Turn 10 Results:
Martial:
[X] Taking a closer look: Besides knowing that there is a Re-Class leading the fleet, you know nothing about it. Send some jets to find out the exact composition and formation of the fleet. Reward: Knowledge of enemy ship types, what formation they are in. Chance for success 70%
d100= 99 (Greater Critical Hit!)
That was... very informative. Apparently the Re thought that she only needed pure firepower, and took no less than 3 Ta classes with her, 4 Wo classes, 5 chi classes, and 6 I classes. They also have absolutely No anti-air coverage, so any attack using bombers will be absolutely devastating. They also are in absolutely no formation right now, and seem to be ignoring any kind of CAP. If handled correctly, you could neuter this before it starts...
Reward: Knowledge on fleet, fleet has absolutely no discipline
[X] Naval Industry: Use some of the Blueprints you got to create some ships. Cost: Varied. Reward: Ships. Chance for success 100%
-[X] Alaska Class Battle Cruiser x5: 35 Material, Takes 3 turns (Max out current production slots)
Costs: 175
d100=2 (Critical Failure!)
This is bad. Apparently a misheard command sent the wrong production order, and now instead of 5 Alaska's your only getting 2, along with 2 Brooklyns and a Fletcher! At least the Order went through...
Reward: 3 Alaskas changed into 2 Brooklyns and a Fletcher
Diplomacy:
SKIPPED
[X] My new magic materials: Use your new found aptitude in manipulation atoms to create some raw materials. Reward: +100 materials. Chance of success 100% (30% to double rewards)
d100+15=108 (Critical Success!)
Those insights that you made were really useful! You managed to figure out how to double the returns normally, and quadruple them with some good luck!
Reward: My new magic materials now gives +200 normally, +400 on crit. +400 Materials
[X] Big Bertha: Expand the Naval shipyard you have to increase production. Cost: 20 material. Reward: +5 Naval Production Slots. Chance for success 85%
d100+15= 113 (Greater Critical Success!)
This went extremely well. Using your newfound genius in Architechture, you managed to not only double the berths you had, not only triple them, but even found a way to make Capital shipyards!
Reward: +10 Ship berths, Shipyard automatically upgraded into Capital Shipyard (Now can produce capitals ships, such as Battleships or Fleet carriers without using 2 berths).
[X] You require additional Spacing: You are out of space to put the Gremlins. Make some more. Cost: 20 materials Reward: +10 to all living spaces for combat units. Chance for success 80%
d100+15=113 (Greater Critical Success! AN: YOU DID IT AGAIN)
Your mind is getting a great workout from this! You managed to double the space required, and when the new gremlins asked for some equipment, you made some without even thinking about it!
Reward: +20 Unit spaces to all branches, 2 Wings of Veterans outfitted (1 Jets, 1 bombers, both Modern)
Intrigue:
[X] Truly tuning in: Listen to US military frequencies to try and find out any operations. Reward: Know what the military is doing in the next turn. Chance for success 75%
d100=37
Some of the information was Garbled, but it seems that they are performing a summoning attempt after the convoy makes it to japan.
Reward: Knowledge that US summoning will be attempted after convoy
[X] The power of the internet: Go on the internet and try and find news about anything important. Reward: Civilian News tells you something useful. Chance for success 90%
d100=83
Some information on the internet allows you to find out the "Faces" of the Japanese Kanmusu. They are Akagi, Yamato and Nagato. Hmm, you might need to tell them (or at least Akagi) about pearl...
Reward: You now know who you will be talking to in regards to Kanmusu.
Piety:
[X] Soul sensor quality: Attempt to increase the fine tuning of your soul sensor to recruit higher quality spirits. Reward: Gain 50 XP in Soul sensing skill. Chance for success 55% (Chance to double rewards 30%)
d100= 90 (Critical Success)
You were much more successful with fine tuning your skills this time around. You feel as if you have reached a new level in your skills
Reward: +200 EXP (This comes from a perk that I forgot to put down, will put it up after update) [Soul sensing has reached a new rank: Grand Master! (50/500 to High Master.) Training in Soul sensing and Atomic Manipulation will only give 1/2 the results from now on.
[X] Shipgirling: Use your abilities in soul sensing and atomic manipulation to find some ship spirits and build them some bodies. Reward: New girls to help out
Chance for Success 80%
d100+35= 101 (Critical Success!)
Your first forays were kind of small, with 2 Clemson Classes, USS Alden and Thompson, being rather shy and Boisterous respectively. The next one surprised you with a Heavy cruiser, a Baltimore class to be specific. You knew this because she was Baltimore, and she seemed rather demure. She was also able to launch planes, so that was good. The biggest surprise was the Japanese Heavy cruiser Maya. Apparently she was Sunk in a nearby battle as a Kanmusu, and when she saw you she attacked. Luckily Arizona was there to stop her. After you explained your circumstances and the fleet heading towards the convoy, she agreed to work with you to stop the attack. She seems to be less on guard since the summoning, which is good.
Reward: 2 Clemson Classes, 1 Baltimore class, 1 Takao class
Learning:
[X] Blueprint diving: Go on the internet to try and find some usable blueprints for later use. Reward: Possible new ships to produce. Chance for Success 95% (55% to find multiple.)
d100+30= 125 (Greater critical Success! AN. He Is crying right now...)
Well, you found more. By god did you find more, from small destroyers such as he Clemson class, to Cruisers like the Baltimore class, to even a battleship, and the Iowa class at that! But the one that really took the cake? the one that topped all of it? It was the one you found on the beach again. Knowing that it would be good, you immediately opened it, and were shocked to not find blueprints for a battle ship, but an aircraft carrier! A Lexington class at that. You knew this would take some time, but by god would it be worth it.
Reward: Clemson class blueprints, Baltimore class blueprints, Iowa class blueprints (Pre-1980s), Lexington class blueprints.
[X] Consult your scientists: Go to the gremlin scientists that you have to get some help on an idea. Reward: New project to work on. Chance for success ???
- [X] Suggest the possibility of awakening built ships into shipgirls.
d100=92 (Critical Success!)
You went to your scientists to follow up on the awakening thing they were talking about, but to your surprise they had already done it! With Yorktown no less! She was rather confused at first, but soon came on board when learning who you were. You now have your own Fleet carrier!
Reward: Can awaken Museum ships on a shipgirling Greater crit from now on.
Personal:
[X] Training: Train yourself in something you feel you lack experience in. Reward: Gain 1d4 to chosen stat. Chance for success 100% (Repeatable)
- Train Mitchel in Stewardship
d100=23
d4=1
It was hard to call up your memories, and you didn't get much from them.
Reward: +1 to stewardship
[X] Training: Train yourself in something you feel you lack experience in. Reward: Gain 1d4 to chosen stat. Chance for success 100% (Repeatable)
- Train Pearl in Martial
d100=48
d4=3
Pearl however, gets much more then you! She seems to be a tactical genius in the making.
Reward: Pearl gets +6 to Martial (NEW PERK TO BE ADDED SOON)
21 units of food remaining
400 units of Material remaining
(AN: Still hasn't stopped crying... It's starting to get weird now)