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

[X] Let her run.

We got lucky. Plain and simple we got lucky. Best to let her go for now.
 
@Iceblocks
How much over the DC for a major success? And how much under for a major failure?

And does Temporal Jaunt's upgrade/downgrade convert failures to success and vis versa?
 
@Iceblocks
How much over the DC for a major success? And how much under for a major failure?

And does Temporal Jaunt's upgrade/downgrade convert failures to success and vis versa?
I use a DC table, so the exact ratio varies with each DC. I though I has uploaded it, but it had apparently slipped my mind.



I'll add it to the Rules page.

As for Temporal Jaunt, it works as advertised. The Successes of the target Enemy become Failures, Major Successes become Successes, and Critical Successes become Major Successes.

On the flipside, Loran's Failures are upgraded to Successes, Successes are upgraded to Major Successes, and Major Successes are upgraded to Critical Successes.
 
I use a DC table, so the exact ratio varies with each DC. I though I has uploaded it, but it had apparently slipped my mind.



I'll add it to the Rules page.

As for Temporal Jaunt, it works as advertised. The Successes of the target Enemy become Failures, Major Successes become Successes, and Critical Successes become Major Successes.

On the flipside, Loran's Failures are upgraded to Successes, Successes are upgraded to Major Successes, and Major Successes are upgraded to Critical Successes.
Wait. It upgrades Loran's successes?

It says it upgrades his failures.

Because if it upgrades his successes then Temporal Jaunt + Chorus + Rend = victory. Critical on 10+. Especially if Temporal Jaunt also boosts copilots we're Chorus'ing with.
 
Wait. It upgrades Loran's successes?

It says it upgrades his failures.

Because if it upgrades his successes then Temporal Jaunt + Chorus + Rend = victory. Critical on 10+. Especially if Temporal Jaunt also boosts copilots we're Chorus'ing with.
You are absolutely right.

It is supposed to be that Loran Critical Failures become Major Failures, Major Failures become Failures, and Failures become Successes.
 
[x] Let her run.

Much as I dislike doing this we've got a mission and it's not chasing her.

Gah.

I should have thought to double-check how she countered our Psychofield attack last fight when voting last time. If I had I've have noticed that it was a mental defense effect and wouldn't do jack vs Spatial Distortion. Now she's damaged enough that if we Spatial Distortion her it's probably a kill shot.
 
[x] Let her run.

Well, hope Loran and Sochie level up for this. Gadget still a pain to deal. Next time we need a bigger gun and better aim...
 
@Iceblocks
I looked back at the updates where we were fighting the BBs this week and it looks like you forgot our Shatterpoint Strike bonus to melee accuracy.

Obviously it's too late to fix that but still I thought I should mention that.

Also Shatterpoint Strike needs to be reworded because adding to the DC makes it harder to hit, not easier.

Oh, and you need to remove Critical+ from the TK Strike entries on the power table.
 
@Iceblocks
I looked back at the updates where we were fighting the BBs this week and it looks like you forgot our Shatterpoint Strike bonus to melee accuracy.

Obviously it's too late to fix that but still I thought I should mention that.

Also Shatterpoint Strike needs to be reworded because adding to the DC makes it harder to hit, not easier.

Oh, and you need to remove Critical+ from the TK Strike entries on the power table.
I realized a few hours after posting the update.

Reworded 'Bonus' to 'Effect' in Shatterpoint Vision's description.

Critical+ was taken out in the unified list. I should probably remove the threadmarks of the old lists.
 
Week 23
Week 23 (Week 13 of the Lunar-Amerian War)



[X] Let her run.



You have accomplished your mission. Defeating Gadget was never the goal, all you needed was to drive her away. Not that taking Gadget out of the picture wouldn't do wonders for your peace of mind, but…

"We're letting her go?" Mumbles Sochie. You almost don't hear her question, but the empathic link you share during a Chorus borders on telepathy when it is just the two of you.

"All we wanted was to keep her away from the Gallop." You answer. "Besides, there is no telling what she might pull out at us if she gets desperate." She was willing to spend a Nano-Block to repair her Gundam when you fought at Kingsley Valley.

"Or what she might pull out if we let her run to get it." Sochie counters, but she doesn't press the issue when you turn the White Doll around. Time to get back to the Gallop.


*


Getting back takes some time, more that is technically necessary. Not only is the yellow land battleship in motion, you are also taking a roundabout route there in case Gadget gets the idea to follow you and attack when she can force you to engage her in close combat by threatening the rest of the LRAMDC.

You dare to speed up after half an hour spent flying through the light snowfall, catching up long after night has fallen over the wilderness of southern Luzianna. What follows is a short briefing of your teammates, a quick shower, and finally some food. Only then do you return to your cabin, safe in the knowledge that Ladderum and Lieutenant Dana will take care of getting the Gallop towards Headquarters while you are asleep.

All Systems gain +1 Condition!

The Gallop kept going through the night, and it will keep going until the sun sets today. that should put enough distance between you and Gadget that it is safe to make camp.

There are to pressing issues after breakfast, so you hop into the White Doll to set this week's Priority Repair.

[] Keep it working on the Invisible Umbrella (199/500 Condition).

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


Weapons


Type-TX Beam Pistol 19/500 (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. 31/200 (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. 23/200 (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). 23/500 (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 199/500 (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 23/500 (Heavily Damaged)
-Decoy 1: Produces a faint afterimage.



Misc Systems.


LUNA Energy Transference Module 23/500 (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 23/500 (Heavily Damaged)
-Carapace Flight Mode 23/200 (Damaged)


*


Barring any unforeseen circumstances, you should reach Headquarters in a matter of days. Your time is likely to be spent escorting the Gallop in the White Doll or with your officers, but you should have some free time here and there.


Choose 3

[] Talk with Arisa and Corin.

[] Spend time with Vestige.
--[] Questions.
--[] About your changing body.

[] Spend time with Sochie.

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

[] Try to reach Lord Guin on the radio.
 
Here is the late stat list for Psyco-Shroud. It has now been added to the NT Powers list in Informational.

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.
 
@Iceblocks
Weren't we supposed to be getting opportunities to work on pilot skill up after each fight now that we've hit the training limit?

I didn't see anything about our changing body in the last couple updates so I'm not sure why anyone would vote for that.

I take we Psycho-Regen'd away the integrity loss?

[x] Keep it working on the Invisible Umbrella (199/500 Condition).

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

[x] Talk with Arisa and Corin.

[x] Spend time with Sochie.
 
[X] Keep it working on the Invisible Umbrella (199/500 Condition).

[X] Ask Sochie if she wants to experiment with Pressure while you learn an advanced Discipline.
--[X] Channeling.
[X] Spend time with Vestige.
--[X] About your changing body.
[X] Spend time with Sochie.
 
[X] Keep it working on the Invisible Umbrella (199/500 Condition).

[X] Ask Sochie if she wants to experiment with Pressure while you learn an advanced Discipline.
--[X] Channeling.
[X] Spend time with Vestige.

[X] Try to reach Lord Guin on the radio.
 
[X] Keep it working on the Invisible Umbrella (199/500 Condition).

[X] Ask Sochie if she wants to experiment with Pressure while you learn an advanced Discipline.
--[X] Channeling.
[X] Spend time with Vestige.
--[X] About your changing body.
[X] Spend time with Sochie.
 
[X] Keep it working on the Invisible Umbrella (199/500 Condition).

[X] Ask Sochie if she wants to experiment with Pressure while you learn an advanced Discipline.
--[X] Channeling.
[X] Spend time with Vestige.
--[X] About your changing body.
[X] Spend time with Sochie.
 
[X] Keep it working on the Invisible Umbrella (199/500 Condition).

[X] Ask Sochie if she wants to experiment with Pressure while you learn an advanced Discipline.
--[X] Channeling.
[X] Spend time with Vestige.
--[X] About your changing body.
[X] Spend time with Sochie.
 
Week 23 Result
[X] Keep it working on the Invisible Umbrella (199/500 Condition).


A quick tap of a holographic key keeps the Priority Repair System's focus onto the Invisible Umbrella System.

Roll 1d100 Priority Repair = 82! Invisible Umbrella Condition is now 199+82!!


*


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



Channeling, as I have explained to you both, is the act of contacting someone who has died and drawing on their power and knowledge.

Vestige has been lecturing you since you sat down, explaining the mechanics of the afterlife while Sochie practices her sixth sense outside in the White Doll's palm. White your odd mentor has indeed mentioned it before, the idea that there is a verifiable afterlife, one that you can just reach into and ask the dead for favors no less, boggles the mind.

The main issues for you is that you need to have some sort of connection to the one you are calling, and that the person on the other side must agree to lend you their power. The first issue can be compensated for with enough power, but you still need to have an idea of whom you are targeting.

It takes most of your free hours, but after a dozen practice runs where Vestige guides your Pressure to show you how it is done you think you are ready for your first real attempt. Only…

"What about the connection? I don't know that many dead people…"

Vestige waves their hand.

Do not worry about it. I can let you piggyback on my own connections if you do not want to contact someone you know. Well, they are Kreis' connections, but I have inherited them. Just think of one of the Turn X's systems and I will handle the rest. Just remember that you cannot force the dead to give up anything, with one exception.

Interesting, but... "Do blood relations count as a connection?"

Vestige shrugs.

They can, but I guarantee nothing if you have never met the person in question. Why?

"Just a though." You mumble. Vestige looks away as you think about who to contact.


[] Contact someone you know.
--[] Mr. Heim.
--[] Teteth Halleh.

[] Concentrate on a White Doll System (weapons, defenses, Bloody Siege Mode, etc).
--[] Write in.

[] Concentrate on an action.
--[] Write in.

[] Try to contact your father.



*


[X] Spend time with Vestige.
--[X] About your changing body.



The next day finds you visiting Vestige again.

Hello, Loran. What brings you here today? Want to try contacting someone else?

You shake your head. "No. I wanted to ask about my body?"

Vestige tilts their head.

Eh?

"There has been this…tension in my body since the day before yesterday. It doesn't hurt all that much, but with the aches it is starting to get really uncomfortable."

Vestige giddily claps their hands.

Great! That means that you are ready for me to ease up on the nanotherapy. Lose your shirt if you want to see.

You open your blue pilot jacket and the shirt underneath, observing the structured grey discoloration where Vestige has put medical nanomachines into your body to prevent it from damaging itself after the Limiters were removed. As Vestige holds their hand up to your chest and pulses their Pressure the grey mass recedes a little, and with it all the tension in your body. The grey pattern still marks you skin, but much less so than before.

And you feel incredible.

Vestige hums in satisfaction, smirking at your reaction as they scan your Pressure.

That is right…do not forget this feeling. You are feeling good now, but it is only going to get better. Think of it as a building undergoing renovation, a section has just been completed so we can remove the scaffolding and open it for business.

Speaking of business, let us get down to it:

You spend the rest of the day putting yourself through the paces, both inside and outside of the White Doll. And yet you only feel winded, as if you had gone for a jog instead of cramming a day's worth of training into a few hours. Strength, speed, flexibility, reflexes, and even the functions of your brain if Vestige is to be believed, all of them have been honed to the point of peak human performance.

Peak human as someone from the Moonrace would understand it, that is. Vestige still considers you too frail to be called a full First Human just yet.


??? becomes Body Recovery! Body Recovery = 1(Peak Modern Human)! +1 Piloting Level! Pilot Level is now 6! Massive progress in Loran's NT Development!


You didn't just test yourself during today's efforts, that would have been a waste. You took the opportunity to take some of Vestige, Corin and Arisa's lessons of fighting to heart.


[] Unrelenting. (Retargets spare Melee Attacks onto a new Target within Close Range after defeating an enemy)

[] Blitz. (If at Medium/Normal Range or more from an Enemy, add 1/2 of your Speed bonus to all Melee Attack Hit DCs for the first Turn)

[] Marksman. (Cuts Long Range and Very Long Range penalties by half)

[] Ambusher. (Doubles the Ambush bonus to your Hit DC when ambushing)

[] Alpha Strike. (Ranged Weapons get their full possible number of Attacks during the first Turn of combat, but non-integrated weapons must take the next Turn off to reload afterwards)



*


[X] Spend time with Sochie.


A possible downside to your new body rears its ugly head as you stride down the Gallop's corridors: People are staring, and your powers tell you why. You move differently, enough that the militiamen crewing your land battleship subconsciously notice the change and become unnerved. Even your officers, Ladderum, Lieutenant Dana, and Chief Horace, are affected, answering your entry onto the bridge with a trio of questioning glances until you open your mouth. Hearing you speak blunts the dissonance a bit, and after a few minutes into discussing the plan for the day they are back to acting as normal.

Corin and Arisa though…

Corin is the first to spot you, and when he does he freezes in place. Shock, joy, realization, fear, shame, all of them speed through his mind in the space of a moment before he turns on a heel and walks off in another direction. Arisa goes through the same an instant later, but she stays long enough to give you a mumbled apology before she turns to follow Corin.

Ugh. You understand that there are some things that they cannot talk about, but them feeling this way is still a massive downer. Luckily you know just what will cheer you up.

Sochie isn't hard to convince to join you in the White Doll's cockpit when you go out to escort the Gallop, so when you take to the air it is with your girlfriend (together for more than a month and yet it still feels odd to refer to her as that) in your lap.

"It was strange at first," She admits as you discuss your recent changes. "but I'm getting used to it."

You can't help but smile, absently making some minor corrections to your flight path. You haven't seen or felt any trace of Gadget, or anyone else for that matter, so there shouldn't be anything to worry about.

"Thanks. The others will get used to it too." Through force of habit if nothing else.

You should reach Headquarters the day after tomorrow, unless Lord Guin has decided to load it onto the Borjarnaught. That would be a sight to see. But for now, you will just enjoy the peace and quiet you can get.
 
[X] Try to contact your father.
I want to know who is he?
[X] Alpha Strike. (Ranged Weapons get their full possible number of Attacks during the first Turn of combat, but non-integrated weapons must take the next Turn off to reload afterwards)
Might Change later but this should be good because we got other peak to not waste ammo on one target.
 
[X] Try to contact your father.

[x] Alpha Strike. (Ranged Weapons get their full possible number of Attacks during the first Turn of combat, but non-integrated weapons must take the next Turn off to reload afterwards)


Hilariously devastating when combined with Steady Fire.

And the LUNA Energy Transfer system should remove the catch when we repair it, at least for energy weapons.

And we've got two more integrated weapons to unlock. Lasers and Right wrist gun.

And don't even get me started on what this can do with Bloody Siege.
 
[X] Try to contact your father.

[x] Alpha Strike. (Ranged Weapons get their full possible number of Attacks during the first Turn of combat, but non-integrated weapons must take the next Turn off to reload afterwards)
 
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