Both sides have skeletons and since they are now bonded together, any hit to their rep hits the other. Both of then covering each other is the only smart option. This sets a precedent that when a Vanar skeleton gets exposed, the Feer would return the favor work together to minimize damage.
Guess they didn't realize how low they had fallen in the public opinion, and how little influence they have compared to before. From 3000 down to less than 700. Crazy.
Just wait until we finish the school (A 6d60 hit!) and start pumping out soup kitchens and poor houses to all the other cities in the region.
Speaking of Soup Kitchens, shouldn't we have 4 in Mirn? The initial one, then the three we built in Bulk?
[X] Establish Soup-Kitchens (Bulk)(Mirn) - (1/3 Turns Complete)
Now that you have a soup kitchen, it is time to expand them to cover the city. About three more should give you a solid base for future expansions and provide your other ventures with places to attach.
And could we get this action back now that we have a soup kitchen in two other cities? (Tessen and Ularn) I think there are 3 other cities we haven't built anything in yet, but I forget their names right now.
1. Isn't this +2 successes AND +1 Automatic Success?
2.Speaking of Soup Kitchens, shouldn't we have 4 in Mirn? The initial one, then the three we built in Bulk?
3. And could we get this action back now that we have a soup kitchen in two other cities? (Tessen and Ularn) I think there are 3 other cities we haven't built anything in yet, but I forget their names right now.
Guess they didn't realize how low they had fallen in the public opinion, and how little influence they have compared to before. From 3000 down to less than 700. Crazy.
-[X][Martial] Make A Man Out Of You! - (The Unbroken) - (Tech-Scouts) - (3/3 Turns Complete)
+1 Turn of Progress.
Success!
Tech-Scouts now at: Trained (3/6)
And with this our martial action is finished. No more negative modifiers for our troops. Now the only question is if we should try to clear the tower next turn or research some more weapons first.
-[X][Martyris] Too Much To Do - Printing Money - Smut With Penny Dreadfuls
Needed: 10 Rolled: 15+30 = 45
Success!
Martyris: "Wait, why does this scene seem familiar?"
Selene: *Nervous Sweating*
Cirque De Fantastique Is In The Region
The circus is in the region! After nearly ten years, Cirque De Fantastique has once more returned to Tessen, completing its circuit around the Empire. Already people stream to their tents and shows, their acrobats and exotic animals, the curiosities and horrors, the clowns and games hosted by them. They are set to visit each city for one month before traveling onwards towards new, or old, regions. If you are able, seeing them is a must!
A wandering circus? I'm surprised something like that exists, given how dangerous the areas outside of cities are. They must have some pretty heavy escorts.
Pilgrim Brothel Opens, Alongside New Printshop
The new brothel 'Consensual' has opened its doors and has rapidly become a favorite among caravan hands, guards, and the wealthy. Those who wish to secure a night have to pay entry, with no guarantee of actually getting a night, but are guaranteed that all inside offering their services do so out of their own volition and because they want to. The wealthy like it because it lets them disregard and dodges any moral debacles resulting from using a brothel. The more everyday people who use it, like caravaneers, like it for the same reasons, but even more! A caravan guard supposedly said: "Look, I am in my armor for up to and over two weeks, in the heat and without any bath. There is constant danger, stupid idiots, and next to no privacy. When I finish a route, all I want to do is bathe, get some good shut-eye, and be railed by a hunk o' meat or two. A gal shouldn't have to deal with 'moral quandaries' on top of everything else!" Well, good a reason as any to use it! Add to that; the Pilgrims have opened a print shop, selling not only tales of heroics and good comedy, but also a very romantic and, if you pay for the 'night-time' edition, lewd series. Which, of course, drew attention...
Interesting. Sounds like we could open more brothels in other cities. Could get us into conflict with the organized crime though, because it sounds like forced prostitution is rather common.
Church Of Eden Protests Against The Pilgrims Opening A 'Den Of Sin'
After appointing new priests and ousting old corrupt and sinful ones, the COE started operating normally. This directly translates to logging official complaints against the Pilgrims, the Followers Of Light, other small religions, and in general, everyone who took advantage of them being distracted. With the Pilgrims opening a brothel and selling smut while also not backing down on their Pro-Mutated rhetoric, it has resulted in them being very vocal in their condemnation of the Pilgrims actions. Their complaints range from corrupting the youth with indecent literature to luring hard-working and honest men and women into a den of sin. Whatever they thought would happen, a sound 'meh' from everyone was not among it.
To the surprise of absolutely none. I wonder how long it's going to take until there is a scandal because one of the higher priests decided to visit in secret.
Happenings with the Vanar-Feer
As fast as the grumbling between the Forge-Clans happened, it died down quicker. Some people went and talked; then everything died down within a week. Now it seems that the Feer will pay the Vanar to give a workshop for Knights to the Pilgrims, or Perpetual Defiance, and have settled most of the internal debates to a low grumbling. Well, nothing exciting. Not even accusations of heresy or something. Kinda disappointing.
Just because the public doesn't learn about, doesn't mean there is not more going on internally. It wouldn't surprise me if both clans are now really looking into the past of the other clan.
So this turn, rather than prepare another expedition, why don't we take a few potshots at the bunker?
I think it might be more efficient to have only one expedition at a time while the other team either cleans out locations or investigates 'special projects' so to speak.
Because if you think about it, we already have a pretty large research qeue. Rushing to expand it with even more projects might not be the best idea.
I just don't want to ignore the obvious plot-hook for too long.
We could make it so that at least once an in-game year we take a shot at the bunker. (AKA, at least once every four turns) After all, we only need to get lucky once.
TOP-03 has security cameras of the Forest and is a lot easier to take control than it is to crack the bunker. Hopefully those cameras make scouting the Forest a little easier or give more info, and there's the remains of the drones we destroy too which is nice. Next place to scout should be the gallery to get books (free tech). Then The Zone (biggest plot hook imo). Bunker should wait until we have an extra archeology action.
TOP-03 has security cameras of the Forest and is a lot easier to take control than it is to crack the bunker. Hopefully those cameras make scouting the Forest a little easier or give more info, and there's the remains of the drones we destroy too which is nice. Next place to scout should be the gallery to get books (free tech). Then The Zone (biggest plot hook imo). Bunker should wait until we have an extra archeology action.
We can attack TOP-03 with the Unbroken, which would still leave the tech scouts free for a couple of turns. So we could still have a few tries with the bunker.
We can attack TOP-03 with the Unbroken, which would still leave the tech scouts free for a couple of turns. So we could still have a few tries with the bunker.
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 a 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 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 Pilgrims HQ ballots, 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
-h.) caring for any children that are born as a result of their actions
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.) 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.) doctoral 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 gone, 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 expulsion after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) Can only be invoked 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
-f.) Occupation
-g.) Mutation
10.) These crimes (but not excluding others) are immediate grounds for exile without 8.a.1. coming into effect.
-a.) Murder
--1.) attempted or otherwise
-b.) Psychological Torture
-c.) Physical Torture
-d.) Rape
-e.) Conspiring to do any of the crimes listed here
11.) This charter is subject to changes should;
-a.) new tenets emerge
-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.)
Rite Of Mourning: A Journeys End
It is a terrible thing to lose someone and see their Journey cut short by age or force. To remember where they sat, sharing stories, laughter, love, food, and safety. To remember how they laughed, how they joked, and see their memory slowly fade with each passing day. To wake up one day and feel guilt over not grieving their passing.
I tell you: this is not how death should be seen. Their Journey had been one of the countless experiences of hundreds of chance encounters, a life lived changing the world, others, and themselves each passing day. And what we see as an end is not truly one, for their actions live on in our own. Those they helped are still out there, remembering them, acting in ways that they would never have been able to, had the dead not decided to share what they had, to offer a hand in aid. Their Journey may be at an end, but their actions live on, in our own.
(All casualties only inflict 1% Piety loss, -2 to Piety Rolls.)
Hidden Tenet: A Mythos Called Names:
It is undeniable that there is power in names. Nations, Organizations, Myths. All have one thing in common; a name gives meaning and identity, where there was none before. The Pilgrims have taken after the First Leader, Martyris, in His belief. A soldier, wary of death and destruction, a healer that failed too many times, or someone honoring a vow, may choose to change their name to reflect what they believe to be. While a name given by one's parents may encompass their hopes and dreams for one's future, reality tends to disagree.
(Every Leader of the Pilgrims may rename themselves. All Pilgrims may rename themselves in honor or shame. -1 to Piety rolls.)
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.)
Member/Resource Statistics
Members: 680
-Faithful: 16/23
--2 General Scientists - +12 to assigned research
--1 General Doctor - +6 against diseases and Medical/Biological research
-Followers: 658 (83 unoccupied)
--Recruitment: (+17 per turn)
---(13 Due to: The Codex Mk.1)
---(2 Due to: Daycare)
---(2 Due to: Poor-House - (Mirn))
-Dead: 1 (Suzuki - Combat - Infection)
Materials: 70.57(min. +50.89, max. +145.57 per Turn. (18.74 owed to The Merchant Guild in 4(four) Turns.))
Income = 126.16-220.84 Materials:
13.16 = Followers
2.00 = Miscellaneous Sales
7.00-13.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
2.00-7.00 = Brothel 'Consensual' - (Mirn)
3.00-12.00 = Print Shop - Smut
12.00-15.00 = Iron Mine
23.00-32.00 = Silver Mine
48.00-81.00 = Jewel Mine
5.00-20.00 = Ashleaf-Nursery
5.00-14.00 = Black Root
Upkeep = 75.27 Materials:
5.25 = 6 Soup kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen(Normal)) - (-0.25 Due to Buying Goods In Bulk)
0.60= 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
1.46 = 1 Expanded Hospice - (-0.15 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
2.30 = 1 Poor-House - (Mirn) - (-0.15 Due to Buying Goods In Bulk)
2.50 = Print Shop - Smut
4.60 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk)
0.49 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.90 = Medical Wing - (-0.15 Due to Buying Goods In Bulk)
1.87 = Living Quarters - Grand - (-0.15 Due to Buying Goods In Bulk)
0.23 = Storerooms - Expanded - (-0.15 Due to Buying Goods In Bulk)
3.19 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
0.80 = Blacksmiths Abode - Basic - (-0.15 Due to Buying Goods In Bulk)
7.45 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire, +4.40 Due to Steam Engine)
1.35 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk)
1.35 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
0.48 = Unit Upkeep
40.00 = Taxes
Piety: 83% (+30 to all rolls for Heros with the Adjudicator Trait)
Rolls (-4):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-1 (Daycare)
-3 (Electric Lights)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
+4 (Followers, +1 every 150)
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: ???
Marquis of Tessen
Opinion: Friendly (1)
Plans: Governing
Owes: 1 Major Favour
House Ulatarn
Opinion: Friendly (1)
Plans: Governing
House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Plans: Governing
The Bureau For Imperial Civilian Logistics
Opinion: Neutral (0)
Plans: Steam Engine Contest (Conclusion: Turn 36)(Prize: 150 Materials.)
Church of Eden
Contact: N/A
Opinion: Unfriendly (-1)
Influence Inside Tessen: 690
Plans: Regain the trust of their congregations in Tessen.
Information Network: Rank 1.
Boni: +15 on all Diplomatic rolls
The Followers of Light
Opinion: Neutral (0)
Plans: ???
Miscellaneous Nobles
-Lady Maranica (Ally (3)/???)
-Baron Esker (Friend (2)/Penance - Will try to help if asked, within reason)
General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on
Information Network: Rank 1.
Mood: Feel fine.
The Merchant Guild:
Contact: Abraham Lin
Opinion: Friendly (1)
Plans: Valued Customers and Suppliers
The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance/Make Cheaper Medicine Factions:
- Foundation (Neutral (0)/48% Control/Cheaper Actions)
-Healers (Ally (3)/52% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
The Mutated:
Opinion: Friends (2)
Plans: Live.
Information Network: Rank 1.
Mood: Feel okay. Interest in the Brothel.
General Opinion on Mutated: Open Racism (0)
Artefacts
Common
Glaive - 2.04 - +5 to Common Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Common Armor
Reinforced Shield - 2.23 - +5 to Common Armor
Mechanical Pencil - 1.95 - +5 to Common Mechanics
Burnt Breastplate-Schematic - 1.08 - +5 to Common Armor
Chocolate Recipe - 1.03 - +5 to Common Chemicals
Hygienic Instructions- 1.31 - +5 to Common Medicine
Chainsword - 1.24 - +5 to Common Mechanical
"Obedience And You - Training People!" - 1.34 - +5 to Common Psychology
How-To Romance Novel - 1.85 - +5 to Common Psychology
"4D Rectangle" - 0.88
Beaker Set - 1.04 - +5 to Common Chemicals
Food Preservatives - 1.15 - +5 to Common Chemicals
Self Help Booklet - 1.18 - +5 to Common Psychology
School Project On Primitive Robots - 4.55 - +5 to Common Machinery
Elaborate Costume - 0.63
Ancient Torah - 0.44
Antibiotics - 1.26 - +5 to Common Medicine
Beer Recipe - 1.41 - +5 to Common Chemicals
Rare
Treaty On Brainwashing- 5.26 - +20 to Common Psychology
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Lightweight Alloy - 5.22 - +20 to Common Metallurgy
Armor Piercing Ax - 5.49 - +20 to Common Weapons
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilapidated Prosthetic - 5.19 - +20 to Advanced Electronics
Textbook On Cellular Theory - 5.47 - +20 to Common Biology
Layered Plates - 5.25 - +20 to Advanced Armor
Report On Vivisections - 5.12 - +20 to Advanced Biology
Chemical Waste Bags - 5.32 - +20 to Advanced Chemicals
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Common Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Common Armor
Industrial Electric Foundry - 9.64 - +20 to Advanced Electronics
Turbine Coolant System - 8.88 - +20 to Common Hydraulics
Alloy Ingots - 6.95 - +20 to Common Metallurgy
"The Dreamers Guide" - 8.05 - +20 to Common Psychology
Hardened Touchscreen - 5.32 - +20 to Advanced Electronics
Lost Tech
Gutted Core - 17.04 - +50 to Physics/Engineering/Psychology
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma torch - 18.40- +50 to Advanced Physics
Forgotten Diary - 19.24 - +50 to Advanced Psychology
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Advanced Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Helmet- 17.22 - +50 to Advanced Armor
Guard Shield - 18.49 - +50 to Pioneer Armor
Hololithic Cube- 20.00 - +50 to All Physics/All Machinery/All Hydraulic/All Engineering/All Programming/All Metallurgy/All Electronics
Physic Theorems - 18.32 - +50 to All Physics
"Night-Fun/Sleep" Pills - 19.09 - +50 to All Chemicals
Scaled Armor - 17.00 - +50 to Advanced Armor
Flexible Circuitry - 19.04 - +50 to Pioneer Electronics
Bone Mending Kits - 16.12 - +50 to Advanced Biology/Advanced Machinery
Electric Collars/Shackles/Implants - 19.72 - +50 to Advanced Psychology/Advanced Electronics/Pioneer Medicine/Pioneer Biology
Unique
-Unique Artefact: The Codex Mk.1
The Codex holds the teachings of Martyris, the first Pilgrim, and the shared wisdom of all who came after. It is an integral part of life for Pilgrims, whether in discussions of the knowledge found within or in the simple act of reading and remembering.
(Effect: 12 Passive Recruitment per Turn)
-Sandcrete Recipe
An ancient recipe that was used to build structures quickly, though not cheaply. Now it is once more in use, and it will be of great help to us!
(Effect: Can spend 22.5 Materials on reducing building times of one building by 1(one) Turn, per Turn by adding [Sandcrete] to said action.)
-Narcotics, Stimulants, And More!
This book details the effects of various drugs, how they intermix, and their downsides, in conjunction with guides on their production and what substances can be used as substitutes.
(Effect: -0.15 Upkeep to all medical facilities, Combat Stimms research unlocked.)
-Scientific Theory
There is more to this world than one life could ever grasp. More mysteries to discover, more questions to unravel, and answers to find. Nothing could ever stop Humanity's thirst for knowledge, not even death. (Effect: +15 to Learning Rolls.)
-Grieving Echo
A Zweihänder sized for a Knight. On every surface, names are engraved, along with how they died. The phrase: "One Wielder, One Name, One Duty, One Death" is inscribed in the middle of the blade. PD connected to the sword and immediately exclaimed ownership over the zweihänder. Her explanation was: "Every woman needs a fun toy, and this thing is one!"
(2d40+30 Damage, cannot equip a shield.)
- Suspendium Dust
It seems like the crystals, coined Suspendium by your scholars, can float when supplied with electricity. It, however, degrades when not supplied with the correct dosage and turns into dust. The dust still seems to react to electricity and retains its anti-gravity properties. What could be done with this?
Military
Units (3/3)
Tech-Scouts
Description: A small force of scavengers, adept in the arts of stealth and searching for new spots to scavenge. Health: 6/6 (Size 6) Armor: 6/6 Damage: 1d6+2 Training: Trained (3/6) Breakpoint: 2/6 size remaining in Combat Equipment:
-Spears
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor
-Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit. Special Rule: Cannot take a scout action if this Unit is used for military purposes.
***
The Unbroken Description: A large force of volunteers sent out to fight for the Empire of Slatnan in the Starlight Crusade. They have repeatedly proven that the bonds forged in the crucible of war are among the strongest there are, routinely going above and beyond if it meant saving one of their own. Health: 12/12 (Size 12) Armor: 9/9 Damage: 1d4-1 (+1 at the start of the next CR) for free, 1d12 (Ranged), 1d12+4/-0 (Melee) (against Biologicals/Mechanoids) Training: Soldiers (4/6) +5 to all rolls Breakpoint: Unbreakable Equipment:
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor (0.45 for every size of the Unit)
-Bloodletter (Special Melee): 1 Damage per Size, Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor.
-Commercial Crossbows (Ranged) 1 Damage per size, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 10 Turns.
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.04 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.05 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit. Traits: Forged In Fire, Cooled By Blood (Does not Break), None Left Behind (All casualties are ignored if the damage taken is under 6(six)), Veterans (Does not necessitate Goodwill Upkeep in The Empire Of Slatnan) Upkeep: 0.48 Materials per Turn, max. of 0.15 Materials per Combat.
-Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a 35 or higher difference, you gain one extra stealth attack.
+0.2 Armor per Size, 0.26 Materials per Size (1 Armor for (6/6) Size).
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. (Ranged) After attacking, If the stealth-roll has a 35 or higher difference, you gain one extra stealth attack.
+0.5 Armor per Size. 3.10 Materials per Unit (3 Armor for (6/6) Size).
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.12 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.20 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, -5 to first melee roll for the equipped Unit, Ammunition for 15 Turns. 4.30 (6/6) Materials per Unit.
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.04 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.04 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield or equipment. 0.03 Materials per (6/6) Unit.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.12 (6/6) Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.17 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.85 Materials per (6/6) Unit.
Unique/Notable Assets
-Ashleaf Tea - +15 to Diplomacy Elemental Feline Kitten - Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (15/60 Growth) - (5d4)
1x Black Root - (3d4+2)
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Desalination Basins - (2d4+1)
1x Inn - (Eye of the Beholder) - (2d4+4)
1x Brothel 'Consensual' - (2d4-1)
1x Print Shop - (3d4)
1x Iron Mine - (Mined) - (1d4+9)
1x Silver Mine - (Mined) - (3d4+16)
1x Jewel Deposit - (Mined) - (3d12+45)
Holdings
Temple Holding: 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 one extra Turn to mine and set up.
Desalination Basins - Seep Pumps
- 800 Pilgrims receive water in case of a drought. 2d4+3 Materials per turn.
Administration Center - Grand
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Tree of Knowledge-Action.
- +1 Faith Action.
Medical Wing
- Plagues roll a with mali to infect the Pilgrims, supports up to 900 Pilgrims before it becomes useless.
Living Quarters -Grand
- Up to 900 Pilgrims can live in your base before a mali starts to apply.
Daycare
--1 to Piety rolls, +2 permanent recruitment due to births.
Storerooms - Expanded
-Up to 300 Pilgrims can survive for six months under siege conditions.
Blacksmiths Abode - Basic
Lowered costs for all equipment, increased chances for all research, rolls with advantage for all study of melee weapons/equipment made of metal.
Laboratory - Basic
Improves chances to Learning Actions, along with unlocking 1/2/3 success thresholds.
Knight-Hangar
Houses 1(one) Knight, allowing to enact both repairs and modifications.
Village Holding: Norqod
Prosperity: Non-Existent
Mood: Average
Permanent Inhabitants: Some
-Tendency: Small Uptick
Security: Non-existent
Features:
-None
Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
Heroes
Martyris Dall
You, Lord Martyris Dall, The One That Suffers, Leader of The Pilgrims Health: 4/6 (-2 permanent) Armor: 3/3 Armor Training: Trained (3/6) Breakpoint:Unbreakable Equipment:
-Spear: 1 Damage per size (1 total)
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +3 Armor.
-Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit. Special Rules:
-Must be attached to one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-50% Chance to obtain/lose 40% Piety should this Hero die in Combat.
-Gain 30% Piety should this Hero die of natural causes
-Immune against all poisons
Traits:
Poisoned By A Plague-Engine - Medicated Immunity
There are few things worse enough than dying to the poison of a Plague-Engine. You are enduring the least of the worst of those fates. Many see your determination to face such a future for something beyond yourself as inspiring and have taken to more selfless actions. Your medicine's side effect and the lasting damage seem to be a much-increased tolerance against any form of poison, though there may be more.
(Reduced health, reduced lifespan, permanent -1 to Piety reduction rolls, grants immunity against poison)
A Victims Ire: Holy Rose - Criminal Organizations
This world is not a kind one. It will chew you up and spit you out the moment you let your guard down. You did so and almost paid the price for that. Your experiences now mark you, as does the anger you feel towards those that wronged you. Dealing with both "Holy" Rose and various Criminal organizations will require much more effort, but harming them will be much easier.
(-20 to aiding Criminal Organizations and Holy Rose, +10 to harmful actions against them. Reduced to -10/+5 respectively once Holy Rose dies.)
Noble By Marriage
Well, you have no idea how Lady Maranica managed to do it, but Selene's family is now technically nobility, which means you are nobility by marriage. Technically is the key-word here, as she is a Mutated, Selene cannot hold a noble-title, and she only has it until one of her children or descendants is a human. The title awarded her is that of "Lady," the title, not honorific, and she has been given the village of Norqod as a holding. That is the non-existent village of people living outside the Tree, trading, or visiting. Being commissioned by the Imperial Logistics Bureau, she, and by extension, you, have to build the village within the next five years. Luckily, various laws allow the appointing of a governor, so when she asked the Pilgrims Council, all agreed to govern in exchange for a 95% cut of future Income, all written down in a generational contract, of course. Selene, for her part, stopped dragging you away for stress-relief when her request had been approved, firmly of the opinion that she is not made for nobility.
Mutated Wife - Lady Selene Dall
Selene is, while still a little shaken, mostly intent on leaving behind the whole 'being almost killed and not being able to give birth anymore.' You... aren't sure that this is healthy, or if this behavior should worry you. But you will be with her. 'Fight to keep your love alive,' that is what you swore, and you will keep to it.
Child: Lady Silvia - Mutated Girl - 1-Year-Old
Your first child! She is, in every aspect, perfect! Her legs and ears are like her mother's, even if her fur is entirely obsidian. She has two horns growing above and swinging around her head in a tiny semi-circle, looking like a regal crown with the spikes atop (even if it makes putting a shirt on a pain), framing her golden hair. She does have a fairly long tail, furred like a Sweden forest cat (the fur is obsidian again), which means you need to get a tailor for her pants. Her laughing and smiles just about melt your heart, and she has this cute habit of putting her tail into her mouth like a snow leopard. She is also blind, which makes teaching her how to read and defend herself a real challenge. Where are you going to get braille books and learn to read them so you can teach her? And what weapons do the blind use? Her first word had been 'Dada.' You'll never let Selene live that one down.
Founder, And First Arbitrator
You have founded the Pilgrims and were appointed as the Arbitrator, the final voice in any argument, and a watcher for those who would turn the Pilgrims against their ideals. Hopefully, you will prove the trust placed in you right.
(This Hero will add the Piety bonus/malus to all his rolls. Relax is not needed.)
Aria
Aria, Knight-Pilot of The Pilgrims, Pilot of Perpetual Defiance Health: 6/6 Armor: 1/1 Armor Training: Untrained (1/6) Breakpoint: 4/6 Equipment:
-Dagger: 1 Damage per size (1 total)
-Leather Armor: +1 Armor.
-Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit. Special Rules:
-Uses the stats of PD in Combat until she is destroyed.
Traits:
Mutated:
Strangely striated blue eyes with overly responsive irises. Metallic gray hair which moves about and generates mild electric shocks, and vibrates to create simple tones, all of which mark this person as a Mutated. They will have a hard time getting people to like them.
(-20 to Diplomacy for any Locals/Elites they interact with, as long as the Opinion on Mutated is at (0/3). -20 to the malus for every point in the negative, +5 for every point in the positive.)
Mutation: "???" - Storm Strands - (1/10):
Aria has metallic gray hair can do little more than move about, generate mild electric shocks, and vibrate to create simple tones. They also provide an ill-defined extra sense that mainly seems to cause mild headaches... or at least that's all that Aria has been able to discover. But maybe there is more?
(+2 to all rolls made with PD.)
Knight-Pilot:
You have joined the illustrious Elite of the world, one where the entry is life-long service, and the exit is at the end of a weapon. Yours will be a life of war, death, and struggles, bringing hope to despairing hearts, rallying flagging defenders, and protecting those in your shadow. Do not stumble, for the consequences are grave.
(+5 to all rolls after using a Knight in Combat.)
1st Generation Pilgrim:
This person has not been converted to the Pilgrims belief but was brought up in it from a young age. Their faith has always been a part of their life, guiding their actions even when choosing to leave. People will find it hard to sway their devotion should they remain.
(Actions to subvert Aria roll with a malus.)
We Can Do It!:
From a young age, Aria has been deeply empathetic, caring, and driven. Since joining the Pilgrims, she has grown into a relentlessly friendly and optimistic young woman, shaped by her adoptive family's experiences. With her determined personality, she's picked up "a little bit of everything" at a young age by way of enthusiastically volunteering to assist in any and everything. She picked the brains of anyone willing to let her, though the more curmudgeonly among the Pilgrims find her boundless enthusiasm tiresome. But she will give everything she has in all she does, unfortunately, sometimes beyond that.
(+20 to all actions this Hero is assigned to, -10 for every Turn Relax is not chosen. Currently: +0.)
Trauma: Common People Purge Survivor (16/16):
It has been years since the Purge, and you no longer feel overwhelmed or trapped by the feelings of terror and hopelessness as you once did. Instead, you have used that horror you survived as a drive, to see it never repeated, or minimized, for as long as you live. You may occasionally still dream about the screams, the hateful faces, and the smell of burning flesh, but all it does is add to your conviction to see it never repeated.
(-5 to all Actions this Hero is assigned to, can be chosen as a starting character should a Purge happen. +10 to all Actions done by this Hero within Purge Turns.)
To Fling A Light:
Sometimes? Sometimes being willing to help is not enough; doing all you can do will fail, and people will die. You know that. You have seen that. Sometimes, sacrifice is needed. And if you can shoulder that burden so that others won't have to? You will gladly fling a light into the future, at the cost of your life.
(???)
It was a late and slow night for Midar. The usual rush of customers had been mostly focused on the new blood, and his usuals had not shown up. One or two had visited, but only for some light companionship, and not for the night, meaning that he had a rare chance to make use of the luxury the Consensual offered to workers and visitors alike. With a cold drink in hand, he had mostly watched the people come and go, talking, joking, figuring out the prices, and sneaking in some early 'previews of the goods,' so to speak. Of course, watching people was not something he was interested in, but it passed the time as he relaxed in the cushions and pillows laid out around the open room. It, however, allowed him to see a curious and amusing sight.
A young man, barely twenty, sat at the bar, nursing only his second drink, occasionally looking like he would muster up the courage of speaking to one of the girls, but always shying and shrinking away before he could get their attention. His clothes marked him as a merchant's son and a caravaneer no less, making that much more interesting in Midar's eyes. Finishing his drink in one last gulp, he stood up and walked over, his curiosity driving him to see what the young man was doing here, or hoping to anyway. With a well-practiced motion, Midar glided onto the seat next to the merchant, causing the young man to look up in surprise as Midar signaled for two new drinks from Sia.
"Uh, can-can I help you?" He asked, looking unsure of both himself and the situation in equal measure. "Yes, you can," Midar spoke softly, nodding to Sia as she put the drinks in front of him, before adding a wink to the next word, "handsome." The effect was immediate, as the young man blushed fiercely, showing even through his dark skin. "I-I, you, that," he sputtered, before squaring his shoulders and looking decidedly more nervous for it. "I am sorry, but I do not work here. And you are scratching the wrong post anyway," he added, trying his best to show confidence. Midar only chuckled at that. "I am flattered, truly," he said, placing a hand on his heart, "but I think I know who works here and not. And you would have had quite the queue of ladies had you started even this afternoon. No, I am not here for sex." He continued, offering the cool glass, which was confusedly taken. "My name is Midar, and it is a pleasure to meet you...?" Widening his eyes in realization at his rudeness, the young mand spoke up, "Rarl, Rarl Goldscale, a pleasure to meet you." Raising the glass of light booze in celebration to Rarl, Midar spoke up, "Ah! Young and already married! And immediately within a brothel! The youth does know how to keep the romance alive!" Cringing at the mentioning of having a last name, Rarl mumbled a response into his glass, yet loud enough for Midar to hear. "Free noble."
Placing down the glass, Midar patted the shoulder of Rarl in sympathy, "Ah, so you are here to enjoy a night of young freedom among kindred spirits and not indulge in infidelity. A sensible choice, though poorly executed, my young friend." "What? How did you?" Rarl replied with a slight tinge of panic in his voice, cringing into his seat at his slip. "How did I, what?" Midar asked, leaning over in curiosity. "You know, don't you?" Was the answer, with the young man quickly hiding his face behind his drink. "What gave me away?" He added in a small voice. Confused about the odd turn the conversation had taken but intrigued, Midar decided to indulge in a bit of sin and lied to the now quite fiercely blushing Rarl. "Oh, that would be your choice of companionship, or the lack thereof. Poor Sia here has been trying to get you to notice that she is on shift the whole night even!" He lied, getting an annoyed look from said woman, which the young man misinterpreted as being directed to him, causing him to shrink into himself and meekly add a 'sorry' before looking away.
"You are here in the middle of a den of sin, freed from all moral deprecations, as joy and delight are offered freely and willingly by all. And yet you refuse to taste the sweet fruits of those within. Are you not here of your own volition, like all within these walls?" Midar continued, laying on his past as a wanna-be poet, yet causing quite the change within Rarl. "No. I... am here because my father told me to 'set your head straight with a woman or three!' And I cant return with a full purse. But I am just not interested in women. Which... yeah." He replied, clenching his hands into fists. "So," Midar began, laying a hand on Rarl's shoulder, "Your father sent you into a brothel unsupervised, with enough coin for three companions for a night. And we quite readily cater to your taste. Why are you not enjoying the night as you wish to, and lie the next?" Rarl stared at the older man with a look between surprise and understanding as he realized that he had fretted the entire time for nothing. "Oh," he said before looking around with a frown on his face. "Well, thanks for the advice. But it would be too late for that now, would it not?" "Oh, I would not be so sure," Midar replied, enjoying the slight widening of the boy's eyes as he tapped on the red string denoting him as a worker available for hire. "Why don't we talk somewhere more, private?"
***
It had been a relatively slow day at work for Selene, as most messages had been sent yesterday, with any answers not expected until tomorrow. Meaning that she had enough time to continue going through the massive stack of letters sent by many lesser nobles within the region, either seeking to marry one of their children to Silvia, to ingratiate them to her, or seek a way to use her in their many plots. Thankfully, Lady Silvia had taught her a thing or twenty when it came to intrigue among nobles, so those letters were swiftly, efficiently, and with a few back-handed compliments answered. In summary, she told about a thousand people to fuck off over a week. Looking at the mass of letters she still had to open, Selene sighed, shook out her hand to prevent any cramps, thankful for the graphite pen that Bolt had gifted her, so she wouldn't have to mess around with ink, and readied the next page for another 'No, I will not marry my daughter to your son whom I don't know' letter. Quite a few of those.
Of course, as soon as she started to formulate the best response, she lost concentration as Martyris barged into the room with a large stack of booklets balanced on his hands. "I have returned victoriously from the hunt, my love!" He exclaimed with a fake deep voice, causing Selene to roll her eyes goodnaturedly at her husband's antics. "And what have you brought back, oh my strong husband?" Setting the stack down on the table in the living room of their home, Martyris grinned at her while taking a seat. "Porn!" "...porn?" Selene replied, looking at the booklets in confusion. "Bad porn, to be precise! But yeah, we finalized the choice for our weekly romance story, meaning that we had quite the leftover. So, I thought I'd bring some of the terrible ones to read out loud back to brighten up your day. You are all 'frowny face' whenever you answer those letters," Martyris continued, making an exaggerated frowny face to demonstrate his point. Snorting, Selene took the uppermost booklet while speaking up, "It is my most dignified face, I have you know. And you want to lighten my day by reading 'Chad Thundercock In The Sandnomads Stormy Night'?" She stopped after reading that title, before chuckling. "Okay, that is just horrible." "Hah!" Martyris laughed out, "That is nothing to some of them in this stack! I mean, here: 'She breasted down the stairs with her heaving buxom bosom bouncing with each step.' How the heck do you breast down the stairs?!"
"Oh god," Selene laughed, holding her sides at the sheer absurdity and alliteration of the author. "Who even thinks that this is good writing?" Flipping the piece of literature, Martyris gave the backside a once-over before grinning, "Lord Navalae. The one that was quite insistent in his attempts to marry his son to Silvia, right?" "Ooooh," Selene replied, snatching the booklet from Martyris. "That will come in handy!" "Yeah, but look here. 'The Adventures Of Hera, The Dashing Rogue Of Muci.' Don't you think that would be the best read? I mean, he's a dashing rogue; I am one," he continued, only to be stopped by Selene snorting in amusement. "Oh please. 'Dashing Rogue,' my ass. You are a daddy, a romantic, and my big softy." Narrowing his eyes at her, Martyris began to grin. "I may be all that, but I quite distinctly remember a few risky climbs and night-time adventures I brought you along. Remember the Oak?"
Hiding her blushing behind an open booklet, she replied: "That would then make you a massive pervert as well, mister." "Oh please, don't try and tell me that that whole thing was my idea. I still remember how your ears twitched when you told me about that fantasy of yours," he shot back, watching how his wife's ears twitched in remembrance of that night. "Oh, just start reading before I get horny." She shot back, huffing at the small grin creeping up Martyris's lips, "and don't you dare make that pun." "If you insist, flower of my life," he replied in mock surrender while taking the uppermost story from the stack. "A Midnight Sitting, by Eneles," he began, looking at the words with lingering amusements, and thus missed how Selenes face dropped from jovial and interested to horror. "Actually," she hastily said, stopping Martyris in his reading before he could finish the first sentence. "I think I am horny enough. Drop your pants; we're having sex now!" "Already? But I haven't-" Martyris replied in confusion, only for Selene to start crawling onto the table, knocking papers and letters onto the floor. "Such a shame. Hey, let's do it on the table; it's out of stone, sturdy enough!" She continued quickly, taking off her shirt and bra while simultaneously trying to get the book from Martyris. "Gimme that! Can't have you read something while making me bleat, can we?" She said, reaching for the text while pressing her bare chest into his face, trying to get the book from his extended arm.
Martyris could only look up at his wive, her breasts in his face, with surprise, suspicion, and a healthy dose of arousal. "While I don't dislike the situation, what did you do?" Stopping her attempts to catch the book, Selene looked down her chest at her husband with wide eyes. Quickly switching over to her 'doe-eyes,' she attempted to look innocent, despite pressing her breasts into Martyris's face. "Nothing?" "Unlikely. You only say 'bleat' when sarcastic or trying to cover something up with sex. What did you-" he continued with suspicion until a spark of recognition entered his face, much to Selene's dawning horror. Glancing up at the booklet, he turned it to show the author's name, read it, and began to chuckle. "You wrote that, didn't you? But why are you that embarrassed about it?" With a groan, Selene flopped back onto the table, covering her face with her hands. "Because I made a drunk bet with Needle and lost. So I had to write one of our dates and enter the contest with it. And I am more guilty because I forgot to ask you If that was okay."
Silence followed Selene's admission of guilt until a sly smile spread on Martyris's face. "Well, since you are remorseful, I think I'll only punish you lightly." Looking up, Selene squinted at him in equal parts suspicion and a small sliver of growing excitement. "And no, I will not spank you. I'll instead read out the entire story while commenting about it. This is a punishment, not a reward," Martyris said, opening the book. With another groan, Selene flopped back onto the table once more before pointing a finger straight at the ceiling. "Okay, but after that, we do it on the table. My modesty will not have been thrown away in vain!"
"Hah, you are such a rabbit," Martyris said fondly, causing Selene to point her finger at him. "I am a goat, and yours to be specific, love. Now start reading."
***
Of all the advantages PD had, the single most useful was, without question, her cockpit. Within, she held screens capable of giving a full spherical view of the Pilot's surroundings; her controls were designed to be intuitively grasped, easy to master, and able to be controlled by her. She was able to simulate fights by manipulating the Pilots chair and controls directly, ensuring that even without any enemies or sparring partners, any Pilot could be trained in her operations and the best responses in varying situations. A godsend, literally by the Forge-Claners within the Tree, in teaching Aria to a standard above 'abhorrent' and enabling her to gain minimal combat experience even without ever seeing it firsthand. The training could be done with virtually no costs involved, leading to some disagreement between Aria and PD about the total time spent within the simulator. The first was eager and brimming with energy, reluctant to back away from training every single available hour. Simultaneously, PD tried to reign in her Pilot's enthusiasm by enforcing breaks and mealtime rigorously.
Naturally, PD won, and during such breaks, PD and Aria talked. Mostly, their talks consisted of lectures from PD to highlight mistakes, what Aria had done right, and how she could improve in areas she was lacking. During one such break, Bolt had approached with full entourage in tow, and a face set in stone. Guardedly, PD had stopped talking and waited for whatever the woman wanted to talk about.
As it turned out, it was severe. Unbeknownst to PD, the Vanar had taken the revelation about the Feers past and PD's accusation and distaste much more seriously than she had thought. While she knew that Forge-Clans saw Awakened Machine-Minds as holy, she never guessed just how far they were willing to please and appease them. This was very evident in the fact that Bolt told her that the Elder-Council wanted to atone for past sins against PD, offering her the use of a Mobile Workshop, manned by third-party Clanners. That the costs of such would be more than double of what the Pilgrims could earn in the best case told much about the Feers desire to ensure that the scandal would be as small as possible.
Reluctantly, PD agreed to the 'gift,' being entirely uncomfortable on how wide-ranging her distaste would ring and how many would be negatively affected to an extreme degree. A situation that left none feeling good but would prevent any grave consequences from coming into existence.
***
"Okay, we finished figuring out casting. Maria is happy and applying it to everything she can. There are projects for steel foundry and better burning stuff here, and here, something else I forgot is there," Turi rattled off without care of someone following her inside the Council Chambers, wildly gesturing at loose paper carelessly placed on a table. "There is also something else, but I forgot. But fuck that boring shit, cause we. Got. ANTI-GRAVITY!" She continued, getting louder and faster with each word until she shouted the last two in euphoric glee while pumping both of her fists into the air.
When no one answered her shout with the expected jubilation or awe, Turi frowned. "That is the part where you are awed, clap, or cheer at this discovery." Someone coughed awkwardly before speaking up, "Yes. We all knew about your little 'stunt' on the fourteenth floor. But we are not really in a position to take advantage of this 'Anti-Gravity' Crystal at the moment. For one, you already told us that the one we have has decayed to dust. Another consideration is that it does not help us in the things we are currently focused on. What good does it do to fall slower when we need to figure out ways to make better homes or ensure no tensions rise within the region?" "Fall slower?" Turi asked with a tilted head, looking at the Councilor as if they had just grown a second head. "You must have misheard me. We didn't figure out how to fall slower. We figured out how to float upwards," she continued as if explaining something to a child. "This is so revolutionary that it makes the Fuur Engine look like child's-play."
"If I may?" Another voice called out into the room, belonging to one of the Pilgrims watching over their funds. "This, 'Suspendium' you called it, right? Good, Suspendium does look like something worthwhile to pursue until you look at the costs involved. You spent nearly the entire energy-output of the Tree for two days within five seconds to fall slower," they continued, making Turi wince slightly. "Your belief that these crystals can generate lift may be backed up by PD, but we cannot justify such an expense again until you bring us concrete proof that there will be something worthwhile to be gained." Turi straightened up at that. "Then you will like my next proposal. The dust left behind from the crystal has retained many of the original properties, which means that with the help of PD and the notes and insights gained within the last year, I am confident that I can show you just how useful Suspendium could be. Not only to us but to the whole Empire." "Very well, we will discuss your 'Energized Dust' proposal. Was that everything?" Martyris asked, causing Turi to nod stiffly, slightly insulted at the Council's seeming disregard for her team's discovery. "You may return to your day then. Thank you for your time," Martyris continued, leading to Turi marching out of the room in a mood.
Three seconds passed in silence until a Councilor spoke up. "By all that is good and holy, we are following that research ASAP, right? Tell me you weren't so dense as not to see the benefits!" A woman called out into the room, her large ears covered in scales swiveling around the room. "Of fucking course! Flying? That shit will change everything! But telling her that she could plunder the treasury to get this working would have made her insufferable!" The one who had voiced worries about the costs answered, causing many chatters to ring out. "Gentlemen, Ladies," Martyris softly called out, cutting the talk off within seconds. "All in favor of prioritizing Turi's proposal?"
Immediately, hands went up.
***
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, 1 Action Locked)
[ ] Wanna Join my Club?
You need people to hear the Pilgrims' message, and you need more people if you want to make sure this does not die before you can get started.
(Chance: Automatic Success
Reward: 1d20+3 Recruits)
[ ] The Pilgrims Need You!
Your missionaries can walk much further and stay out for much longer with the Inn's help, which directly translates to more people hearing the Pilgrims' message, though you may want to focus on one group of people to maximize its effect.
(Turns: 2
Chance: 95%
Reward: 4d20+10 Recruits)
[ ] Feed The Masses
There is a difference between feeding starving, hungry people, and ensuring that all have a full belly at the end of the day. That would be the Pilgrims' first significant project, which would do more than keep things from growing worse for the poor.
(Turns: 8
Cost: 55 Materials Upkeep: 16 Materials
Reward: Grand Kitchen, -6 to Piety rolls, +0.5 Goodwill per Turn, 2d20 recruits, 2d12 Goodwill, 2d6 Piety, COE loses 4d100 Influence)
[ ] Establish A Soup-Kitchen - (Choose City) - (Not Mirn)
Another soup-kitchen allows you to feed more people, which also makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per Turn, unlocks further actions, COE loses 1d50 Influence)
[ ] Establish Soup-Kitchens (Bulk)(Ularn/Tessen)
Now that you have a soup kitchen, it is time to expand them to cover the city. About three more should give you a solid base for future expansions and provide your other ventures with places to attach.
(Turns: 3
Chance: 80%
Cost: 11 Materials Upkeep: + 2.5 Materials to soup-kitchens
Reward: 3d6 Recruits, +0.04 Goodwill per Turn, 1d3-1 Goodwill, 3d40 COE damage.)
[ ] Establish A Poor-House - (Choose City) - (Not Mirn)
The Poor-houses in the Empire are not great places to live. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are forced to work for a pittance of what they would have earned had they done the same work in the streets. While the Pilgrims cannot provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 people.
(Turns: 2
Chance: 85%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per Turn, 1d4-1 Goodwill, unlocks further actions, COE loses 1d100 Influence)
[ ] Expand You Poor Houses - (Choose City)
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. Get to expanding what you have built; the work is not done.
(Turns: 3
Chance: 42%
Cost: 15 Materials, Upkeep: +5 Materials
Reward: Poorhouse - (Expanded), +1 Permanent Recruitment, COE loses 3d30 Influence, +0.15 Goodwill per Turn.)
[ ] Establish A Small Hospice - (Choose City)
While a Hospice does cater to the dying, their primary purpose is to heal the sick who cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic medical procedures until you make some deals and agreements with those who have studied medicine.
(Chance: 40%
Cost: 3 Materials Upkeep: 0.75 Material
Reward: +0.01 Goodwill per Turn, 1d5-1 Goodwill, unlocks further actions, COE loses 1d20 Influence)
[ ] Expand Your Hospices
While you have acceptable Hospices, there are many things you can improve. Capacity, treatments, things like that. Better get to it!
(Cost: 5 Materials per Hospice, Upkeep: +0.85 Material per Hospice
Reward: +0.05 Goodwill per Turn per Hospice, 1d5+1 Goodwill, COE loses 1d30 Influence)
[ ] Healing For All!
You have the money; they have the expertise. Announce that the Pilgrims will shoulder all costs for any medical procedure done by the Herbalists for the next three months.
(Cost: 7 Materials
Chance: 85%
Reward: Healers gain Influence, 1d3 Goodwill, COE loses 1d40 Influence.)
[ ]A Home away from Home - (Location)
While the Tree of Knowledge is the center and Home of the Pilgrims, many projects and actions to help others happen away from it; traveling between the Tree and other cities takes time and, occasionally, resources. A small base closer to those places, serving as a shelter and temporary Home for the Pilgrims working there, could help.
(Cost: 4 Materials, Upkeep: 1.5 Materials
Reward: Local Base, Upkeep of all structure in the chosen location reduced by 0.10 Materials, COE loses 1d20 Influence.)
[X] Build A School - (Big) - (Mirn) - (5/6 Turns Complete)
A place of learning, growing, and change, where all are welcome to learn in these halls, whether beggar or lord; none are turned away or asked to pay. Knowledge is a gift that should ever be shared, for it does not diminish when given to others.
(Turns: 3/5/6
Cost: 15/27/39 Materials, 1/2/3 Faithful, Upkeep: 5/9/13 Materials
Chance: 50%
Reward: 0.1/0.3/0.5 Goodwill, -1/3/5 to Piety Rolls, COE loses 1/3/6/ d 20/40/60 Influence.)
[ ] Build An Orphanage - (Small/Medium/Big) - (Choose City)
Many will question you building this and will push against you doing so. Screw them! These children deserve a future where they can choose the path they walk, not one determined by their supposed caretakers' greed and callousness! They deserve happiness, safety, and love!
(Turns: 3/5/7
Cost: 25/47/68 Materials, 2/4/5 Faithful, Upkeep: 10/17/25 Materials
Chance: 20%
Reward: 0.2/0.5/0.8 Goodwill, -2/4/7 to Piety rolls, COE loses 1/3/6/ d 20/40/60 Influence.)
[ ] Let There Be Lightbulbs
You can put a lightbulb in every single one of your buildings, power it with locally generated electricity, and show just how far you came in a mere 7 Years. That it will cost you is expected, but the sight of light at night, steady and clean, will prove that your ambitions can be realized. Do it so.
(Cost: 96.75 Materials, +0.40 Materials Upkeep to all buildings
Turns: 3
Reward: 2d20 Followers, +3% Piety, -2 to Piety rolls. COE loses 2d25 Influence.)
[ ] Build Another 'Consensual' - (Choose City)
You would charge an entry fee from patrons while leaving the workers alone to make their deals themselves. Creating a safe place for people to ply this trade, offering medicine, sanitary facilities, and guards would help out those who chose this path or make use of it. People sell their labor and time for money, so punishing those whose work is sex is crazy.
(Turns: 2
Cost: 6 Materials
Reward: 'Consensual,' 2d40 COE damage,+0.01 Goodwill, 2d4-1 Materials income by charging entry from patrons, unlocks an upgrade.)
[ ] Build Upon A 'Consensual' - (Mirn)
Unexpectedly, the brothel you built seems to have rapidly gained a reputation as a high-class establishment. While good for your purse, less suitable for those who have less than 'expert talents' within the industry. By building new floors and digging some down, you could make enough space for all who tried to work in the Consensual but had to be turned away due to all rooms being full. It would be costly but will help those trying to escape forced sex-labor but have no other applicable working skills. You would need to step up the security, though.
(Turns: 3
Cost: 20 Materials, Upkeep: 6 Materials
Reward: Upgraded 'Consensual,' 1d20 COE damage,+0.02 Goodwill, +3d4 Income for the Consensual.)
[ ] Hey, Why Don't We... (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Diplomacy:The art of speaking many words that mean nothing should not be underestimated. A report in the right ear at the wrong time has toppled many a nation. (1 Action Locked)
[ ] We Are One People! - (Choose Elite Or Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the Mutated view, bringing the people together and starting on the road to reconciliation.
(Cost: 20 Materials
Chance: 60% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)
[ ] School The Diplomat-Corp - (Specialized) - (Choose Target)
Your Training for the diplomats is as comprehensive as possible to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 55% for Locals, 40% for Elite, cannot choose The Union of Herbalists, The Church Of Eden.
Reward: +15 to all rolls involving said faction.)
[ ] 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 comply with any official and legal requests to ensure no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 65% for Nobility and Churches (choose The Emperor, Church of Eden, The Followers of Light, The Bureau For Imperial Civilian Logistics), rolled with a +10
Reward: Official point of contact with a faction and unlocks future actions)
[ ] Train The Infiltrator-Corp - (Greater)
What's done is done; now, you can only ensure that they do the best job that they can do.
(Turns: 3
Chance: 45%
Reward: Can infiltrate factions for fewer Materials. Raised Chances to secret actions)
[X] Infiltrate Part 1 - (Criminal Organisations) - (2/3 Turns Complete)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade. This step is mostly focused on laying the groundwork for future expansions and won't get you any detailed information. It is also nothing more than paying some people to pass on rumors, which is pretty much standard practice within Slatnan and won't raise too many eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Cost: 3 Materials
Turns: 3
Chance: 80%
Reward: Target is Infiltrated, displays information in the rumor mill, raises chances for Exfiltrate and Illuminate)
[X] Infiltrate Part 2 - (Church Of Eden) - (1/2 Turns Complete)
Further infiltration of chosen organizations will reveal far more secrets and allow far riskier actions to be taken. It will be a step over the law, though, with failure not being a good outcome.
(Cost: 12 Materials
Turns: 2
Chance: 55%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)
[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%, 80% for: The Church Of Eden
Reward: 2d6-3 Materials + Chance for Secrets (The Church Of Eden))
[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain, and my deed feed that may eternally grow.
(Cost: 6 Materials
Chance: 50%, 60% for: The Church Of Eden
Reward: Target has their operations/structures halted/crippled/terminated.)
[ ] Shouldn't We... (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action)
[ ] Repair PD
Well, you now have a Knight who talks, has an attitude, and has chosen Aria as her Pilot. The only problem is that PD is badly damaged, and while she assures you that she is capable of repairing herself, it would take too long. Buy the necessary materials and machines to fix her in a single season.
(Cost: 34.30 Materials
Reward: PD is fully repaired.)
[ ] Scout Out.
While you know that enemies exist in one location, you do not know what forces they represent and how many. Remedy that.
(Takes 1 Unit - (Specify which)
Chance: 70%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)
[ ] Attack TOP-03 - (Choose Unit/s) - (Choose Enemies you will try to draw into fighting)
Now that you know what you will be attacking, you have to strike.
(Chance: 55%
Reward: Combat Round Initiated.)
[ ] Train The Militia
The world is not safe; even within sturdy walls and behind soldiers' shields, people learn how to wield weapons to defend themselves. You have neither walls, nor do you have an army. Organize a militia to ensure that those willing to rise in the Trees defense have basic knowledge of doing so effectively.
(Turns: 2
Cost: 3 Materials, 1 Goodwill, +0.45 Materials Upkeep.
Reward: 3 (1/6) Militia units upgraded to (2/6), with spears and shields, will defend the Tree in case of an attack.)
[ ] Guards! Guards! - (Specify Building)
While the Tree of Knowledge has some security, it doesn't have a dedicated guard. Start training a few Pilgrims as guards so that you don't have to worry about thieves or, even worse, saboteurs.
(Cost: 6.5 Materials, Upkeep: 0.55 Materials
Turns: 1
Reward: Pilgrim Guards are assigned to the building, sharply increased DC for malicious actions against it.)
[ ] Make A Man Out Of You! - (Choose Trainer Unit) - (Choose Training Unit)
Now that the Unbroken returned from the Crusade, you can access an experienced and highly trained Unit. See if they can't share some of that experience with your other teams and teach them a thing or two.
(Needed Unit Training: (3/6)
Turns: 3
Reward: +1 Training Level, up to the training Units level, -1.)
[ ] Build An Armory - (Expanded)
Having a building for your arms and armor, where people can swiftly outfit themselves and be ready for defensive or offensive action against attackers, is just plain common sense. You feel that this is the maximum of a militia you could operate without raising suspicion.
(Turns: 3
Cost: 9 Materials
Reward: Can supply and equip 6 Units. Unlocks further actions)
[ ] Build A Training Field - (Expanded)
A big field to run laps around with some practice dummies for both ranged and melee combat is lovely and all, but it isn't enough. Buy state-of-the-art equipment, have a dedicated trainer on hand, and refine your methods for training people for the worst-case scenarios.
(Turns: 4
Cost: 18 Materials, 1 Faithful, +2 Materials upkeep
Reward: Can recruit Units at (3/6 Trained) instead of (2/6 Militia))
[ ] Create A Dedicated Range
One of the main problems you have had in your Training is that there wasn't enough space to learn how to use a ranged weapon effectively and switch to CQC at a moment's notice. See to establishing proper ways to do so.
(Turns: 2
Cost: 5 Materials
Reward: Lowers malus when switching from ranged to -10.)
[ ] Complete Some Contracts - (Specify Unit)
When you have no use for your Units, you could send them to the adventurer guild to gather both experience and money. You would have to pay an entry fee to the guild first, but buying one for the Pilgrims, in general, would simplify the whole process, instead of buying one for every Unit.
(One-Time Cost: 4 Materials
Chance: 10/50/90%
Reward: 2/4/8d4 Materials.)
[ ] Pump Those Legs! - (Choose A Unit-Name)(Choose Equipment)
You have things people want. Some of those are not the kind to kindly ask for a price, but instead, take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize them in a military unit.
(Cost: X(Equipment) Materials, 0.5 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Militia (2/6)
[ ] Sir! The Situation Is As Follows: (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Learning:Knowledge is Power. (Choose 2 Actions)(Artifacts can be attached to one learning action to provide the inherent bonus but are consumed unless unique buildings are present)(Scientists must now be assigned to provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD] will add 1(one) Success to 1(one) active research.)
[ ] Energized Dust - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Now that you have some insight into the mystery that is Suspendium, Turi has asked to follow that line of research. She is sure that she will only need some time to figure out something genuinely revolutionary. Unfortunately, you have only the dust that remained after the crystal broke down after being mishandled due to your unfamiliarity with it. Turi swears that this will not hinder her in the least, as she had the time to experiment a bit with it, claiming that she 'is on to something.'
(Needed: Suspendium Dust
Cost: 30 Materials
Chance: 38/23/08 for 1/2/3 Successes, Successes needed: 2
Reward: Gain ???, Unlocks ???)
[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
Few things are as coveted by the Empire as good steel. From Knights to armor and weapons, construction materials, or base components, many have desired it, yet few have the industrial capacity to produce it in enough quantities. Not for lack of trying, though, but because demand always outstrips supply. Learning how to make quality steel on your own would entail the entire process, sped up by helpful notes, diagrams, and theories, but it will still need many tests and trials. Knowledge cannot replace expertise after all. Too bad that the industrial magnates will not share their secrets with you, but you understand wanting to keep an edge over competitors, even if it slightly rankles you.
(Chance: -20/-87/-234% for 1/2/3 Successes, Successes Needed: 7
Reward: Can build a Steel Foundry, reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), and subsequent upgrades.)
[ ] Coke - (Common Chemicals)
Coke is used ubiquitously within the Empire for all kinds of tasks, but primarily for steel creation. You should figure out how to produce the Coke yourself; it would make Upkeep cheaper for many things.
(Chance: 64/52/40% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), all Steam Engines, and Steel Foundry, increased Chances for all Steam Engine research.)
[ ] Secret Of The Circuit Pt.2 - (Electronics/Advanced Electronics)
Now that you have the absolute basics of electronics and how to generate them, it is time to look into much more advanced forms. Maybe even in producing your first usable computer! PD shared some insight here.
(Chance: 34/15/-10% for 1/2/3 Successes, Successes needed: 13
Reward: Unlocks/Upgrades Base Action, Unlocks Learning Action, +20% Piety.)
[ ] Primitive Radios - (Electronics/Advanced Electronics)
Perpetual Defiance mentioned offhandedly that 'the frequencies are surprisingly clear.' causing a near revolt by Turi, trying to get PD to spill all she knew about radios and how they worked. Even though she could not provide much more than 'the basics' as she called them, a radio would boost everything. You have to build one now!
(Chance: 17/-34/-84% for 1/2/3 Successes, Successes needed: 7
Reward: Primitive Radios can now be made in the Electronic Workshop, raising its Income.)
[ ] MORE STEAM! - (Advanced Hydraulic/Advanced Machinery/Advanced Metallurgy)
You have a steam engine now, yes, but why stop at what you have? There is always room for improvements, even incremental ones! See what you can do with your Vuur-Engine.
(Cost: 25 Materials
Chance: -67/-122/-277 for 1/2/3 Successes, Successes needed: 26
Reward: Improved Steam Engine resulting in D20's instead of D12's.)
[ ] The Movement Of Things - Part 1 - (Hydraulic/Machinery/Metallurgy)
The Vuur-Engine uses steam to power various applications via mechanical means. Said plainly: it turns a wheel. Sure, you have found some novel ways to use that, but there must be more, shouldn't there? Like driving a cart, or something similar?
(Cost: 16 Materials
Chance: 16/-37/-81 for 1/2/3 Successes, Successes needed: 7
Reward: Primitive Prototype for a train and tractor.)
[ ] Agricultural Studies - (Chemicals/Biology)
Something occurred to you the other day. While many people have the needed tools and knowledge to plant crops, there are almost no studies on why some soil is better than others or what type of irrigation is the best for what environment. There is also next to no information on how to maximize yields while minimizing the needed workers. Perhaps you could look into that?
(Chance: 12/06/-01% for 1/2/3 Successes, Successes needed: 12
Reward: Increased Income from your farms, ???)
[ ] Pneumatic Automatic Generatic - (Hydraulic/Machinery/Mechanics/Advanced Hydraulic/Advanced Machinery/Advanced Mechanics)
There are few things more unpleasant than mining. And you have been digging into a cliff for years by now. Something needs to be done about that, either by building outside or inventing tools that make mining less tiresome. Someone suggested using pneumatics, and it's not like you have anything to lose by researching this.
(Chance: 26/-05/-54% for 1/2/3 Successes, Successes needed: 12
Reward: -1 Turn per 4 turns for all Tree of Knowledge actions, +2d4+4 Miscellaneous Sales.)
[ ] Assemble The Theorists! - (Common/Advanced/Pioneer/Specific Quester Requested Theory)
Stagnation. Complacency. Fear. Those are the three things that have hampered the progress of science the most, bar none. No longer, you say! You will see to it that you will examine, nail down, and figure out the right way in which the universe works, allowing you to not only reverse engineer the wonders of past glories but build your very own! Make it so.
(Information: Either choose an example below or add a previously discussed theory with the QM's approval.
Chance: 30/00/-30% for 1/2/3 Successes, Successes needed: 3/9/27/???
Reward: Theory of chosen subject, improved chances for research.)
[ ] Ailments Of The Mind - (Psychology)
As your returned volunteers settle into their lives once more, it has become apparent that something is wrong. Some dislike the close nature of crowds; others are frightened by loud noises or have frequent nightmares. The answer to these changes in behavior may be due to combat stress, but none of the Pilgrims have any idea of what to do to help them. Maybe some inquiries in various libraries and some inspiration from the past may help?
(Cost: One Psychology Artifact
Chance: 25/15/05% for 1/2/3 Successes, Successes Needed: 6
Reward: +1 replenishment per Turn)
[ ] Electric Lances - (Electronics/Weaponry)
Now that you have electricity, you should do something more destructive with it. Figure out how to electrify your weaponry!
(Cost: 4 Materials
Chance: 35/25/15% for 1/2/3 Successes, Successes Needed: 2
Reward: Electric Spear/Maul/Bolt(Crossbow Ammunition))
[ ] Combat Stimms Round 1 - (Medicine/Biology/Chemicals)
The idea and usage of drugs to increase the combat-efficiency of soldiers is not a new idea. The book you found promises to negate many of the inherent risks in drug-usage, meaning that you could start using them for your units. Well, once you can produce them, at least.
(Chance: 30/25/20% for 1/2/3 Successes, Successes Needed: 5
Reward: Basic Combat Drugs, Unlocks Round 2)
[ ] Suger, Spice, And Everything Nice - (Biology/Chemicals)
During the Fall, Humanity lost much knowledge, some important like medical or technological knowledge, and some less obvious. Food preservation was the second type. While there are methods known even now, they come nowhere near the months or years of conservation possible before the Fall or aren't usable for every food type. Analyzing the preservatives found could be the first step towards fixing this.
(Needed Artifact: Food Preservatives
Chance: 45/25/05% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
[ ] Beyond Mortal Ears - (Metallurgy/Biology)
The Pilgrims have probably the highest amount (seen proportionally) of Mutated in their armed ranks. It makes sense even; enhanced hearing, sight, smell, strength, and many more make Mutated a valuable addition to any Unit. Using the hearing part to relay orders would grant the Pilgrims an edge in Combat (as long as the Mutated is alive). As such, developing pipes that humans cannot (or just barely) hear to relay simple orders should be looked into and rudimentary codes.
(Cost: 1 Material
Chance: 75/50/35% for 1/2/3 Successes, Successes needed: 1
Reward: All Pilgrim Units gain a +3 co-ordination bonus for every Unit present in a battle, caps at +15, cannot be provided by a Unit a half-strength.)
[ ] Repair The Hammer - (Weapons/Metallurgy/Alloys)
Finding this weapon was a stroke of luck! After all, making a weapon for Knights is much more complicated than giving them a big metal piece! While damaged, patching the hammer up and reinforcing it should provide your Knight with a powerful weapon in future fights. It would also allow you a glimpse into the inner workings of Knight-Weapons.
(Needed Artifact: Damaged Knight-Weapon: Hammer
Chance: 95/80/65% for 1/2/3 Successes, Successes needed: 2
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)
[ ] Repair The Shield - (Armor/Metallurgy/Alloys)
Together with the hammer, your scavengers found a discarded shield. While there is a rather big hole in the middle and the edges have been somewhat melted, you should nonetheless be able to recreate this piece of armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 95/80/70% for 1/2/3 Successes, Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)
[ ] That Stone Is Talking - (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however.
(Chance: 50/35/20% for 1/2/3 Successes, Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))
[ ] Reach Out And Stab Someone - (Weapons)
A weapon the Pilgrims found in the Forest that could be studied for re-creation. While this would be less useful for your scouts, it is a good weapon for guards and other warriors who don't have to be mobile. The extended reach is also helpful if some Mutant tries to eat you, so it's worth researching.
(Needed Artifact: Glaive
Chance: 100/95/85% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: Glaive, has traits "Two-Handed," "Reach," and "Monster-Slayer")
[ ] A Shielded Approach - (Armor)
While shields are more of a hindrance to your scouts, the Pilgrims found several pre-Fall examples that could change that, or at least allow you to make better shields.
(Chance: 90/75/60% for 1/2/3 Successes, Successes needed: 1
Reward: A better shield.)
[ ] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology)
Another Artefact was found in the ruins of the old world. While it may not be as impressive as other Artefacts, the scribes and bookkeepers of the Pilgrims are very interested in finding ways to produce them for themselves. Which wasn't that important to Martyris until Nexa joined them in their demands. Who knew she would develop such a dislike for paperwork? The downside of trying to produce it is that you need some very complicated parts.
(Needed Artifact: Mechanical Pencil
Chance: 55/40/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for the Administration Center, +2 Materials Income from sales.)
[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
While the Armored Camo-Cloaks of the Pilgrims are excellent pieces of armor, it is a fact that they don't focus on being armor. Sooner or later, Pilgrims will get into a fight where stealth is not an option, and the basic leather armor won't be enough. Use some of the knowledge the Pilgrims found to develop armor that is better than the basic versions.
(Chance: 95/75/45% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)
[ ] Keeping Iced - (Electrical/Mechanical)
Now that you have a way to keep your food fresh, you should see if you cannot miniaturize the technology and better ways to achieve the same result without massive salt quantities. Or see if there are any other applications, like within your Knight.
(Cost: 10 Materials
Chance: 10/-35/-85% for 1/2/3 Successes, Successes Needed: 5
Reward: Reduced Upkeep of the Storerooms and the Library, further Knight Action unlocked.)
[ ] Tools of the Trade - (Medical/Biological)
While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their injuries and others, that are only necessary materials and not proper tools or procedures. This artifact research should improve the Pilgrims' ability to heal various wounds and develop advanced protocols for their customary use.
(Needed Artifact: Surgeons Kit
Chance: 70/60/50% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Medikits, reduced Upkeep for the Medical Wing.)
[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the Ancients' ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims lack the knowledge to bring back the technology of the Ancients; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and bring back the fashion of the past!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 85/65/45% for 1/2/3 Successes, Successes needed: 1
Reward: +1 permanent Material income per clothing-related Artifact and Success, changing the fashion around Mirn, outraged moral guardians)
[ ] Translations For Beginners - (Linguistics) - (1 (one) Artifact)
Finding these texts was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 60/55/50% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)
[ ] Eureka! (Write-In)
(Write in something you want to research, as well as how you came upon that idea. Better success-chances to the action if you mark a relevant artifact for this research.)
Archeology:The secrets of the past will illuminate the future; may we learn from their mistakes. (1 Action Locked)
[X] 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-03: Est. Artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-06: Est. Artifact-grade: General Mundane, Dice:2d3 per Turn, Max. Yield: 4 Turns. No danger.
-SO-01: Est. Artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 4 Turns. Mutants nearby.
-SO-02: Est. Artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 2 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.
-TOP-01 Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 5 Turns. Machines nearby.
-TOP-03 - [Locked - Security Systems Active - 6 Caretakers, 4 Sentinels, 1 Minor Bright-Lance Turret identified.]
-TW-01 - Est Artifact-grade: Rare+ [Weapons/Armor] - 3d2 per turn, Max. Yield: 5 Turns. No Danger
[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth sending an expedition to a location, either due to its low yield or quality.
(Chance: 98%
Reward: 1 turn in the specified location.
Warning! If the action fails, 2% 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 and return information on possible hostile forces.
(Chance: 96%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 1% Chance that the Scouting Unit will take 1d6 casualties due to being detected and subsequently attacked)
[ ] Scout The Gallery
Why the inhabitants have taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to know. Whether or not you can access the different libraries and other book-stores is.
(Chance: 76%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, the Scouting Unit 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 emit black smoke. What surprises await you once past the guardians, what greatness lies locked away? A metric shit-ton of angry Machines, that's what! PD has warned you against going there, as your scouts would have to contend with over a thousand drones!
(Chance: 74%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, the Scouting Unit will die due to being detected and subsequently attacked.)
[ ] Scout The Pit
You are not sure what to find here, only that you are probably the first to look for artifacts. But your scouts have reported feeling like they are being watched...
(Chance: 99%
Reward: Sites in The Pit are located and mapped.
Warning! If the action fails, 22% Chance that the Scouting Unit will die due to being detected and subsequently attacked)
[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one has to wonder what would necessitate such a large flat area. Or what could be beneath it? PD informed you that massive machines lie beneath, purpose unknown.
(Chance: 44%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the action fails, 31% Chance that the Scouting Unit will die due to being detected and subsequently attacked)
[ ] The Berth
An area containing dozens of large warehouses holding what seem to be ships suspended in the air. Unfortunately, those ships are useless, seeing as there is no water and no way to transport these ships, alongside the fact that they were made out of metal. Whoever build these things had the means to carry them, or they were meant as pure prestige objects. PD said the RI speculated that they are military and civilian ships. With your understanding of Suspendium, the theory that those 'ships' are not meant to be in the water has raised its head. But if that is the case, why are there no flying ships around now? You would think that something of this magnitude would have spread around the world in a heartbeat.
(Chance: 63%
Turns: 3
Reward: Sites in The Berth are located and mapped.
Warning! If the action fails, 14% Chance that the Scouting Unit will die due to being detected and subsequently attacked)
[ ] Scout The Bonetunnels
PD informed you of a series of tunnels that run deep beneath the surface, filled with dead beings' bones and corpses. Animals, Mutants, and even Machines descend into their depths to die, leaving behind mountains of bones. What could be found here?
(Chance: 25%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the action fails, 16% Chance that the Scouting Unit will die due to being detected and subsequently attacked.)
[ ] Scout The Tenebris Library
PD informed you of the location of an ancient library, called the Tenebris by the RI. It is wholly encapsulated, and no window or light fixture illuminates the inside. Why would you build a library without lights?
(Chance: 59%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the action fails, 73% Chance that the Scouting Unit will die due to being detected and subsequently attacked.)
[ ] Search for the Zone
Your efforts to learn more about the region have yielded an unusual fruit, knowing that your Knight was most likely part of the Revival Initiative. This polity operated deep inside the Forest, scavenging for artifacts like you, but they took it a step further. They build a small town in the Necropoli. Foolish, yet finding it could end up unearthing treasures beyond imagination or prove a giant disappointment. PD's maps are pretty heavily corrupted, but she has provided some landmarks which may still exist.
(Chance: 08%
Turns: 4
Reward: The Zone can be scavenged.)
[ ] Open The Bunker
The Bunker beneath a section of the Wall has never been opened, and whatever is inside is worth all efforts to open it, without a doubt! Now you only need to find a way to open it without being swarmed by a thousand Mutants and dozens of Machines.
(Chance: 1%, +1%per try
Reward: The Bunker may be scavenged.
Warning: No Boni applies for any reason.)
Tree of Knowledge:Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (Choose 1 Action, 1 Action Locked)
[ ] Create The Crystal-Path
While you have no idea how to replicate the Crystals' strange properties, it would be a good idea to create a safe-ish way to gather more without having to spend months actively preparing. Safe-houses would be a good start.
(Turns: 3
Cost: 6 Materials, 4 Faithful
Chance: 40%
Reward: +2 Tiny Shards each Turn.)
[ ] Living Quarters - Continous Expansion
While you have enough space for a small village in the Tree, you should expand what space is available. If anything, you will run out of rooms sooner rather than later. Making this a passive effort, where you will add living space as needed and only some on the side, will allow you to focus your efforts elsewhere.
(Cost: Upkeep: 6.14 Materials
Turns: 1
Reward: No more overcrowding mali.)
[ ] Storerooms - Grand
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 twelve months.
(Cost: 8.0 Materials Upkeep: 0.74 Materials Restock cost: 7 Materials
Turns: 3
Reward: Can support up to 900 Pilgrims for twelve months under siege conditions, before you need to gather new supplies)
[ ] Laboratories - Expanded
Now that you have some built, it is time to expand those labs! Unfortunately, building and equipping those labs will be too costly, to put it lightly.
(Cost: 65 Materials, +7.64 Materials Upkeep
Turns: 7
Reward: Improved success-chances)
[ ] Beautification
Now that you have more clerks keeping the Tree in order and organized, you could start a long-term project. Like, say, chiseling a ludicrous amount of art and engravings into the stone so that people will like living here more? Maxcim does have all those ideas.
(Cost: 10 Materials, Upkeep: 1 Material
Turns: 3
Reward: -1 to Piety rolls, the Tree will be much more beautiful.)
[ ] Medical Wing - Expanded
Expanding your Medical facilities will someday be required, but for now, it would be massive overkill. Still, it never hurts to have the option in the back of your mind.
(Cost: 40 Materials, Upkeep: 8.14 Material
Turns: 4
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 Pilgrims before it becomes useless.)
[X] Metalsmiths Abode - (Expanded) - (1/4 Turns Complete)
Humanity was born without claws or scales. So we forged them in the fire, hardened by iron and oiled by our blood. It's a good saying, but some Mutated with claws and scales find its implications insulting. At least you now have a smithy, so having to wait days for a new tool is a thing of the past. Adding smelters, various tools, and more space for some more smiths would allow you to work with more materials and intricate creations.
(Cost: 20 Materials, Upkeep: 5.86 Materials
Turns: 4
Reward: Lowered costs for all equipment, increased chances for all research, rolls with advantage for all melee weapons/equipment made of metal, can be upgraded.)
[ ] Black Box - (Basic)
Building a Black Box (which is neither black nor a box) into the Tree of Knowledge will allow you to handle Artifacts with the care they deserve. Sterile and stocked with the best tools for the disassembly of Artifacts, putting them back together into working fashion should allow you to re-use them and learn their secrets in ways that you had not considered at the time of disassembly.
(Cost: 20 Materials, 1 Scientist, Upkeep: 4.14 Materials
Turns: 3
Reward: 5% not to use up an Artifact, can slot 1(one) Artifact to provide 10% (rounded down) of the Artifacts bonus continuously.)
[ ] Electronics Workshop
Now that you can produce electronics, you want to have as many as you possibly can. The problem is that you have to create those by hand, which is a long and complicated process, requiring oversight, expensive materials, and a clean environment. Excavating a space for a Workshop should help you in alleviating many of those problems. With the creation of the Vuur-Engine, the production of power-generators is now within your grasp.
(Cost: 40 Materials, 1 Scientist, 12 Faithful, Upkeep: 12.14 Materials
Turns: 7
Reward: +20 to all Electronics Research, 4d8 Materials Income (Technology Sale), increased Chances for Secret Of The Circuit Pt.2.)
[ ] Library - (Basic)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Digging out a large space for a few dozen rows of books would be a good start when making one within the Tree. You would also make space for a bookbinder and a printer to maintain and add to your collection and preserve originals. You can add multiple floors later.
(Cost: 26.50 Materials, Upkeep: 7.60 Materials
Turns: 8
Reward: Provides 1(one) slot for Literature Artifacts, providing a 10% Boost to their bonus.)
[ ] Assemble An Engine - (Location)
Now that you have developed a Steam Engine, you should see building them for your mines or farms. Whatever you think is more pressing or profitable. But the costs.
(Turns: 2
Cost: 85 Materials Upkeep: 4.4 Materials
Reward: Turns all D4's into D12's, increases static Income by 50% rounded down.)
[ ] Let's Build A (Write-In)
(What do you want to build, and what should the building provide?)
Holdings:Norqod practically does not exist, and even then does so barely on paper. A lot of work will be needed if you want to make sure that your commission is fulfilled. While labor-intensive for now, you will be able to 'automate' the village unless you want to create unique buildings. (1 Action Locked)
Dig Out A Marketplace
You do not have the space to create a full marketplace while still having it within walls to protect it from the wildlife. Digging into the ground would allow you to circumvent many such problems! Excavated in a '+' shape, three stories deep would enable merchants to purchase stalls and create enough space for civilians and services such as guards or sewers from the start. That the Tree will be the focal point of local commerce is better left unsaid.
(Turns: 4
Cost: 5.50 Materials
Reward: Marketplace, 1/4 requirements built, cheaper/better Merchant Guild actions, +1.5 Materials in Taxes.)
[ ] Build A Wall
Being put into the unique position of building a village has created the need for a wall enveloping its whole. Better start building; this could take a while, especially if you want to have sound construction.
(Turns: 8
Cost: 11.50 Materials
Reward: A Wall, increased DC for attacking the Tree, 1/4 requirements built.)
[X] Prepare Quarters - (3/4 Turns Complete)
People will need somewhere to live, and while you have more than enough space inside the Tree, you were made to understand that that is not an option, as the Tree is a Temple Holding, not a village. Well, better get to the construction.
(Turns: 4
Cost: 6.40 Materials
Reward: Non-Pilgrims will be able to live outside the Tree, +4 Materials due to Taxes, cheaper Adventurer Guild actions, 1/4 requirements built.)
[ ] Build Service-Buildings
The village will need a guard station, at least two guildhalls, a tavern, a well, sewers, an armory, a cemetery, and an 'all-faiths'-shrine...
(Turns: 4
Cost: 4.35 Materials
Reward: The village will function without any problems, +2 Materials from Taxes, 1/4 requirements built.)
[ ] Engine Assembly
The Tree is not suited for the industry needed to build your Fuur-Engine in any appreciable quantities, neither the forges nor the smelters. Norqod, on the other hand, can easily support such an assembly, allowing you to produce the engines cheaper while selling ordered ones. Well, once people are living in Norqod anyway.
(Requirement: Prepare Quarters, Dig Out A Marketplace
Turns: 8
Cost: 35 Materials, Upkeep: 12.75 Materials
Reward: Massive reduction to Assemble An Engine, 6d12 Materials to Technology Sales, massively increased prosperity in Norqod.)
Support: Many people try to take advantage of you. Fortunately, they are willing to give you something back. (Actions as advertised)
[ ] Merchants - (All Are Free Actions)
-[ ] A Small Loan
(0-30 Materials loaned for four turns at 17% interest) -[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum non-illegal, non-military rare technology) -[ ] Selling Artifacts
(Write in artifacts that you want to sell) -[ ] Buying Goods In Bulk - (Once Per Turn)
(Reduce Upkeep of one(1) structure by 0.15 Materials, can only be taken once a turn.)
[ ] The Adventurer Guild- (1 Free Action)
-[ ] Guardians For Hire - (Choose Location)
(Cost: +1.5 Materials to Upkeep
Reward: 1 Facility has security against violent actions) -[ ] Take 'Em Out - (Choose Target)
(Cost: 7 Materials
Reward: Chosen targets plans are temporarily halted due to attacks) -[ ] Investigate
(Cost: 4 Materials
Reward: Chosen targets plans for the next two turns are revealed.)
[ ] The Military - (1 Free Action)
-[ ] Fell Off The Wagons - (Request 1 Piece Of Equipment)
(Cost: variable
Reward: 1 Piece Of Equipment - Military Grade.) -[ ] War Lessons
(Cost: 2 Material
Reward: +5 to the first two rolls in the next Combat.)
[ ] The Union Of Herbalists - (1 Free Action)
-[ ] Institutional Knowledge
(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls) -[ ] Study Sessions
(Cost: 1 Faithful, 2.34 Material per Turn, for 8(eight) turns
Reward: 1 trained General Doctor) -[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology) -[ ] A Helping Hand - (Choose Faction)
(Cost: 1 Biological/Medicinal Artifact
Reward: Increase the control of the chosen faction by 1d6+4%, doubled for rare artifacts, worsened relations to other sub-factions, decreased cost for Union of Herbalists actions, unlocks more actions at certain control thresholds.)
[ ] Stupendously Scholastic Scholars of Science - (1 Free Action)
-[ ] In The Name Of Profit - (Choose Learning Action)
(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action) -[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action) -[ ] Suffer Their Arrogance - (Locked for 3(three) Turns)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)
[ ] Criminal Organisations - (1 Free Action)
-[ ] Auction- (Choose Artifact)
(Chance: 100%
Roll 1d2, on 1, add 1d50 to the price, on a 2, subtract 1d50) -[ ] Sabotage - (Choose Target)
(Chance: 100%
Cost: 7 Materials
Reward: Chosen targets plans are temporarily halted due to attacks) -[ ] And Oh, My! - (Choose Faction)
(Chance: 100%
Cost: 10 Materials
Reward: Blackmail of chosen faction obtained)
[X] Forge Clan Vanar-Feer - (1 Action)
- [ ] Made To Order
(Cost: Variable
Reward: Variable
Use: Write what you wish to commission. (Art, weapons, armor, tools, resources, or machines are examples of this.) -[ ] Commission Repairs
While PD may not like the Vanar-Feer, she has no problem using their machines and materials to repair herself. After inspecting them thoroughly, of course.
(Cost: 26.05 Materials
Turns: 2) -[X] Commission The Sandcrete Mixer - (1/2 Turns Complete)
(Cost: 20 Materials
Turns: 2)
Heroes: Sometimes, you have to get your own hands dirty. Sometimes you want to relax since leading the Pilgrims rarely leads to a dull moment. (Martyris: Choose 1 Action, 1 Action Locked, Aria: 1 Action Locked)
[ ] Condemn An Organization/Person As Heretical/Forbidden - (Choose Target) - (Write-In Reason)
You knew something like this would happen. Somehow, somewhere an organization or person would manage to draw your full ire. Not in the sense that you disagree with something they did, but what they represent and how they act in life. Well, you are an official religion, and as such, you are allowed to condemn them. Do so.
(Trait Needed: Arbitrator
Cost: All support options for the chosen organization will be void; the Leader will most likely hate you.
Reward: Opposing factions will love this act. A good enough reason can give you additional benefits.)
[X] Train Pilot, TRAIN! - (Aria) - (3/4 Turns Complete)
Now that you have a Pilot, they need to know what they are doing. While learning by doing is certainly a way to go about it, Humans and Mutated's squishiness tends to block that within the Tree. And fighting without knowing what does what is even worse, even if PD says that she can handle herself if worst comes to worst. You'd preferably not take that risk, thank you very much!
(Trait Needed: Knight-Pilot
Turns: 4
Reward: Aria advances to (2/6) Training.)
[ ] 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)
[ ] Personal 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: 55% (choose The Emperor, Church of Eden, The Followers of Light), rolled with a +15
Reward: Chosen organizations support-network unlocked.)
[ ] Cool Tempers - (Material Cost)
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%, +10% for 5 Materials, +20% for 12 Materials
Reward: +1% Piety, and 1 additional for every +10 rolling above 60)
[ ] 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: The maximum amount of Faithful is created, according to the available Followers.)
[ ] Relax - (Can Specify What Activity)
All work and no play makes hairs grey and is quite unpleasant.
(Reward: The chosen Hero relaxes, avoiding burnout and bad traits.)
[ ] Write In
If you spot any mistakes or have questions, tell me so I can provide a better experience.
Note: If the opinion on Mutated falls to -3, a PURGE is initiated.
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 20.12.20 at 17:00 CET.
Voting will be closed on 22.12.20 at 17:00 CET.
Boni can be assigned until 22.12.20 at 20:00 CET.
I will roll on the 23.12.20 at 17:00 CET if no one has rolled yet.
Updates will be online seven days after rolls. (Holidays, yo.)
(Also, a one time +20 boni to the one which correctly guesses where I stole borrowed Suspendium from!)
AN: Update not to my liking. It was too short and not really up to my expected quality, but the third and fourth sections didn't want to be written. At least I got it readeable.