empathy.
--[] Psyco-Regen.

[] Psycho-Field. (NT-D Mode only)
--[] Spatial Distortion.
--[] Deluge.
--[] Invasion.
--[] Dream Ward.
--[] Temporal Jaunt.
--[] Refrain from using a Psycho-Field ability.
 
Last edited:
[x] "Go back to the Militia and hand it over before planning our next move."
--[x] Kingsley Valley.


Let's go after her.

[x] Go out in the White Doll and face her while the Gallop escapes.
-[x] Keep normal distance.

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

[x] Initial Left Hand Weapon.
--[x] Dober Gun.

[x] Destruction Manipulator Melee Weapon.
--[x] Beam Cutter.


[x] Destruction Manipulator Ranged Weapon.
--[x] Buster Rifle.

[x] Defenses.
--[x] Activate the Lightwave Shield.
No beam weapons on that MS.

[x] NT Systems.
--[x] Activate the NT-D Mode.

[x] NT Power.
Choose 2
--[x] Telepathic Strike.
--[x] NT Empathy.

[x] Psycho-Field. (NT-D Mode only)
--[x] Refrain from using a Psycho-Field ability.

@Iceblocks
Psycho-regen should be an option, right?
 
[X] "Go back to the Militia and hand it over before planning our next move."
--[X] Kingsley Valley.
[X] Slither away with the Hidden Hand and the Invisible Umbrella.

No value in engaging someone specifically hunting for us.
 
[X] "Go back to the Militia and hand it over before planning our next move."
--[X] Kingsley Valley.
[X] Slither away with the Hidden Hand and the Invisible Umbrella.
Not picking a fight with gadget if we dont absolutely have to.
 
[X] "Go back to the Militia and hand it over before planning our next move."
--[X] Kingsley Valley.
[X] Slither away with the Hidden Hand and the Invisible Umbrella.

Let's hope she won't follow Loran too far and return to her base.
 
[X] "Go back to the Militia and hand it over before planning our next move."
--[X] Kingsley Valley.
[X] Slither away with the Hidden Hand and the Invisible Umbrella.
 
Week 22
Week 22 (Week 12 of the Lunar Amerian War)



[X] "Go back to the Militia and hand it over before planning our next move."
--[X] Kingsley Valley.



"Go back to the Militia and hand it over before planning our next move." You tell her as you walk towards some convenient crates. "Kingsley Valley to be exact. We can plan our next move there."

The Laura Rola Autonomous Mechanical Doll Corps is a few kilometers into West Albam at the moment, meaning that you are technically in Tejas, so you have ordered the Gallop to speed northeast to Kingsley Valley.


*


[X] Slither away with the Hidden Hand and the Invisible Umbrella.


Having made your decision, you rush to the hangar's phone. It looks primitive, but it lets you contact the bridge soon enough. "Ladderum?"

"Lora-I mean, Captain? What's wrong?" Comes your helmsman's voice over the crackling speaker.

"Stop the Gallop." You order. "We are being pursued and I need to take the White Doll outside."

"…Are we laying an ambush?"

You reflexively shake your head. "No, we are still going to Kingsley Valley. I'm just going to use the Invisible Umbrella to make it harder for them to spot us on long range sensors."

To your senses the Gallop starts to slow down before Ladderum touches the yellow hovercraft's controls, but by the time your ship shifts with the change in velocity you are already rushing to the White Doll with Sochie in tow.

"Loran…why am I here?" She asks as she makes herself comfortable in your lap.

"Gadget might be able to sense you if it was just me in here." You explain as the White Doll walks towards the hangar door. Normally you would be against moving a Mobile Suit around while its carrier is in motion, but you are willing to make an exception this time. "But if we form a Chorus we can use the Hidden Hand together."

The Chorus is formed by the time the Gallop has come to a halt, and once outside you waste little time in flying into position above it. With the Invisible Umbrella up, you give the order to resume the journey. You already came back to your camp site earlier to pick up what you left there, so there is no reason to linger before you are back at the base at Kingsley Valley.


*


Out of a desire to avoid Gadget and whatever forces she has with her, you keep going long into the night, only stopping once you are a few hours away from your destination. You cannot sense the slightest trace of her any longer, so it should be safe to get some rest.

The next day you hand the Baund Doc II and its weapons over to Horace's colleagues, those that did not leave with the Borjarnaught, after far too few hours of sleep. You do not feel all that tired, but you intend to go to bed early today if the circumstances allow.

All Systems gain +1 Condition!

But before you go on with your day you should set this week's Priority Repair.

[] Keep it working on the Invisible Umbrella (130/500 Condition).

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


Weapons


Type-TX Beam Pistol 18/500 (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 (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.


I-Field. 30/200 (Damaged)
Field Density: 4-1
Dissipation Save: 4+
Field Integrity: 8
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.
-Wide Guard: Expands the I-Field to cover a large area, cutting its Integrity in half in exchange for shielding everyone within close range of the White Doll.
-Regenerate 2: Regains 2 Integrity at the end of each Turn.




Mobility Systems.


Landskimmers. 22/200 (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). 22/500 (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 130/500 (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 22/500 (Heavily Damaged)
-Decoy 1: Produces a faint afterimage.



Misc Systems.


LUNA Energy Transference Module 21/500 (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 22/500 (Heavily Damaged)
-Carapace Flight Mode 22/200 (Damaged)


*


After a good night's sleep, you sit down with your team and the officers on the Gallop to plan your next move. Lord Guin should have reached the Florians by now.


[] Take the LRAMDC back to Southern Luzianna.
[] Patrol the Eastern Front.
[] Range into Dianna Counter territory.
[] Go all the way to the Western Front.
[] Write in destination (Subject to QM Veto).



*


With your plans made it is just a question of resupplying before you head out again. You do have some free time, however.


Choose 3

[] Talk with Arisa and Corin.

[] Spend time with Vestige.

[] Spend time with Sochie.

[] Ask Sochie if she wants to experiment with Pressure while you learn an advanced Discipline.
--[] Psyco-Shroud.
--[] Psyco-Hijack.
--[] Channeling.

[] Try to reach Lord Guin on the radio.
 
[X] Keep it working on the Invisible Umbrella (130/500 Condition).
-[X] Go all the way to the Western Front.
-[X] Spend time with Vestige.
-[X] Ask Sochie if she wants to experiment with Pressure while you learn an advanced Discipline.
--[X]
Psyco-Shroud.
-[X] Try to reach Lord Guin on the radio.
 
[x] plan anti-social *sshole
[X] Ask Sochie if she wants to experiment with Pressure while you learn an advanced Discipline.
--[X] Psyco-Shroud.
--[X] Psyco-Hijack.
--[X] Channeling.
 
"Loran…why am I here?" She asks as she makes herself comfortable in your lap.
Ha well I'm sure she didn't mind too much. These two are so cute

[X] Keep it working on the Invisible Umbrella (130/500 Condition).
-[X] Go all the way to the Western Front.
-[X] Spend time with Vestige.
-[X] Ask Sochie if she wants to experiment with Pressure while you learn an advanced Discipline.
--[X]
Psyco-Shroud.
-[X] Try to reach Lord Guin on the radio.

Lord Guin did ask to be informed...
 
[X] Keep it working on the Invisible Umbrella (130/500 Condition).
-[X] Go all the way to the Western Front.
-[X] Spend time with Vestige.
-[X] Ask Sochie if she wants to experiment with Pressure while you learn an advanced Discipline.
--[X]
Psyco-Shroud.
-[X] Try to reach Lord Guin on the radio.
 
[X] Keep it working on the Invisible Umbrella (130/500 Condition).
[X] Go all the way to the Western Front.
[X] Spend time with Vestige.
[X] Ask Sochie if she wants to experiment with Pressure while you learn an advanced Discipline.
-[X]
Psyco-Shroud.
[X] Try to reach Lord Guin on the radio.
 
[X] Keep it working on the Invisible Umbrella (130/500 Condition).
[X] Patrol the Eastern Front.
[X] Spend time with Vestige.
[X] Ask Sochie if she wants to experiment with Pressure while you learn an advanced Discipline.
-[X] Psyco-Shroud.
[X] Try to reach Lord Guin on the radio.
 
[X] Keep it working on the Invisible Umbrella (130/500 Condition).
[X] Patrol the Eastern Front.
[X] Spend time with Vestige.
[X] Ask Sochie if she wants to experiment with Pressure while you learn an advanced Discipline.
-[X] Psyco-Shroud.
[X] Try to reach Lord Guin on the radio.
 
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