[X] Foundation of a movement
-[X] Organize your people
No organization can prosper in chaos; you need to set up some structure and responsibilities among your people, as well as see what odds and ends they are willing to give to your cause.
(Chance: 90%
Reward: 2d12 Materials
Unlocks Faith Action (2/3), Unlocks Base Action (1/2))
[X] Feel out the Locals
While the locals seem somewhat amenable to your presence, the biggest smiles can hide the sharpest daggers. Find out if any local factions have any plans for dealing with your people.
(Chance: 70%
Reward: 2d6 Goodwill, Details about local organizations/cults, and potential future moves+goals.
Unlocks Diplomacy Action (1/2))

i agree,its time for stablishing the foundations for our people
 
[X] Plan: Building a Faith
-[X] Organize your people
-[X] Write that Good Book

We NEED to get ourselves fully sorted out before we can either A) start feeling out the Locals and Elites or B) Choosing a new home. Organizing ourselves will ensure that everyone in the faith knows what duties and responsibilities they each have, while laying down the foundations of our faith's version of the Good Book will help keep our Tenents and beliefs straight.
 
[X] Plan: Building a Faith won.
Adhoc vote count started by HeroCooky on Mar 25, 2020 at 12:00 PM, finished with 15 posts and 10 votes.
 
Last edited:
[X] Organize your people
Needed: 10, Rolled: 75
Gained: 2d12 = 10+1 = 11 Materials

[X] Write that Good Book

Needed: 60, Rolled: 1
+10 to next try

Piety: 1d6-4 = 3-4 = 0 No effect
Faitfull: Needed 41, Rolled 6
 
We gonna get a penalty for that nat 1?
No, this was not an action that required you to interact with someone or build/learn something.
It only means that you weren't able to do so this turn. Had you rolled a 2, it would say that the quality was crappy. (Only 1 Passive recruitment and you would have to spend a turn rewriting it eventually.)
 
Turn 3: Year 0; Month 6; Writing Is Hard
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.

3.) A new Leader is chosen should the current Leader;
-a.) die
-b.) voluntarily step down
-c.) be removed by a two-thirds majority vote

4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity

5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money and/or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) the nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the ballots to the Pilgrims HQ, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist

6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctorial orders

7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader

8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the exile after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason

9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) Sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin

10.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets

Origin: Humanism
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)

First Tenet: What was will be
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)
Member/Ressource Statistics
Members: 85
-Faithful: 1/1
-Followers: 84 (59 unoccupied)

Materials: 12.68(+1.68 per turn)

Goodwill: ?

Piety: 48% (No effects)
Relationsships
The Common People: Friendly
Artefacts
N/A
Unique/Notable Assets
N/A


Three months. Three months spend arguing over legal matters, the responsibilities of the Pilgrims, what you are trying to do, what you wish to create, and a dozen other issues. How there are people who can stand to study and practice law for their entire lives is something that will remain utterly incomprehensible to you. At least that is now over. For now, anyway. You originally planned to spend some time writing down the philosophy of the Pilgrims to ensure that it can be studied by more than those who hear you, but your brain feels like a liquid now. Maybe next month. At least you have everyone organized and a way to track any donations.

Pilgrim Structure:

1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.

3.) A new Leader is chosen should the current Leader;
-a.) die
-b.) voluntarily step down
-c.) be removed by a two-thirds majority vote

4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity

5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money and/or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting as such
---b.) the nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the ballots to the Pilgrims HQ, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist

6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm and 1(one) cold meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctorial orders

7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader

8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the exile after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason

9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) Sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin

10.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it

Faith Action Unlocked
Personal Action (1/2) Unlocked
Base Action (1/2) Unlocked

Pick 2:

[ ] Choose a home
You will need to set up shop in one region to concentrate your efforts. This has the bonus of profiting off the local resources and landmarks. Don't worry; you will be able to expand with outposts in the future.
(What was will be + Scavenger = Forest of Rust
Unlocks Base Action (2/2), Unlocks Learning Action (1/2)
Note: Your Base will not be built immediately, you will need to vote on the specific place, all with advantages and disadvantages.)

-[ ] The Capital
The Home of the Imperial family and most populated city in the empire, located inside an extensive cave system. Close to many influential people, but space is at a premium.

-[ ] The Green Dunes
It is named due to the weird grass that seems to grow from the sands itself. Filling but bland. No Mutants nearby. Not many people either.

-[ ] Slatnans Womb
The center of food production, guarded by Knights, shoddier, and overall worse, versions of pre Collapse Walkers. Many soldiers ensure that the law is followed to the letter or extra coin.

-[ ] Bone Valley
Bunch of dead animals, minerals, and plenty of desperate people here. Unfortunately, not many good digs left.

-[ ] Forest of Rust
The Tessen Trade Route connects dozens of cities and hundreds of villages, all situated near a crater that borders the wastes. Inside that crater sits the "Forest of Rust." A gargantuan metropolis that takes weeks to traverse the edge off, even by sand-lizard, filled with towers and buildings, virtually untouched by scavengers. Unfortunately, it is also home to mutants. Expect to fight for precious sites. But it will be worth it, should you survive the struggle.

[ ] Feel out the Locals
While the locals seem somewhat amenable to your presence, the biggest smiles can hide the sharpest daggers. Find out if any local factions have any plans for dealing with your people.
(Chance: 70%
Reward: 2d6 Goodwill, Details about local organizations/cults, and potential future moves+goals.
Unlocks Diplomacy Action (1/2))

[ ] Feel out the Elites
The Lords and Churches are unlikely to have any opinion on you beyond you as a pawn, but what moves do they plan for you to take?
(Chance: 70%
Reward: Details about local Noble Houses and Churches and potential future moves+goals.
Unlocks Diplomacy Action (2/2))

[ ] Write that Good Book
Not everybody will be able to learn your teachings in one sitting, and you will soon grow beyond your ability to do so anyway. Write down the Core and basic principles of your belief. Shouldn't be too hard, right?
(Chance: 40% +10 to roll
Reward: Unique Artefact: The Codex Mk.1 (Passive recruitment depending on quality),
Unlocks Personal Action (2/2), Unlocks Learning Action (2/2))


Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 1 Action)(Due to the Pilgrims (momentary) nomadic lifestyle, more comprehensive actions are locked)

[ ] Basic Etiquette
Look, talking to people and getting them to join you for supper is one thing, asking them to join a cult is something completely different. You need to ensure that everyone has at least some idea on how to recruit people without stepping on the toes of the local Church and anger the people.
(Turns: 2
Chance: 70%
Reward: reduce penalty and increase the likelihood of successful recruitment actions, unlocks further actions)

[ ] Wanna Join my Club?
You need people to hear the message of the Pilgrims, and you need more people if you want to make sure this does not die before you can get started.
(Chance: 20%
Reward: 1d12-8 Recruits)

[ ] Design Uniforms Pilgrim Patches
No dark robes, no scary masks, and ABSOLUTELY NO MANDATORY TATTOOS. Just commission some stickers, banners, a flag, buy some rolls of fabric and some sewing kits to get everybody outfitted with the Pilgrim's shoulder patches and have some ready for new people. (Maybe buy one or two Tattoo kits for those who want them just in case.)
(Cost: 2 Materials
Reward: Common identifiers and people now know about you. Somewhat. Also; +3% Piety)

[ ] Write-In

Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.

Voting will be closed on the 28.03.20 at 17:00 CET.
Updates will be online on the 30.03.20 at 17:00 CET.
 
Last edited:
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger

--4.) drug-abuse
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies
Maybe Addiction would fit better here?
 
[X] plan: settling down

[X] Choose a home
You will need to set up shop in one region to concentrate your efforts. This has the bonus of profiting off the local resources and landmarks. Don't worry; you will be able to expand with outposts in the future.
(What was will be + Scavenger = Forest of Rust
Unlocks Base Action (2/2), Unlocks Learning Action (1/2)
Note: Your Base will not be built immediately, you will need to vote on the specific place, all with advantages and disadvantages.)

-[X] Forest of Rust
The Tessen Trade Route connects dozens of cities and hundreds of villages, all situated near a crater that borders the wastes. Inside that crater sits the "Forest of Rust." A gargantuan metropolis that takes weeks to traverse the edge off, even by sand-lizard, filled with towers and buildings, virtually untouched by scavengers. Unfortunately, it is also home to mutants. Expect to fight for precious sites. But it will be worth it, should you survive the struggle.

[X] Feel out the Locals
While the locals seem somewhat amenable to your presence, the biggest smiles can hide the sharpest daggers. Find out if any local factions have any plans for dealing with your people.
(Chance: 70%
Reward: 2d6 Goodwill, Details about local organizations/cults, and potential future moves+goals.
Unlocks Diplomacy Action (1/2))

[X] Basic Etiquette
Look, talking to people and getting them to join you for supper is one thing, asking them to join a cult is something completely different. You need to ensure that everyone has at least some idea on how to recruit people without stepping on the toes of the local Church and anger the people.
(Turns: 2
Chance: 70%
Reward: reduce penalty and increase the likelihood of successful recruitment actions, unlocks further actions)
 
[X] Plan: Helping people
-[X] Choose a home
--[X] Bone Valley
-[X] Write that good book
-[X] Basic Etiquette

Same as my previous plan, we want to have our ideas written down, and we want to settle in Bone Valley in order to reach as many people as possible, because Forest of rust is noted to be dangerous, which means fewer people go there, while Bone valley has lots of desperate people who we want to help. Basic Etiquette was added to allow us to more easily expand out people.

I didn't go reach out to locals because we are already halfway to unlocking 2 different actions which will be unlocked by my plan, so why would we go to get halfway to unlocking another action before even finishing unlocking our base and personal actions
 
Same as my previous plan, we want to have our ideas written down, and we want to settle in Bone Valley in order to reach as many people as possible, because Forest of rust is noted to be dangerous, which means fewer people go there, while Bone valley has lots of desperate people who we want to help.

Please note; the Forest of Rust is North of a trade route with cities. You wont settle inside of it, that would be instant death, you will only be adjacent to it.
 
Back
Top