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

And closed. The winner is:

[X] Run into the wilderness until they give up.
[X] Defenses.
--[X] Odd Shield.
[X] Mobility.
--[X] Flight Mode.
[X] NT Empathy.
 
Prologue - END
[X] Run into the wilderness until they give up.
[X] Defenses.
--[X] Odd Shield.
[X] Mobility.
--[X] Flight Mode.
[X] NT Empathy.



You hurry to activate the shield and the Flight Mode. The WaDoms and the WADs hesitate for a second when the White Doll rises over the treetops, but then they charge straight towards you. Flying the White Doll is completely different compared to a propeller plane…


Loran

DC 75 for Flight = 84! Success! +10 Distance!


Dianna Counter

DC 40+30(Distance) for Pursuit = 12! Major Failure! +10 to next Turn's Pursuit roll! +10 for this Turn's Morale roll!

DC 10+15 for Morale = 48! Success!


As shown by your near-crash after a few minutes of slow flight, but you manage to hold it steady as you fly the ancient Mobile Suit. The Dianna Counter Suits speed up as best they can, but the terrain slows them down enough for you to fly into the sparsely populated wilderness between Nocis and the nearby mountains. You fly low over the forested hills, with the occasional slowdown to see how your pursuers are doing.

They appear to have stopped at some point to pick up a WAD struck by Militia artillery, but are still following you even with the widening distance between you. While you should be in range of the WaDom's weapons, the White Doll doesn't detect any lock-ons. Curious, maybe they have orders not to fire their heavy ordnance.


Loran

DC 75 for Flight = 14! Major Failure! -10 to Dianna Counter Pursuit DC! -10 Distance!


Dianna Counter

DC 40+20(Distance)+10(Major Failure)-10(Major Failure) for Pursuit = 50! Failure!

DC 20+10 for Morale = 80! Success!


And then disaster strikes. You clip a rocky outcropping right as you are about to speed up a little after checking on your pursuers, and the surprise makes you unbalance and crash the White Doll.

The Dianna Counter force eats up some of the distance before you can get the White Doll back in the air, but they fail to catch you. The chase continues.


Loran

DC 75 for Flight = 77! Success! +10 Distance!


Dianna Counter

DC 40+30(Distance) for Pursuit = 69! Failure! +10 Distance!

DC 30+20 for Morale = 9! Failure!


You hold the White Doll steady as you lead the Dianna Counter force through the wilderness, slowly widening the distance between you.

Your pursuers make a valiant attempt to keep the gap from widening further, but keep falling further and further behind. After another thirty minutes they give up and return the way they came. After you are certain that they are truly retreating, you take a roundabout way back to the Vicinity area to hide the White Doll.


When you get back it has been almost three hours since this chase began. The clear skies have given way to grey clouds and light rain, and descending through them come another dozen Moonrace ships. Most of them are transports, but there are two more Almaiyas with them. Escorting the small fleet is a swarm of SUMOs, the mobile suits of the Royal Guard.


In the lead is a golden one, heralding the arrival of the Captain of the Guard.


You cannot see the Soleil, the flagship of the Moonrace space forces, anywhere so Her Majesty has yet to descend. But with the Royal Guard here it is only a matter of time.


Speaking of matters of time, you need to think of what answer to give to Lord Guin…


[] Accept for now. Without the White Doll the Dianna Counter will have free reign over Inglessa, and you can always reconsider when Queen Dianna comes to clear this up.

[] Refuse and don't pick a side. It might be cowardly, but you would rather not commit to anything before Queen Dianna arrives.

[] Refuse and take the White Doll to the Dianna Counter. If they let you keep it you will be better placed to prevent atrocities like those of last night before Queen Dianna comes to rein them in.




PROLOGUE END
 
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[X] Accept for now. Without the White Doll the Dianna Counter will have free reign over Inglessa, and you can always reconsider when Queen Dianna comes to clear this up.
 
[X] Accept for now. Without the White Doll the Dianna Counter will have free reign over Inglessa, and you can always reconsider when Queen Dianna comes to clear this up.
 
And closed. The winner is:

[X] Accept for now. Without the White Doll the Dianna Counter will have free reign over Inglessa, and you can always reconsider when Queen Dianna comes to clear this up.
 
Week 1 + Dream 1
Week 1 (Week 1 of the Lunar-Inglessan Dispute)


[X] Accept for now. Without the White Doll the Dianna Counter will have free reign over Inglessa, and you can always reconsider when Queen Dianna comes to clear this up.



As the sun sets you find yourself in the office of Lord Guin Sard Rhineford, ruler of Inglessa and 'Royal Heir' of Ameria.



You have met the man a few times while working as one of the Haim family's chauffeurs, and you really wish he'd stop calling you-

"Laura, I am glad you accepted my offer."

That. It is weird being called your mother's name.

Lord Guin's office is within Bostonia Castle, the old seat of the Sard Rhineford family.



"With your White Doll on our side the Moonrace will not be able to simply walk over us. Not that I intend to place this burden entirely on you, of course." He stands up from behind his desk and walks over to the window. Once there he waves you over and points towards the mountains. "I believe you have met with Sid Munzer and his assistant?"

"Yes, sir." You passed a lot of mourners on the way here, you hope they'll be able to move on.



He smiles. "I have assigned them equipment, crews and funding to search for more buried mechanical dolls. If we become too strong to easily defeat, the Dianna Counter will be forced to negotiate."

Personally you are placing your hopes on Queen Dianna being able to sort this out, but you aren't going to tell him that of course.

"There will be some representatives from the Dianna Counter coming here at the end of the week to work out a ceasefire. I can only hope the peace holds until then."


You are shown to a guest room in the castle, whereupon it hits you that you have not slept since the night before yesterday. You fall asleep the instant your head hit the pillow.


*

You are tired, so very tired. Your body is slowly failing, still more like a viscous liquid than solid flesh, but you only have to complete your task. This one thing.

Then you can sleep.

The five of them stand before you, five warriors clad in furs. They come from all over the world, their journey to this place made possible by the Blessing of Flesh. Their Blessings are weaker than you are used to, but you suppose it is impressive that they retained them at all after…

Shaking yourself out of your thoughts, you beckon them forward. There is no time to wonder now, and the five marks on your left arm might as well be put to good use. You place a mark on the back of the right hand of each warrior. You tell them of their duty, to safeguard the world while you are gone.

They accept.



When you awake again, body fully recovered, you are just in time to see the successors of the five warriors defeat a twisted combination of a giant mobile suit and a space colony.

A closer look at the wreckage reveals something interesting: It is similar to a primitive Turn system but-



---



After waking up once more, your body restored (if still frailer than it should be), you spend a few hours pondering how one of the successors of those five defeated that giant mobile suit/space colony hybrid:

An external expression of the Blessing of Flesh, how interesting. It's been centuries since using those outside of hand to hand combat was practical.


You make your way down the mountain to where you sense a settlement, though it is much closer than you first thought. Has your Blessing of Spirit dulled after the nanites?

When you first seen one of them you have to force yourself not to puke. It greets you in a purely vocal fashion, the mindless, soulless thing turning its shambling, crippled body towards you. Was this what you were planning to turn the rebels into? Was this what the limiters would do?
Your feelings of horror and disgust root you in place. Fear, unfamiliar and unwelcome, threatens to destroy your ability to think coherent thoughts, but you manage to overcome.

You tentatively reach out towards it with your Blessing of Spirit. Its complete lack of mental defenses allows you to quickly learn how to input the correct verbalizations to learn where you are.



A month and some false memories later, and you have always lived in the tiny village, a short trip to the nearest city and some hacking ensuring that everything is in place.

Your new nationality is Neo-German, your new date of birth: the 7th of April FC 31.


With your place in the world secure you decide to catch a flight to the Neo-Japan space colony. You need to check out the wreckage of that giant mobile suit.

And maybe you'll find some actual people up there.



---



Alas, you've found no actual people on the space colony part of Neo-Japan. All you have found on your way to the cordoned-off wreck of the giant mobile suit is an endless multitude of the same revolting caricatures of humanity you found down on Earth.

Getting through the cordon is simple enough, the guards are easily avoided and the rudimentary security systems they managed to set up during the last month is just as easily bypassed. You have almost reached the spot your Blessing of Spirit tells you is the core of the space colony/mobile suit hybrid when you sense something…familiar.


It is oddly depressing how long it takes you to recognize the sensation of being within a certain distance from another human being.

As much as you long for actual human contact, you press on.


The core is for the most part ruined beyond all repair, though you do find a small nanite manufacturing unit while searching for hints as to how the successors of those five managed to defeat such a machine.

Closer scrutiny reveals that it is similar to a primitive Turn System…

-Flash-

While the exact nature of the nanites produced by the machine in your hands escapes you, you manage to glimpse that they are constructors/reconstructors of some sort. You have to take it with you-

"Who are you?!"

You almost jump in surprise. Your elation over your find clouded your awareness to the extent that the other human managed to enter the central chamber of the massive wreck without you noticing.

Turning around, you size up the intruder:

Black hair and eyes, red headband with matching cloak, fingerless gloves, and looks that mark him as being from Neo-Japan.

Most interesting however, is the fact that he carries your Hird Brand on the back of his right hand. The 'Heart of the Conquering King' if you are not mistaken.


He is confused as to why his Hird Brand is reacting to your presence and makes no attempt to shield his emotions from your Blessing of Spirit. Doesn't he know what it is? You didn't tell the five warriors the exact details, but surely they managed to discover it on their own?

For a moment you consider your options. Talk to him? Fight him? Compel him through the Brand? But he seems to have made the choice for you as he disregards his confusion to launch a flying kick at your head.

It is easily blocked, though something odd happens the moment his leg meets your blocking arm, as well as the following times your exchanged blows meet: Some kind of pseudo-Communion is initiated every time, growing stronger and clearer with every initiation.

Disappointment forces its way through your disgust (if barely), filling you with its cloying bitterness. He isn't human at all! His Blessing of Spirit is a mutation, a grotesque, stunted outgrowth of his Blessing of Flesh!

Your anger momentarily overcomes your reason, and your opponent crashes into a wall as your next blow catches him full force in the chest. A bad move, not only did you run the risk of killing the only human-ish being you've found so far, but your own body has also taken damage, your arm maintaining cohesion only through heavy application of telekinesis. He struggles to get up, but loses all his strength and falls unconscious after you turn his Brand against him. You almost regret doing it to him after the redness of rage fully fades from your mind, turning a Hirdperson's Brand against them is…

No matter. You walk up to his unconscious body, placing your hands on his temples as you dive into his memories. Time to find out how he defeated the hybrid.



…What is 'love'? The closest comparison your mind comes up with is 'mutual devoted admiration'

Whatever it is, trying to make sense of it makes your head hurt.

Yet it granted this one and his…partner? Mate? enough power to destroy the hybrid…


Breaking the connection, you grab the nanite manufacturer and make your way out of here and back to your current home. There is research to be done.



---



'This is amazing' you conclude as you study the primitive nanite manufacturer back at your home in Neo-Germany. Getting back without causing a scene took some effort, the Turn-Type nanites holding your body together threatening to fail after the strain of fighting the mutant amongst the wreckage of the giant mobile suit.

But the nanites made by this device, the DG Cells if the information you got from what passes for the Q-Network in this era is correct, are made with the preservation and strengthening of biological matter in mind, as well as reparative terraforming, if you found a way to make them work in unison with the Turn System…



Almost two years after the fight in the remains of that massive mobile suit you feel your old strength returning to your body, the perfected result of your experiments on the Turn Type nanites working in harmony with the customized DG-Cells to restore it.

And you know exactly what your first order of business is…


To say that Raizo Kasshu is surprised when you drop the DG-Cell manufacturer you took on his desk, along with all the notes and records of your research on said nanites, before running away would be an enormous understatement.


With your work here done, you are about to purchase your ticket back to Neo-Germany when you spot the mutant accompanied by a woman whose Blessings are far weaker than his. If you remember correctly it was that one who did that 'love' thing with him to destroy the giant mobile suit…


You don't observe them for long. Watching the mutant makes the Master Brand on the back of your left hand itch. It also reminds you of Satang Sang-Sang and the Hird Brand that once marked the back of your own right hand. It vanished while you were sleeping, before you branded those five on the mountain.

As if you needed more reminders that he was dead.


It was a butterfly within a cogwheel. He had made it specifically for you…



---



Decades pass, turning into centuries as you stay in that little village in Earthside Neo-Germany. You have faked your death a dozen times, taking up the role of your current identity's illegitimate or adopted son time and time again as you run your experiments on the Turn System and its nanites.

One day a foreboding feeling fills you, and you have been a warrior too long for feelings like this to go ignored. Besides, you know exactly what is coming.

You approach the current descendants of the five warriors on the mountain, and when the Enemy comes it is met by an army of warriors and soldiers gathered from all across the humanity that is.

Your army is utterly annihilated, the last unit destroyed after two minutes and forty-six seconds.


You realize, as you crawl out of the Pacific Ocean, your unique condition safeguarding you from the majority of the Enemy's attack, that you should not be surprised at the outcome: The army you gathered wouldn't have held against a single proper battlefleet, and the Enemy has defeated dozens of those on its own.

No, to defeat the Enemy you would need to start earlier, to guide the cycle as much as you can with the goal of the current civilization gaining enough strength to successfully resist should the Enemy return again.

But for now: Sleep. It is going to be a long wait until humanity gets back on its feet, and you are too wounded to help them right now.

At least the Turn System isn't damaged. That will make things a lot easier.


*


You wake up, shaking your head at the vivid dream. You have a couple of days free this week, beside some patrols and briefings and you know just how to spend them.


Roll 1d2 for Self-Repair = 1! White Doll regains 1 Integrity!
White Doll Integrity = 5/12


Choose 2

[] Familiarize yourself with the White Doll.

[] Go see how Sochie is doing.

[] Experiment with Pressure.

[] Check on Keith and Fran.

[] Sneak off to the Dianna Counter camp and report the completion of your scouting mission before going back to Nocis.
--[] For closure's sake.
--[] Try to get some information out of them.

[] See how Sid and Joseph's work is going.
 
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So, apparently, this is a Correct Century That follows the Future Century. At least, it occured sometime before now. Gauging from the flashbacks, there is more to this story that has to be told.

Not super familiar with every Gundam Universe, so some of the terms being thrown around may escape me. We'll see where we go from here.

For now, let's see if we can meet up with Sochie, and test out our new abilities.

[X] Go see how Sochie is doing.
[X] Experiment with Pressure.
 
Week 1 - Result
[X] Go see how Sochie is doing.


Sochie, you discover after taking the White Doll back to the Heim mansion, was dragged out of bed by Miashei while you were leading the Dianna Counter on a wild goose chase around the wilderness. You eventually track them down to the Kune airstrip right outside Vicinity. Ladderum is there to tell you where the two girls went.

"My girl's been teachin' Miss Heim how to fly a Hipheavy." The man says while installing the heavy machinegun on another Hipheavy fighter-bomber. "They kept going until sunset last night, and went right back to it after breakfast today." A Hipheavy comes in for landing, but you cannot see Sochie or Miashei in the seats.



"Loran? What are you doing here?"

You jump and turn around to come face to face with Miashei. She is looking you up and down in confusion with a chunk of bread in one hand and a cup of coffee in the other. "I'm looking for Sochie." You manage to force out.

Miashei shrugs. "She's off getting lunch. We've been hard at work here!"

You tilt your head. "I know I know, but…why?"

She forces the last of her bread and washes it down with a gulp of coffee. "She wants some payback, as do most of us. We can't just let-"

"Miashei."

The two of you look over to Sochie, who is holding her own lunch as she walks up to you. "Could you leave us alone for a bit?"

Miashei looks back and forth between you and Sochie before she smirks and walks off.

Neither you nor Sochie say anything to begin with. "How are you holding up?" You dare to ask when it becomes clear that Sochie would rather eat than start the conversation.

She swallows her food before answering. "Better. No thanks to you." Her Pressure bristles for an instant, but settles down with an aura of wounded hunger.

"…That's not fair." You mumble, but anything further is cut off by Sochie's Pressure slamming itself against your own.

"Stop feeling guilty! You didn't do anything! You-you-!" Her Pressure boils and thrashes with rage (mostly directed at you) and hunger (entirely directed at you) during her outburst. She calms down right afterwards and wipes her eyes.

"I-I'm alright. Can we talk later? I need to go see Miashei."

You step aside to let her pass. Her Pressure almost makes you grab her arm to press further, but you decide against it.

You'll have to talk to her later, but at least she is feeling a little better.




[X] Familiarize yourself with the White Doll.


A couple of days later and you finally have the time to thoroughly go through the White Doll's systems. Hours pass as you decipher every holographic key you find, cataloguing everything as they come, every last system and control.

You make some interesting discoveries: Every weapon system on the White Doll is inoperable, the system provided by the Bubble icon is most likely an I-Field, and the system that makes the White Doll's armor slide about somehow amplifies the powers you were given to a degree beyond what you are used to but tires you out almost immediately afterwards. The White Doll can also split into nine pieces (ten with the backpack), each with their own flight capability.


Pilot Level (White Doll) is now 2! White Doll has been added to the Mobile Suit Informational Threadmark!


There are some other systems, almost all of them damaged (many of those heavily so), but the most interesting is one of the fully operational systems: You think it is some sort of self-repair systems, or rather a trio of such systems.

The first seems dedicated to repairing the White Doll itself, focusing entirely on maintaining its frame and armor.

The second is slowly repairing everything that is not completely ruined, and now that the White Doll is active it will surely see all its systems come online. One day.

The third, however, is inactive. If you are reading this correctly it requires the pilot to designate a system for priority repairs. Considering the state of the White Doll, you turn it on and set it to repair-


[] The White Doll itself. (Recover 7d2 Integrity)

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




The day of the meeting has come, and a convoy of several military cars from the Dianna Counter, escorted by a pair of WADs, arrive at Bostonia Castle with a group of officers and guards.

Lord Guin gave you a choice as to where you will be staying. You chose to.


[] Stay outside the castle in the White Doll.

[] Stay in the corridor outside the meeting room.



*********


White Doll repair systems:


Frame Repair will recover 1d2 Integrity every day, to a total of 7d2 per week.

System Repair will recover 1 point of Condition for all systems other than the inoperable ones

Priority Repair will recover a fullt week's worth of Integrity or 1d100 to whatever system is selected.


Defensive Systems.


Armor. 1/500 (Heavily Damaged)

Armor Grade: 6-3

Armor Save: 4+

Special:

-Beam Resistant 1: Beams that hit this unit lose one level of Penetration vs Armor.


Left Arm Lightwave Shield 1/200 (Damaged)

Shield Grade: 4-1

Shield Size: Medium.

Shield Save: 4+

Shield Integrity: 4

Special:

-Lightwave Shield: Does not block lasers.

-Regenerate 1: Regains 1 Integrity at the end of each Turn.


I-Field. 1/500 (Heavily Damaged)

Field Density: 6-3

Dissipation Save: 4+

Field Integrity: 4

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.

-Regenerate 1: Regains 1 Integrity at the end of each Turn.



Mobility Systems.


Landskimmers. 1/200 (Damaged)

-Speed +: Hidden -15 modifier to speed DC while on the ground.


Lightwave Maneuvering Thrusters (Flight Mode). 1/200 (Damaged)

-Flight: Unit can fly. Terrain modifiers ignored.

-Lightwave Propulsion: This system requires no fuel, only energy.

-Slow Flight: No speed DC modifier.


Lightwave Main Propulsion (Voiture Lumiere). 1/500 (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 and Engagement is 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 1/500 (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 1/500 (Heavily Damaged)

-Decoy 1: Produces a faint afterimage.



Misc Systems.


LUNA Energy Transference Module 1/500 (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 1/500 (Heavily Damaged)

-Carapace Flight Mode 1/200 (Damaged)


Weapon in the same place as the Beam Saber.


Three small weapons around the Beam Saber.


Four small weapons on the White Doll's head.


Weapon on the left wrist.


Weapon deep in both legs.


Weapon in the chest.


Weapon in the shoulders.


Weapon deep in the left arm.

Weapon in the waist.
 
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[X] One of the White Doll's systems. (System gains 1d100 Condition)
--[X] I-Field

[X] Stay outside the castle in the White Doll.
 
[X] One of the White Doll's systems. (System gains 1d100 Condition)
--[X] I-Field

[X] Stay outside the castle in the White Doll.
 
[X] One of the White Doll's systems. (System gains 1d100 Condition)
--[X] I-Field

[X] Stay outside the castle in the White Doll.
 
And closed. The winners are:

[X] One of the White Doll's systems. (System gains 1d100 Condition)
--[X] I-Field

[X] Stay outside the castle in the White Doll.
 
Huh
the Turn X have the Stargazer propuksion system
interesting, that thing can render beam weapon a joke IIRC​
 
Week 1 Result Part 2
[X] One of the White Doll's systems. (System gains 1d100 Condition)
--[X] I-Field


You select the I-Field for priority repairs. Outwardly nothing seems to change about the White Doll, but according to the display the third repair system is now hard at work. This would be so much easier if you could read the text…


1d100 Priority Repair = 78! I-Field Condition is now 1+78/500!



[X] Stay outside the castle in the White Doll.



You opted for staying outside in the White Doll, though it makes the Dianna Counter add a silver SUMO to their escort. As much as you would like to try making conversation with your counterpart, you haven't found out how to solve the issue of incompatible comm-gear. Maybe a contact-link? Questions for later. Besides, the royal guardsman might take it the wrong way if you suddenly walk your mobile suit up to theirs and grab its shoulder.

Leading the Dianna Counter delegation is a man in a colonel's uniform, though he is outshone by a man whose uniform declares him to be the captain of the Royal Guard.


He glances up at the White Doll. His glasses makes it impossible for you to tell where he is looking, but if you are reading his (almost unnoticeably brighter than that of most people) Pressure right, his eyes do not linger on any specific part of the White Doll. Is he looking for the cockpit?

Whatever he was trying to do, the moment passes and he enters Bostonia Castle with the others.


Less than thirty minutes pass before the delegation storms out of Bostonia Castle. It doesn't take long for you to figure out what happened: Of those in captain's uniforms both have their sidearms out, the Colonel's body is being carried by two soldiers, and you can feel the rage of the entire delegation from here. Someone must have started a fight during the talks.


You leave the White Doll after their convoy is out of sight, entering Bostonia to find it in disarray. Guards are scurrying hither and dither wherever you look, two of them carrying the body of an old man you do not know on a stretcher. He's dead.

Lord Guin is in the conference room, looking over papers handed to him by Kihel and his other secretaries. Sometimes he glances forlornly at a pile of documents on the side. Those must have been part of the talks, judging by the small blood splatter on them.

"Hello, Loran." He says tiredly as you walk in. "Was there something you needed?"

You hesitate a second before answering. "If I may, sir…what happened here?"

"Elder Inura shot the Moon Colonel with a crossbow and was shot by one of the captains in return. Apparently a nephew of his was killed during the attack last week." Lord Guin answers with a sneer. "They left right after shooting him."

Who is elder Inura? "I'm…sorry, sir."

"Don't be." Lord Guin answers airily, turning around after signing another paper. "Nothing you could have done.



[] "What happens now, sir?"

[] Excuse yourself and talk to Kihel. You haven't spoken since before the Coming of Age Ceremony.
 
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Week 2
Week 2 (Week 2 of the Lunar-Inglessan Dispute)


[X] "What happens now, sir?"


You lean forward, catching a glimpse of a few requisition orders in the process. "What happens now, sir?"

Lord Guin pauses his writing. "We managed to work out a ceasefire until their queen comes down from the moon. The negotiations will continue then." He glances over his shoulder at you. "I don't expect there to be any significant fighting, but be prepared should the Dianna Counter enter our territory."

You snap a quick salute and excuse yourself, but are stopped at the door. "Laura?"

"Sir?"

Lord Guin holds up a document, satisfaction radiating off him. "Sid has found some Dark History technology in the Heim mines. He believes they are mechanical dolls, if of a different sort than those of the Moon." He makes a pleased sound. "The gap between us is shrinking as we speak…"

You really would rather not put that to the test. Even if the Militia gains parity of technology it does not mean that they have parity of doctrine or institutional experience. Besides, the Dianna Counter elements present in Inglessa are merely a vanguard force. If this becomes a shooting war against the full might of the Dianna Counter, then Inglessa will be conquered even if the Militia digs up a dozen White Dolls.


*


Back in the White Doll you look through your schedule: Lots of patrols, but you still have free hours to do with as you please.

Queen Dianna will be here later this week or the week after...



Roll 6d2 for Self-Repair = 9!

White Doll Integrity = 12/12



Choose 2

[] Practice with the White Doll.

[] Go see if Sochie is feeling better.

[] Experiment with Pressure.

[] Check on Keith and Fran.

[] Sneak off to the Dianna Counter camp and report the completion of your scouting mission before going back to Nocis.
--[] For closure's sake.
--[] Try to get some information out of them.

[] Visit the Heim mines to see what Sid and Joseph have found up there.

[] Go on some extra patrols.

[] Keep Kihel and Mrs. Heim company.
 
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