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

Week 27 Result Part 2
[X] People recognize you despite no longer crossdressing.


You have caught the odd rumor around Luzipurch that Laura Rola is actually a man in disguise, and with people seeing you in Lord Guin's presence while wearing a dress uniform and being announced as Loran Cehack you can feel a sense of vindication from several people in the crowd. Good for them, you guess.

The ball you are attending is hosted by Duke Borjarno, meaning that most of the guests are Luziannan nobility and intellectuals. The first round of courses and dances (the latter of which you abstained from because you couldn't bring Sochie today) ended some thirty minutes ago, so now you are leaning against a wall sipping your drink. Watered down, of course. You'd rather not find out what kind of mess a drunk psychic with your increasingly superhuman body can cause.

Sighing to yourself, you ignore the attention of the curious Luziannans and look around for Lord Guin. You find him with Lady Lily on the arm as he converses with a man you recognize as a prominent Tejan Pan-Amerian thinker, though his name escapes you. Lady Lily is her usual self, feigned dullness and all, but the mind behind those falsely vapid eyes is racing. What opportunities does she see, you wonder…

The two of them proceed to move away as they and their conversation partner are ushered into a backroom, no doubt to go over the debacles in the Congress these past few days.

Yesterday's topic was the issue of a possible monetary union between the Amerian states. With the Junno issue being wedded to possible unification thanks to Lord Guin's agitation and invitations to other pro-unification elements, the problems of the economy have been brought to the forefront. Each Amerian country has their own form of the Dollar, but all Dollars are not equal and the change to a unified dollar will almost certainly cause immense economical upheaval across the continent, not to mention the fighting regarding which dollar will represent Ameria. It is all far above your head, of course, Economics was never your favorite subject back in school.

Today's topic is a long, long debate over the organization of a potential united Ameria. The Amerian state range from republics and monarchies of different stripes, so somebody will have to change if Ameria is to be one country. Nevermind the problem of who was going to be on top. The debate over the issue is expected to last all week, with other issues brought up at the end of every day. This is also the reason you attended the ball tonight: One of those other issues to be debated tomorrow is what to do with the Psychics that are starting to appear all across Ameria, as well as the abundance of Psychics among the Ghingham Fleet that any Anti-Junno Coalition will inevitably be faced with. Lord Guin asked you to come and introduce yourself to the representatives attending the ball, as well as a speaker to brief the representatives on the capabilities of Psychic powers during tomorrow's talks, and you intend to oblige. You can only hope that you do not instigate continent-wide witch hunts or something.

In fact, you have just been able to take a breather from all the hand shaking with Ambassador This and Lord That, Lord Guin having run out of people to show you off to. Lady Lily made some implications of her own to a select few of them, mostly her fellow Luziannans but also a few officials from Luzianna's neighbors. You simply remain where you are, making a bit of small talk with those few other guests that dare approach you with questions burning in their minds.


*

You rejoin Lord Guin and Lady Lily as they emerge from the backrooms and leave the party. Lord Guin is quietly fuming while Lady Lily keeps her face carefully blank. On the inside, however, she is singing. She asks you how you have been as the three of you climb into the car, to which you answer honestly as you read Lord Guin's Pressure. Among the frustration there is the heavy, stinging sense of offense, but he says nothing until you have seated yourselves on the seats and couches that fill the large room in Duke Borjarno's palace that the Duke set aside for his Inglessan Guest:

"Federalism." He says in a not quite mix of a snarl and spit. "The useless-!" He stops and pours himself a half glass of brandy, which he downs in one gulp.

Entitlement surges in his Pressure as he turns back to you and Lady Lily. "They want me as a figurehead while representatives of the states rule and judge in a grand Amerian Parliament. An emperor with a crown of clay." He reaches or the bottle again but stops himself.

Lord Guin steps away from the drinks cabinet and collapses into one of Duke Borjarno's fancy chairs. "I am going to refuse. They have no right. I will not wear a crown from the gutters."

Entitlement and classism, what a winning combination Lord Guin. Being stymied this close to the fulfillment of his dream is really bringing out the worst in him. You leave once he calms down.

Lady Lily leaves with you and makes a veiled reference to her offer before you part ways with her, but you pay it little mind. You will wait and see what happens before you make a decision.


*


The next evening sees you going over your notes in a repurposed staff room at the University of Luzipurch, deep in thought over what you will say to the aristocrats, politicians, and leading minds of the continent. A member of Queen Dianna's Royal Guard, one Corporal Knee Crush, is currently speaking to the assembly, informing them about the nature, history, and known capabilities of the Ghingham Fleet.

You have thought long and hard about what to tell the assembled personages, what to leave vague and what to be open about. And of course, what to keep your mouth shut about…


[] First Humans.
--[] Everything.
--[] Psychic powers only.
--[] Leave them out.
--[] Write in.

[] Disciplines.
--[] Everything.
--[] Stick to Disciplines you know personally.
--[] Keep your explanation limited to the basics. (NT Empathy, Telekinetic Strike, Telepathic Strike, Telekinetic Barrier)
--[] Write in.

[] Aspects. (NT Perks)
--[] Everything.
--[] Remain Vague.
--[] Write in.

[] Psychoreactive Machinery.
--[] In-depth explanation of all Psychoreactive systems.
--[] Explain Psychoframe and Psycommu. (Covers Bio-Sensors and similar systems)
--[] In-depth explanation of Psycommu and relates systems.
--[] Repeat what you told Lord Guin about Psycommu.
--[] Write in.

[] Psychoreactive Mobile Weapons. (Earth)
--[] Point out the White Doll and the Qubeleys.
--[] Point out the White Doll.
--[] Point out the Qubeleys.
--[] Stress the existence of such units.
--[] Write in.

[] Psychoreactive Mobile Weapons. (Moon)
--[] Explain Mahiroos and other units like the Barbatos Psycho Rex and Psycho Sid.
--[] Explain Mahiroos.
--[] Stress the abilities of Ghingham Fleet Units.
--[] Write in.

[] The Turn Units.
--[] Disclose the full truth of the Turn A and the Turn X.
--[] Explain the Moonlight Butterfly.
--[] Explain the abilities of a Turn Unit's Combat Mode.
--[] Name the Turn A as an equal to the White Doll.
--[] Stress the Turn A's power, but leave things vague.
--[] Save it for the backrooms.
--[] Write in.

[] Other Subjects.
--[] Write in.
 
[X] First Humans.
--[X] Leave them out.

[X] Disciplines.
--[X] Stick to Disciplines you know personally.

[X] Aspects. (NT Perks)
--[X] Remain Vague.

[X] Psychoreactive Machinery.
--[X] Repeat what you told Lord Guin about Psycommu.

[X] Psychoreactive Mobile Weapons. (Earth)
--[X] Stress the existence of such units.

[X] Psychoreactive Mobile Weapons. (Moon)
--[X] Explain Mahiroos and other units like the Barbatos Psycho Rex and Psycho Sid.

[X] The Turn Units.
--[X] Disclose the full truth of the Turn A and the Turn X.
 
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[X] First Humans.
-[X] Psychic powers only.
[X] Disciplines.
-[X] Stick to Disciplines you know personally.
[X] Aspects. (NT Perks)
-[X] Remain Vague.
[X] Psychoreactive Machinery.
-[X] Repeat what you told Lord Guin about Psycommu.
[X] Psychoreactive Mobile Weapons. (Earth)
-[X] Point out the White Doll.
[X] Psychoreactive Mobile Weapons. (Moon)
-[X] Explain Mahiroos and other units like the Barbatos Psycho Rex and Psycho Sid.
[X] The Turn Units.
-[X] Explain the abilities of a Turn Unit's Combat Mode.
-[X] Name the Turn A as an equal to the White Doll.
-[X] Save the Moonlight Butterfly for the backrooms.

They're going to encounter First Humans and more psionics. Can't keep that on lid indefinitely.
Its also blatantly obvious to anyone who sees us fight seriously that the White Doll is psi reactive. Can't hide that.

We want to keep the Moonlight Butterfly to backrooms. The weapon of mass destruction option will spark a general panic. But we do want to let them know that conventional forces are ineffective.
 
[X] First Humans.
-[X] Psychic powers only.
[X] Disciplines.
-[X] Stick to Disciplines you know personally.
[X] Aspects. (NT Perks)
-[X] Remain Vague.
[X] Psychoreactive Machinery.
-[X] Repeat what you told Lord Guin about Psycommu.
[X] Psychoreactive Mobile Weapons. (Earth)
-[X] Point out the White Doll.
[X] Psychoreactive Mobile Weapons. (Moon)
-[X] Explain Mahiroos and other units like the Barbatos Psycho Rex and Psycho Sid.
[X] The Turn Units.
-[X] Explain the abilities of a Turn Unit's Combat Mode.
-[X] Name the Turn A as an equal to the White Doll.
-[X] Save the Moonlight Butterfly for the backrooms.
 
They're going to encounter First Humans and more psionics. Can't keep that on lid indefinitely.
Point of order, the last First Human was Kreis. Loran and Gym are the closest to proper First Humans out of anyone alive in this story, but even with fully recovered bodies they will not be the same. Turns out a million years spent under the effects of crippling nanomachine treatment has consequences for a species.

The Amerians are definitively going to encounter psychics though, both with and without DG-enhanced bodies.
 
Point of order, the last First Human was Kreis. Loran and Gym are the closest to proper First Humans out of anyone alive in this story, but even with fully recovered bodies they will not be the same. Turns out a million years spent under the effects of crippling nanomachine treatment has consequences for a species.

The Amerians are definitively going to encounter psychics though, both with and without DG-enhanced bodies.
Right, but definitely psychics and unlockable psychics are going to have interesting side effects.
 
Interlude Gym Ghingham/Junno Soleil (Week 26)
Interlude Gym Ghingham/Junno Soleil




"Behold the death of a true warrior!" Boomed Gym Ghingham, Fleet Admiral of the Ghingham Fleet, to the bridge of his flagship as the light of the Turn X's attack died down to reveal empty space and glittering stardust where the Dragon's custom Sid unit once were. The view was provided by one of the long-distance cameras of one of his Aspite-Class ships, and his voice was carried with the footage throughout the network to every Ghingham Fleet unit in the Lunar Sphere. "Let none among you doubt the true power of a Turn Unit! Of the Turn A Gundam that I possess!"

Throughout the Fleet the proclamation was met with a boiling Pressure, the collective will of the ancient soldiers roused by the sight and the promise they had been given, by the promise to finally fulfill the purpose written into their DNA by the returned Queen Junno, Queen of the Moon and the future leader of the entire human species.

The Fleet Admiral spoke up again, his voice drawing the attention of all that rumbling power onto himself. "Our two millennia of preparations are about to pay off! I want every vault unsealed! Every Mobile Doll activated! Every Ship restored! And every soldier roused from their pods!" His feet echoed as he strode past his enraptured subordinates until he stood right before the holographic main screen. "On Her Majesty's order, we will invade the Earth with all our might!"

His sword glinted in the harsh artificial light as Gym drew it, thrusting it towards the ceiling in a triumphant motion.

"THIS! IS! OUR! AGE!"

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

A smirk split his face at the touch of ancient scorn that touched his mind through the haze of exulted anticipation from his men, preventing him from properly reveling in it.

::Relax, Remnant::

The telepathic message was sent into the hangar, where his amazing Mobile Suit laid sleeping. Taming that monstrous spirit within had taken every second of the time he spent in the special Stasis Pods of the Ghingham Fleet, but he would do it a thousand times now that he knew he could overcome.

::You will have your prize soon enough::


***


Elsewhere, locked in her quarters where no one else could see, was Queen Junno. The future Mistress of Mankind wept bitterly at her loss, for now the weight of the world, formerly so manageable, was hers alone to bear. Memories assailed her in towering waves:

Memories of raising Dianna and planning her eventual ascension to the throne.

Of keeping the Moonrace prosperous and happy once the danger had passed.

Of rebuilding after the End.

Of begging forgiveness.

Of guiding her people through the darkness of the Calamity.

Of watching the world end while feeling her soul flayed from the terrors of the billions consumed by that monstrous Mobile Suit.

Of casting her beloved friend out of her life out of jealousy.

Of leading the Moon to heights the former backwater had never before seen.

Of assuming the throne after her father's assassination.

Of meeting a strange man with stranger powers and technology.

Of chafing under the thumb of a narcissistic idiot of a king.

And memories of plotting against her father in quiet moments where they knew they were alone.


But the memory whose fangs were buried the deepest into her heart, was of that day where a young assassin was very kind to little motherless girl who didn't know what to do.


************************************************************************
 
Week 27 Result Part 3
[X] Plan veekie.



You give the assembly an abridged explanation of the First Humans, describing them as a civilization of psychics that started the Dark History, and from there you move on to explaining Disciplines and what a psychic can do. In the interest of protecting Sochie's secret you stick to Disciplines you know personally while providing a vague explanation of Aspects, the talents that unlock or amplify the power of Psychic powers.

Maybe Talents might be a better name…

The master of ceremonies, one of Duke Borjarno's men, allows the members of the Assembly to ask some questions of you, but none of them warrant thought. All they ask is for some clarification on some of the points you raised, and soon enough the MC asks you to continue.

You repeat the explanation of Psycommu that you gave Lord Guin months ago, as close as you remember it anyway, which creates some rumbling in the crowd. The rumbling continues as you explain that the White Doll possesses both this system and another that amplifies the power of a Psychic Pilot, but when you move on to the Psychoreactive Mobile Weapons of the Ghingham Fleet it intensifies.

The explanation of the true power of the Turn Units is met with disbelief. The MC manages to keep order, but to calm the assembly he allows them another set of questions ahead of schedule.

"Captain Cehack." Accuses a lean man whose hands have been long wedded to knives, a member of some Amerian state's Intelligence community if your senses are correct. "Many of us gathered here, myself included, have read the reports of your exploits in the war against the Dianna Counter, and Inglessa's White Doll did not exhibit anything even close to what you describe."

"This is true." You confirm. "But what you must understand is that the White Doll is capable of making its own threat assessments. It never perceived the Dianna Counter as capable of causing it permanent harm, so it never allowed an unknown pilot like I once was to make use of its true power. This has changed now that it has met with the Turn A."

An almost visible haze of consideration of calculation descends over the borrowed lecture hall, thickening as you explain that the Turn A Gundam is the equal to your White Doll, or the Turn X Gundam, to use its real name.

"So if our forces come face to face with this other White Doll their only hope is you?" Asks an elderly woman with eyes as sharp as a razor and a voice that somehow manages to not be accusing.

You nod. "That would be the only counter that could match the Turn A, yes. But if it is alone a team of Psychics could delay it with mental attacks given ideal conditions."

None of them, other than Lord Guin and Lady Lily, are comfortable with you being their only defense against Gym Ghingham's Mobile Suit, but the questions pour on for you and the MC to deal with.


*


The details of the Moonlight Butterfly are kept quiet until later, when you find yourself being quietly ushered into a windowless backroom in Duke Borjarno's palace filled with members of the various governments of the Amerian states. Armed guards man the immediate vicinity, having cleared out the floor of the Duke's home in preparation of this meeting.

None of them want to believe you as you lay out the specifications of a Turn Unit's main weapon, and a few struggle to even understand a weapon with a radius of almost a billion kilometers that has no real counter other than another Turn Unit using its own Moonlight Butterfly.

"I…You have given us a lot to think about, Captain Cehack." Sighs a haggard-looking minister as he holds is head. "You may go."

You look over to Lord Guin, who simply nods, and bid the gathered men and women farewell.


*


None of the coming meetings or balls concern you, and with no war going on you have a whole lot of free time. It is just a question of how to spend it.


Choose 4

[] Practice with the White Doll's new systems.

[] Spend time with Sochie.

[] Talk with the Dark History Veterans.

[] You think Fran accompanied Lord Guin's delegation to Luzipurch.

[] Look for Sid and Joseph.

[] Pack everything up and go visit Keith at the New Donkey Bakery.

[] Try to get in contact with Kihel and Queen Dianna, see how they are doing down south.

[] Accompany Lord Guin.

[] Seek an Audience with Lady Lily.

[] Didn't Midgard come down to Earth with you?

[] Look for other Psychics among the Amerian delegations around Luzipurch.

[] Explore Luzipurch.


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

The choice on what to do with the Nano-Block will be next update.
 
Back from temp ban land. Note to self, don't post in N&P when tired.

[x] Practice with the White Doll's new systems.

[x] Spend time with Sochie.

[x] Look for other Psychics among the Amerian delegations around Luzipurch.

[x] Try to get in contact with Kihel and Queen Dianna, see how they are doing down south.


Work with our new toys, keep in touch with the people we care about, work on getting more newtypes, and get in touch with the sanest allied leader.

Slightly annoyed unrelenting won, we really should be specializing into melee or range not splashing everywhere. And we're mostly specc'd for range already.
 
[X] Practice with the White Doll's new systems.
[X] Spend time with Sochie.
[X] Look for other Psychics among the Amerian delegations around Luzipurch.
[X] Look for Sid and Joseph.
 
[X] Practice with the White Doll's new systems.
[X] Spend time with Sochie.
[X] Look for Sid and Joseph.
[X] Pack everything up and go visit Keith at the New Donkey Bakery.
 
[x] Practice with the White Doll's new systems.
[x] Spend time with Sochie.
[x] Try to get in contact with Kihel and Queen Dianna, see how they are doing down south.
[X] Pack everything up and go visit Keith at the New Donkey Bakery.
 
[X] Practice with the White Doll's new systems.
[X] Spend time with Sochie.
[X] Look for other Psychics among the Amerian delegations around Luzipurch.
[X] Pack everything up and go visit Keith at the New Donkey Bakery.
 
Votes so far. The top 4 will be the winners.
Adhoc vote count started by Iceblocks on Apr 26, 2018 at 10:21 AM, finished with 1713 posts and 5 votes.
 
[X] Practice with the White Doll's new systems.
[X] Spend time with Sochie.
[X] Look for other Psychics among the Amerian delegations around Luzipurch.
[X] Try to get in contact with Kihel and Queen Dianna, see how they are doing down south.
 
Alright. One more hour, then I will roll a 1d2 to determine option #4 between:

[X] Try to get in contact with Kihel and Queen Dianna, see how they are doing down south.

and

[X] Pack everything up and go visit Keith at the New Donkey Bakery.

EDIT: Rolling...

EDIT 2: Vote closed. The winners are:

[X] Practice with the White Doll's new systems.
[X] Spend time with Sochie.
[X] Look for other Psychics among the Amerian delegations around Luzipurch.
[X] Pack everything up and go visit Keith at the New Donkey Bakery.
Iceblocks threw 1 2-faced dice. Reason: Tiebreaker Total: 2
2 2
 
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Week 27 Result Part 4
[X] Practice with the White Doll's new systems.


While you are hesitant to activate the White Doll's Combat Mode without cause, the other systems that Vestige unlocked for you are fair game. Most of your day is spent with the Bloody Siege Mode, flying around over the Luziannan hinterlands with the White Doll in its separated state and firing simulated shots at equally simulated targets.

The rest of the new systems are tested through additional simulations or just reading up on them on the in-depth information on them in the White Doll's database.


Gained Piloting Progress.


*


[X] Spend time with Sochie.


You take the next day off. Luzipurch is a beautiful city, and you and Sochie can afford to play tourist for one day while the Congress of the Amerias truck along.

A relaxing afternoon visiting famous landmarks around Luzipurch followed by dinner at a nice restaurant is just what the doctor ordered. Some people on the street recognize you as the White Doll's 'magic' pilot, but most of them keep their distance. Those that don't are given a light mental poke to make them forget about you or are driven off should their persistence encourage you to draw the attention of one of the many Luziannan Militiamen posted around the city to keep order during the Congress.

Having eaten dinner, the two of you spend the rest of the evening doing nothing together in your room in the guest wing at Duke Borjarno's palace. There is, however, a spot of cuddling after Sochie makes a somber call to the Heim manor to receive an update on Mrs. Heim's condition, which has not been improved in your absence.


*


[X] Look for other Psychics among the Amerian delegations around Luzipurch.


1d100 for Psychics = 68
1d100 for Access = 35



Your search for other psychics has mixed results.

On one hand you find out that half of the delegations, six out of twelve (counting Qub and Canud and disregarding Inglessa) to be exact, have brought at least one Psychic with them, but only half of them allow you to meet with them.


Corado Auto-Success.
2d11 for other Delegations = 7, 11



The delegation form Corado is one of them, and Grace is waiting at the door to let you in, having sensed you coming down the street. She looks more haggard than usual, which is concerning as she was already a reedy woman. She is quick to explain why over tea: Grace's brother Garcia, Corado's other Psychic, died of a brain hemorrhage during a battle against some Dianna Counter coup forces. The Strike Noir survived the battle by falling into a lake when Garcia died, but Grace's poor motor control means that the Coradan Militia had to settle for a non-psychic pilot.

Vestige said that this was inevitable for both of them, but now that it has actually happened…

After tea you excuse yourself and move on.

The next embassy that allows you entry is the one belonging to the Republic of California. President Shadesand is occupied by the Congress, so it is one Minister House that introduces you to Justine John and her parents. Justine John is a tanned girl at least two years younger than yourself, who is happily playing around with her telekinesis to paint a canvas that covers an entire wall of her room. Her parents are understandably concerned with the way their daughter stops cold as she scans your Pressure with her own, but as you return the favor you learn that her abilities are limited to a significant aptitude with Telekinesis and some minor sensory power.

The minister tries to grill you for information about psychic powers, heavily implying that you have been holding back between the requests for you to tutor and possibly strengthen Justine, but you deflect before bidding the young girl goodbye.

Curiously, the last embassy that allows you to meet with their Psychic is the Newark one. The Newark Confederacy is the east coast counterpart to the Republic of California, and for reasons that become apparent when you meet their Psychic, every hallway is covered in small signs reminding people that the nagging feeling they might experience is 'Stephan'. Stephan turns out to be the Newark Psychic, and a natural talent for a Hidden Hand-esque ability to disappear from the perception of people without Psychic powers. It is actually a weak but incredibly precise mental attack, and the talent could likely be honed if you had the time or the inclination.

As for Stephan, he finds his inability to hide from you to be incredibly unnerving. He recovers somewhat as you interview him about when and where he was when his abilities appeared, but you leave once he continues to ask the ambassador's secretary if he can go back to his room.

The other embassies ask you to leave in the name of keeping secrets or demand favors in return, but one sees you being asked to leave because you scare their Psychic. A quick scan with your senses reveal the terrified Psychic hiding on the embassy's second floor, so you acquiesce and take your leave.

All in all, your day was enlightening, is not particularly groundbreaking.


*


[X] Pack everything up and go visit Keith at the New Donkey Bakery.


For the last few days of the week you decide to take an extended trip south to visit Keith, taking the LRAMDC with you. Lord Guin, along with a host of concerned notables, are very much against it, but they are mollified with a promise to be back before the week's end. With the Gallop and your Mobile Suits in the middle of friendly territory with no need for stealth or enemies to look out for you reach the New Donkey Bakery during the late evening, much to Keith and his fiancée's family's surprise. He still invites you and your Mobile Suit pilots and officers inside for a late evening meal.

Keith and the others have met Sochie, Corin, Arisa and Lieutenant Dana already and remember them from your last visit, but the give Ivory and Fuun Saiki sidelong glances and Pressure filled with questions.

You explain as best you can the next morning when you and Keith are alone in his office, and learn something from him in turn:

"Verlaine is pregnant?" You ask with undisguised shock. Looking back on it, you suppose she was rubbing her belly in anticipation yesterday, but to think that it would be because she is pregnant…

Keith nods. "She started vomiting back in November. The doctor told us she was pregnant."

You are only half listening as Keith recounts the story of dealing with the news of Verlaine's pregnancy. You and Sochie haven't gone that far yet, for various reasons, but Keith and Fran apparently do not share your reservations. Oh well. You wish him the best.

After a day of relaxation you and the others board the Gallop to make the journey back to Luzipurch. It was a fine sorta vacation, but all good things must end, unfortunately.


*


The subject of Psychics are back on the Congress' agenda, so you will be called back to speak tomorrow. You plan to spend most of today getting your notes and affairs in order, but you do have time to make use of the Nano-Block that Ivory gave you…


[] 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.

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. 2/500 (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.




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 (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.


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.

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

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)
 
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[X] Write in System.
-[X] Bloody Siege Mode Beam Cannons. 2/4500 (Heavily Damaged)
 
[X] Write in System.
-[X] Bloody Siege Mode Beam Cannons. 2/4500 (Heavily Damaged)

Oh god this is a no brainer.

I mean maybe if we had a 90% junked Psyco 00Qant or Psyco Victory 2 or Psyco Strike Freedom sitting around to give to Sochie if we could fix it it might not be, but anything other than some god-tier MS that couldn't otherwise be fixed isn't remotely worth not bringing those online with how powerful they are already.

Edit: Looks like you forgot that regular repair is +10 now last week @Iceblocks.
 
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[X] Write in System.
-[X] Bloody Siege Mode Beam Cannons. 2/4500 (Heavily Damaged)

Well, Turn-X has this as it's funnals.
 
Week 27 Result Part 5
[X] Write in System.
--[X] Bloody Siege Mode Beam Cannons. 11/4500 (Heavily Damaged)



Like you have done many times since you received your first Nano-Block from Arisa and Corin, you put the cube of charged nanomachines against the wall of the White Doll's cockpit. It sinks into the wall as you go through the list of systems that remain damaged even after a month of various repairs, but you attention is on one specific one:

The Bloody Siege Mode's Beam Cannons.

Looking over the holographic display as the cannons are being repaired, you can see just how much firepower you have added to the White Doll's ludicrously extensive arsenal.


Bloody Siege Beam Cannons have been fully repaired!

Bloody Siege Beam Cannons. (Ranged/Beam)
Attacks: 9d3
Damage: 4
Base AP: 4
Critical Hit: On Critical Success.
Special:
-Penetration 2: +2 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.
-All Range Weapon: No Long Range Penalty.
-Integrated Weapon: Does not count towards the carried weapon cap.


*


The next day, the early afternoon of December the 31st, you are once again standing before the Assembly. They have you repeat some of the points you made earlier this week before you are made to answer some questions they had thought of in the time between then and now. The Newark representatives even bring out Stephan, their psychic, to speak before the Assembly for a few minutes before he is allowed to disappear again.

You answer as best you can, keeping your secrets close to your chest, and then it is time for the various heads of state and military leaders to make their closing statements. Most of it is just sanitized statements about the rudimentary psychic programs in their respective countries, as well as further confirmations that they actually possess psychics, but then it is Lord Guin's turn. He strides past his fellow heads of state to speak, saying much of the same as the others until the end:

"The armies of Queen Junno are centuries ahead of us Psychic Warfare, just as they are in a hundred other fields! As such, our course of action cannot be clearer!" He slams his hands on the podium for effect. "We must close the Psychic Gap! And to that end we who are gathered here in this Congress of the Amerias declare, here and now, the formation of the Amerian Institute of Psionic Affairs!"

The Assembly begins to rumble at the declaration, but Lord Guin is not finished. "This Institute will find, train, and supply Psychics all across the Amerias, nullifying the harm they can cause to themselves and others, as well as work tirelessly to close the distance between us and the Psychic might of the Ghingham Fleet! Loran Cehack!"

Only the superhuman control over your body prevents you from jumping when he booms out your name. You open your mouth to answer him, but he cuts you off.

"Psychics from all over Ameria have declared you to be the strongest, the most versatile, and the most stable Psychic among the States. Therefore and thusly, it is my pleasure to offer you, on behalf of this Assembly, the position as the head of this institute."

Your mind blanks out for a moment. What do you even say to that?


[] You have terms, of course, but who better than you? You accept.

[] While you will gladly work with the AIPA, you have your doubts about leading it. Decline the leadership position.

[] Reject the offer wholesale.



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


Accepting will unlock various options, events and actions, but it will also take up your free time every Week.

Outright declining will damage the Assembly's faith in Lord Guin and his role as the nominal leader of the Anti-Junno Coalition.

The middle option will let you keep your free time, but cost you the ability to effectively steer the development of Psionics in Ameria.
 
[X] You have terms, of course, but who better than you? You accept.
 
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