During the journey of the Pilgrims, they will encounter situations that cannot be solved with a simple answer. Situations where they are damned if they do something, damned if they do not.
These situations are encountered either by the fact that enough time has passed, the number of Pilgrims has risen to an important milestone, a disaster happened, a building has been completed or chance.
They cannot be solved in a way that keeps everyone happy. Someone will hate your answers to these problems. Someone will love them. Many will not care and reach their own conclusions.
The important fact that should be kept in mind is this: YOUR ANSWER WILL CHANGE THE PILGRIMS.
Whether this will be in a purely cosmetic way, creating actions that can be taken, unlock buildings, or create a trait for the Pilgrims is completely up to you.
But remember: No answer is right or wrong.
Edit: See Glossary.
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Turn 10: Year 2; Month 3; To Give Peace, To Give Solace
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.)
Trait: Fail Better
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Materials: 2.27(-1.02 per turn)(7.50 taken by: Expanded Desalination Basins)
Income = 2.48 Materials:
2.48 Followers
Upkeep = 3.5 Materials:
1.00 = 1 Soup kitchen
1.00 = Administration Center - Basic
1.50 = 1 Small Hospice
Goodwill: 7.13(+0.11 per turn)
Piety: 55.5% (+5 to personal rolls)
Relationsships
Elites
The Empress
Opinion: Neutral
Plans: Unaware of your existence
Marquis of Tessen
Opinion: Neutral
Plans: Unaware of your existence
House Ulatarn
Opinion: Neutral
Plans: Unaware of your existence
House Mirn
Contact: Lord Malarn
Opinion: Neutral
Plans: Sponsor digs to acquire technology
Military
Opinion: Neutral
Plans: Ensure you are compliant with the law
Church of Eden
Opinion: Neutral
Plans: Ignore you
The Followers of Light
Opinion: Neutral
Plans: Ensure that you do not poach followers from them
Locals
The Common People:
Opinion: Friendly
Plans: Passively Benefit
The Merchant Guild:
Contact: Abraham Lin
Opinion: Neutral
Plans: Source of Artifacts and Customers
The Union of Herbalists:
Opinion: Neutral
Plans: Con you
Stupendously Scholastic Scholars of Science
Opinion: Neutral
Plans: Dismissive of you
The Adventurer Guild:
Opinion: Neutral
Plans: Stabhappy/Waiting for bounties
Criminal Organisations:
Opinion: Neutral
Plans: Wait and See
Cults:
Opinion: Neutral
Plans: Enigmatic, but nothing good if antagonized
Artefacts
Common
Forgotten Soldiers Helmet - 1.14 Materials - +5 to armor tech
Forgotten Soldiers Breastplate - 4.04 Materials - +5 to armor tech
Forgotten Soldiers Spear - 3.03 Materials - +5 to weapon tech
Intact Metal Walker Toy - 1.00 Materials - +5 to metal tech
Rare
N/A
Lost Tech
N/A
Unique
Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
Unique/Notable Assets
N/A
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked
Cons: Buildings take +1 Turn to mine and set up
Desalination facility (Basic)
-100 Pilgrims receive water in case of a drought.
Administration Center - Basic
- +1 Personal Action, Unlocks Too Much To Do
The dust had turned into mud, one fact that the six-strong group dearly hated. For days they had slogged through carefully prepared routes, had rested at prepared caches, and had watched out for mutants, machines, and worse. Amidst those six, however, was one person that was unfazed by the slog through ankle-deep mud, the constant worry of being attacked, and the downpour of rain.
"Samantha spies with her eyes, something that is ... brown", the figure at the front spoke in a happy tone, in direct contradiction to the mood of the rest of the group.
"Oh my god, shut up," a voice came from directly behind her, between exasperation and anger. "Everything here is fucking brown. The buildings, the streets, our clothes. EVERYTHING!"
"Gregor shut the fuck up! Do you want us all to die here? Stop screaming!" a voice from the back quickly spoke out as they nervously scanned the nearby houses and towers.
"But she does this shit every, single, time, we are out here. And why does she have to say her name every time she speaks? It is infuriating," came the quick retort.
"Samantha would like to remind Gregor that he had agreed to leave Samanthas speech-pattern alone should she find an artifact before Gregor."
"That was two months ago. My agreement does not extend over two months!"
"So, Gregor would let Samantha talk for two months as she wants if she would find a single artifact?"
"Fine, I agree, but there is no way th-," Gregors talking was interrupted as Samantha quickly walked to the other side of the street and went into an alley.
"What is she doing?"Don't know; maybe she saw something?"Unlikely, she most likely just wants to get away from Gregor", came the confused replies to Samanthas actions.
That is until she came back, wearing a helmet, breastplate, and spear. No one talked for a long moment until Gregor spoke up.
"You planned this, didn't you?"
"Yes, Samantha found these two weeks ago. She just had to make Gregor agree to let Samantha speak as she wants. Wich should be six months for three pieces", came her supremely smug reply.
"Woman, I will stab you," came the deadpan reply of Gregor.
"Samantha is confused, Gregor only carries an ax? You need a spear or sword to stab someone, don't you?"
Her only reply was the exasperated groan of Gregor, walking off to bang his head against a wall, and the laughter of everyone else.
***
It is difficult to describe what you are feeling right now. So many things have changed in the last two years, so many things have stayed still the same. There is the fact that your scholars are still trying to figure out how to create effective camouflage. The Merchant Guild is always greedy, trying desperately to get any and all artifacts from anyone they can reach. People are still hurting the world over. But, times are changing, you can feel it in your bones.
The Merchant Guildmaster Abraham Lin is a good man if focused on making a profit. He has had a look at the artifact you had excavated in WO-05, a fully functional metal-doll of a Walker. This little piece of history is worth much to the right people. Fortunately, he knows who wants it and has the means to pay for it. Over the talks and negotiations with him, you managed to create a rapport and convince him that the Pilgrims are trustworthy. During these talks, you managed to get him to agree to give the Pilgrims a loan should you need it, as well as create the opportunity to order some technologies like printing presses and make contracts to buy goods in bulk exclusively from the Guild, which will help in your upkeep.
During the negotiation, you have also overseen the preparations for your first two expeditions. They have not only gone better than you have expected but also way faster, and many have taken to working both longer and harder to see them be successful. At the end of this period, you have seen one of them off, hoping that they will return in one piece and healthy after six months in the Forest. Thanks to the success of your scavengers, morale is high, even with the neverending downpour of rain.
However, the most significant point of interest was the completion of the first hospice of the Pilgrims.
It is not much, only three dozen beds ready for the injured and dying. But for some, it is more than they could ever have hoped for. It is hearth-wrenching seeing the elderly, man, woman, and children alike in a building, waiting for death or healing that they could never have received otherwise, praising you for something that should have been commonplace. And while some who enter leave with fresh bandages, cleaned wounds, and words of advice, some do not leave alive. Those are the ones that have no one else to turn to, no family, no friends, and no money to pay for proper care. Those are the ones that depress you the most, the sheer relief that they feel while talking with a Pilgrim about their life, or lack thereof. The thanks they speak to their caretakers even as they are dying or in pain. Those are moments that you are sure will stay with both your volunteers and you. They have instilled in you a will to help more people as you have done here. No one should have to die alone and unwanted, never being able to take solace in another soul willing to hear their woes and the story of their life.
And if the Pilgrims have anything to say about it, no one will.
***
FAITH - THE PLEASURE OF FLESH
There is one truth that no one can escape: where there is demand, someone will supply. For the Pilgrims, this had mostly consisted of food, fuel, water, and various other knick-knacks that a tiny village worth of people needs and wants until now. Now there was the fact that one of the Pilgrims had chosen to perform one of the oldest professions of Humanity: Prostitution.
For yourself, this was not something that had ever crossed your mind. Sure, they existed, but the possibility that one of the Pilgrims would make such the primary way of earning their money had simply not been on your mind. Until one did so and created a massive problem in doing so.
While the Pilgrims have no problems with someone expressing their sexuality, as long as it does not involve children, the dead, animals, and is consensual, there is the fact that the person in question is known to be a Pilgrim to their customers. This could lead to problems, as some will inevitably decry the Pilgrims being a den of sin, while others will applaud and support the progressive stance of the Pilgrims.
In this, there is no easy answer, some will hate what the official stance of the Pilgrims will be, some will love it, and some won't care about it. You can only hope that whatever will be done about this, will not hinder the case of the Pilgrims too much. Or lead them astray from their path to help Humanity. All you know is that this will change the way that the Pilgrims are seen and how they view themselves.
[ ] (Write-in Argument)
***
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)
[ ] Expand Etiquette Training
After you have finally finished training the first missionaries, some have voiced concerns about their ability to bring people in, and want to undergo further training.
(Turns: 2
Chance: 65%
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: 60%
Reward: 1d12-3 Recruits)
[ ] A Pamphlet For You
Write some simple pamphlets to introduce the Pilgrims to the wider consciousness and (hopefully) get people interested in you. This would also help in introducing yourself to a group.
(Chance: 85%
Cost: 1.5 Materials
Reward: 1d6 Recruits, +15 to Personal Introduction, permanent boon)
[ ] Establish Soup-Kitchens (Bulk)(Mirn)
Now that you have a soup-kitchen up and running, it is time to expand them to start covering the city. About three more should be able to give you a solid base for future expansions and provide your other ventures with places to attach to.
(Takes 3 turns
Chance: 80%
Cost: 11 Materials Upkeep: + 2.5 Materials to soup-kitchens
Reward: 3d3 Recruits, +0.04 Goodwill per turn, 1d3-1 Goodwill, unlocks further actions)
[ ] Establish Another Soup-Kitchen (1/3)(Mirn)
Another soup-kitchen allows you to feed more people, which in turn makes them like you more. A win-win!
(Chance: 95%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d3 Recruits, +0.01 Goodwill per turn, unlocks further actions)
[ ] Establish A Poor-House
The Poor-houses in the empire are not great places to live in. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are also forced to work for a pittance of what they would have earned if they had done the same work in the streets. While the Pilgrims are not able to provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 People in the city.
(Takes 2 turns
Chance: 75%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per turn, 1d4-1 Goodwill, unlocks further actions)
[ ] Establish Another Small Hospice - (1/2)(Mirn)
While a Hospice does cater to the dying, their primary purpose is healing the sick that cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic of medical procedures until you make some deals and agreements with those that have studied medicine.
(Chance: 30% +10 Next Turn
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.1 Goodwill per turn, 1d5-1 Goodwill, unlocks further actions)
[ ] Build An Inn (Choose A Name)
Let's face it; the Pilgrims will, over time, only increase their operations. Unfortunately, helping people costs money, money that you do not have right now. Building an inn would provide you with income and enable you to conduct smoke and mirror operations with an increased chance of success, as well as improve the range, and therefore the efficiency, of your missionaries.
(Takes 2 Turns
Cost: 15 Materials
Reward: 2d4+1 Materials per turn, increased chance for intrigue actions, increased size of recruitment dice, unlocks further actions)
[ ] Write In
Diplomacy:The art of speaking many words that mean nothing should not be underestimated. A word in the right ear at the wrong time has toppled many a nation. (Choose 1 Action)
[ ] School The Diplomat-Corp - (Expanded)
Now that you have diplomats, you could send them out to do some work. Alternatively, you could spend some time getting them to train to develop a better understanding of the human psyche, local customs, and all that stuff that diplomats do.
(Takes 2 Turns
Chance: 70%
Reward: Trained Diplomat-Corps established, raised chances of success across the board, unlocks further training actions)
[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and will comply with any official and legal requests to ensure that there is no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 50% for Nobility and Churches, 70% for Military
Reward: Official point of contact with a faction and unlocks future actions)
[ ] Low-End Introduction - (Choose Faction)
Now that your diplomats are trained, they can handle introductions to the smaller factions in your name. They are mostly used to making deals face-to-face, but most are used to doing things by proxy, so it should not be too hard to do so without you there.
(Chance: 70% for Locals (cannot choose The Common People, Cults or The Merchant Guild)
Reward: Chosen organizations support-network unlocked.)
[ ] Seed Informants - (Basic) - (Choose Faction)
Some organizations do not have the best in mind for both the Pilgrims and the Common People. You should ensure that when the inevitable crash occurs with some, you will have at least a warning or even some more accurate information.
(Cost: 4 Materials
Chance: 45% (cannot choose The Empress)
Reward: Better information and possible counters against the plans of one faction.)
[ ] Create Infiltrator-Corp - (Basic)
It is not something you hoped to do, but sometimes the circumstances require a more subtle elimination of uncertainties. Whether that is merely in the acquisition of information to disrupt operations or the disposal of certain individuals will be something you will have to decide in the future.
(Takes 2 Turns
Cost: 1 Faithful
Chance: 60%
Reward: Can infiltrate factions for both fewer Materials and unlocks actions to subvert, undermine, or dismantle organizations. Raised Chances to secret actions)
Learning:Knowledge is Power. (1 Action Locked)
[ ] Tailor Your Messages
Now that you understand the local culture, you can tailor your messages to increase your effectiveness in both diplomacy and recruiting.
(Chance: 70% Successes needed: 2
Reward: Reduced penalty for recruitment actions and diplomacy)
[X] Camouflage? - Locked
Being the same color as your surroundings is an effective way of escaping the notice of the meaner critters out there. Unfortunately, you often cannot mask yourself to perfection on the move or on-demand at a moment's notice, not speaking of the fact that some creatures can simply smell humans. Set your scholars to the task of figuring out a method to block both sight and smell, or mask them sufficiently.
(Chance: 50% Successes needed: 1 + 10 to next roll
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, and permanent bonus in ???)
[ ] Study The Land
A civilization is only three missed meals away from anarchy. Also, knowing how good the soil here is will enable you to purchase and operate farms in optimal places that have not yet been claimed, or lack the funding to do so to their fullest.
(Chance: 90% Successes needed: 1
Reward: Information on local soil quality, unlocks Diplomatic and Base actions, and opens further research)
[ ] Study The Minerals
Iron, Copper, Steel, Gold, Silver, Jewel. On those, the economy runs. On those, you will have to rely on the building, and funding, of the Pilgrims. Let's see if there are not some veins that have been missed by prospectors.
(Chance: 65% Successes needed: 1
Reward: Locations and Information of mineral veins for future exploitation, unlocks Base actions and opens further research)
[ ] Write In
Archeology: The secrets of the past will illuminate the future, may we learn from their mistakes. (Choose 1 Action)
[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-01: Est. artifact-grade: General Mundane+, Dice:2d2+1 per turn, Max. Yield: 6 Turns. No danger.
-WO-02: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-04: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
-WO-05: Est. artifact-grade: General Mundane++, Dice:2d2+1 per turn, Max. Yield: 4 Turns. No danger.
-WO-06: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.
-SE-01: Est. artifact-grade: Unknown, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SE-02: Est. artifact-grade: Unknown, Dice:2d2 per turn, Max. Yield: 1 Turn. No danger.
[X] Prepare an Expedition (WO-01)(3 turns)(House Mirn: Yes) - Locked 2/3 Turns
[X] Prepare an Expedition (WO-05)(1 turn)(House Mirn: No) Ends in 2 Turns
[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth it to send an expedition to a location, either due to its low yield or quality of the artifacts found there.
(Chance: 95%
Reward: 1 turn in the specified location.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Southern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Southern Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Eastern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Wall
A giant, crumbling wall surrounds the First Ring. Ancient rusting behemoths lay atop it, and military bases lay dotted along with it. There is also an old bunker that no one has been able to open. You should see how many places have been untouched by scavengers and which ones you have to fight over. The spoils will be worth it.
(Chance: 65%
Reward: Sites in The Wall are located and mapped.
Warning! If the action fails, 15% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Gallery
Why the inhabitants gave taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to now. Whether or not you can access the different libraries and other book-stores is.
(Chance: 50%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, 6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Tower Of Pain
Intact electronics, architecture that makes the air scream, the certainty of a significant find. What is there not to like?
(Chance: 50%
Reward: Sites in The Tower Of Pain are located and mapped.
Warning! If the action fails, 15% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area, while the smokestack continues to belch black smoke into the air. What surprises await you once past the guardians, what greatness lies locked away?
(Chance: 45%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, 15% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Pit
You are not sure what you will find here, only that you are probably the first to look for artifacts here. But your scouts have reported feeling like they are being watched...
(Chance: 80%
Reward: Sites in The Pit are located and mapped.
Warning! If the action fails, 30% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Write In
Tree of Knowledge:The home of the Pilgrims, a bastion of all that they stand for, and a symbol of hope for the desperate. (Choose 1 Action)
[ ] Living Quarters - Basic
While sleeping in tents is something that many do for their whole life, you think that the Pilgrim should have decent and clean quarters to sleep in.
(Cost: 3.5 Materials Upkeep: 0.5 Materials
Takes 2 Turns
Reward: Up to 150 Pilgrims can live in your base before mali start to apply)
[ ] Storerooms - Basic
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least three months.
(Cost: 2.5 Materials Upkeep: 0.2 Materials Restock cost: 3 Materials
Takes 2 Turns
Reward: Can support up to 150 Pilgrims for three months under siege conditions, before you need to gather new supplies)
[ ] Hygenic Living - Basic
A single plague can wipe out cities. Ensure that the Pilgrims follow at least the basic of personal Hygiene and have the facility to do so.
(Cost: 3.5 Materials Upkeep: 0.2 Materials
Takes 2 Turns
Reward: Plagues roll a with mali to infect the Pilgrims, supports up to 150 Pilgrims before it becomes useless)
[ ] Administration Center - Expanded (Write in Section(Not Personal))
Running the Pilgrims will, over time, become only more complicated and require more and more things to be handled at the same time. Which means that you will have to create a bureaucracy to deal with this.
(Cost: 5 Materials Upkeep: 1.5 Material
Takes 2 Turns
Reward: +1 Action to the specified section)
[X] Expand The Desalination Basins - (1/2 Turns)
Water is something that no one can live without. Ensuring that the Pilgrims have an ample supply of it is not only wise, the expansion would also yield enough salt to provide for the needs of the Pilgrims and enable you to sell the surplus.
(Cost: 7.5 Materials
Takes 2 Turns
Reward: 250 Pilgrims can be supplied with water, 1d4 Materials through salt sales per turn, unlocks further buildings)
[ ] Write In
Support: Many people try to take advantage of you. Fortunately, they are willing to give you something back. (All Actions Are Free Actions)
[ ] Merchants
-[ ] A Small Loan
(10 Materials loaned for four turns at 25% interest) -[ ] Buying Stuff
(Write in technology/machine/other you want to purchase. Locked to maximum Common technology) -[ ] Selling Artifacts
(Write in artifacts that you want to sell) -[ ] Buying Goods In Bulk
(Reduce upkeep of one(1) structure by 0.1 Materials, can only be taken once a turn.)
Personal: Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (Choose 2 Actions)
[ ] Too Much To Do - (Action)
There is simply too much to do and not enough hands to do it. Start helping out.
(Can be taken multiple times.
Reward: +1 Action is done)
[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)
[ ] Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 75% for Locals, 55% for Elites (cannot choose The Common People or Cults)
Reward: Chosen organizations support-network unlocked.)
[ ] Cool Tempers
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%
Reward: +1% Piety, and 1 additional for every +10 above success)
[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: +1 Faithful, as long as there are followers left)
[ ] Charity Drive (X Goodwill)
It is an unfortunate truth that money does not grow from trees. This means that you need to get people to donate it to ensure that the Pilgrims can continue with their expansion.
(Chance: 0-30/50/70/95
Reward: Exchanges 1 Goodwill 0.5/1/1.5/2 Materials)
[ ] Name Yourself
Over the years you had many names, given by your parents, your friends, and companions, by the people and the Pilgrims. But they were not you. Perhaps you should spend some time to find a name that describes yourself, mind, body, and soul. Notable Achievements:
-Accidentally create a Cult
-Failed 40% of all attempted actions setting up the pilgrims
(Reward: You are Named)
[ ] 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.
A moratorium will be until 03.05.20 at 17:00 CET.
Voting will be closed on the 05.05.20 at 17:00 CET.
The decision for Goodwill use is on the 06.05.20 at 17:00 CET.
Updates will be online on the 08.05.20 at 17:00 CET.
[X] Plan: We desperately need income
-[X] It is not our place to judge what trade someone follows nor their sexuality, for they are among the things that make us human, they will be treated with same respect and dignity as any other Pilgrim. But if one chooses to follow this path they must be responsible and considerate, they must not allow the spread of disease by their actions, and if a pregnancy results they must care for the child regardless of if they have any mutations. Most importantly it is forbidden to ever attempt to coerce or force themselves on someone. If one is found guilty of rape they will be banished forever and turned over to the proper authorities.
-[X] Wanna Join my Club?
--[X] +1FF
-[X] School The Diplomat-Corp - (Expanded)
-[X] Camouflage? - Locked
--[X] +1FF
-[X] Scout The Southern Outskirts
-[X] Expand The Desalination Basins - (1/2 Turns)
-[X] Merchants
--[X] A Small Loan
--[X] Selling Artifacts
---[X] Forgotten Soldiers Helmet, Forgotten Soldiers Breastplate, Forgotten Soldiers Spear, Intact Metal Walker Toy
-[X] Too Much To Do - (Faith)
--[X] A Pamphlet For You
-[X] Too Much To Do - (Faith)
--[X] Build An Inn (Eye of the Beholder)
I like @EyeOfSauron 's write in wrt prostitution but I think it should also be stipulated that sex workers/prostitutes/whatever they are called ICly are then treated with dignity and respect, they shouldn't be ostracized or unjustly punished for their trade—there are two sides to the coin here, which I feel should be kept in mind, especially when we consider our organization's leanings.
[X] Plan: We desperately need income
-[X] It is not our place to judge what trade someone follows nor their sexuality, for they are among the things that make us human. But if one chooses to follow this path, they must be responsible and considerate, they must not allow the spread of disease by their actions, and if a pregnancy results they must care for the child regardless of if they have any mutations. Most importantly it is forbidden to ever attempt to coerce or force themselves on someone. If one is found guilty of rape they will be castrated and banished forever, and to lay hands on one who is not of age will result in death by scaphism.
-[X] Wanna Join my Club?
--[X] +1FF
-[X] School The Diplomat-Corp - (Expanded)
-[X] Camouflage? - Locked
--[X] +1FF
-[X] Scout The Southern Outskirts
-[X] Expand The Desalination Basins - (1/2 Turns)
-[X] Merchants
--[X] A Small Loan
--[X] Selling Artifacts
---[X] Forgotten Soldiers Helmet, Forgotten Soldiers Breastplate, Forgotten Soldiers Spear, Intact Metal Walker Toy
-[X] Too Much To Do - (Faith)
--[X] A Pamphlet For You
-[X] Too Much To Do - (Faith)
--[X] Build An Inn (Eye of the Beholder)
However, you are seen as a cult by the public. Should you go about mutilating and killing people, the authorities will be immediately on you for murder.
Beating them up and giving them over to the authorities with enough evidence is the go-to for rapists and phedophiles in Slatnan.
Society is ever-changing, ever-evolving, and never sits still. New developments in culture, technology, law, and changes in the environment all influence how a community develops or adapts. In many cases, this is a change that occurs over decades and centuries; people are getting used to changes over generations. However, The Collapse is the most prominent case of forced change.
During The Collapse, there were many practices and cultural ideas that were wholly and suddenly detrimental or, at best, hindering, to the survival of humanity. Many ancient sources suggest that women especially were seen more along the lines of a second-class citizen, an idea that would get you a thorough beating if voiced today. Most shockingly, many of the justifications for this treatment is not based on the fundamental differences in body, but ingrained beliefs over millennia. These include; women only being able to care for children and unable to grasp the sciences. Similarly, skin-colour has played a vital role in the way a person could go about their life, accept jobs, or even participate in crucial functions of the government, an idea completely alien to many.
It is a prevailing theory that during the chaos of The Collapse, many either let go of such ideas to increase their chance of survival or that they deliberately pushed for a change among the surviving communities. The most likely way this has occurred is still practiced today, this being the idea that your ability to do something is more important than your skin color or gender. During this time, the idea of raising a person to perform a single role, such as knights or rulers, was pushed to the forefront of the ordinary person's mind. It was a simple idea, providing a strong foundation for any group of survivors and has since then ensured that many could live their lives in freedom. All for the low price of giving those that have been groomed from birth for war and leadership with money, loyalty, and troops.
However, not everyone has benefited from these changes for the simple reason that humanity has to apply blame. As such, most of the guilt fell on the Mutated and Mutants, those who are unable to counter such accusations effectively. While the Mutated number around 8% of all humans, they are viewed as lesser, both by many religions and by many people due to their close resemblance to Mutants. This has resulted in them being pushed into slums in cities and being forced to live on the edge of villages when they are not outright forced away or killed at birth. The justifications for this behavior is founded in the belief that mutations are a sign of spiritual corruption that can be spread from one "infected" person to another, even when no conclusive evidence has been found.
So, while many advancements have been made, in some aspects, society has fallen back on bad habits. A "Sidevolution" if you will.
This is meant as a guide to the most common forms that Mutants take the world over. Do not take it as gospel for the forms you will encounter or that these are the only forms that exist. You have been warned.
Common Forms:
These are the most common forms that have been observed amongst Mutants, most having the intelligence of a particularly dim golden retriever.
The most common aspect that all Mutants share is the fact that their skin either looks melted or burned. It is unknown what has caused this, only that those that display such skin are in obvious pain at any one moment.
Further are grossly elongated limbs that have multiple joints, especially amongst the arms.
Spikes along the spine or head, either immobile or having the ability to shoot them at attackers.
Poison or venom sacks, allowing a mutant the ability to shoot globs of poison at enemies or use fangs to inject it.
Claws have also been observed among many Mutants.
Uncommon Forms:
The uncommon forms are mostly encountered as leaders of Mutated and have the intelligence of 4-year-old children.
Gas sacks that either grows on the outside, releasing a noxious and poisonous gas at will or puncture, or inside, to be released after being set aflame with special organs inside the mouth.
Multiple mouths all along the body, most either vestigial, useless, or connected to the stomach.
Tentacle like appendages, covered in spines and hooks to grasp prey.
Vestigial wings that are used for communication.
Rare Forms:
These forms are not well documented and consist of "species" among the mutated with varying levels of intelligence, mostly in the range of 8-14-Year-old humans. It is stipulated that they are not Mutants, but military projects due to several unique and consistent features among them. The two most well known are Abominations and Mimics
Abominations are masses of mouths, arms, legs, tentacles, and many other variations. Those Forms are mostly omnicidal in behavior and have the strength and healing-abilities to back up their aggressive behavior. They mostly shamble along on confusing and unpredictable paths, eating anything that they encounter, and attack anything that seems alive. The tell-tale sign of an abomination is their constant wailing and screams of pain.
Mimics are 4 meters tall, extremely thin, and have elongated arms that reach to the ground, tipped with razor-sharp claws, and have a beak filled with 6 rows of fangs instead of a mouth. Their preferred method of hunting is taking advantage of their ability to mimic both their environment and sounds. Those sounds include wounded animals, screams of pain, voices, lullaby, and, according to some linguists, announcements that "facility 6 has been breached". The most terrifying aspect of them is the fact that when they are not ambushing you, they walk extremely slowly until they are about 10 meters away, at which point they explode in speed and start wailing on their prey with claws, punches, and beak. Further compounded by this is their seeming inability to let go of prey once they have started hunting it. Following them over distances of well over 200-km.
Adhoc vote count started by HeroCooky on May 5, 2020 at 11:04 AM, finished with 10 posts and 3 votes.
[X] Plan: We desperately need income
-[X] It is not our place to judge what trade someone follows nor their sexuality, for they are among the things that make us human, they will be treated with same respect and dignity as any other Pilgrim. But if one chooses to follow this path they must be responsible and considerate, they must not allow the spread of disease by their actions, and if a pregnancy results they must care for the child regardless of if they have any mutations. Most importantly it is forbidden to ever attempt to coerce or force themselves on someone. If one is found guilty of rape they will be banished forever and turned over to the proper authorities.
-[X] Wanna Join my Club?
--[X] +1FF
-[X] School The Diplomat-Corp - (Expanded)
-[X] Camouflage? - Locked
-[X] Scout The Southern Outskirts
-[X] Expand The Desalination Basins - (1/2 Turns)
-[X] Merchants
--[X] A Small Loan
--[X] Selling Artifacts
---[X] Forgotten Soldiers Helmet, Forgotten Soldiers Breastplate, Forgotten Soldiers Spear, Intact Metal Walker Toy
-[X] Too Much To Do - (Faith)
--[X] A Pamphlet For You
--[X] Build An Inn (Eye of the Beholder)
40; Rolled with +1, upon success, roll 1d12-3
50; Rolled with +11
25; upon success, roll 1d6, if the roll is five and lower, roll 1d6
15; upon success, throw 1d6
The first failure is re-rolled
All others have a DC of 50 for Goodwill roll.
Unrest in the Mutated-District dealt with in a lethal fashion
The turmoil that was beginning to boil over into the civilized districts of the local city has been dealt with. Mighty knights and loyal soldiers went into the slums of the Mutated and showed them how they have to act. Some may say that killing a few and injuring hundreds is too much, but what do they know? They are barely human, so bringing them back into line is more like kicking a rabid dog. Necessary.
The Pilgrims allow prostitution.
After the commotion, the Pilgrims had caused in the last three months with buying food, tools, and all manner of things, they are once more on everyone's mind. It seems that they had a discussion amongst themselves and have decided that those who have sex for money are to be treated with respect and dignity. While some say that this is shit and you should get what you pay for, others applaud their forward-thinking and say that others should emulate them.
Dams prove insufficient.
Even with materials and money being thrown at the workers, the dams have broken at several points, weakening the structure. In others, they are not high enough to contain the flood. One can only hope that the dispossessed have somewhere to live, for there is no way that they can return home until the water stops coming.
[X] School The Diplomat-Corp - (Expanded)
Locked - completes next turn
[X] Camouflage?
-[X] +1FF
Needed: 50 Rolled: 81+11 = 92
Success Unlocked: Camo-cloaks (Prototype)
Unlocked: The Study Of Color (Utility/Chemical)
[X] Scout The Southern Outskirts
Needed: 25 Rolled: 31 Revealed: 1d6 = 6 Sites
Success
-SO-01: Est. artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 5 Turns. Mutants nearby.
-SO-02: Est. artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 5 Turns, No danger.
-SO-03: Est. artifact-grade: General Mundane, Dice:3d2-2 per turn, Max. Yield: 6 Turns, No danger.
-SO-04: Est. artifact-grade: General Mundane, Dice:2d2 per turn, Max. Yield: 5 Turns. No danger.
-SO-05: Est. artifact-grade: General Rare, Dice:2d3+1 per turn, Max. Yield: 4 Turns. Mutants nearby.
-SO-06: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns. No danger.
[X] Expand The Desalination Basins - Complete
[X] Merchants
-[X] A Small Loan
+10 Materials, 12.5 Materials owed in 4(four) turns
-[X] Selling Artifacts
--[X] Forgotten Soldiers Helmet, Forgotten Soldiers Breastplate, Forgotten Soldiers Spear, Intact Metal Walker Toy
+9.21 Materials
[X] Too Much To Do - (Faith)
-[X] A Pamphlet For You
Needed: 15 Rolled: 51 Rec.dice: 1d6 = 4
Success: +15 to Personal Introduction, permanently
[X] Too Much To Do - (Faith)
-[X] Build An Inn (Eye of the Beholder) - (Locked)(1/2 Turns)
Here's another possible 'species' of Rare Form Mutated/Mutant that I decide to take a crack at.
Wendigos, also known as Skin-Walkers, are a greatly feared, and respected, variety of Rare Form Mutated, believed to be a close 'cousin' of the Mimics due to the intense and numerous similarities between them. Unlike Mimics, however, Wendigos look more like a horrific malfusion of human and deer, with an elk head in place of a human one, typically with multi-foot long antlers adorning them, and with fetlocks and hooves replacing their legs and feet respectively. A Wendigo is also fully capable of producing and comprehending speech, though typically extremely garbled by their teeth, fangs and long, forked tongue.
Their diet is, like the Mimics and Abominations, highly carnivorous and semi-cannibalistic, with Wendigos always going for sources of meat. Usually they follow the equation of 'Bigger Creature = More Nom-Nom' when choosing their prey, but will always go for humans and mutants when given the chance to do so. Their hunting methods, however, almost solely consist of running down their prey over the course of weeks or months, or even years in one case, tailing the chosen source of food for miles and miles if neccessary.
Thankfully, however, they are immensely rare to the point where only a dozen at most exist.