No. There has to be an explanation for this. There is no way that Queen Dianna intended a violent conquest of the Earth. Right?
*
Mr. Heim's funeral is a rushed affair, for there are too many dead in Vicinity to hold a proper ceremony.
The priest delivers a short sermon before he goes back to Vicinity. Sochie reluctantly signs a death certificate and places the first handful of dirt upon Mr. Heim's coffin. You spot Keith as you help the others bury the body of your employer while Sochie cries her eyes out to the side. That idiot. What is he doing here?
A part of you wants to stay with Sochie, but Jessica is taking her to her room, so once you have finished the burial you go after Keith.
*
The two of you end up sitting in the nearby river stripped down to your skivvies.
"You were piloting that Mobile Suit yesterday?"
You nod. "Yeah. It tore itself out of the ground right after the first beam shot."
Keith sighs. "I saw it while helping the boss and Verlaine escape Nocis. You fought that WaDom…I didn't think you knew how to fight that well."
"It was mostly the White Doll." You shoot back. "There is some kind of wireless man-machine element to its controls."
The conversation turns to idle banter, mostly about what will happen now.
"I think it is going to become a war if this keeps on." Keith says. "The Dianna Counter acted as if they were going to shoot everyone and nobody would shoot them, and then you came along and take out three WaDoms. Nobody is going to know what to think anymore."
"Maybe." You mumble. "Keith?"
"Hm?"
"Do you think Queen Dianna approved this?"
"Who knows. It doesn't say anything good about the situation either way." He stands up and begins to dry himself off. "Whatever the case, our mission ended yesterday and I'm done."
You stop yourself from jumping out of the water. "You are leaving the Dianna Counter?"
"Our mission was supposed to last two years, and it was two years yesterday." Keith repeats. "Fran, you, myself…neither of us are part of the Dianna Counter anymore." He takes off his locket, one you learned during your training to contain a picture of Queen Dianna, and tosses it into a bush. "I'm going back to the bakery. You do whatever you want."
And with that he walks off. Judging from the faint Pressure you feel from him, he is a lot less alright with this than he expresses. He also felt guilty for ranting at you, you think. Even with the powers the White Doll gave you it was difficult getting anything from Keith.
*
When you get back to the Heim manor you are ushered into Sochie's room by Jessica. Sochie is lying huddled up under the covers with her back turned to you, staring at the opposite wall.
Her Pressure is a boiling mess, some of which turns on you when she rolls over to face you and retreats further into her blanket so only her eyes peek out.
"Loran?"
"Yes, miss?"
She stares at you for a few seconds before she continues, her Pressure boiling even as it unsteadily reaches out to brush your own.
"When we got into the White Doll and it gave us magic…I saw things. Things about you." Her eyes never leave yours as her Pressure starts to rub itself against you. "And when we were fighting…you knew, didn't you? You know who we fought last night."
Oh, dear…
[] Tell Sochie your story.
[] Deny it.
[] Deflect.
[] Leave.
*
Hours later, you return to where you left the White Doll to check up on it. It is crawling with Militia soldiers when you get there, but you also notice something important:
The White Doll is not actually white at all! It is some shade of light green!
There are two people present that aren't wearing Militia uniforms, an old man and his redheaded assistant. They introduce themselves as Sid Munzer snd Joseph Yaht
"We have been studying the Dark History for several years." Explains Sid. "Lord Guin learned of the planned invasion some time ago, and commissioned us to search for Dark History technologies like this mechanical doll." He raps his knuckles against the White Doll's kneeling form. "Shame we can't get it open. The cockpit is shut tight."
Perhaps disturbingly, the White Doll's cockpit opens the moment you step into its waiting hand. You have just enough time to seat yourself before a Militia officer hands you a letter. "What's this?"
"It is a Letter of Appointment, written by Lord Guin to be delivered to whomever was piloting this mechanical doll." Comes the stiff answer. "Should you accept, you will become a Militia pilot."
I'm totally fine with this. The Turn-X was always the cooler unit IMO and the Turn-A doesn't really look much like a Gundam anyway. In any case:
[X] Tell Sochie your story.
[X] You'll need to think about it.
Best to just get this out there now. Deflecting doesn't tend to work very well against Newtypes, denying it or leaving aren't going to actually resolve the situation. Best to just get it out there.
As for the letter, I'm totally fine with becoming a Militia pilot in principle but I want to get a clearer idea of what, precisely, our responsibilities and duties will entail before we actually sign on.
You take a deep breath as you sit down on the chair by Sochie's desk. "We call ourselves the Moonrace…"
It takes about half an hour to tell Sochie your story. Starting with an explanation of who the Moonrace are and how you live, then moving on to how you joined the Dianna Counter Advance Scout Program four years ago. You skim over your time spent in training before recounting how you, Keith and Fran descended to Earth.
"…And then I worked for Mr. Heim until now."
Sochie doesn't say anything.
You avert your gaze. "Sochie, I…I didn't know this was going to happen. I-"
"I wish you were lying."
Huh? You look back up to meet Sochie's eyes. She breaks contact this time by squeezing her eyes shut.
"I wish you were lying. If you weren't feeling guilty I could hate you." Sochie mutters. She rolls over so that you are facing her back.
Her Pressure is still boiling. Half of it is surging and retreating towards you, but a lot is churning inwards. You try to reach out with your own Pressure, but Sochie's whipcracks against it so hard that you think a blood vessel in your eye just popped.
"We'll talk later." She not quite snaps at you. "I don't want to look at you right now."
You leave Sochie to her thoughts.
[X] You'll need to think about it.
"I'll need to think about this." You say before you pocket the letter. The officer looks about to argue, but he is interrupted by a holographic screen popping up between you. A Pair of WaDoms and four WADs, small anti-personnel mobile pods, have just left the Dianna Counter landing zone and are headed this way.
You warn the Militia of the incoming mobile suits, waiting a few seconds to give them time to get off the White Doll before you make it stand up. Patches of nanoskin peel off with the movement, but they don't seem to have gotten much done in the hours since you left the White Doll here. You close your eyes and let your Pressure flow through the channels within the ancient mobile suit, easing the burden of piloting the unfamiliar machine.
You have a bit of time to think, so you press the buttons one after the other to test what they do. The shield icon makes a whitish green barrier appear on the White Doll's left arm, while the bubble icon makes the air around your mobile suit ripple for an instant. A bubble also appears around the image of the White Doll displayed before you.
The mobility systems are a surprise. The landskimmers you recognize from before, but to your shock pressing the wing icon makes the White Doll slowly rise into the air. The White Doll can fly! You almost crash because of how sensitive the system is, but after getting the White Doll back onto its feet you turn it off and press the circle icon. At first nothing happens except an ominous humming noise, but a few seconds later a holographic display opens up to show you the view behind the White Doll: A large white circle of light has appeared right behind the oversized backpack, hovering unsupported in the air as it hums. You turn it off without trying anything.
There is a new symbol as well. It is off in its own category, and bears the picture of a mask(?) splitting into two pieces down the middle. You press it and immediately wish you hadn't, for when the red lines covering the White Doll split into wide cracks and your Pressure makes you feel as if you were a lemon going through a juice machine. You hurriedly deactivate the system, covered in sweat as the White Doll's armor slides to close the cracks in its body.
The Dianna Counter suits are coming closer. You plan to.
[] Confront the Dianna Counter suits.
[] Hole up in the mountains and ambush them if they come after you.
[] Telekinetic Strike.
[] Even in the White Doll you cannot feel the Dianna Counter pilots from here, but if they get close…
[] Telekinetic Barrier
[] NT Empathy.
Roll 1d2 for Self-Repair = 1! White Doll regains 1 Integrity!
White Doll Integrity = 4/12
*********
Landskimmers. 1/200 (Damaged)
-Speed +: Hidden -15 modifier to speed DC while on the ground.
[X] Run into the wilderness until they give up.
[X] Defenses.
--[X] Odd Shield.
[X] Mobility.
--[X] Flight Mode. [X] Even in the White Doll you cannot feel the Dianna Counter pilots from here, but if they get close…
Since we're trying to stay away from them, an early warning system would not be a bad idea
[X] Run into the wilderness until they give up.
[X] Defenses.
--[X] Odd Shield.
[X] Mobility.
--[X] Landskimmers.
[X] NT Empathy.
Obviously fighting against a pair of WaDoms in this condition is a bad idea, but I don't agree that flight mode is the best way to run; If the idea is to run into wilderness (so the trees provide us with cover) won't flight render the entire point of going into the wilderness useless? Sure, they may have a harder time catching us, but if we're flying they kind of don't need to; They can just, you know, follow the incredibly obvious green mobile suit flying through the air. This isn't even considering that they may be able to take potshots at us if we're flying through the air, and at 4 Integrity even a couple of lucky hits is more than enough to kill us.
[X] Run into the wilderness until they give up.
[X] Defenses.
--[X] Odd Shield.
[X] Mobility.
--[X] Landskimmers.
[X] NT Empathy.
Obviously fighting against a pair of WaDoms in this condition is a bad idea, but I don't agree that flight mode is the best way to run; If the idea is to run into wilderness (so the trees provide us with cover) won't flight render the entire point of going into the wilderness useless? Sure, they may have a harder time catching us, but if we're flying they kind of don't need to; They can just, you know, follow the incredibly obvious green mobile suit flying through the air. This isn't even considering that they may be able to take potshots at us if we're flying through the air, and at 4 Integrity even a couple of lucky hits is more than enough to kill us.
If we use landskimmers, they have the same speed as we do, and are slowed by the forest as we are.
If we fly, the forest doesn't slow us, but it slows THEM.