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

Kill Without Malice only affects Laura's Attacks, so Pinpoint/Shatterpoint & Remote viewing still work if you catch her before she can hide at the end of the Turn, which Third Eye gives you a chance to do.

And you can use Systems that are not fully restored, they will just be switched off when Combat Mode is activated because they cannot handle the massive increase in power.
I realized the second part.

Edited my plan to adjust already.

Am about to edit in NT Empathy use.
 
[x] Engagement range.
--[x] Close in.

[x] Mobility.
--[x] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).

[x] Initial Left Hand Weapon.
--[x] Type-TX Bazooka.

[x] Destruction Manipulator Melee Weapon.
--[x] Shining Finger.

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

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

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

[x] NT Power.
Choose 3
--[x] Channeling
--[x] Psyco-Regen.
--[x] NT Empathy.

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

[x] Combat Mode. (Warning: All Attacks are Merciless vs Non-Turn Units)
--[x] If the battle drags on. (Activate on Turn 3)
--[x] Switch to the shield only on entering combat mode.
 
[X] Engagement range.
--[X] Close in.

[X] Mobility.
--[X] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).

[X] Initial Left Hand Weapon.
--[X] Type-TX Bazooka.

[X] Destruction Manipulator Melee Weapon.
--[X] Shining Finger.

[X] Destruction Manipulator Ranged Weapon.
--[X] Buster Rifle.
Wave Surge.

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

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

[X] NT Power.
Choose 3
--[X] Channeling
--[X] Psyco-Regen.
--[X] NT Empathy.

[X] Psycho-Field. (NT-D Mode only)
--[X] Spatial Distortion.

[X] Combat Mode. (Warning: All Attacks are Merciless vs Non-Turn Units)
--[X] If the battle drags on. (Activate on Turn 3)
--[X] Switch to the shield only on entering combat mode.
 
[X] Engagement range.
--[X] Close in.

[X] Mobility.
--[X] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).

[X] Initial Left Hand Weapon.
--[X] Type-TX Bazooka.

[X] Destruction Manipulator Melee Weapon.
--[X] Shining Finger.

[X] Destruction Manipulator Ranged Weapon.
--[X] Buster Rifle.
Wave Surge.

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

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

[X] NT Power.
Choose 3
--[X] Channeling
--[X] Psyco-Regen.
--[X] NT Empathy.

[X] Psycho-Field. (NT-D Mode only)
--[X] Spatial Distortion.

[X] Combat Mode. (Warning: All Attacks are Merciless vs Non-Turn Units)
--[X] If the battle drags on. (Activate on Turn 3)
--[X] Switch to the shield only on entering combat mode.
 
[X] Engagement range.
--[X] Close in.

[X] Mobility.
--[X] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).

[X] Initial Left Hand Weapon.
--[X] Type-TX Bazooka.

[X] Destruction Manipulator Melee Weapon.
--[X] Shining Finger.

[X] Destruction Manipulator Ranged Weapon.
--[X] Buster Rifle.
Wave Surge.

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

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

[X] NT Power.
Choose 3
--[X] Channeling
--[X] Psyco-Regen.
--[X] NT Empathy.

[X] Psycho-Field. (NT-D Mode only)
--[X] Spatial Distortion.

[X] Combat Mode. (Warning: All Attacks are Merciless vs Non-Turn Units)
--[X] If the battle drags on. (Activate on Turn 3)
--[X] Switch to the shield only on entering combat mode.
 
Votes so far:
Adhoc vote count started by Iceblocks on Apr 9, 2018 at 9:32 AM, finished with 1680 posts and 5 votes.

  • [x] Engagement range.
    --[x] Close in.
    [x] Mobility.
    --[x] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).
    [x] Initial Left Hand Weapon.
    --[x] Type-TX Bazooka.
    [x] Destruction Manipulator Melee Weapon.
    --[x] Shining Finger.
    [x] Destruction Manipulator Ranged Weapon.
    --[x] Buster Rifle.
    [x] Defenses.
    --[x] Activate both of them.
    [x] NT Systems.
    --[x] Activate the NT-D Mode.
    [x] NT Power.
    --[x] Channeling
    --[x] Psyco-Regen.
    --[x] NT Empathy.
    [x] Psycho-Field. (NT-D Mode only)
    --[x] Spatial Distortion.
    [x] Combat Mode. (Warning: All Attacks are Merciless vs Non-Turn Units)
    --[x] If the battle drags on. (Activate on Turn 3)
    --[x] Switch to the shield only on entering combat mode.
 
Week 26 Result Part 14
[X] Plan pheonix89.

[X] Engagement range.
--[X] Close in.
[X] Mobility.
--[X] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).
[X] Initial Left Hand Weapon.
--[X] Type-TX Bazooka.
[X] Destruction Manipulator Melee Weapon.
--[X] Shining Finger.
[X] Destruction Manipulator Ranged Weapon.
--[X] Buster Rifle.
[X] Defenses.
--[X] Activate both of them.
[X] NT Systems.
--[X] Activate the NT-D Mode.
[X] NT Power.
--[X] Channeling
--[X] Psyco-Regen.
--[X] NT Empathy.
[X] Psycho-Field. (NT-D Mode only)
--[X] Spatial Distortion.
[X] Combat Mode. (Warning: All Attacks are Merciless vs Non-Turn Units)
--[X] If the battle drags on. (Activate on Turn 3)
--[X] Switch to the shield only on entering combat mode.


"I really have to kill you, don't I?" You ask the empty void as you bring the White Doll's systems online and retrieve the Type-TX Bazooka from its mount on the backpack. When Laura reappears, you will have to be ready.


Turn order is: Laura, Loran.


Laura Cehack (Sid Laura Cehack Custom) 20/20

DC 40 Wraith vs Third Eye = 99! Success! Loran is Ambushed!

Alpha Strike! Max number of ranged Attacks this Turn!

Sid Beam Cannons 6d2 Attacks = 12!

12DC 40-40(Ambush)-15(Pinpoint Vision)-20(Offensive Beam Redirection) Sid Beam Cannons Hit = 11; 76; 47; 10; 18; 25; 21; 92; 39; 31, 54, 39! 10 Successes! 2 Major Successes! -20 to Sid Beam Cannons Hit DC next Turn!

12DC 4 Target I-Field Save = 5; 6; 4; 4; 1; 5; 3; 4; 1; 2, 4, 5! 8 Successes! 4 Failures! I-Field Broken! 5 Attacks go through! 1 Attack goes through in a reduced state!

DC 1+2(Penetration)-1(Beam Resistant Armor)-2(Armor Grade) Target Armor Save = 1! Failure!

Loran Cehack (White Doll) takes 2(5-2(Armor Grade)-1(I-Field Dampening))

5DC 1+2(Penetration)-1(Beam Resistant Armor)-2(Armor Grade) Target Armor Save = 2; 4; 3; 4; 6! 5 Successes!

Feather Missile Launchers 2d8 Attacks = 16!

16DC 40-40(Ambush)-15(Pinpoint Vision) Feather Missile Launchers Hit = 32; 7; 29; 69; 8; 33; 84; 90; 45; 80, 5; 8; 87; 58; 45; 6! 5 Failures! 6 Successes! 5 Major Successes! -50 to Feather Missile Launchers Hit DC next Turn!

Point Defense! Turn X Fleche Lumiere PD Lasers 4d1 Attacks = 4!

4DC 60-40(Laser) Turn X Fleche Lumiere PD Lasers Hit = 89; 85; 41; 31! 4 Successes!

4DC 6 Missile Armor Save vs Weak Laser = 4; 4; 2; 4! 4 Failures!

4 Feather Missile Launcher Successes removed!

7DC 1+1(Penetration)-3(Armor Grade) Target Armor Save = 5; 2; 3; 3; 5; 4; 3! 7 Successes!


Loran Cehack (White Doll) 10/12 4/4(Shield) 0/6(I-Field)

1d100 for Channeling = 34!

Channeling Asemu Asuno! Loran meets the conditions for 1 bonus!

+1 Piloting Level vs Sid-type Mobile Armors!

Alpha Strike! Max number of ranged Attacks this Turn!

Destruction Manipulator Buster Rifle 1d2 Attacks = 2!

2DC 50-20(Large Target)-15(Pinpoint Vision)+20(Enemy NT Empathy vs Hidden Hand) Destruction Manipulator Buster Rifle Hit = 57; 87! 1 Success! 1 Major Success! -10 to Destruction Manipulator Buster Rifle Hit DC next Turn!

2DC 2+2(Penetration)-1(Beam Resistant Armor)-1(Armor Grade) Target Armor Save = 6, 6! 2 Successes!

Wave Surge! Laura Cehack (Sid Laura Cehack Custom) takes 2(2+2-1-1) Integrity Damage!

Type-TX Bazooka 1d2+1 Attacks = 3!

3DC 50-20(Large Target)-15(Pinpoint Vision)+20(Enemy NT Empathy vs Hidden Hand) Type-TX Bazooka Hit = 70; 66; 28! 1 Failure! 2 Successes!

2DC 2+2(Penetration)-1(Armor Grade) Target Armor Save = 5; 1! 1 Success! 1 Failure!

Laura Cehack (Sid Laura Cehack Custom) takes 3(4-1(Armor Grade)) Integrity Damage!

Anti-Large! DC 2+2(Penetration)-1(Armor Grade) Target Armor Save = 3! Failure!

Laura Cehack (Sid Laura Cehack Custom) takes 1(2-1(Armor Grade)) Integrity Damage!

Wrist Beam Gun 2d2 Attacks = 4!

4DC 50-20(Large Target)-15(Pinpoint Vision)+20(Enemy NT Empathy vs Hidden Hand) Wrist Beam Gun Hit = 63; 22; 29; 65! 2 Successes! 2 Failures!

2DC 2+1(Penetration)-1(Beam Resistant Armor)+1(Armor Grade) = 2; 5! 2 Successes!

Psycho-Field!

DC10+20(Enemy NT-Empathy vs Hidden Hand) Spatial Distortion Hit = 61! Success!

DC 5 Target Armor Save = 1! Failure!

Laura Cehack (Sid Laura Cehack Custom) takes 10 Integrity Damage!

DC 60 Third Eye vs Laura = 75! Laura does not resume Ambush!





Laura Cehack Regenerates 4 Integrity with Psyco-Regen!

Loran Cehack Regenerates 2 Integrity with Psyco-Regen!

Sid Laura Cehack Custom Regenerates 2 Integrity with Self-Repair 2!

White Doll I-Field Regenerates 2 Integrity.


The first response you get is a massed, synchronous volley of heavy beam fire to the back, followed by a swarm of missiles. The beams break through your I-Field and reduce a small part of the White Doll into slag, but the missiles that make it through your new point defense lasers do nothing but scratch your armor. Had you been piloting something even slightly less durable you would have been instantly reduced to stardust.

The second response you get is an amused huff over the radio.

"Don't make me laugh, Loran." Sighs Laura with a touch of resigned disappointment. "You think you can defeat me? Children who oppose their parents can never hope to surpass them!"

But you do not spend the time she talks idly: While you are drawing a bead on her you reach out to the next world, calling on one of the trillions there to aid you.

And one of them answers.

A Sid, huh? I remember Sir Kreis giving a few of them to Queen Junno.



My Name's Asemu Asuno, and I know a thing or two about fighting them. Let's go!

With Asemu's help you find it easier to keep up with Laura's draconic Mobile Armor, as if she was your peer as a pilot rather than your superior. Both of your Buster Rifle Shots strike true as you try to close in, failing to pierce the Sid's armor but causing damage nonetheless. The Type-TX Bazooka is for the first time since you got it fired at a moving target, to acceptable effect as two out of three shots hit, with one going through the armor. Only half of the shots from the beam gun on your wrist manage to hit their target, much to the same effect as raindrops.

The Spatial Distortion you hit her with, on the other hand, forces a small pulse of panic from her as half her Mobile Armor is crushed and twisted into unrecognizability by the awesome forces of your Psycho-Field. To your dismay she manages to force some of it back to functionality through the use of Psyco-Regen.

Laura tries to go back into hiding, but your Third Eye locks onto her before she can hide again. You have eliminated her main advantage. Time to see if she becomes easier to fight like this.


DC 50 for Initiative = 84! Loran goes first!

Laura Cehack forms a Psyco-Shroud!


Loran Cehack (White Doll) 12/12 4/4(Shield) 0/6(I-Field)

DC 70-20(Flight+) for Closing In = 89! Closing In!

Destruction Manipulator Buster Rifle 1d2 Attacks = 2!

2DC 50-20(Large Target)-15(Pinpoint Vision)-10(Major Success)+20(Enemy NT Empathy vs Hidden Hand) Destruction Manipulator Buster Rifle Hit = 21; 82! 1 Failure! 1 Major Success! -10 to Destruction Manipulator Buster Rifle Hit DC next Turn!

DC 5 Target Shroud Save = 2! Failure! Shroud Broken!

Type-TX Bazooka is reloading!

Wrist Beam Gun 2d2 Attacks = 3!

3DC 50-20(Large Target)-15(Pinpoint Vision)+20(Enemy NT Empathy vs Hidden Hand) Wrist Beam Gun Hit = 27; 31; 83! 1 Major Success! 2 Failures! -10 to Wrist Beam Gun Hit DC next Turn!

DC 2+1(Penetration)-1(Beam Resistant Armor)-1(Armor Grade) Target Armor Save! = 3! Success!


Laura Cehack (Sid Laura Cehack Custom) 10/20

Sid Beam Cannons 6d2 Attacks = 7!

7DC 50-15(Pinpoint Vision)-20(Offensive Beam Redirection)-20(Major Successes) Sid Beam Cannons Hit = 61; 20; 22; 77; 3; 17; 34! 1 Failure! 5 Successes! 1 Major Success! -10 to Sid Beam Cannons Hit DC next Turn!

5DC 4 Target I-Field Save = 6; 6; 5; 3; 2! 3 Successes! 2 Failures! I-Field Broken! 1 Attack go through! 1 Attack goes through in a reduced state!

DC 3+2(Penetration) Target Shield Save = 6! Success!

DC 3+2(Penetration) Target Shield Save = 5! Success!

Feather Missile Launchers 2d8 Attacks = 8!

8DC 40-15(Pinpoint Vision)-50(Major Successes) Feather Missile Launchers Hit = 62; 43; 21; 28; 54; 93; 24; 99! 5 Failures! 6 Successes! 2 Critical Successes! Critical Hits! Ignore Saves + Double Damage!

Point Defense! Turn X Fleche Lumiere PD Lasers 4d1 Attacks = 4!

4DC 60-40(Laser) Turn X Fleche Lumiere PD Lasers Hit = 29; 39; 53; 30! 4 Successes!

4DC 6 Missile Armor Save vs Weak Laser = 1; 6; 5; 1! 3 Failures! 1 Success!

3 Feather Missile Launcher Successes removed!

3DC 3+1(Penetration) Target Shield Save = 4; 5; 1! 2 Successes! 1 Failure! White Doll Lightwave Shield Broken!

2DC 1+1(Penetration) Armor Grade vs Critical Hits = 4; 4! 2 Successes!

Loran Cehack (White Doll) takes 8(4+4) Integrity Damage!


Loran Cehack (White Doll) 4/12 0/4(Shield) 0/6(I-Field)

Shining Finger 1d1 Attacks = 1!

DC 50-20(Large Target)-15(Shatterpoint Vision)+20(Enemy NT Empathy vs Hidden Hand) Shining Finger Hit = 34! Failure!

Wrist Beam Saber 1d2 Attacks = 1!

DC 50-20(Large Target)-15(Shatterpoint Vision)+20(Enemy NT Empathy vs Hidden Hand) Wrist Beam Gun Hit = 85! 1 Major Success! -10 to Wrist Beam Saber Hit DC next Turn!

DC 2+1(Penetration)-1(Beam Resistant Armor)-1(Armor Grade) Target Armor Save! = 6! Success!


Laura Cehack (Sid Laura Cehack Custom) 10/20

Mandible Beam Sabers 2d2 Attacks = 2!

2DC 50-15(Shatterpoint Vision) Mandible Beam Sabers Hit = 15, 18! 2 Failures!

Feather Harkens 6d2 Attacks = 9!

9DC 50-15(Shatterpoint Vision) Feather Harkens Hit = 25; 22; 36; 67; 74; 26; 18; 51; 59! 4 Failures! 4 Successes! 1 Major Success! -10 to Feather Harken Hit DC next Turn!

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

Loran Cehack (White Doll) takes 2(4-2(Armor Grade)) Integrity Damage!



DC 60 Third Eye vs Laura = 86! Laura does not resume Ambush!



Laura Cehack Regenerates 4 Integrity with Psyco-Regen!

Loran Cehack Regenerates 2 Integrity with Psyco-Regen!

Sid Laura Cehack Custom Regenerates 2 Integrity with Self-Repair 2!

White Doll Lightwave Shield Regenerates 2 Integrity!

White Doll I-Field Regenerates 2 Integrity.


Asemu helps you as you fire another series of shots at Laura's Mobile Armor as you close in on her, to no effect beyond destroying her barrier of Psyco-Controlled mega-particles. Her return volley breaks both your barely-regenerated I-Field and the Lightwave shield underneath, two missiles going through to hit weak points in the White Doll's frame. Your Mobile Suit's armor holds, preventing heavy damage from becoming catastrophic.

Laura's Sid is stuck shifting to close combat mode when you reach her, and you lunge forth with your Shining Finger. Only for Laura to strike the Destruction Manipulator's wrist with a half-transformed wing, batting the attack away. A followup slash with the beam saber on the left wrist scatters off the Sid's armor to no effect.

"I thought you were more obedient." Laura muses as her wings finishes their transformation, beam cannons withdrawn in favor of a set of six huge, wickedly sharp blades in the form of stylized pinions. "Why do you keep defying me?"

You avoid a few the wire-guided blades she launches at you, though most of them hit you only to glance off the White Doll's armor. One blade, however, parts the White Doll's chest plate and buries itself within its frame.

"It's over, Loran!"

Alarms blare within the cockpit as the White Doll registers that it is close to death unless it acts.

And you intend to act.

You activate Combat Mode and feel the Twin Degeneration Drives roar to life.


Turn X Combat Mode Activated!

Tactical Teleporter Makes Loran (White Doll) go first!


Loran Cehack (Turn X Gundam) 42/120 22/60(Shield)

Combat Mode Shining Finger 1d1 Attacks = 1!

DC 50-20(Large Target)-15(Shatterpoint Vision)-50(Offensive Tactical Teleporter)+20(Enemy NT Empathy vs Hidden Hand) Shining Finger Hit = 11! Success!

80+3d40 Shining Finger Damage = 116!

DC 2+10(Penetration)-1(Beam Resistant Armor) = 2! Failure!

Laura Cehack (Sid Laura Cehack Custom) takes 116 Integrity Damage!

Laura Cehack (Sid Laura Cehack Custom) has been Destroyed!



Turn X Gundam Regenerates 4x10 Integrity with Psyco-Regen!

Turn X Gundam Lightwave Shield Regenerates 20 Integrity!


"Yeah." You say as if to yourself as the White Doll appears right behind Laura's unit. "It is."

Her shock gives the void such a peculiar flavor as you raise the White Doll's right hand, which burns brightly with a shine that demands victory. Within it is the power to erase all life in an entire hemisphere, contained in nothing more than magnetic fields and a set of all too thin metal fingers.

Before Laura can do more than breathe in you have already clamped that very hand down on her Sid's back and released that all-consuming energy, adjusting the magnetic fields so that the entire blast is focused in an oval only a kilometer long to not hurt anyone else.

A picosecond after you launch your attack, Laura has become light.

Only once the blazing brightness of your attack ends and you are certain than no other enemies await do you deactivate Combat Mode, lulling the captive black holes within the White Doll's chest back to slumber as you prepare to make your way back to the Borjarnaught through the almost solid mass of slowly dissipating mega particles.

You pause and look back at the scene of the battle as you slowly accelerate away from it. Memories flow forth unbidden, memories of hugs, kisses and comforting words, of love, support and longing.

"Thank you for everything, mom."

A presence enters your senses, lingering after the battle to appear before you.



You are still thanking me? After everything that has happened?

Laura laughs helplessly to herself before she leans in and embraces you with all the strength her ghostly form can muster.

You are a sentimental fool, Loran.

Ethereal tears stream forth to mix with your own.

Just like…your mother…

And then she is gone.


*


The journey back to Earth is a blur. Landing the White Doll in the Borjarnaught, stumbling into Sochie's arms, staying huddled in your room as the fleet takes turns at the Zacktraeger…it all passes like a dream until you are safely wrapped up in a bed back on Earth. The room belongs to the mansion of a prominent East-Albaman landowner who is hosting Lord Guin and Lady Lily.

It is here that the haze fades from your mind, leaving you with nothing but resolve.

There is a war to prepare for. But first:


[] Go to the White Doll and Channel. You need to confer with Kreis.

[] Go to Sochie. You really need someone to talk to.

[] Go to the Dark History Veterans. There is much to discuss.

[] Go to Lord Guin. You need to renegotiate your professional relationship.

[] Go to Lady Lily. Maybe her offer is still open.
 
Last edited:
[x] Go to Lord Guin. You need to renegotiate your professional relationship.

I'd rather not get stabbed in the back.
 
Time for a Tally.
Adhoc vote count started by Thors_Alumni on Apr 12, 2018 at 3:21 AM, finished with 8 posts and 7 votes.

  • [X] Go to Sochie. You really need someone to talk to.
    [X] Plan pheonix89.
    [X] Engagement range.
    --[X] Close in.
    [X] Mobility.
    --[X] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).
    [X] Initial Left Hand Weapon.
    --[X] Type-TX Bazooka.
    [X] Destruction Manipulator Melee Weapon.
    --[X] Shining Finger.
    [X] Destruction Manipulator Ranged Weapon.
    --[X] Buster Rifle.
    [X] Defenses.
    --[X] Activate both of them.
    [X] NT Systems.
    --[X] Activate the NT-D Mode.
    [X] NT Power.
    --[X] Channeling
    --[X] Psyco-Regen.
    --[X] NT Empathy.
    [X] Psycho-Field. (NT-D Mode only)
    --[X] Spatial Distortion.
    [X] Combat Mode. (Warning: All Attacks are Merciless vs Non-Turn Units)
    --[X] If the battle drags on. (Activate on Turn 3)
    --[X] Switch to the shield only on entering combat mode.
    [x] Go to Lord Guin. You need to renegotiate your professional relationship.
 
Week 27 - The Second Interbellum
Week 27 (The Second Interbellum)



[X] Go to Sochie. You really need someone to talk to.



You are not sure of the exact route through the mansion's corridors that leads to where Sochie is, but the direction to her is clear from her Psychic signature. She is moving towards you, having sensed that you are awake, making you speed up. The serving staff and the soldiers of the Inglessan Militia part ways before you as you stride through the halls, for whoever undressed you for bed left your armored suit neatly folded on a nearby chair and the sight of your black-clad form takes them aback even without the helmet.

Sochie finds you sitting on a couch in one of the living rooms, your brisk walk having tired you out. Being tired…it has been weeks since last time, and now that you have become reacquainted with the feeling you find that you were better off without it, nut you digress. What is important right now is getting a hug from the one who just got herself bumped up to the top of the 'Most Important Woman to You' list.



No. That's unfair. You shouldn't think like that. Looking back, you realize that the way you think of people has been altered. When your mother was completely erased by the White Doll's Combat Mode Attack, it felt like winning. You muse on it while you and Sochie huddle together on the couch, the nearby serving staff discreetly giving you a wide berth. Is this how the First Humans saw things? Were they too rewarded by a rush of victory whenever they killed, even if their victim was a loved one?

It is no wonder they almost wiped themselves out twice before Kreis built the Turn A.

You end this line of thought here, unwilling to dwell on what Kreis, your kinda-sorta father, might have been like back then, and instead begin to speak.

Not about your battle with your mother, but instead of your earliest memories of her and how the two of you lived together on the Moon. You probably sound incoherent, but Sochie listens nonetheless until you have calmed down. She patiently waits until you are done crying into her shoulder before she explains how you got here and where everyone has gone:

The Borjarnaught, the Lunamantique, and the other ships landed in the Adeskan Gulf before going north to America. This is where Dianna's followers parted ways with the Militia, heading for the border to the Moonrace-occupied territory to reunite with the Dianna Loyalist forces and negotiate with the Coup Junta.

Lord Guin and Lady Lily have gone back to assuming command over the Anti-Dianna Counter Coalition, though the former has also called for a Congress of the Amerias to discuss the Junno Question. The representatives of Inglessa, Luzianna, Floria, Tejas, and Corado can be present in Luzipurch, the capital of Luzianna within days, but those from California, Idah, Michig, Salt-Nevad, Montan, and Newark are unlikely to arrive until after Christmas. Qub and Canud are not technically Amerian states, though their peoples share a very similar culture, so it is unknown if they will send anyone to represent them. Whatever they decide to do, their representatives are also unlikely to be present in Luzipurch before New Year's.

Sid, Joseph and Fran went with Lord Guin, but Corin, Arisa and the other two are camped outside the mansion along with a sizable Militia Contingent, having been ordered here to protect the White Doll and to escort you once you woke up and have recovered enough to move.

Joke's on Lord Guin, you do not feel like going anywhere for at least all of today


*


When you wake up the next morning it is to a layer of fine grey dust coating the bedsheets, signifying that your body has come closer to being restored to that of a proper First Human. It will help you pilot better, you are sure, but the turns your thoughts have taken recently makes you wonder if bringing back even this sliver of the First Humans is a good idea.

Still, not bad for a morning Christmas present.


Body Recovery has increased to 2!

Piloting Level has increased to 7!

Great Progress on Loran's NT Development!

Loran may now use 2 Psycho-Field Disciplines before gaining levels of Exhaustion!


Choose 1 Piloting Perk.

[] 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)

[] Gunslinger (lvl2). (Unlocks Gunslinger option in Battleplan. +1 Attack dice to selected ranged weapon.)

[] Spray n' Pray (lvl2). (Unlocks Spray n' Pray option in Battleplan. Double the number of Attacks rolled but cut Piloting Level when shooting in half)



*


Christmas is just you, Sochie, Miashei, Corin, Arisa, Ivory and Fuun Saiki having a small celebration in the Gallop after dining with the mansion's owner, one Charles Ray. The elderly landowner was somewhat nonplussed over the two power-armored animals eating at his table but shrugged it off after a few seconds of looking at you and thinking. Everyone knows you are 'magic' nowadays, so why not talking animals eating people food at the Christmas Dinner?

None of you had a chance to buy any souvenirs on the Moon, so there is little in the way of gifts other than the Nano Block Ivory and Fuun Saiki give you. They had been keeping it in another cache that the Ghingham Fleet never found and brought it with them in that small cargo hauler when they came to Earth with you.

You leave your gift in the cabin, content to leave it where it is until later. For now you are happy just to spend some alone time with Sochie, watching the late December snow fall upon the earth.


*


You eventually bite the bullet and return to the White Doll, if only to set the week's Priority Repair.

All Systems gain +10 Condition!

After lunch you visit the White Doll, eager to set the Priority Repair before resuming some light duties.


[] Keep it working on the Invisible Umbrella (464/500 Condition).

[] Another of the White Doll's systems. (System gains 3d100 Condition)
--[] Write in System.



Weapons


Type-TX Beam Pistol 32/500 (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. 44/200 (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. 36/200 (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). 36/500 (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 464/500 (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 36/500 (Heavily Damaged)
-Decoy 1: Produces a faint afterimage.



Misc Systems.


LUNA Energy Transference Module 36/500 (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 36/500 (Heavily Damaged)
-Carapace Flight Mode 36/200 (Damaged)

Remember that only fully restored Systems may be used in Combat Mode.


*


You do note, with some amusement, that Lord Guin never specified where the Militiamen were supposed to escort you, though you can guess he meant that they should take you to Luzipurch. But first-


[] Familiarize yourself with the White Doll's new systems.

[] Carefully see what the White Doll's Combat Mode has to offer.

[] Make a quick trip to Manupitch and warn the Adeskans.

[] Spend the day with Corin, Arisa, the others, and your friends in the Militia.

[] Stay indoors all day and do nothing with Sochie.

[] Channel up Kreis' ghost and grill him for information.



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

Almost all of the options above can be done later, if not in the exact same fashion.

The new Systems will show up as options for the Priority Repair and the Nano Block after Loran has checked them out.
 
[X] Unrelenting. (Retargets spare Melee Attacks onto a new Target within Close Range after defeating an enemy)

[X] Keep it working on the Invisible Umbrella (464/500 Condition).

[X] Spend the day with Corin, Arisa, the others, and your friends in the Militia.


I am in favor of using the Nano Block on the Holo Decoy. With the Invisible Umbrella so close to being fully repaired we can focus on using the priority repair option on the I-field. The reason I want to focus on the Holo Decoy is that our enemies wont be expecting it and the I-Field is important too so that is why it will be next on our Priority repair list. unless we get lucky and another Nano block falls into our hands courtesy of the Dianna counter units who have to have some laying around somewhere.
 
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[X] Unrelenting. (Retargets spare Melee Attacks onto a new Target within Close Range after defeating an enemy)

[X] Keep it working on the Invisible Umbrella (464/500 Condition).

[X] Familiarize yourself with the White Doll's new systems.
 
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Thinking on it, I should probably mention that the only bonus you get from Marksman is that is is a requirement to some other Piloting Perks. Because of the NT Perk Remote Viewing none of your shots suffer form Long Range or Extreme Long Range Penalties anymore.
 
Combat Mode Special Rules
These Special Rules will be added to this list as they appear, in the order that they appear:

-Integrity Expansion 10: All Sleep Mode Integrity Parameters are multiplied by 10.
-Hyperdense Structure: All Regeneration Effects are multiplied by 10.
-Tactical Teleporter (Offensive): Always act first. When facing another unit with this Special Rule, a Piloting Roll will be rolled to determine who will act first and who will act second. This Special Rule trumps all other First Strike Special Rules, with the exception of Temporal ones.
-Combat Mode Armament Activation: All Attacks gain the Penetration 10 Special Rule, Base AP of 6, and Base Damage equal to 10 times their Sleep Mode strength. Some weapons, like the Shining Finger, act differently if so noted.


Both Turn Units share the Same set of Combat Mode Special Rules unless otherwise noted.
 
[X] Unrelenting. (Retargets spare Melee Attacks onto a new Target within Close Range after defeating an enemy)

[X] Keep it working on the Invisible Umbrella (464/500 Condition).

[X] Familiarize yourself with the White Doll's new systems.
 
Vote closed. The winners are:

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

[X] Keep it working on the Invisible Umbrella (464/500 Condition).

[X] Familiarize yourself with the White Doll's new systems.
 
Week 27 Result
[X] Unrelenting. (Retargets spare Melee Attacks onto a new Target within Close Range after defeating an enemy)


Yes. Now that you dwell on it, you can see how to improve your capabilities in melee combat when fighting multiple opponents. You'll be like Gadget when she rampaged through the Militia Lines yet.



Gained the Unrelenting Piloting Perk!


*


[X] Keep it working on the Invisible Umbrella (464/500 Condition).


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


Roll 3d100 Priority Repair = 286! Invisible Umbrella Condition is now 464+286! Invisible Umbrella is now Damaged! Invisible Umbrella is now fully repaired!


Which completely fixes the heavily damaged system in one go. Looking at the abilities of the Invisible Umbrella now that has been fully restored, it should be a powerful asset.


Invisible Umbrella (Sleep Mode)
-Cloaking: May hide in plain sight at the end of any Turn where you are not restrained in some fashion. Automatic Ambush on the first turn if initiating combat. Does nothing against Mind Targeting.



*


[X] Familiarize yourself with the White Doll's new systems.


You end up spending the entire afternoon in the White Doll's cockpit, looking over and analyzing the new systems that Kreis/Vestige made available to you.

The first one you look at is the four point defense lasers in the head. They took out a few missiles in your battle against your mother, and seeing them restored might allow you to use them to cover your allies.

Next up is a quick glance at the Beam Cannons of the Bloody Siege Mode. The White Doll can split into nine separate parts, ten if you include the backpack, each with their own inbuilt mega-particle cannon. Using it will cost you the ability to make use of the NT-D Mode, but once the cannons have been restored transforming into Bloody Siege Mode should vastly increase your firepower in terms of particle beam fire.

There is also a trio of wire launchers that have made an appearance Destruction Manipulator, one in each of the three larger 'fingers' of the White Doll's stubby right hand. They are in pretty bad shape, so after a quick test to see if they even work you put them on the mental backburner.

A system called a Power Drainer appears extremely powerful at a first glance, but it seems to be connected to the LUNA Energy Transference Module and of limited effectiveness until repaired. If you are reading this right, even with the White Doll in Sleep Mode the Power Drainer should be able to disable whole Mobile Suits once fully repaired by draining them of power faster than their reactors can keep up.

Something is supposed to happen to the White Doll's armor when you activate Combat Mode, hardening it in a way that makes it near-impervious to anything carried by a standard Mobile Suit.

Most interesting of them all, however, are the Mobility systems like Teleportation units. You saw the offensive uses of the one intended for tactical teleports when it shunted you behind your mother's Sid, but its defensive uses seem focused on teleporting you out of the way of incoming attacks. The other teleporter appears to be intended to teleport things to the White Doll, like how Vestige teleported the Type-TX Bazooka from a prepared base back when you destroyed the Mistletoe.

Another Mobility System is the Quantum FTL Drive…

You'll just leave that be.


Fleche Lumiere Point Defense Lasers. 11/500 (Heavily Damaged)
Attacks: 4d1
Damage: 1
Base AP: 1
Critical Hit: On Critical Success.
Special:
-Point Defense: Automatically Attacks missiles, rockets, Remote Weapons, and targets with the Mobile Pod Special Rule.
-Laser: -40 to Hit DC.
-Weak Laser: Targeted Ordnance receive an Armor Save roll at DC 6.
-Integrated Weapon: Does not count towards the carried weapon cap.

Bloody Siege Mode Beam Cannons. 11/4500 (Heavily Damaged)
Attacks: 9d1
Damage: 4
Base AP: 3
Critical Hit: On Critical Success.
Special:
-Penetration 1: +1 to Target Armor Save DC.
-Remote Weapon (Bits): May retarget spare attacks after defeating an enemy. Funnel Pilot Skill is an average of the Pilot's Piloting Level and their NT Level.
-Ordnance: Valid targets for Point Defense Weapons.
-Integrated Weapon: Does not count towards the carried weapon cap.

Wire Launchers. 11/500 (Heavily Damaged)
Attacks: 1d1
Damage: 0
Base AP: 0
Critical Hit: No.
Special:
-Wires: Inflicts Hindered, Burdened, Trapped, or Immobile depending on how many Wires hit.
-Short Range Weapon: Unusable beyond Medium Range.
-Integrated Weapon: Does not count towards the carried weapon cap.

Power Drainer. 36/500 (Heavily Damaged)
-Weak Power Drain: Can prevent a single Mobile Suit from using Remote Weapons.


Tactical Teleporter (Defensive): All normal Successes made by someone with a Pilot Level below 5 become Failures.

Supply Teleporter: Can teleport weapons and spare parts from prepared bases.

Quantum Lock Armor: Attacks without one of the following: Base AP 5, Base Damage 8, or Penetration 3...may not damage the Turn Unit. Critical Hits by non-Turn Units do not deal double damage.

Quantum FTL Drive: May cross interstellar distances in the blink of an eye.


*


Days later you find yourself in Luzipurch, the beating heart of Luzianna and one of the largest inland cities in America, sipping some watered punch as you appraise the masses of politicians, intellectuals and Pan-Amerian agitators as they mingle and argue on the ballroom floor of Duke Borjarno's palace. There are so many of the latter two categories present that you heard people on the streets of Luzipurch refer to the grand gathering as the 'Professor Parliament'.

Lord Guin suggested attending the Congress of the Amerias as Laura, but you refused, the thought of it hurt too much, and as such you came as Loran. You still draw some stares, as-


[] People recognize you despite no longer crossdressing.

[] You are wearing your armor.



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

New systems and rules will be added to their lists soonish.
 
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[X] You are wearing your armor.

I am officially all for using the Nano Block on the Bloody Siege Mode Beam Cannons. And leave the Priority repair device on the Fleche Lumiere Point Defense Lasers. The BSMB is just too useful and it would take forever to repair it the regular way so lets use the Nano Block on it
 
[X] People recognize you despite no longer crossdressing.

I am officially all for using the Nano Block on the Bloody Siege Mode Beam Cannons. And leave the Priority repair device on the Fleche Lumiere Point Defense Lasers. The BSMB is just too useful and it would take forever to repair it the regular way so lets use the Nano Block on it
Agreed
 
[ ] You are wearing your armor.
But then.
[X] People recognize you despite no longer crossdressing.
This might be more funny. :D

Other : We know Lord Guin hobby boy.
Loran : :o His hobby!?
 
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