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

Week 24 Result Part 7
[X] Use your abilities to escape from here.


You wait until the headsman lifts his sword to take your head off to act, snapping your bonds as if you were bound with paper links and then knocking the man unconscious with a black tendril of mild frustration (you could have hit him harder in the brain, but you don't want to hurt him too badly). Some Adeskan soldiers try to rush you as you bounce back to your feet, but they find themselves thrown off their feet by your telekinesis before you turn your back on them and rush the men holding your comrades.

Say what you want about the Adeskans, but the obsidian dagger carried by one of the officers slice through the ropes binding Sochie's wrists together like they were rolled up rice paper. After knocking the guards away you set up a telekinetic barrier and stole a pair of those black daggers by using that same power. From there it only took a few seconds free Sochie's hands and give her the other dagger so that she can help you free the others.

A path is cleared between you and Quoatl, who is holding off Taruka while still refusing to touch the sword he has been offered, by forming a Chorus with Sochie and applying liberal helpings of telekinesis and mental attacks to anyone who tries to stop you. Your friends have all grabbed weapons, dropped by Adeskan soldiers as they were tossed aside or forced into unconsciousness, and only Quoatl remains unarmed when he slips away from Taruka to lead you into a passage.

You telekinetically topple the braziers by the entrance to the passageway as you pass them, showering the area behind you with hot coals to delay pursuit. Quoatl leads you through the passages as fast as Sid can run until you reach a fork in the road, with one tunnel going left and the other going right.




"Left or right?" You ask, stretching your senses behind you as the others file in behind you.

"Right, in a way." Rumbles Quoatl. "The main exit will be heavily guarded, but there is another exit before the main one that leads to the outside. Mayalito will lead you there." He suddenly charges down the left passage. "I will be back with the boat!"

He is telling the truth, so you do not protest when Mayalito leads you down the rightmost passage.


*


You can sense two Adeskans behind you when you and the others find the exit. It is a wooden door set into the mountain, barred from the outside for some reason. Some fiddling with a sword (courtesy of Joseph) gets rid of the bar, and then you are on the outside.



The two pursuers draw closer, and in turn you and Sochie stay near the door while the others take stock of the river and express their worry that the king might have run off, much to Mayalito's outrage. You do not recognize one of the two presences, but the other is definitively Taruka.

And there he is now.



He is closer to Sochie when he comes charging out of the darkness behind you, but both of you were ready for him. She holds him still with telekinesis while you slide a black tendril along his brain until he goes slack, allowing you to take his spear from him. Thus disarmed, you leave him to Joseph and a gaping Mayalito.

Taruka comes to his senses within seconds and starts to struggle, and soon enough he is arguing with Mayalito.

"Quoatl is a useless coward who cares only for himself." He grinds out, spitting the dirt out of his mouth as he speaks. Mayalito tries to shout him down, but he ignores it and presses onwards. "He never even bothered to pick up his sword, and instead fled for his life! That is not how a true King of Adeska acts!"

Mayalito is quick to shout back at him, and you learn that Taruka is not quite the leader of a coup as much as he is Quoatl's chosen successor. If you understand their argument correctly, the people of Manupitch can choose a champion to kill the current king and take his place should they feel that the current king will lead them to disaster. Not a system you would have picked, to be honest, but another revelation is that Quoatl, according to Mayalito, withdrew from Taruka's initial challenge because he sensed that the younger man couldn't go through with killing him.






You and Sochie awkwardly huddle together a little away from the group as the argument goes on. It is interesting, no argument there, but it is starting to get personal in a way that makes it feel almost voyeuristic to watch.

Thankfully Quoatl comes to the rescue, taking the lot of you away on the boat and leaving Taruka sitting there on the rock shelf.


*


The streets of central Manupitch are deserted except for some night watchmen when you arrive, and those are easily snuck past. The buildings however are packed full of Adeskans, and though most of them sleeping there are some worried souls remaining awake even at this hour. Quoatl leads you to an area with a lot of benches near the central temple, a place for you to rest your feet after everything that has happened and plan your next move.

The number of waking ones increase rapidly as a procession of soldiers march through the city. You can sense Taruka in the lead, and from his Pressure he seems somewhat more resolved than before.

The plaza surrounding the temple is surrounded, but Taruka walks alone up to the halfway point between you. Quoatl, sensing what is to come, makes to bid you farewell, but Taruka interrupts him.

"Servant of the White Devil! I would speak with you before I become king!"

He is telling the truth, so you agree to meet with him, and soon enough the two of you are sitting halfway between the two groups.

Taruka wastes no time. "What does the White Devil want?" He asks the moment you've sat down.

"Nothing." You answer simply.

"Don't lie to me!" He snaps, incredulous.

"I'm not lying. It doesn't need anything from Adeska. It didn't even know who you were at first."

"The White Devils forced our ancestors to destroy the World Tree, how can it not remember who we are?"

"That was an accident." You try to assure him. "The White Devils were fighting, heedless of anything around them. You also called yourself something else back then, so it didn't recognize you at first."

Your displays of 'magic' must have spooked him more than you thought, for he seems somewhat accepting of the idea that you are just here to use the Ades Branch to help some other people get to the Moon. Perhaps your mental attack left him a more susceptible to Mayalito's words than he otherwise would be.

He still challenges Quoatl to a duel though, and this time the king of Adeksa accepts. They meet where you and Taruka just spoke, swords drawn.


[] Subtly help Quoatl.

[] Subtly help Taruka.

[] Do not interfere.
 
Last edited:
Week 25
Week 25 (Week 2 of the Hunt for Dianna)



[X] Do not interfere.



You decide to let the chips fall where they may. While you are not entirely certain what will happen if Quoatl wins this duel, it might bring an end to this odd civil war. In addition, Taruka seems likely to allow the Borjarnaught and the Almaiya access to the mass driver, so all in all you have mixed feelings about this.

It might not have been any business but that of the Adeskans, but you still had a hand in bringing this situation about. Even if it was death for Taruka or death for Quoatl long before you knew anything of Adeska beyond 'people to the south of Ameria'.

In this respect you are anything but alone, for both Taruka and Quoatl have their misgivings about this fight even as they try to kill each other. Neither of them, however, hold anything back, and soon enough a thrust slips through one's guard, allowing the other to finish him off with a followup blow.



With all the mixed feelings radiating from the fighters, you couldn't tell if Quoatl threw the fight. But now Taruka, with tears streaming form his eyes, stands alone in middle with his fist raised high. He crouches down soon after to reverently remove the golden helmet/mask/crown-thing from Quoatl's head.

And rises as the new king of Adeska.





*


"Quoatl used to say that when the White Devil came for the Ades Branch, then the prophecy that has guided Adeska would be fulfilled."

Taruka led you to one of the mountains beside Manupitch after sending Quoatl's body to the temple in preparation for the funeral. He also sent some men to keep an eye on Mayalito, she was absolutely crushed by the late king's death.



"Is that so?" You answer without commitment. You only knew him for one night, yet you cannot help but feel that Quoatl's death was meaningless, even if it got you access to the mass driver. The Adeskans, on the other hand, disagree…

"There it is now!" He exclaims, pointing at the sky where a distant shape glitters in the morning sun. "The Ades Branch!"






All this because of the Zacktraeger, an ancient piece of pre-Calamity orbital infrastructure that the Moonrace took over. First as part of salvaging useful wreckage from the Calamity and setting up observation satellites around the Earth, and later as a means of saving fuel on the journey between the Moon and the Earth.

You tell Taruka none of this, and after the two of you have bid each other farewell you return to the ships. He is the one Quoatl chose, after all, you are sure he'll do fine.


*


The rest of the morning is taken up by you, Sochie and the others sleeping as Horace's crew and the engineers aboard the Almaiya work on getting the mass driver online. You park the White Doll inside the Borjarnaught before you hit the hay in preparation for the imminent takeoff.

All Systems gain +1 Condition!

After parking it, you take a minute to set the week's Priority Repair.


[] Keep it working on the Invisible Umbrella (342/500 Condition).

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


Weapons


Type-TX Beam Pistol 21/500 (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. 33/200 (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. 25/200 (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). 25/500 (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 342/500 (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 25/500 (Heavily Damaged)
-Decoy 1: Produces a faint afterimage.



Misc Systems.


LUNA Energy Transference Module 25/500 (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 25/500 (Heavily Damaged)
-Carapace Flight Mode 25/200 (Damaged)


*


You are woken by an earthshaking explosion, reflexively leaping out of your bed and reaching for your new sidearm before you realize that there is no hostile intent anywhere in the immediate area. A look outside the window reveals that the tops of the mountains ringing Manupitch have been blown off.



Looks like the others have found the mass driver.


*


You and Sochie are sent to fetch a goodwill gift from Taruka while the others make preparations such as readying their Mobile Suits for space and getting firing solutions from the mass driver so that both ships will be caught by the Zacktraeger.



Personally, you would rather have slept through this, but you have a limited time window to catch the Zacktraeger and the sooner the preparations are complete the better. Besides, being awake leads to such interesting discoveries.

Like how Joseph has been keeping Fran of all people hidden in his room. When did this happen? Speaking off, Joseph will be staying behind to keep Horace safe until some Militia airships can come by to extract them. The Moonrace defector and some of his men will need to stay here to manage the groundside operations of the mass driver.

Oh, and Ladderum wants to come to the Moon after all.

You are prevented from asking what made him change his mind by a pulse of Pressure from Vestige, which makes you excuse yourself and hurry to the White Doll.

Vestige is waiting for you, wide awake and simmering in anticipation.

Loran.

You sit down in the pilot seat before you answer. "Yes?"

I just noticed those clunky normal suits they are planning on stuffing you into, and I decided I wanted none of it.




You are not going to space dressed like that, young man.

"Then what do you suggest? Do you have anything better available?" You doubt Vestige would argue if those normal suits were the only ones on hand, so surely they have something in mind.

Vestige grins.

Got it in one. Take a look:

A holographic mockup of yourself appears in front of you. You are dressed up in a next to skintight normal suit, black with two white stripes on each side. A dark blue stripe goes from the next down the middle of the suit's chest before it stops at the waist, where it goes around your body instead of continuing down.



This is the Type-TX normal suit, the bleeding edge of First Human normal suit technology. It will not only protect you from radiation and other ravages of space, it is also resistant to any small arms easily available with the technology of the current era. It is, however, not intended for combat outside of your Mobile Suit, so take care.

Another hologram appears to the side of the first one. This time your image is modeling a much bulkier suit, with what looks like armor covering much of the upper body.



And this is the Type-TX combat suit, intended for battles where a cockpit breach or hand to hand combat is likely. It doesn't come off as easily and cannot exactly be worn under anything but a War Mantle, but it will keep you alive better than anything you could think of wearing. It also has a small Biosensor in it to give you a boost while on foot, but like I said, good luck keeping this on the down low.

Vestige tilts their head.

So, what will it be?


[] Type-TX Normal Suit.

[] Type-TX Combat Suit.
 
Last edited:
[X] Type-TX Combat Suit.

It's a Zone of the Enders reference.

I have no choice.
 
[x] Another of the White Doll's systems. (System gains 1d100 Condition)
--[x] I-Field

[X] Type-TX Combat Suit.


Yeah, people will ask. I'm just going to vote for "the white doll did it" as an explanation.
 
I'll still stick the the combat suit since i expect we will have to dodge or get grazed by guns or explosions outside of the gundam.
 
[x] Another of the White Doll's systems. (System gains 1d100 Condition)
--[x] I-Field

[X] Type-TX Combat Suit.
Much as love I the pilot suit safety comes first.
 
[X] Keep it working on the Invisible Umbrella (342/500 Condition).

[X] Type-TX Combat Suit.
 
Last edited:
[X] Keep it working on the Invisible Umbrella (342/500 Condition).

[X] Type-TX Combat Suit.

The I-Field gives less than a full condition Invisible Umbrella at this point. Please get our bloody Cloak up when we're about to be outnumbered in the next bit
 
Why do people think a self-only partial cloak is even vaguely useful on an escort mission? Or even vaguely useful when 95% of the time people shooting at us is either desirable or a non-issue?

One: We don't get full cloak from Invisble Umbrella (Damaged). We can't cloak the rest of the group with Invisible Umbrella (Full) (Non-Combat mode). The Cloak will do jack and shit during the travel operation, and not that much once we're moonside.

Two: We have a Turn Unit, Harry Ord in the Gold Sumo, and a Quebely with funnels online. Mook hordes are really not much of threat atm.

Three: Hiding the Turn X just means the Mooks will always be firing on people who they can actually theoretically pose a meaningful threat to. We cannot die against most mook hordes, because mook horde units don't get to crit and most mook units don't have the gun to cause damage us without critting. And the ones that do are still praying for chip damage versus layered saves, regenning barriers and a regen power we can pull out.

Four: The I-Field is quite useful as our anti-beam defense is a lot worse than our anti-kinetic defense and we play shootout a lot.

Five : Cloaking is extremely situational for us, because as long as we have allies on the battlefield we do NOT want to be invisible because we can withstand far more firepower than everyone else on our side COMBINED. The Turn X is the squadron tank among other things, and stealth is not useful for the tank.

Six : The I-Field's area defense function improves a LOT with this upgrade because it now has high enough Field Density to reduce damage from rifle grade weapons. The I-Field can protect our allies who are NOT immune to standard issue weapons, the cloak can't without triggering Combat Mode.

You don't stealth the tank.

To put it bluntly: We WANT people shooting at us on the battlefield, because every shot aimed at us is one not aimed at people who are much, much squishier.

Pop quiz: How many successful hits do you need to take out Sochie's Quebely with a standard Beam Rifle? Answer: You need her to fail two armor saves to deal six damage. Standard issue beam rifle has pen one making the effective save 5+, so each hit has a 66% to cause 3 damage and the Quebely has Integrity 6. Three hits on average.

How many hits if the Quebely is behind a Widened fully upgrade I-field (assume integrity 10, save 3+, density 4+ regen 3)? Assuming all in one turn: I-field fails on third save, has 66% chance to save: average 9 hits, one point bleed through. THEN they need 3 hits on average. Assuming they can't land 12 hits in one turn - and remember that we can steal funnels so that's a no-go - they need to average 4.5 hits just to keep the field from regenning faster than they can damage it.

Now, how many successful Beam Rifle hits do you need to take out the Turn X: Answer: Depends entirely on crit rate, because standard issue 3/3 guns LITERALLY CANNOT HURT US without crits.

In general?

Taking out the Turn X requires plenty of crits in rapid succession or plenty of hits with big guns in rapid succession, because Armor Grade Six says that standard issue weapons do jackshit without crits and big guns that devastate most MS's chip the paint and Psycho-Regen says that if you can't average 5 or more damage per turn you're not actually achieving anything beyond making us stop using TK strike.

Taking out our allies, on the other hand, requires being able to land hits with normal level guns.

We do not want to hide. We want to be loud, in people's faces, and generally draw so much aggro that people shoot at us even when it's not the sound tactical decision because it won't do a thing.
 
Last edited:
So, I just checked up on the distance between Earth and Jupiter to get a number to put on the Moonlight Butterfly's max range. Turns out that the orbit of the two planets make the distance between them vary wildly, so the max range of the Moonlight Butterfly could be anything on a spectrum between 588 million and 968 million kilometers.

Or, to be more specific, a full release of the Moonlight Butterfly has a radius of 588-968 million kilometers with the Turn Unit at the center.



Also, @Pred1059 and @luckless21 have not picked a system to be repaired.
 
Week 25 Result
[X] Keep it working on the Invisible Umbrella (342/500 Condition).


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

Roll 1d100 Priority Repair = 65! Invisible Umbrella Condition is now 342+65!


*


[X] Type-TX Combat Suit.


Having selected the Type-TX Combat Suit, you lean back in anticipation for your new garment. A multicolored cloud of nanomachines surge into the cockpit, coming together to work tirelessly to make the heavy spacesuit. Before long a shape appears within the cloud, assembled atom by atom before your eyes. It is mostly black, and at first it appears to be nothing more than a thick bodysuit before the armor starts to form.

The fascinating display continues for several minutes until the cloud withdraws, leaving the heavy normal suit to fall into your lap. Vestige bids you goodbye as you leave the cockpit with your new suit, adding that it should be perfectly tailored to your body before the hatch closes.


*


You draw a lot of stares when you come out of your room on the Borjarnaught dressed in the black Combat Suit, and a few even reach for their sidearms before you open the helmet to reveal your face. The armored suit is equipped with a Psycommu System, so making the helmet enter its collapsed state is done with a thought.

The Almaiya, which you have just learned is named the Lunamantique, will be launched first by the mass driver and has moved into position while you were getting your new clothes made. Sid explains the plan when you run into him: The Lunamantique will be launched first and move to position so that it can enter the Zacktraeger at a later point of its rotation. The Borjarnaught will launch after the mass driver has been recharged, with the Militia ship then making the easier docking effort by following the instructions of the mass driver's calculations. The Almaiya will have to rely on the skill of its crew.

You are not too worried. The Zacktraeger has been a staple of Earth-Moon travel ever since Queen Dianna had it restored as one of the first efforts of the Return, so making a dock outside of optimal conditions should not pose too many problems to a Dianna Counter crew. The Militia crew, on the other hand…

Even if it is bolstered by a number of Moonrace technicians, a few civilians might ont be enough for something like this.

You raise your concerns with Sid, but he assures you that Kihel-as-Dianna has sent a pair of Dianna Counter soldiers to serve at the Borjarnaught's helm.




Corin is delighted to meet them for whatever reason. The sentiment is not returned.


*


With the Lunamantique but a light in the sky, you and the others of the Militia ship ready yourselves for takeoff. The Borjarnaught is already in place, waiting for the right moment to launch. Luckily the mass driver's reactors are operational enough that no recharge is required (from what you know of the Zacktraeger, its docking bay can hold up to four ships up to and including battleship displacement, so it should come as no surprise that the attached mass driver can launch four battleship-grade vessels in quick succession).

Every Mobile Suit on board has been bolted down, the engines are hot, and the ship itself has been locked in. the countdown finishes, and you are off.



The Borjarnaught rushes past Manupitch, magnetically accelerated along the circumference of the city before it is catapulted into the sky.



You, Sochie, Miashei and the other Mobile Suit pilots ride out the ascent in your Mobile Suits, firmly planted into your seats until the last touches of turbulence passes. You have left the atmosphere.



A few touches along the White Doll's holographic controls patch you into the Borjarnaught's sensors. You access the rear cameras, giving you a decent view of the upcoming Zacktraeger dock.



The Borjarnaught rolls to the left to be accommodated within its programmed dock, and you can feel the tension of the bridge crew from here as they match velocity with the onrushing cylinder. The docking process appears almost slow as the ship is eased into its berth, mechanical arms reaching out of the inner wall of the cylinder to clamp onto it, stopping it cold. Docking successful.




And that is definitively Gadget's presence you are feeling above you. Joy.


*


The Lunamantique contacts the bridge via Laser-Link once it has docked with Zacktraeger. Apparently they have been locked out of the Zacktraeger's controls, meaning that they will not be able to leave it at the jump-off point. A quick check confirms that the same goes for the Borjarnaught.

"I will go to the Gendarme-Class to ascertain Her Majesty's status." Declares Lieutenant Harry before he leaves the bridge. Lord Guin wants to send someone out too, that someone being you, of course.

You still have your commission, so you should be able to bring someone else if you wanted.


[] Go alone.

[] Bring Sochie.

[] Bring Corin & Arisa.

[] Bring everyone.



It is just a scouting mission, and fighting around the Zacktraeger is strictly forbidden, but with Gadget here anything could happen. You will need to be ready for a fight.


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

[] Mobility.
--[] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).
--[] Risk using the Voiture Lumiere.

[] Initial Left Hand Weapon.
--[] Dober Gun.
--[] Leo Beam Rifle.
--[] Type-TX Beam Pistol.
--[] Dainsleif Spear.
--[] Muttowooo Sword.
--[] 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.

[] Chorus. (Only if Sochie is present)
--[] Yes.
--[] No.
 
Back
Top