You hesitantly set the Priority Repair System to focus its efforts on the Type-TX Beam Pistol.
Roll 3d100 Priority Repair = 143 Type-TX Beam Pistol Condition is now 112+143!
Efforts that fail to improve its condition enough to make it more useful. There is no use crying over spilt milk, you will just have to make do. It was going to be repaired anyway.
*
The thunderous rapport of the big railgun fills the air when you teleport to the defenses around Manupitch, sending another tungsten slug into the sky towards a Ghingham Fleet ship in orbit. A quick look with your Remote Viewing confirms that it clipped a Gendarme-Class, knocking it out of position while leaking atmosphere but failing to destroy it.
You take your eyes off the fleet overhead. Ghingham and the Turn A will have been alerted by the White Doll teleporting here, and it won't be long until they make an appearance themselves.
!
Speaking of Ghingham, you can feel his Pressure focusing on your location. The battle against the Ghingham Fleet will have to be left to the Militia and Dianna Counter defenders. He will be here any moment now...
[] Write in Battleplan.
[] Engagement range.
--[] Stay at Long Range.
--[] Keep normal distance.
--[] Close in.
[] Mobility.
--[] Stay on the ground with the Landskimmers.
--[] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).
--[] Activate the Voiture Lumiere.
[] Initial Left Hand Weapon.
--[] Dober Gun.
--[] Leo Beam Rifle.
--[] Type-TX Beam Pistol.
--[] Dainsleif Spear.
--[] Type-TX Bazooka.
--[] None.
Nah. Closest thing available would be doing what Gidae did when he first hijacked the Turn A and forcibly enslave the souls of the people killed by the Moonlight Butterfly for a massive boost in power that made him a near-unlimited reality warper within the confines of the Sol System, but that is more like the birth of Slaanesh than the creation of the GEoM. Of course, you can only drain a soul this way for so long until it loses enough definition to slip out of the Moonlight Butterfly, making the boost temporary.
Alternatively, you could do like Kreis did and use willing souls instead, creating a corpsey Chorus instead, but that only lasts while the souls are willing or until you run into the hard limit mentioned above. The First Humans never really looked into permanently merging souls.
Nah. Closest thing available would be doing what Gidae did when he first hijacked the Turn A and forcibly enslave the souls of the people killed by the Moonlight Butterfly for a massive boost in power that made him a near-unlimited reality warper within the confines of the Sol System, but that is more like the birth of Slaanesh than the creation of the GEoM. Of course, you can only drain a soul this way for so long until it loses enough definition to slip out of the Moonlight Butterfly, making the boost temporary.
Alternatively, you could do like Kreis did and use willing souls instead, creating a corpsey Chorus instead, but that only lasts while the souls are willing or until you run into the hard limit mentioned above. The First Humans never really looked into permanently merging souls.
Honestly I really hope we don't go that route since it would take most of the fun of the Quest out of it for me since I really don't like the Warhammer verse in general due to its grimdark nature.
And how long this dance going to last?
Full power Turn unit is too much but if this song and dance continue too long, earth will be too tried to hit the moon and end this war.
[X] Engagement range.
-[X] Stay at Long Range.
[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 NT-D Mode.
[X] Armory Drone.
-[X] Dober Gun.
[X] NT Power.
-[X] Telepathic Strike.
-[X] NT Empathy.
-[X] Channeling.
[X] Psycho-Field. (NT-D Mode only)
-[X] Temporal Jaunt.
[X] Gunslinger. (+1 Attack Dice to selected Ranged Weapon)
-[X] Type-TX Bazooka.
A series of pulses of killing intent is the only warning that you and the other defenders get before a dozen long spears, Dainsleif projectiles, slam into the defenses around Manupitch. The air fills with screams as dirt and tortured metal is flung into the air, sending your allies into a panic as Ghingham Fleet drop pods are seen streaking through the gaps left by the Dainsleif bombardment. Only one of the spears actually hit the big railgun, but it is enough to knock it out of commission and allow the Ghingham Fleet ships in orbit to begin their operation.
"Cehack!"
And there is Ghingham himself.
Loran rolls 1d100 for Initiative = 68!
Gym rolls 1d100 for Initiative = 48!
Turn Order is: Loran, Gym!
DC 50 for Control =56! Success! Loran Retains Control!
DC 50 for Control = 96! Success! Gym Retains Control!
Turn A takes 4(4+4+-2(Armor Grade)-2(Armor Grade)) Integrity Damage! Turn A has been-
Combat Mode! Turn A escapes Destruction!
Turn A Regenerates 50 Integrity!
Turn A I-Field Regenerates 40 Integrity!
Your response is instantaneous, weapons brought to bear as you simultaneously create a Psycho-Field and call for help from the other side. Nobody answers you, but that does nothing to deter the withering barrage of pinpoint fire you send towards the Turn A.
One devastating hit from the White Doll's Buster Rifle takes out its whole I-Field at once, passing through the wispy remains to wound the Mobile Suit underneath. The second shot fails to breach the Turn A's armor, but the way the Buster Beam's destructive energy envelops the target ensures that it deals damage anyway.
You have spent most of your free time the past few days practicing with the White Doll's weapons in order to get more shots out of them, and the fruits of your training shows with the quintet of missiles belched forth by your Bazooka. They and the Turn A's point defense lasers stutter in flight as the Temporal Jaunt displaces them to ensure that the former find their mark and that the latter do not, meaning that all five missiles slip past through to impact against it. The first missile hits a weak spot and causes respectable damage that is limited by the Turn A's armor, and two of its siblings are deflected by a hasty twist of the Turn A's body or ineffectually detonated by a well-timed shield bash.
The last two find purchase in the Turn A's armor, and the ancient Mobile Suit vanishes in that familiar flash of a Quantum Teleport.
Around you the battle stills, only for an instant before the combatants remember where they are, leaving you and Ghingham to talk.
"…What?"
For a certain value of 'talk'. Your duel ending so quickly must have thrown him off. "In a battle between equal opponents-"
"The outcome is determined by the flip of a coin." Finishes Ghingham. "I see you have met Lieutenant Geo."
Oh, so that's where you got it from, you remember now. "He was my instructor during my DC-ASP training." You explain.
"I see."
Having gotten the last word, Ghingham teleports the Turn A away from the battle.
*
The reason for the Ghingham Fleet's defeat was their insistence on taking the Manupitch Mass Driver intact, you muse as you look over the carnage covering the ground in the hours after the enemy has been driven off. You suppose you shouldn't complain, even with you here to eliminate hard targets and draw enemy fire your allies took heavy casualties and most of the emplaced defenses have been destroyed. The Ghingham Fleet withdrew south without pursuit, heading for the Central Colombian Confederation or Gran Colombia unless your Remote Viewing is lying to you.
You order a Militia Lieutenant to contact Luzipurch so that a message can be sent to the countries in the Ghingham Fleet's path, but any active pursuit of the enemy on your part will have to wait until after you have helped with treating survivor and assessing damage. The Adeskans might also need help in Manupitch.
*
You are alone the next day, having finished clearing the debris created by a ruined Dianna Counter railgun emplacement. Everyone from the Militias, the Dianna Counter, and the Adeskan volunteer crews were awestruck when they saw you carrying a truck-sized chunk of armor plating above your head with your bare hands, with more being carried by the Psyco-Controlled White Doll and your own telekinesis.
But it is not just your body that has become stronger, or just your body for that matter: You and Ghingham were equals in your last battle, but even now that you have become stronger he could still keep up. As for your Psychic Powers-
As if on cue, you feel the distant burst on the other side of the planet that signifies Ghingham reaching a new level, mere hours after you yourself did so. Is this fate? Maybe. Normally you would have dismissed it as coincidence, but if someone had told you a year ago that Psychic Powers are real you would have gotten out of there as soon as politely possible. Perhaps there is something to it.
You will have to ask Kreis.
Loran has attained NT Level 8! Loran may now use Lvl 3 NT Powers without the assistance of a Psychoframe! Loran may now use 4 NT Powers at once!
Loran Has attained the Eye of God NT Perk!
Choose 4 NT Perks!
These are your last ones! Choose wisely!
[] Trueshot Vision. (lvl4)
-Pinpoint Vision now uses your full NT Empathy Bonus.
(Requires Third Eye and Remote Viewing)
[] Truestrike Vision. (lvl4)
-Shatterpoint Vision now uses your full NT Empathy Bonus.
(Requires Third Eye and Remote Viewing)
[] Subtle Strike. (lvl2)
-Reduces the effect of the Target's NT Empathy against you by two Levels.
(Requires Hidden Hand and Future Sight OR Combat Clairvoyance)
[] Wraith. (lvl3)
-Pilot may Ambush Targets with Combat Clairvoyance if their NT Level is lower than the pilot's, and for a halved Ambush bonus for Targets with an NT Level equal or Higher. Enemies also receive +50 to their Mind Targeted Attacks against this Pilot.
(Requires Subtle Strike, Maze Counter, and Mindlash)
[] Out of Sight, Out of Mind. (lvl3)
-Pilot disappears from Psychic senses when breaking line of sight.
(Requires Subtle Strike, Maze Counter, and Mindlash)
[] Rend. (lvl1)
-Telekinetic Strikes gain one level of Penetration with every other NT Power Level, starting from 1.
[] Destroyer. (lvl1)
-Doubles number of Telekinetic Strike Attacks.
[] Elementalist (lvl2)
-Unlocks the Pyrokinetic Strike and Fulgurkinetic Strike Disciplines.
(Requires Rend and Destroyer)
[] Psychokinesis (lvl2)
-Unlocks the Psyco-Boost and Psyco-Aid Disciplines.
(Requires Rend and Destroyer)
[] Mindlash. (lvl1)
-Telepathic Strikes jump to deal half Damage to the nearest enemy mind.
[] Mindflayer. (Lvl2)
-Telepathic Strikes inflict Statuses one level above what it normally would upon Major Successes.
(Requires Mindlash and Maze Counter)
Conqueror. (lvl3)
-Telepathic Strike gains +1 Attack per 2 Strength die.
(Requires Malign and Mindflayer)
Violator. (lvl3)
-Unlocks the Puppeteer and Domination Disciplines.
(Requires Malign and Mindflayer)
[] Cloister. (lvl2)
-Unlocks the Cloister Discipline.
(Requires Bastion and Last Ditch)
[] Wide Guard. (lvl2)
-May expand all Barrier Disciplines like Telekinetic Barrier and Cloister to cover all allies within Medium Range at no loss to Integrity.
(Requires Bastion and Last Ditch)
[] Deep Bulwark. (lvl3)
-Doubles the Integrity of all Barrier NT Powers. (Requires Cloister and Wide Guard)
[] Resounding Will. (lvl3)
-Doubles the Regeneration of all Barrier NT Powers. (Requires Cloister and Wide Guard)
That was an anticlimactic battle. Kinda surprised when I rolled it.
For those wondering what is up with the lvl EX NT Perks, it is because I wasn't sure how to introduce them but I wanted to make sure you got one, and since no matter what perks you pick here you would not even be able to qualify for the others, so you get Eye of God. Ghingham already spent a point on Scorn of God, back when the Lvl Ex Perks were introduced, so he gets an extra point on his level up.
It just occurred to me after rereading the chapter. @Iceblocks Did we almost kill Gym Ghingham and destroy the Turn X? And if so what would have happened?
It just occurred to me after rereading the chapter. @Iceblocks Did we almost kill Gym Ghingham and destroy the Turn X? And if so what would have happened?
You didn't. In every duel between Loran and Gym, this one included, the point has been to damage the other's Turn Unit to the point where Combat Mode kicks in and teleports them out of immediate danger*. As for what might have happened had the Turn A actually been destroyed here...the immediate effects would be the last vestiges of, well, Vestige calming down for good, alongside the complete loss of morale for the Ghingham Fleet and Junno waving her dreams goodbye now that she doesn't have a Turn Unit to counter the Earth's.
*From Week 1 I was planning something like this should you even have been destroyed in battle. Either the Turn X would have activated Combat Mode for long enough to teleport to safety, or Loran(and Sochie if she was in there too) would wake up in the White Doll's cockpit with the Mobile Suit in Dianna Counter custody, having spent a week dead with his soul being held in place by the Turn X's systems while it regenerated his body**. Alternatively the players could vote to retry the fight/Week.
**Spending some time dead would be another way of meeting Vestige.
Eye of God. (lvlEX)
-Requires NT Level 8, Complete Body Recovery, and active Combat Mode to activate.
-NT Empathy becomes a passive effect. Doubles effect when chosen as a Discipline.
-Unlocks 'I Can See Through Time' Psycho-Field ability.
Scorn of God. (lvlEX)
-Requires NT Level 8, Complete Body Recovery, and active Combat Mode to activate.
-Mental Attacks deal half damage on successful save. If an enemy pilot of NT Level 0-4 takes any mental damage from a character with this NT Perk they must pass another save or instantly die. If an enemy pilot of NT Level 5-7 takes any mental damage they must pass another save or fall into a coma.
-Unlocks 'I Hate You' Psycho-Field ability.
I Can See Through Time.
-Epitaph: For the rest of the update, any action taken by the user will have its roll modified by +20. Any action taken against the user will have its roll modified by -20. -Quickcast: Activates at the beginning of the Turn. -Requirement: Combat Mode(at least) must be Activated.
I Hate You.
Mental Damage: 10d5
Special: -Breach: Base DC 1, Critical + (Critical Hits on Major Success) and Massive Criticals 1 (Extra strong Critical Hit on Critical Success) when striking targets with an NT-Level of 0 -Mind Targeting: Base Hit DC set to 10 as long as the user can sense the Target Pilot. -Dream over matter: Enemy units take X/3 Integrity Damage, with X being the amount of Mental Damage the pilot has taken. -Violator: Targets must reroll their first success at overcoming any mental damage inflicted by this Discipline. -Merciless: Damage inflicted by this Discipline cannot be reduced by the Mercy Modifier. -Area of Effect (Perfect Branching Chain): Hits every enemy Chorusing with the Target or anyone otherwise spiritually linked with them within Very Long Range. Anyone spiritually linked to those the attack jumps to are also affected and take full damage. Branching effect repeats until there are no targets in range. -Onslaught: Ignores NT Perks like Maze Counter and other non-base save defenses. -Merciless: Damage inflicted by this Discipline cannot be reduced by the Mercy Modifier. -Requirement: Combat Mode(at least) must be Activated.
You have to call on Kreis to get the most out of your new level of power, channeling him to receive special training. Learning how to push your NT Empathy to its utmost limits is a natural progression, as if your further development of your ability to trick the NT Empathy of others. As for your interest in Cloister-
Kreis prods you with his Pressure.
Remind me, Loran: Did you ever really use Barrier Disciplines?
"I'm thinking of starting." You reply. "Cloister seems like a good defense against Ghingham."
Kreis shrugs.
I suppose, though I would have focused a little more on Barriers if it was me. Now then, you create a Cloister by using your Pressure like this-
*
Lord Guin recalls you to Luzipurch once the cleanup after the battle is more or less over, meaning that you are quickly reunited with the former members of the LRAMDC and the DHV animals. The latter are still miffed that they weren't invited to come along to the restaurant, but you placate them with the news Lord Guin gave you:
Dianna loyalists among the normal non-Ghingham Fleet Navy have hijacked a small fleet of Almaiyas and Gendarmes and have made it to Earth's orbit. Not enough to decisively challenge the Ghingham Fleet, but enough that the enemy does not possess unopposed orbital superiority anymore. Lord Guin plans to exploit this opportunity by sending you to the Kingdom of Abruzzo, a small constitutional monarchy south of Gauria. According to Lord Guin they have found something that might be another mass driver, as well as a number of ships. Invaluable assets against the Ghingham Fleet should they be repaired.
You are willing to go, of course, but the contested orbit offers you an opportunity as well: You can bring your team along!
According to the rules of your duel, Ghingham will not engage you for another eight days, more than enough time to ferry the others over by ship or teleport. The main question is what you will do. Teleporting will alert Ghingham to your location.
Lets spend some time in transit catching up with what the others have been doing while we were busy elsewhere. Oh and we can also spend time with Sochie too as well.
Adhoc vote count started by Thors_Alumni on Sep 6, 2018 at 7:46 AM, finished with 1951 posts and 4 votes.