Turn 13 Results:
Martial:
[X] Naval Industry:
Your Fletcher Class Destroyer, along with the Brooklyns are finished in short order, and promptly assumes shipgirl form. The Fletcher eventually decides on the name Doolittle, while the Brooklyns aren't really decided yet.
(In queue:
Iowa Class battleship: 3 turns
Lexington Class Aircraft Carrier: 4 turns
Yamato Class battleship: 3 turns
[X] Build some stuff: Use your Factories that have been silent to churn out some machines. They will be useless until you get more gremlins, but it's better to have and not need then need and not have, right? Cost: Varied. Reward: Vehicles or weapons that can be used by new gremlins. Chance for success 85%
Costs:
[X] Infantry weapons (Battalion's worth): 6 Material per Brigade (x3) (18 Materials)
[X] Rotor Plane Squadron: 16 Material per Wing (x2) (34 Materials)
[X] Modern Jet squadron: 30 Material per Wing (x2) (60 Materials)
[X] Modern Bomber squadron: 34 Material per Wing (x2) (64 Materials)
d100=98 (Natural Crit!)
Due to your efficiency in managing materials, your engineers only used half of what you gave them!
Result: All weapons created for 1/2 cost.
[X] A walk on the high side: Take some particularly talented Military gremlins and put them under the tutelage of the command staff. Takes 3 turns. Reward: More Commander prospects for prolonged Military engagements. Chance for Success: 60% + 15% from Personal attention.
d100=39
Your Gremlin canidates have been selected, and are beginning training smoothly.
Diplomacy:
SKIPPED
Stewardship:
[X] Putting the fine in refinery: Create some refineries at the resource deposits that are on the islands. Cost: 50 Material per refinery (Remember, you can put 2 per deposit.) Chance for success 75% (Build two)
d100+15=62
The Refineries go up quickly. You now have no open spots for refineries anymore, but you should be fine.
Result: 2 Refineries Built, No refinery spots left in island chain.
[X] Big Bertha: Expand the Naval shipyard you have to increase production. Takes 2 turns Cost: 20 material. Reward: +5 Naval Production Slots. Chance for success 85%
d100+15=17
You very nearly didn't start this. Luckily, your Administrator Gremlins were able to catch onto the schedule before it was too late, and the Berths are now constructed.
Result: +5 Ship berths (Now at 25 berths).
Intrigue:
[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
All seems well. After the near fiasco with the cocky celebrity, the Military put an off limits order on the public.
Result: You will not be accidentally revealed by the public.
[X] Sneaky Sneaky...: Take some Talented gremlins and have them learn high level espionage. Reward: spies that can blend in. Takes 3 turns. Chance for success 60%
d100=3 (Critical Failure)
What even happened? One misread application led to the wrong type of training, and now your entire espionage unit thinks that every James Bond novel is fact and are absolutely terrified of actually doing some espionage.
Result: Your Gremlins are terrified. You must retake this action at a malus of -10.
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=49
Your studies go well. You don't gain huge leaps in skill, but sometimes you don't need to.
Result: +50 EXP to Soul Sensing
[X] Omnimancy training: Try and advance your control and knowledge of Atomic manipulation. Reward: +50 EXP to Atomic manipulation skill. Chance of success 55% (Chance to double rewards 30%)
d100=8
Your panic at the Gremlins and nearly missing out on the berths means you didn't get any work done for Omnimancy.
Result: Nothing
Learning:
[X] SOOPER SMOL SHIP MISSILES (SSSM): Take your knowledge of how to make proper SAMs, and combine it with the offensive capabilities of your cruise missiles to make ship borne missile launchers. Takes 2 turns. Reward: Certain Shipgirls will gain a missile pod, which can attack and ignore defense rolls. However, it does not negate dodge rolls, so use them wisely. Cost 45 Material. Chance for success 60%
The Research is done. You can now put Missile batteries on ships! While the only thing that has enough space are Battleships and Aircraft Carriers, You can still do wonderful things with them!
Result: BBs and CVs can launch missiles. (NOTE: This will only apply to ships being built from beyond this point. You can have a ship in dock retrofit with one, but it will cost 10 Materials and 1 turn.)
[X] Taking the troops to them: Find a way to make some dedicated transports, from drop ships to Hover boats to APCs. Reward: Gremlin Movements will take half the time to reach a destination. Takes 2 turns. Chance for success 65%
d100+10=72
The Research goes swimmingly.
Result: Research started.
Personal:
[X] Training: Train yourself in something you feel you lack experience in. Reward: Gain 1d4 to chosen stat. Chance for success 100% (Repeatable)
-[X] Mitchell
--[X] Stewardship
d100=20
d4=3
You took some time to yourself to practice your managing skills. You think it went well.
Result +3 stewardship to Mitchell.
[X] Training: Train yourself in something you feel you lack experience in. Reward: Gain 1d4 to chosen stat. Chance for success 100% (Repeatable)
-[X] Pearl Harbor (Gets double the amount gained due to the Young Perk.)
--[X] Stewardship
d100=57
d4=4
While you are practicing, Pearl comes in and watches you. By the end of your practice, her eyes are sparkling, and she suddenly rushes off to her room. Hopefully she won't do anything crazy...
Result: Pearl gains +8 Stewardship
[X] Training: Train yourself in something you feel you lack experience in. Reward: Gain 1d4 to chosen stat. Chance for success 100% (Repeatable)
-[X] Pearl Harbor (Gets double the amount gained due to the Young Perk.)
--[X] Martial
d100=97
d4=4
A few hours later, you come across an unbelievable scene; Pearl is playing Hearts of Iron 4, and not even 10 turns in she has conquered over half of the map. It's exceedingly scary...
Result: Pearl gains +16 martial
[X] Personal attention: Personally take care of one project of your choosing. Reward: +15 to Success roll of ONE project. Chance for success ??? (A walk on the high side) (Repeatable)
RER
d100=96
You have heard reports of a small abyssal girl washed up on the shore. You immediately rushed out there, thinking it was Pearl, but to your surprise this girl was the complete opposite of her. She is still unconscious, but in the infirmary.
403 units of food remaining (+128 per turn)
547 units of material remaining (+245 per turn)
(AN: Merry Christmas! And WTF WHAT ARE SOME OF THESE ROLLS)