I haven't updated the stats page quite yet, but I'll do so tonight before I turn in, that's for sure.
Right now, there is something I'd like to turn your attention to though; it's basically about the setting as a whole. As you may or may not know, Yamatai is the most powerful military force in the setting, and while that's normally not the problem, the degree to which Yamatai has power is. In short, they're too powerful. There are no pirates, there are no terrorists, there is no crime. From a GM's perspective, this makes things harder since less options are available for figuring out or making some sort of conflict for the players to come in and save the day from. Not only that, but as it has quite often in the past, it's also made many other factions simply not want to associate or interact with Yamatai, knowing that there would be no point.
We basically didn't even get to have little border squabbles with them back when we were in a Cold War with them, or at least very, very rarely at best as a result of that; more importantly, each faction became its own bubble, sandbox or playground or what have you, mostly disconnected from each other.
How this affects you is pretty simple though. In a sense, I broke the rules to even do what I'm currently doing in the plot. Terrorist attacks on Yamatai were forbidden. And the sad part is, any good GM will find themselves considering doing exactly what I did so that players would get what I gave you. Here, I wanted to show you first hand what Neko are like, how our characters in our faction look at them and let you interact with them too, but perhaps most importantly, also have you guys do something that had some actual impact and consequence. Not just be limited to a little game and some try-outs in the simulator. Nation/faction level, it's nothing, but for your characters, I intend for this to be the start of quite a story.
At the very least, take a look at
the thread I've made and comment if you feel like it.