DIPLOMACY (3):

[X] Attempt to make friends: if there is one thing you learn while working for the CIA is that having political friends to cover your ass is always a good thing to have. So, if Blackwatch's influence is to grow, it will need political capital to make it work. The problem is finding people who can keep their mouths shut after learning of Blackwatch's existence.

[X] Gain authorization to take down crime: growing up in New York, you knew that crime was always high and that sometimes you wished the military would step up and help the police. So, that you oversee a black op, you wonder if you could get legal permission to help the police in helping solve crimes if necessary.

[X] Write-In: See if you can't use your more diplomatic contacts in helping you find your damn spook already, this is getting fucking ridiculous.

STEWARDSHIP (2):

[X] Invest in the Stock Market: You got money to spare and you knew that having other sources of money besides the government is something other groups do regularly. So, let's see if playing the stock market works out for us.

-[X] Write-In: Focus on US based firms and services and etcetera. Beyond just earning ourselves a profit, this might be a great opprotunity to stimulate the economy of our patron country. But beyond that, there may or may not be additional knock-on effects, though that is partially dependant of if we ever do get our spook.

[X] Hartford Investment Opportunities: You could consider spending some money to invest in the town of Hartford. There are multiple reasons and facets to this idea: you could increase the chances of other businesses coming to setup shop in town, increase the amount of leisurely activities for your troops when they are on weekend pass in Hartford, perhaps encourage home development for any trooper who decides to raise a family here, or just to buy the loyalty of the towns folk. There are many ways to go about doing this. (Author Ruirk)

(Cost: 500; Upkeep: 100; Time: 1 Turn;; Reward: The local population of Hartford is likely to say or do something in regards to any strange activities around Crown Wall, the troopers leisurely activities are a little better, the possibility to get early warnings about any "suspicious" activities from the townsfolk, and the chance for much, much more as time goes on.)

INTRIGUE (1):

[X] Searching for a head spook: One of the most important rules in running a black op is to make sure that said ops stays hidden. So maybe getting someone to cover your tracks and look for other groups' tracks sounds like a good idea.

(Cost: 50; CoS: 70/50/30/10%; Reward: Intrigue Adviser, 1 Intrigue action.)

LEARNING (3):

[X] Research Cube: Alpha Squad brought back a blue cube that is glowing from the original location the tablet was acquired from. You tell Robert to examine the cube to make sure the reason it's glowing it's not because it's radiation and find out anything about it. Maybe even find out if there really is a connection between it and your Bolts.

(Cost: 2000; CoS: 50/???%; Reward: Cube examined, ???.)

[X] Research "Witches Brew": A drug cocktail that uses Steroids, Erythropoietin-like hormones that increase both the number of red blood cells and the individual ability of those cells to carry oxygen, making the user slower to tire, additional chemicals that have a neurological effect on how the fight-or-flight reflex is triggered, aggression enhancers, cognition boosting nootropics and any other physical and mental performance enhancing drugs. The point of this clusterfuck of a chemical cocktail is to permanently raise a soldier's mental and physical performance over a short period of time, before being slowly weaned off of it, as the consequences of long-term use aren't likely to be pretty.

(Cost: 1000; Upkeep: 250; Time: 3 Turns; CoS: ???%; Reward: "Witches Brew" Research Completed, 50% Soldier Training Speed, All Trained Troops Gain Perk "Witches Brew: 5 to Combat Rolls". RTM)

[X] Research Improved MOPP Equipment: The current MOPP Equipment while usable leaves the wearer in a suit that is difficult to move in and decreases the wearer's situational awareness which can be fatal in a fight. The goal of this project is to improve upon the current iteration of MOPP gear and make it less cumbersome to the wearer and less hampering to their situational awareness but to also improve its effectiveness against Chemical, biological, radiological and nuclear agents. *

(Cost: 3000; Upkeep: 1500; Time: 6-8 Turns; CoS: 50/20%; Reward: Improved MOPP equipment which gives 10 to it's wearer survival roll against Biological, Chemical, Radiological and Nuclear threats when equipped with improved gear as well as making it less cumbersome to move in and giving them better situational awareness halving all penalties that they would otherwise receive when wearing the old suits. Possibility to give it to the US government for use by the rest of the Armed forces and increase Blackwatch's reputation with the government/branches of the US military? Captain.Cat)

MARTIAL (2):

[X] Upgrade Base Defenses 2: Crown Wall currently only has a basic defense layout in the form of metal fences with electricity running through them. Best to upgrade this just in case of emergency in the future.

(Cost: 250; Upkeep: 40; Time: 1 Turn; CoS: 45/30/10%; Reward: Defenses upgraded.)

[X] Training the Watchmen: Indy and Christopher just got out of the Infirmary and can move their bodies on their power. But they did not know how to fight in their new bodies, especially Christopher who just learned how to walk slowly for the first time in his life. And Indy needs to find a way to control his Bolts and get accustomed to being young again. You wondered if they will hate you later for upgrading the Training Field and making Joy one of their teachers.

(Cost: 500; Time: 1 Turn; CoS: ???; Reward: Christopher and Indy fight with new bodies.)

PERSONAL (3-1=2):

[X] Train your Diplomacy.

(CoS: ???%; Time: 1 Turn; Reward: 1d3 (adviser) or 1d2 (no adviser) for chosen attribute.)

FINISHED THIS TURN

[X] Oversee 'Searching for a head spook'.

(Reward: Action receives MC's stat bonus to final roll result.)

[X] Oversee 'Searching for a head spook'.

(Reward: Action receives MC's stat bonus to final roll result.)

[X] [FREE] Investigate Weird Occurrences: For over a month, you have heard and personally witnessed weird things occurring around HQ with no explanation, the biggest one being the shelf that fell on the table. You heard around base that the base has a ghost or something, which if you heard that last year, you would have laughed, but now there is a part of you that thinks that.

(CoS: 50/20/5%; Time: 1 Turn; Reward: ???, 5 for next turn.)

[X] [FREE] Try my luck at the lottery: You got some spare change from the budget, maybe you will get lucky in winning the lottery.

(CoS: NAT 100; Cost: 3; Reward: 900,000 Income. May take up to three times as long as the cost is paid for each time.)

Turn 9 Results:

Well, October has arrived. Last month was definitely an eye opener. The newly created group codename Watchmen, made of people who had undergone the transformation, has acquired three new members. Though two of them need training in their new forms and the third one is in a coma.

The Training Ground and Infirmary were heavily upgraded by their respective heads of department and C was somewhat upgrade a bit after dealing with several incidents.

You have not found anything regarding the weird occurrences around the base, but you at least seen that nothing weird has happened either.

Walter found a new secretary in Carol Clayton to help with his tasks, which both of them have been helping with improving your diplomatic abilities.

Alpha Squad managed to return to HQ safely, but they came back with a huge mystery in the form of a glowing blue box. What was the connection between it and the tablet was still up in the air, though a new theory surge that since both things were found in a Norse church, it's quite possible that the stories of the Norse gods were actual people who touched the catalysts and acquired powers.

Robert and the rest of the group were going to figure out what the cube really was. You really hoped that the glow was not radiation.

And still no spook around the place.

Diplomacy:

Attempt to make friends

Cost- 40, CoS- 50/40/20/10%

Roll- 14 5(Walter)5(Carol)= 24 FAIL

Because Walter and Carol having to organize his meeting with governor of Montana, they did not have time to make any connections with any group.

Reward- Fail

Gain authorization to take down crime

Cost- 600, CoS- 70/50/20/5% (5 for next attempt)

Roll= 92 5(Walter)5(Carol)5(Next attempt) = 107

Crit Roll= 82 7(over)= 89

When you choose Walter to be BW's diplomatic officer, you did not think he would be this successful.

Because you were busy dealing with finding a spook, you gave Walter full control of meeting with the governor. He managed to get the meeting and went to it with Carol in her capacity as his secretary.

A few days later, Walter arrives in triumph and he explains what he managed to work out. His original mission was to brief the governor on the existence of BW, it's prime directive and to see if they could get permission to investigate any crimes it encounters while doing the primary mission while in Montana.

In the end, the governor and Walter came to a compromise. The new solution, BW would have state jurisdiction to investigate and solve any drug related crimes they encounter while inside the state of Montana.

Looking over the agreement, you saw no problem with it. Just being able to hunt down drug makers would be a good thing for BW to do to help out.

Reward- Permission granted to investigate drug related crimes in the state of Montana;

Action "Early War on Drugs" CoS increased

(Basically, BW is like a Proto-DEA but only limited in Montana for now)

Write-In: See if you can't use your more diplomatic contacts in helping you find your damn spook already, this is getting fucking ridiculous.

Cost: ?; CoS: ???%; Reward: 'Searching for a head spook' gets a bonus.

Roll= 16 5(Walter)5(Carol)= 26 FAIL

Because Walter and Carol having to organize the meeting with governor of Montana, they did not have time to use any of their contacts to find a spook. Not that it mattered since in the end you managed to find one at last on your own.

Reward- Fail

Stewardship:

Invest in Stock Market

Write-In: Focus on US based firms and services and etcetera.

Beyond just earning ourselves a profit, this might be a great opportunity to stimulate the economy of our patron country.

But beyond that, there may or may not be additional knock-on effects, though that is partially dependent of if we ever do get our spook.

Cost: 1000/1000; CoS: 40/30/10%; Reward: Investment multiplied by x2, x3 or x4 depending on CoS.

Roll= 99 5 (Hayden)= 104

CRIT Roll= 96 4(over)= 100

CRIT Roll= 74

Reward= 1000 x 4 x 4 x 3= 48,000

You did not know if you should celebrate or bang your head on the wall, risking breaking the wall.

When Hayden came to you asking for permission to take use some of the money in BW's to invest in the stock market in short terms, you gave him a limit and told him proceed. Though you did tell him to make sure that none of the transactions could be traced back to them, to invest in American businesses only and joking at the end, told him to find a way to end the Flash Crash.

Two weeks later, you did not know how but Hayden managed to make over 10 times what he invested and somehow managed to prevent the market from keeping from falling and began to go up again.

You demanded him to tell you what he did, and he just simply replied that he was just following your orders and that it was just pure luck that the stocks he chose were the correct ones.

You wanted to know more but you just decided to ignore it and just be happy that this ended well.

Reward- 48,000; Flash Crash of 1962 fixed, US Economy stable

Hartford Investment Opportunities

(Cost: 500; Upkeep: 100; Time: 1 Turn; CoS: 40/20/5%

Roll= 29 5(Hayden)= 34 FAIL

Cause Hayden was so busy monitoring the investments he made in the market, he did not have time to discuss with the Hartford government opportunities to invest in the town.

Reward- Fail

Intrigue:

Searching for a head spook

Cost: 50; CoS: 70/50/30/10%; Reward: Intrigue Adviser, 1 Intrigue action

Roll=17 5(oversee 1) 5(oversee 2) 3 (reddaeth omake bonus)= 30

Omake that started this

You did it.

You finally did it.

After searching for so long you finally found a spook. And all it took was one visit to Hartford's bar one night for a bit of R .

Your new Intelligence Director literally ran into you, presented himself to you and after briefly reading his file, you accepted him, part of the reason was being desperate at finding a spy to run BW's Intelligence Division.

Will looked at you strangely on how you just accepted him after only one meeting but you told him that it did not matter, he had the job.

After getting briefed on BW's functions and secrets, he was welcomed into BW.

Though you wished the grunts around the base stopped moving with worry, thinking that the apocalypse is finally going to happen now that they finally found a spook. That and wondering how the hell Will keeps getting lost across the base and end up in strange places.

Reward- William 'Will' T. Fury (5 Intrigue actions, 1 Intrigue Action), Director of BW's Intelligence Division

Learning:

Research Cube

Cost: 2000; CoS: 50/???%; Reward: Cube examined,???

Roll= 12 5(Marcus)10(Robert)2(Strangelove) 5(Laboratory)5(Nuclear Lab)10(Computer Lab)= 49

Because the entire R group was busy with the Brew project, there was no time to research the Cube. Though Robert did a quick check on the Cube and did not detect any form of known radiation from it.

Reward- FAIL, 5 Next Attempt

Witches Brew

Cost: 1000; Upkeep: 250; Time: 3 Turns; CoS: ???%

Roll- 100 10(Marcus)5(Brandon)5(Robert)2(Strangelove)5(Laboratory)= 127 CRIT OVERRIDE

CRIT Roll= 74 27(over)= 101

CRIT Roll= 42 1(over)= 43

One day, Joy came into your office and discussed with you a formula for a drug cocktail that could raise a soldier's mental and physical performance over a short period of time, before being slowly weaned off of it, as the consequences of long-term use were not pretty. She called this formula Witches Brew.

When asked why she presented this, Joy told you that she considered this a stimulant that can help BW's soldiers when either training or in the field as a stop gap until more research into the catalysts could be made, though they would need to watch their ingestion routine less they develop a severe addiction to the brew.

You told her that you approved her idea though that you were going to run it to Marcus to get his opinion.

Marcus took one look at the formula, and after hearing your discussion; he said he can make the brew better than its current form.

Two weeks later, after using the entire R department at his disposal, the Brew was not only made but also improved.

But what made this version better to the original one Joy provided, was that it's effects once injected into the person it would be permanent with no side effects, as long as it's only one injection per person and it cannot be taken again less the person die of a terrible case of OD.

That and he did warn that no Watchmen is to take the serum because they had no idea what the new brew would do to an enhanced body.

Once the confirmation that the serum was safe, you ordered all 3 of your squads to take it and your soldiers could safely say that they feel a whole lot better. Joy was surprised that Marcus and the rest of the nerds were able to accomplish this breakthrough. Though when asked if she wanted to take it, she declined saying that she could no longer take it due to past complications.

At the very least your regular soldiers have something to help them in the field until a more safe and stable method to create more Watchmen is found. Though you wonder if it were a good or bad idea to distribute this to the rest of the armed forces in the future.

Reward-

"Witches Brew Serum" Research Completed and Upgraded. All current BW squads upgraded.

(50% Soldier Training Speed, All Trained Troops Gain Perk "Witches Brew: 5 to Combat Rolls")

MOPP Equipment

Cost: 3000; Upkeep: 1500; Time: 6-8 Turns; CoS: 50/20%

Roll- 7 10(Marcus)5(Brandon)10(Robert)2(Strangelove)5(Laboratory)5(Nuclear Lab)= 44 FAIL

Because most of your nerds were busy over the Brew project, they did not have time to begin researching the MOPP equipment.

Reward- FAIL

Martial:

Upgrade Base Defenses 2

Cost: 250; Upkeep: 40; Time: 1 Turn; CoS: 45/30/10%

Roll- 43 10(Joy)= 53 FAIL

Because Joy was busy training Indy and Christopher, she could not begin the next phase of upgrading the base's defenses. Though she did tell you she did came up with some ideas that she might implement later.

Reward- Fail, (5 to next turn)

Training the Watchmen

Cost: 500; Time: 1 Turn; CoS: ???

Physical:

Christopher- 39 10(Joy) 8(Training Ground)= 57 Success

Indy- 77 10(Joy) 8(Training Ground)= 95 Crit Success

When the training regiment for Indy and Christopher began to fully recognize them as Watchmen, you knew that things were going to be both difficult and interesting.

In the case of Christopher, the poor boy really had a tough time getting around since he was now using his body fully for the first time. For the first two weeks, you and Joy made Christopher do basic exercises to have him get used to his body, which at first was hard for him, but at the end he was able to exercise on his own power without tiring out. In the next two weeks, Christopher was going to be taught how to fight and check his body's information.

But in the case of Indy, who you though would have trouble getting used to being young again; well, it was awe inspiring to see him go through the physical training with ease.

Regarding his body's strength, he could punch through a brick wall but not demolish it in one punch like you; he could flip a truck with ease but he could not lift one and throw it due to being heavy for him even with the new body. Just like you, he could kill a normal person if he slapped them hard enough.

Regarding his durability, just like your own body a punch from a normal person, getting hit with a bat, a metal bar, a brick and a knife broke upon contact with his body. When it came to the bullets test, all kinds of handguns were tested and just like you, he was not injured. The same applied when testing grenades, the rocket launcher and the Hawk's weapons. But a punch from you managed to hurt him.

In the speed department, Indy could jump high but not as high as you and not create craters upon landing. In terms of speed, while he was not as fast as you were, he was still faster than a normal person and could send dust into the air when running.

In terms of endurance, Indy could last 12 hours straight before exhaustion hit him hard.

Indy did admit that while felt weird changing back into youth again, he at least was glad he did not have to deal with old bones he was beginning to develop in his real age.

In the next two weeks, his Bolts ability will be tested.

TO BE CONCLUDED NEXT TURN

Personal:

Train your Diplomacy

Finally, after an entire month of training with Walter and Carol, you could safely say that your diplomatic skills were sharper than ever. Walter really drilled into your head how to hold a conversation and how to counter against one.

You sometimes wonder if Walter should have been the ambassador instead of the other guy.

Reward- MC's Diplomacy raised by 3. From 12 to 15.

Oversee 'Searching for a head spook'.

(Reward: Action receives MC's stat bonus to final roll result.) x2

Investigate Weird Occurrences

CoS: 50/20/5%; Time: 1 Turn; Reward: ???, 5 for next turn.

Roll- 345(last turn) = 39 FAIL

Nothing weird occurred during the two weeks, so you kind of forgot do investigate anything about it.

Reward- FAIL

Try my luck at the lottery

CoS: NAT 100; Cost: 3

Roll- 71 FAIL

Went to Hartford, bough a ticket but did not get anything. Not that you are mad since thanks to Hayden's investments ideas, BW's treasury elevated without any problems.

Reward- Fail

Random Roll Event- 90

Fear Coma-

Roll- 25 5(Last turn try)= 30 vs. 36 FAIL (10 for next turn)

Well, you can safely say that the last two weeks have been good.

Hayden managed to earn a large chunk of change from his investment in the stock market, which had the surprised action of ending the Flash Crash.

Walter meet with the governor of Montana and gained BW the jurisdiction to pursue drug related crimes in the state.

Christopher and Indy's training started off well, the first official BW R project was not only started but also finished in time. The Witches Brew Serum (WBS) is already made BW's soldiers better than ever, though you still hear from the grapevine that they are still waiting for the procedure to create Watchmen to be implemented; not that you can blame them if getting the ability to just being bulletproof is a something any soldier would want.

Which is way that with the success of the WBS, Marcus decided to begin a new batch of catalysts so he can finally begin to discover the secret behind it. Maybe even find out why Fear was still in his coma. (Random Roll Event reward and Fear Coma Roll)

But the most important thing was that you finally found a spy in the form of retired OSS spook Will Fury. While happy you found a spy for BW's Intelligence Division, there came two problems with it.

One was that Will somehow tends to get lost and wind up in different places even with a map around HQ and Hartford. Even Joy was questioning how he did that.

Second and the most frustrating is that grunts and low-level personnel around HQ are worry that with his arrival, the Apocalypse was going to occur in any moment. That blasted rumor lasted too long and now it's coming to bite you in the ass.

You swore if the next person coming into your office complains about that, you were to go and trash something with your Bolts.

"Colonel we have a problem." Will said as he entered your office with a worry in his face.

"What now Will?" You asked him somewhat exasperated, wondering if he somehow landed in the woman's bathroom or something and Joy was trying to kill him for being there.

"Just got word from my friends in DC. U-2 flights over Cuba have found Soviet nukes with ICBM capabilities." Will told you.

Later that day, Hayden complained to you about rebuilding your office. (-150 income)

Final Cost Result:

New Upkeep= 1,865 290(new turn upkeep)= 2,155

New Income= 542,009 48,000(earnings) - 9,093(turn cost)= 580,916


MARTIAL (2-1=1):

[X] Training the Watchmen:

(COMPLETED THIS TURN. COST ALREADY DEDUCTED IN LAST TURN)

[X] Upgrade Base Defenses 2: Crown Wall currently only has a basic defense layout in the form of metal fences with electricity running through them. Best to upgrade this just in case of emergency in the future.

(Cost: 250; Upkeep: 40; Time: 1 Turn; CoS: 45/30/10%; Reward: Defenses upgraded, 5 to next turn.)

LEARNING (3):

[X] Upgrade Lab 2: While Crown Wall has laboratory to run research and development, you knew that having better equipment not only has better security but also results. Though it might cost a pretty penny.

(Cost: 120; Upkeep: 40; CoS: 35%; Reward: Upgraded Laboratory 3.)

[X] Research Anti-Radiation Medicine: with the threat of nuclear war coming, you went directly over to Robert and asked him if he knew any type of medication that could help with preventing sickness from radiation. Robert told you that there was no known medicine for that but after looking over the Watchmen's medical information and some previous theories from his work history, he admitted that he had some ideas on how to help with this. You gave him the green light to find anything to help with this project.

--[X] Computer Room (BRLESC): (10 to one Learning Action per turn that could use a computer to help)

(Cost: 2300; Upkeep: 1000; CoS: ???; Time: 6-9 Turns; Reward: Anti-Radiation Medicine.)

[X] Research Improved MOPP equipment: The current MOPP Equipment while usable leaves the wearer in a suit that is difficult to move in and decreases the wearer's situational awareness which can be fatal in a fight. The goal of this project is to improve upon the current iteration of MOPP gear and make it less cumbersome to the wearer and less hampering to their situational awareness but to also improve its effectiveness against Chemical, Biological, Radiological and Nuclear agents.

(Cost: 3000; Upkeep: 1500; Time: 6-8 Turns; CoS: 50/20; Reward: Improved MOPP equipment which gives 10 to it's wearer survival roll against Biological, Chemical, Radiological and Nuclear threats when equipped with improved gear as well as making it less cumbersome to move in and giving them better situational awareness, halving all penalties that they would otherwise receive when wearing the old suits. Possibility to give it to the US government for use by the rest of the Armed forces and increase Blackwatch's reputation with the government/branches of the US military? Captain.Cat)

INTRIGUE (2)

[X] Begin an information network: If you want to run a black ops group, you need to have access to an information network that can help you make decisions on what actions to take. Maybe it's time to reconnect with old acquaintances and Will could do the same with his contacts.

--[X] Write-In: 'With investment into US based companies proving to be successful beyond all until then thought to be possible metrics, this opens up a multitude of possible options.

One of which is to form the aforementioned information network or networks in companies and the like that we invested in, to start with particularly, anything that has anything even remotely to do with genetics, pharmaceutics (the fancy word for drugs) and the like, and slowly and cautiously expanding from there.

Beyond providing us with information on possible threats and letting us decide more accurately on what actions we might need to do in response to certain threats and events, this may possibly also allow us to keep a covert finger on the pulse of the civilian sector most recruitable scientific specialists that fall within the remit under which BlackWatch operates under.

This, or at least theoretically so, should be relatively easy. The companies that we invested in will probably not look too closely if anyone associated with their Investors, the ones possibly responsible for ending the Flash Crash and keeping them in business comes calling in favors and the like.'

(Cost: 100/???; Upkeep: 50; CoS: 40/???; Reward: Rumor Mill accessed.)

[X] Write-In: 'Men in Black' - In comparison to our other departments, we've been floundering for a while without a spook before we finally found Mister Fury. See what can be done to expand the intelligence division of BlackWatch, it is sorely needed. Especially what with the specter of total nuclear annihilation war between the nations of the Earth hanging on the horizon. So, no pressure, hah.

(Cost: ???; Upkeep: 50; CoS: 40/???; Reward: 1 Intrigue Action.)

STEWARDSHIP (2):

[X] Build Underground Storage: HQ had enough supplies to last on its own for month but with the threat of nuclear war coming, maybe having extra supplies would be a good idea. The problem is building a place to store the supplies and it must be a place where it was secure from possible destruction. Maybe an underground storage could be built but the problem is not if it can be built, but rather the time it would take to construct.

(Cost: 2000; Upkeep: 300; CoS: 50; Time: 2 Turns; Reward: Underground Storage created.)

[X] (SPECIAL) Request Emergency Supplies: With the threat of nuclear war right now at it's highest in history, you wonder if it was possible to acquire extra supplies to be housed in HQ. Maybe with all the chaos of the current threat you could have Hayden sneak in requisitions orders for more stuff. Supplies in this case are food, water, fuel.

(Cost: 1500; CoS: 50/???; Reward: ??? amount of supplies acquired.)

DIPLOMACY (3):

[X] Attempt to make friends- if there is one thing you learn while working for the CIA is that having political friends to cover your ass is always a good thing to have. So, if Blackwatch's influence is to grow, it will need political capital to make it work. The problem is finding people who can keep their mouths shut after learning of Blackwatch's existence.

(Cost: 40; CoS: 50/40/20/10%; Reward: Connection established with a group.)

[X] Write-In: Assist 'Men in Black' - Well, we have our spook, but our intelligence division isn't actually working proper full steam just yet. See if we can't use our diplomatic contacts and the like to find us some good men and women to work as agents for Blackwatch.

(Cost: ???; CoS: ???; Reward: 'Men in Black' receives minor bonus to final roll result?)

[X] Give Witches Brew recipe to the Government: 'The Witches Brew is a marvel of chemical engineering capable of increasing both a new recruits receptivity to basic training and a veteran's ability to learn new skills. With what we have so far tested it has cut down the time for training by half and it has also slightly increased soldiers combat performance while on the field. Along with the fact that the Drug needs to be only taken once, the effects are appear to not wear off or take a very long time to do so and has so far shown no negative side this could be a boon to the United States military's training of future soldiers as it will cut down on training time as well as give them a small boost to combat performance.

It may be a few years before government implements the Witches Brew into most of it's training as they will need to set up production facilities as well as do more testing with it to try and discover anything that we did not find right now and just general the bureaucratic of all governments. If the Brew is successful it should make the US government quite happy with their investment in Blackwatch as well as make them more likely to invest more in us as well as maybe send more personnel to Blackwatch.'

(Cost: 50; CoS: 80%; Time: 1 Turn; Rewards: Increase in respect from the government and Military who know of Blackwatch. Possible increase in funding and new personnel. Future increase to US military troop numbers and slight boost to military combat rolls? Author: Captain.Cat)

PERSONAL (3):

[X] [FREE] Investigate weird occurrence: For over a month, you have heard and personally witnessed weird things occurring around HQ with no explanation, the biggest one being the shelf that feel on the table. You heard around base that the base has a ghost or something, which if you heard this last year, you would have laugh but now there is a part of you that thinks that.

(CoS: 50/20/5%; Time: 1 Turn; Reward: ???)

[X] [FREE] Try my luck at the lottery: You got some spare change from the budget, maybe you will get lucky in winning the lottery.

(CoS: NAT 100; Cost: 3; Reward: 1,000,000 Income. May take up to three times as long as the cost is paid for each time.)

[X] Oversee 'Men in Black' - Personally oversee the efforts to expand BlackWatch's intelligence division.

(Reward: 'Men in Black' receives MC's stat bonus to final roll result.)

[X] Training BL: While you know how to control your BL, you feel that what you are doing it's just the tip of the iceberg and that it can do more.

-[X] Upgrade existing ability – Bolts

(Cost: 100; CoS: 50/20/5%; Time: 1 Turn; Reward: BL Ability upgraded.)

[X] Train your Learning: Take the time to better yourself in your academics.

(CoS: ???; Time: 1 Turn; Reward: 1d3 (adviser) or 1d2 (no adviser) for chosen attribute.


Well, it's happening. The one fear that anybody in the military fears could occur one day.

A stand off between the US and the Soviet Union with nuclear weapons pointing at each other.

You just finished hearing President Kennedy's speech, alongside everyone in HQ in the cafeteria on the radio. Everyone in the cafeteria, were in a state of shock. Even when the main staff heard about the Soviets' activities days ago, it still feels shocking hearing the president announced to the entire nation about what is going on.

Of the main staff, Robert was the one that had the most stressful face, which you could understand since he was responsible for making the bomb in the first place. Though you also noticed that Joy had that same expression but very well hidden in her case.

Just as the speech was being broadcast, the base received the directive to go to DEFCON 3. You immediately ordered all of BW's forces to be on standby.

The best you could do now was to keep the normal routine in BW like always but stay on full alert. And maybe pray.

You really hope war can be prevented. You did want to test out if you and the rest of the Watchmen were immune to the explosion of a nuke.

At least you put your foot down on all the grunts and low-level personnel and told them that the rumor was not true and to stop it. Being 10 feet tall with lightning out of your eyes really gets a message across.

Martial:

Training the Watchmen

Cost- 500, Time- 1 month, CoS- ???(45%), Reward- Christopher and Indy fight with new bodies

Christopher Roll- 79 10(Joy) 8(Training Ground)= 97 CRIT

Indy Roll- 99 10(Joy) 8(Training Ground)= 117

Crit roll- 87 17(Over)= 104

Crit 2 roll- 53 4(over)= 57

You don't know if it's the threat of war or their own natural capabilities, but in the final leg of training for Christopher and Indy, the two shone like never before.

In the case of Christopher, now that he knew how to move with his new body, his fighting training commenced and for someone that was up till a month ago paralyzed and a huge nerd, he took this training like a fish to water. Especially when you were sparing with him since you were the only one Christopher could spar without restraining himself since both him and you had almost the exact new body.

At the end of this type of training, Joy established that Christopher was as good as a green private that just finished basic training; which in her opinion and yours, was excellent for someone of Christopher's background. The one type of training that could not be given to him was gun training since just like you, his hands were too big to fit in the trigger space.

This really made you realize that maybe you should have your nerds come up with a weapon for Watchmen of your size for the future.

Regarding his body's tests, he was almost the same as you in terms of physical except that his endurance was that of 16 hours as opposed to your 8 and Indy's 12 hours. The best theory they could come up with is that since he did not have access to Bolts, his body did not burn up as much energy as you or Indy did.

Now, regarding Indy and his Bolts' training, you will admit that you were somewhat jealous that Indy was able to use his Bolts very easily. Indy's usage of the Bolts came to him easy.

He was able to create and control up to 6 Bolt balls with ease.

What is interesting is that one day, Indy was flexing his hand one moment, the next, he created a whip made from Bolt energy, one that he could touch without injuring him. When you asked him how he did it, he just though of how he used to use a whip and concentrated on it on a whim. The whip was as long as Indy's original whip.

When testing the whip out, it was discovered that upon contact, the whip would destroy a non-organic thing while on an organic thing, it would make it explode. Though apparently Indy had the ability to make the whip act on this or act like a normal whip.

Seeing how Indy was using his bolts, it made you come up with the idea to train alongside Indy. This turned out to be a great idea since training with Indy made you find ways to improve your Bolts but also helping Indy with training.

Though while you could not create his new whip trick, you at least managed to increase the number of bolts you could create and control at the same time from 3 to 7 and better control over said bolts.

You were just glad that even with war on the possible horizon, at long last your two fellow Watchmen are now combat capable….well, more like Indy since he is the only veteran while Christopher is still green.

Maybe now that Indy is finished, he can begin working on translating the rest of the tablet.

Indy did tell you that while it was an accident that changed him, he is very glad that he joined BW since he no longer must suffer the bad things about being an old man. Christopher told you, again; how grateful he is and how he hopes to repay BW and you for giving him his life back.

You were really moved by their words, knowing the other two super powered people were loyal and willing to stand with you.

Rewards-

Indy and Christopher's training completed, and new bodies examined.

Christopher trait acquired:

Watchmen

Indy's traits acquired:

Watchmen

Lvl 2 Bolts (create a floating ball shape projectile of BL, create and control at the same time- 6);

Lvl 1 Whip (create a whip made of Bolt energy)

MC's Bolts upgraded from Lvl 1 to Lvl 3 (create a floating ball shape projectile of BL, create and control at the same time- 7)

Upgrade Base Defenses 2

Cost: 250; Upkeep: 40; Time: 1 Turn; CoS: 45/30/10%; Reward: Defenses upgraded, 5 to next turn.

Roll- 17 5(Last turn) 10(Joy)= 32

FAIL

With the possible threat of war occurring, you wanted the base's defenses upgraded just in case. But unfortunately, with Joy busy training Indy and Christopher; and Hayden watching the construction of the supply vault, it was not possible to begin any form of upgrading the base's defenses.

You just hoped that the war does not come.

Reward- FAIL

Learning:

Upgrade Lab 2

Cost: 120; Upkeep: 40; CoS: 35%; Reward: Upgraded Laboratory 3

Roll- 40 5(Marcus) 5(Robert) 2(Strangelove)= 52

FAIL

Because of the desperation in making the Anti-Radiation Medicine before the potential war starts, there was no time to upgrade the main laboratory. Maybe after everything has settled and returned to normal, it can be attempted again.

Reward- FAIL

Research Anti-Radiation Medicine

Cost: 2300; Upkeep: 1000; CoS: ???; Time: 6-9 Turns; Reward: Anti-Radiation Medicine

Roll= 69 10(Marcus) 5(Bailey) 10(Robert) 2(Strangelove) 5(Laboratory) 5(Nuclear Lab) 10(Computer Lab)= 116

CRIT Roll= 86 16(over)= 102

CRIT 2 Roll= 100 2(over)= 102

CRIT 3 Roll= 78 2(over)= 80

With the threat of nuclear war coming, you went directly over to Robert and asked him if he knew any type of medication that could help with preventing sickness from radiation. Robert told you that there was no known medicine for that but after looking over the Watchmen's medical information and some previous theories from his work history, he admitted that he had some ideas on how to help with this. You gave him the green light to find anything to help with this project.

You are now officially starting to wonder if maybe you should ask your nerds to create a cure for cancer next time cause this starting to look like a pattern.

Then again, in this case, the threat of nuclear war really serves a very inspiring motivator to get a job done.

For two weeks, he and the rest of the group worked none stop in the project and while it was originally estimated it was going to take weeks of research and testing; only after two weeks, it was done.

Apparently, the reason for the creation being this fast came from the WBS itself.

While you understood some of the technical details, most of it went over your head. But the basic thing was that Robert combined a low dosage of WBS with something called Potassium iodide.

The newly created medicine once injected into the body, it would prevent the body from absorbing radiation. In the closed tests the group did, with Robert volunteering himself for the first test, his body did not absorb any radiation even when right next to a very strong nuclear material.

Now based on the data, the medicine would last in the body for an entire month in people who are not exposed to any radiation, after they would require a new injection. For people who constantly work around radiation in controlled environments, like nuclear power plant workers, the medicine would last for two weeks. The biggest theory based on the data is that a person just exposed to the radiation released from a nuclear bomb and still in the area, the medicine would only last two days at max; the person would need to constantly inject the medicine if they wish to operate in that area without suffering from the radiation.

Robert did state that the medicine only protects from environmental exposure, and by that he meant that if a person were to be exposed directly, like say touching a piece of radiated graphite or looking directly at an exposed nuclear core, the medicine will not work at all.

When you asked about the medicine's name, the group admitted that each wrote a random name, threw it in a hat and the winning name was Edefoxin, written by Strangelove.

Normally you would be surprised but since you spent some time with the R group during the two weeks, you were aware of their progress from the start since being curious about it, when you were not busy managing BW or training, you were in the lab.

During your stay in the lab, you asked questions sometimes to Robert or any of the rest of the group and they tried to answer the best they could in simple terms you could understand. Most went over your head but you did learn a bit of stuff that did stick to your mind and made you a bit more knowledgeable.

You made it mandatory for everyone in BW who was not a Watchmen to take the Edefoxin from now on.

As for the reason Watchmen could not take the Edefoxin, Robert needed more time to find out if the medicine would have any side effects since there was a possibility that the medicine might affect the Bolt generating process of a Watchmen's body.

You listened to his reasoning and accepted it.

Now you are wondering what BW will get from the government when they make the Edefoxin known to them.

Rewards: Anti-Radiation Medicine 'Edefoxin' created

All non-Watchmen BW personnel take Edefoxin from now on.

MC's Learning stat increased from 4 to 5.

Research Improved MOPP equipment

Cost: 3000; Upkeep: 1500; Time: 6-8 Turns; CoS: 50/20; Reward: Improved MOPP equipment

Roll= 11 10(Marcus)5(Brandon)10(Robert)2(Strangelove)5(Laboratory)5(Nuclear Lab) = 48

FAIL

Upgrading the MOPP equipment was on the list but the creation of Edefoxin took precedence, so no effort was made. But with the data gained from the creation of Edefoxin, maybe upgrading the MOPP would be easier later.

Reward- FAIL (5 Next Turn)

Intrigue:

Begin Information Network

Cost: 100/???; Upkeep: 50; CoS: 40/???; Reward: Rumor Mill accessed

Roll= 35 5(Will)= 40 FAIL

RE-Roll= 25 5(Will) = 30 FAIL

Will really tried to set up an information network but because of the possible war, he could not establish safe contact with any of his old informants. You told him to take it easy and wait until the current situation was resolved.

Reward- FAIL

Men in Black

Cost: ???(500); Upkeep: 50; CoS: 40/???; Reward: 1 Intrigue Action

Roll- 39 5(MC oversee) 5(Will)= 49 FAIL

You and Will tried to find new personnel to join BW's newly made intelligence division. But with all the things you were busy doing and the threat of war, it was not possible. Even with Walter and Carol using their diplomatic connections, it was not possible.

You are starting to fear that this is going to take just as long it took to find Will.

Reward- FAIL

Stewardship:

Build Underground Storage

Cost: 2000; Upkeep: 300; CoS: 50; Time: 2 Turns; Reward: Underground Storage created

Roll- 98 5(Hayden)= 103

Crit Roll- 74 3(over)= 77

When you ordered an underground storage to store supplies in the event of a nuclear war, you thought it would take time to create.

You did not consider Hayden's skills, Hart Construct's determination and last but most certainly the least, the desperation of a possible nuclear war.

In two weeks, not only was a stable underground cavern excavated within HQ's established perimeter, but it was also walled and made stable.

The storage was the size of a normal football field, equip with lights on the ceiling. But it no access to outside air so it could not be used as a live-in bunker. It was accessible by a large simple elevator hidden in a large shack but with stairs as well next to the elevator in case of emergency.

You really need to give Hayden and Hart Construct a lot more credit than they deserve.

Reward- Underground Storage completed

(SPECIAL) Request Emergency Supplies

Cost: 1500; CoS: 50/???; Reward: ??? amount of supplies acquired

Roll- 90 5(Hayden)= 95 CRIT

While talking with Hayden regarding the status of the underground storage, you told him in a joke that if it was possible for him to take advantage of the chaos over at Washington and insert some requisitions to ask for extra supplies like food, drinkable water and fuel for HQ.

Sometime later, you found out that Hayden took your joke as a direct order and carried it out. And the result was a sight to behold.

Somehow Hayden managed to convince Washington to send the following to BW:

1. MREs that can last for a long time in storage

2. Water; half the amount for drinking while the other half for hygiene purposes

3. Fuel for the generators

With the amount of supplies, it would allow HQ to remain self-sufficient for an entire year under rationing.

Thank god that the new underground storage was finished in for the new supplies' arrival. It was interesting to see the new storage being filled just as it was finished.

Though the kicker came later when a convoy arrived at HQ carrying a large container. After signing all the paperwork that came with it, you were surprised to find that apparently Hayden accidentally signed a document that BW was willing to test out a second prototype vehicle since we been successful in testing out the Hawk for some time.

The vehicle in question was a tank.

Upon looking at the tank, you swore it looked like someone took an American M60A1, a British Chieftain tank and fused them together, with the air cleaners at the back.

According to the specs and the tank crew, who apparently are also in charge of maintaining the tank; it it was called the M-12 Sabertooth, a light battle tank model. It was equipped with a main turret that supports an 80 mm rifled tank cannon, a 20 mm Gatling gun and a .50 caliber anti-personnel machine gun is mounted on a coaxial turret.

A very interesting thing about this tank was that it had the ability to be carried for short distances by the Hawk itself, showing that maybe who designed the Hawk might have designed the Sabertooth as well.

M-12 Sabertooth- original wiki link

You can say that for a prototype tank, it looks like an excellent weapon of war, even Joy agreed with the sentiment.

You can honestly say that Hayden deserves a raise.

Rewards= One-year supply of food, water and fuel

Prototype M-12 Sabertooth tank with tank crew

Diplomacy:

Attempt to make friends

Cost: 40; CoS: 50/40/20/10%; Reward: Connection established with a group

Roll- 27 5(Walter) 5(Carol)= 37 FAIL

Because of the Cuban situation and making the 'sale' of the WBS to the government, Walter and Carol did not have time to make any new connections.

Reward- FAIL

Assist Men in Black

Cost- ??? (300), CoS- ??? (55), Reward-'Men in Black' receives minor bonus to final roll result

Roll- 39 5(Walter) 5(Carol)= 49 FAIL

Look up 'Men in Black' action in Intrigue.

Give WB to the government

Cost: 50; CoS: 80%; Time: 1 Turn

Roll- 92 5(Walter) 5(Carol)= 102

CRIT= 63 2(over)= 65

When you sent Walter and Carol to Washington to give their pitch sale about the WBS to the higher ups, you were worried they were going to be ignored or deemed crazy.

But low and behold, a week later, they arrive and with them come several important pieces of news. Going directly to the point, the presentation about the WBS was a full-blown success. The higher ups of the military who are aware of BW's existence were very interested in the WBS and its possibilities. The fact that Joy was the original creator of the WBS also served as a good pro in the sale, especially the old veterans who knew her.

They decided that the WBS will be introduced first to the Special Forces groups first like the Green Berets and the newly created SEALS. The reasons being first that they are the best, so the WBS would increase their potential even more. Second, since production of the WBS was on BW's HQ only and in low quantities, it would serve for now until a way to mass produce WBS is made.

Hearing the problem with production, an interesting idea came to mind about building a pharmaceutical factory near HQ that would serve as the main production location for any future medicines' BW creates that go into MP phase. The fact that the factory could also serve as a future source of employment for the people of Hartford is a bonus.

Though, you will probably need to make sure Will runs security checks on anybody who works there.

With the contribution of the WBS, BW's federal income was increased by 25%.

You really got to hand it to Walter and Carol in selling this pitch and getting this much good things for BW.

If this what releasing the WBS to the government grants you, then you wonder what they will give if you decide to share Edefoxin with them. Heck, you wonder how they will react when R finally find a way to mass produce Watchmen.

Reward- WBS shared with US Government, approval and recognition of Blackwatch in the armed forces increased

BW's Federal Funding increased by 25% (aka now at 25,000)

Increased quality of US soldiers, starting with Special Forces

New Stewardship action unlocked

Personal:

Investigate Weird Occurrence

CoS: 50/20/5%; Time: 1 Turn; Reward: ???

Roll- 40 FAIL

You were expecting for something to happen during these tiring days, especially being so close to Halloween. But nothing out of the ordinary happened, even on Halloween; so there was nothing that could be investigated.

Reward- FAIL

Try my luck at the lottery

CoS: NAT 100; Cost: 3; Reward: 1,000,000 Income

Roll- 46 FAIL

Went to Hartford, bought a ticket, and nothing won. No lose there.

Reward- FAIL

Oversee 'Men in Black'

FAIL

Training BL

-Upgrade existing ability – Bolts

Cost: 100; CoS: 50/20/5%; Time: 1 Turn; Reward: BL Ability upgraded

Roll- 96 8(Training Ground) = 104

CRIT- 91 4(OVER)= 95 CRIT

Look up 'Training Watchmen' action in Martial.

Training your Learning

CoS: ???; Time: 1 Turn; Reward: 1d3 (adviser) or 1d2 (no adviser) for chosen attribute

Roll- 77

Roll 1d3= 1

Look up 'Research Anti-Radiation Medicine' action in Learning.

Random Roll Event- 96

Look up 'Request Emergency Supplies' in Stewardship.

Fear Coma Roll- 56 10(Last turn) = 66 vs 88

FAIL- 15 for next turn

Cuban Crisis Roll- 26(you) vs 24(against)

Well, it's the end of October and two reports were dominant in your mind.

One, Fear is still in his coma.

Second and the one that sent the entire base into celebration. The Cuban Missile Crisis has finally ended, and no war came.

From what you heard through official reports, the situation was tense; which somewhat escalated when a U-2 spy plane was shoot down during the blockade by the Soviets.

But in the end, after tense negotiations, a deal was struck.

In exchange for the United States removing their ICBMs from Turkey, the Soviets would remove their own from Cuba.

Though your gut told you that there was more to that deal then it was disclosed but you were in no position to find out and you were just glad the crisis was over.

And thus, the world keeps on spinning.

Final Cost Results:

New Upkeep= 2,155 1300(new turn upkeep)= 3,455

New Income= 580,916 - 3,455 (upkeep) - 10,263 (turn cost)= 567,198