Sector I – Interact (Touma, Jin), Support (Sector VI)
With Maya playing her support role and the automation taking care of the grunt work,, you decide to take some time to interact with Touma and Jin.
)( EXTRA EVENT – Touma II )(
)( EXTRA EVENT – Jin II )(
(Sector VI gains +1 to roll this turn)
Sector II – Produce – 5, 4, 1 = 9 (FLAWED SUCCESS)
Though you do manage to wrangle some more resources out of the factory, the production line continues to be plagued with a dozen tiny problems. It's nothing major, but it does put the staff on edge.
(+1 Resource)
(Sector II status downgraded to Stressed)
Sector III – Research (Flash Cane) – 1, 6, 3 = 9 (FLAWED SUCCESS)
Geta and his subordinates take apart the weapon you recovered from Grandeur. The device appears to incorporate a powerful optical stunner designed to overload an opponent's vision. While Grandeur used it to blind people so he could set up his illusions, you're pretty sure you could adapt it into a useful tool. But what to do with it?
SELECT ONE OPTION
[ ] FLASH BATON – By keeping the weapon as is, it would make for a useful tool for one of your Training Heroes. While it wouldn't provide additional damage, the strobe blast would allow them to quickly vanish from sight. (Grants additional SPECIAL: Vanish when equipped.)
[ ] STUNNER GRENADE – By dismantling it and repurposing the technology, you would be able to manufacture powerful flash bombs that your Strike Teams can use in the field. They would function akin to more powerful flashbangs, allowing them to better interrupt attacks. (Grants bonus to the SUPPORT action when equipped.)
SECTOR IV – Investigate (The Glorious Path) – 5, 6, 4 = 11 (PURE SUCCESS + ABILITY BONUS)
You go over Michelle's report.
REPORT: The Glorious Path was originally started in the early 1960's by American author, parapsychologist and self-proclaimed 'prophet of the new age' 'Dr.' James Glory. Glory was attempting to bring about what he described as 'The Age of Aquarius' by developing humanity's psychic potential, and created the organization as equal parts research group, business venture and New Age religion. Whatever its original intent, The Glorious Path has slowly morphed into a dangerous international cult that seems to have unlocked actual psychic secrets.
The Path is a cult. There's no real debate there. Their stated goal is the advancement of humanity's psychic potential, ideally under their banner. They recruit heavily, promising the secrets of the universe, the unlocking of potential and a cause to rally under. Those poor souls who fall under their sway are nearly impossible to rehabilitate and often serve as evangelists and foot soldiers.
The organization doesn't go after hard targets. They focus primarily on kidnapping people of interest to their leadership, either people with important information or those who are naturally born with psychic potential. Their psychic capabilities make them extremely dangerous; even their foot soldiers, the Gentles, wield surprising psychokinetic power. Thankfully, they're not exactly hard to spot when they're active in the area.
Bonus: Reports indicate that the upper echelons of the cult are overseen by two (formerly three) lieutenants; one who performs the brainwashing, and one who seeks out and punishes apostates and threats to the cult. The actual person in charge of the cult is unknown.
Sector V – Research (Shadow Crystal Modification) – 4, 3, 6, +1 = 11 (PURE SUCCESS)
It's pretty rare to see Falter so excited, so his reaction to you giving the go ahead for his research is rather nice. He gets back to you at the end of the week with the results of his research. It seems that he's cracked whatever mystic code that the Nightmare Kingdom uses to design the crystals, and has a few designs that seem promising.
The first is
EMPATHIC ARMOR. By incorporating crystalline elements into combat armor, your Training Heroes will be able to better resist psychic and emotional Stress. Admittedly, it wouldn't provide any additional armor against Damage, but that's the trade-off.
The second design Falter develops is the
PSYCHIC STABILIZER. By altering the emotional 'wavelength' the crystal absorbs, Falter can create a gadget that the Strike Team can use to relieve Stress while in the field. While it's not exactly a long-term solution, it can help extend a Hero's operational time in the field.
(Empathic Armor and Psychic Stabilizer added to DESIGN.)
Sector VI – Research (Heirian Autopsy) – 2, 5, 3, +1 = 9 (FLAWED SUCCESS)
The autopsy report lands on your desk midway through the week, though you're not exactly looking forward to reading through it.
REPORT: After an examination of the Heirian's gross anatomy, it's clear that the aliens are derived from some sort of primarily aquatic species similar to Terran crustaceans. It's also clear that these creatures are heavily modified. Their internal organs are minimal outside of the heart; they lack even a rudimentary digestive track or genitalia. Even their brain is vestigial, designed mostly for maintaining their autonomic functions and interfacing with their armor. The armor they wear serves as both exoskeleton and brain, protecting their squishy meat bits and allowing them to function in a nonaquatic environment. It's likely that the Valgruss have bioengineered and uplifted a 'lower' species to serve as expendable, easily replaceable cyborg shock troops.
There's a section in the report that considers what they taste like with butter sauce, but you decide not to read that part.
Sector VII – Train (Naoko) – 4, 2, 3 = 7 (FLAWED SUCCESS)
You send Naoko down to get thumped around by Odessa a bit. The wolf girl goes over basic self defense with Naoko, with the intention of getting her read for if her powers fail her. The lesson is a mixed success, but that's good enough.
(+1 EXP to Naoko)
* * *
DRAMA PHASE
EXTRA EVENT I
You find Touma in Sector II once again. This time he's doing maintenance on the Landcrasher. The enormous motorcycle has its own dedicated, if small, bay inside the motor pool, with all the tools Touma needs (and a few that he may have borrowed) to keep the machine in good condition.
You peer into the bay as you hear the distinct noise of a ratchet crinkling away. You reach up and rap your knuckles on the door, causing Touma's head to pop into view from behind the motorcycle.
"Oh, hey boss." Touma sets the ratchet he's holding down and stands up, wiping his hands off with a blue shop towel as you walk inside. "Didn't expect to see you down here. Did you need something?"
SELECT AN OPTION
[ ] Ask something about himself (his past, his family, his ambitions, etc.)
[ ] Ask something about his powers (how he got them, what he thinks of them, etc.)
[ ] Ask something about his teammates. (what he thinks of them, how they treat him, etc.)
[ ] Suggest something else (write in).
* * *
EXTRA EVENT II
You locate Jin in Sector IV of all places. He's seated at a computer terminal, his eyes darting about as he scans over information. He moves and reads with an almost mechanical speed and precision, the only noise coming from him being the soft rubbery noise of the mouse wheel rolling.
"I'm not looking for new targets," he says as you open your mouth to speak, "if that's what you're wondering about."
"I wasn't assuming anything, Hansou-san," you reply as he turns his chair to face you. "I assumed that you weren't actively looking for people to assassinate right now."
Jin doesn't reply to that. He folds his hands in his lap and looks at you curiously. "Was there something you wanted to talk to me about?"
SELECT AN OPTION
[ ] Ask something about himself (his past, his family, his ambitions, etc.)
[ ] Ask something about his powers (how he got them, what he thinks of them, etc.)
[ ] Ask something about his teammates. (what he thinks of them, how they treat him, etc.)
[ ] Suggest something else (write in).
* * *
EVENT
One morning, you receive a call from Yamakishi in your office. He notifies you that the JSDF is going to be performing some training exercises next week in order to better prepare his men to take on extraordinary incursions. He makes a proposal; he would like to borrow your Strike Teams to help advise his men and get them used to working with them in the field.
How do you respond?
[ ] LET'S DO IT – It never hurts to build bonds with the JSDF, and getting them used to fighting FoEs would really help if they have to help you engage the enemy.
[ ] TOO RISKY – As good as it sounds, you can't risk your Strike Teams not being in a position to deploy if there's a FoE incursion. You may have an agreement with Yamakishi, but it only stretches so far.
[ ] WE CAN COMPROMISE – Instead of the Strike Teams, maybe it would be better to send some of your Sector Heads. Odessa would probably really enjoy the workout.