Mitchell Air Force Base (Also responds to Michelle)
Appearance (Remove the Black Maw around the bottom of the face)
Stats
Martial: 11 (Not a large amount of experience leading troops, but has basic training)
Diplomacy: 17 (Competent Diplomat, but will require extra training to become a true master)
Stewardship: 30 (Easily Manages a base, along with having extensive memories with military logistics)
Intrigue: 10 (Experience with Reconnaissance, but not espionage)
Piety: 15 (Not very invested in magic, but starting to learn)
Learning: 25 (Was a military testing ground for B24s, also strange burning desire to learn)
Perks:
Blessing of the sea: ??? (Comes with harbor without needing to build it, ???)
An eye for detail: Lots of very important aircraft maintenance and testing has left you with a good eye for small details. (+15 to stewardship rolls, +1 to stewardship)
Testing Ground: You were used to test powerful aircraft. (+2 to learning, +10 to martial rolls when using aircraft)
Old Soldier: You were around before WW1, so you have the wisdom of age. (+2 to martial, Army and Air force soldiers start at Experienced)
Mother Michelle: You had to comfort the other spirits of the bases when Pearl fell, so you are known as a "Mombase". (+20 to diplomacy Rolls when interacting with other installation class spirits)
Learned: You have a good amount of knowledge when it comes to certain topics (+2 to learning, +10 to learning rolls.)
Charismatic Spirit: Your mere presence will cause other spirits to gravitate towards you. (+20 to recruitment success rolls, +4 to number of gremlins recruited.)
Architectural Genius: You are a natural when it comes to buildings. You can improve the structure or function of a building just by eyeballing it or make new ones on a whim. (+5 to stewardship, Makes or improves building Blueprints with ease.)
Stat skill (Stewardship) Multitasker: You can divide your attention easily, allowing you to use your time more efficiently. (+1 Action per turn.)
Architect: You are now a certified Architect, and have approval to build buildings. (Gain +10 to rolls involving building something).
Stat Skill (Learning) A single Spark: You sometimes get... Flashes of ideas that you just
need to write on. (New Personal action: You can design something [This is usually a link to another thing or something that players can design themselves, and roll a d100 for its current viability. If >80, then the idea gets added to Mitchell's repertoire.
Skills:
Soul Sensor (Grand Master): You can feel the spirits of the departed around you and can call them to serve with ease. (Summons the spirits of Destroyers, Light Cruisers, and Transport Submarines. 150/500 to High Master.)
Atomic Manipulation (High Master): Manipulates the atomic structure of matter with ease. You have a maximum range of 50 meters. (Changes atomic structure of matter nearby, allowing you to morph it however you want. Can be used in combat or in Industry. Fashions bodies for the spirits of Heavy Cruisers, Battlecruisers, and Light Carriers. 50/1000 to Legend.)
Pearl Harbor
Stats
Martial: 49 (Was considered the Hub of US military Might in the 20th Century; This transfers over)
Diplomacy: 10 (Has a hard time interacting with people; Especially Japanese people)
Stewardship: 24 (Did also have to manage herself as a base from memories)
Intrigue: 11 (Not very sneaky, but can do it on occasion)
Learning: 12 (Not very interested in research)
Perks:
Adorable: Everybody thinks she is the cutest thing on the planet. (+2 diplomacy, +20 to intrigue rolls)
Young: and Full of potential! (Any stats gained by training are doubled)
Beware the Quiet ones: Doesn't really speak a lot to people she doesn't know, but dang can she fight! (+2 to martial, -1 to diplomacy, +20 to attack rolls in the first turn of combat)
Stat Perk (Martial) "Seeing" the flow: Pearl can predict how certain enemies will react to certain tactics, and plan accordingly (Once per turn You will roll a d100, and if you get a 70+ you will find out how the enemy plans to fight you and react accordingly)
Skills:
Soul Sensor (Advanced): You can feel the spirits of the departed around you and can call them to serve with relative ease. (New Piety option to recruit spirits, can currently take the form of regular Gremlins or Specialized. Regular can do pretty much anything given some training, but Specialized are true masters and are the end all, be all authorities in their specific fields.)
Atomic Manipulation (Advanced): On a 50+ stewardship roll for Manipulation action, gain 100 material units.
USS Arizona
Appearance
Stats:
Martial: 21 (Was a dedicated warship, even though she never really got into a battle)
Diplomacy: 22 (Is very taken by diplomatic talks, works closely with Gremlins to improve diplomatic skills)
Stewardship: 7 (Doesn't know a lot about managing resources on anything larger than a naval vessel)
Intrigue: 15 (Not very interested, but knows that all good diplomats can't be hopelessly optimistic)
Piety: 13 (Small interest, but would only become more interested if there were other applications)
Learning: 14 (Finds domestic research interesting, Militaristic not so much)
Perks:
Trained Diplomat: Learned from people who have been trained as diplomatic envoys (+2 to Diplomacy, +10 to Diplomacy Rolls when involved)
Heavily armored: She is very heavily armored so enemy rounds will not harm her as much as they would another ship (+15 to Defense rolls, -5 to dodge rolls)
Honest: Doesn't like to speak lies. She can do it, but it's much easier for her to just speak the truth. (+1 to diplomacy, -1 to intrigue)
Never Again: She will never go back on her promise to Pearl [ONE OF A KIND SKILL] (3 times per battle, if Arizona were to take a fatal attack she is instead healed to full health and any crippling is fixed immediately)
(Stat skills are
Good. Try and get as many as possible.)