Rolled 94 (1d100)
Didn't we provide the cultists and the zealots both with what we agreed on already?
If we've got any outstanding obligations, mention them Genie but otherwise I think we're good.
Pop open 10 Loots to replenish our medicine and armaments.
>Action 1
Here's to you, Security Director. You can do what you will with it, but might we humbly suggest that you might be able to extract some upgrades to your bunkers from FortiCo in exchange for...Well, we know you know more than you let on.
Don't impede progress on the mountain though please, unless you think it'd be worth it.
>Action 2
Challenge accepted, eh Axum? Alright, those doublebastards just shrugged you off like you were nothing, we've got a Fallbringer breathing down our necks, we're outnumbered and outgunned and out-experienced too.
Sounds like a perfect time for you to forge your legend, doesn't it? This is all yours.
>Construction
The Building Trinity is a good name. Carry on as is, and Ginny, Board Member user really did have a good idea with you using [Copy Cat] on a FortiCo hero if it'd be helpful (and they're not opposed to it, etc.). Try to foster good relations, they have historical ties to our Corp in one way or another, even if we're not a squeaky clean example so the threads are there to be pulled.
Alternately, if we have outstanding orders that need to be filled then have Marty and ECO set to it and only assign Ginny to FortiCo.
>Training Action
It really is a good idea to begin training people in the use of the Flying Fortress Base of Doom if possible. Run it by Axum and SD and see if they think this should take priority over piloting training.
>MAD
2 Rare Resources, 5 Mad Resources, and 10 MAD Materials (also Psi Materials on request) to JOY and her crew.
>Trade
This still goes to the CEO's Trade Caravan and its crew.
Okay, diplomancing failed and I have a 12-hour shift tomorrow so I'm headed to bed now.