Also ours might not be the only source of suspendium on the planet. Once you know what to look for it becomes much easier to try and find your own. If that happens you can bet we will enter an airship arms race.
 
Oof that looks like an awful planet to live in, even without all the abominations and murdermachines. Maybe the weather is a little better in the islands in the south hemisphere?
 
Oof that looks like an awful planet to live in, even without all the abominations and murdermachines. Maybe the weather is a little better in the islands in the south hemisphere?
Kinda, as you have jungles and tropical climate in the northern ones, and New Zealand-type climates in the southern island/s.

Though all have to weather hurricanes, tsunami's, diseases, the Eversun's Colonists and Explorers, and deep sea Mutants.

The latter can be a source of fresh meat, as they can grow over 1km in size and beach themselves for procreation purposes. (Giving the offspring meat to eat while growing.)
 
Turn 38; Year 9; Month 0; Of Nightmares, Treasures, And Power Armor
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

2.) The Leader of the Pilgrims is chosen by 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.) It 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 we should see death. 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: 736
-Faithful: 17/25
--2 General Scientists - +12 to assigned research
--1 General Doctor - +6 against diseases and Medical/Biological research
-Followers: 711 (86 unoccupied)
--Recruitment: (+19 per turn)
---(13 Due to: The Codex Mk.1)
---(2 Due to: Daycare)
---(4 Due to: Poor-House - (Mirn, Tessen))

-Dead: 1 (Suzuki - Combat - Infection)

Materials: 178.90(min. +25.21, max. +124.21 per Turn.)

Income = 132.22-231.22 Materials:
14.22 = Followers
2.00 = Miscellaneous Sales
4.00 = Taxes From Norqod
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
6.00-24.00 = Ashleaf-Nursery
5.00-14.00 = Black Root

Upkeep = 106.71 Materials:
12.70 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk)
6.10 = 6 Soup kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen(Normal), 1x Strul(Normal)) - (-0.55 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!)
4.80 = 2 Poor-Houses - (Mirn, Tessen) - (-0.15 Due to Buying Goods In Bulk)
0.55 = Brothel 'Consensual' - (Mirn) - (+0.55 Due to Guardians For Hire)
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)
5.86 = Metalsmiths Abode - (Expanded) - (-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)
10.46 = Unit Upkeep
40.00 = Taxes

Goodwill: 30.44 (+0.39 per turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+0.01 = 1 Small Hospice
+0.06 = 1 Expanded Hospice
+0.20 = Poor-House - (Mirn, Tessen)
+0.05 = School - (Big) - (Mirn)
+0.01 = Brothel 'Consensual' - (Mirn)
-0.02 = Print Shop - Smut

Piety: 83% (+30 to all rolls for Heros with the Adjudicator Trait)
Rolls (-9):
-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)
-5 (School - (Big) - (Mirn))
+4 (Followers, +1 every 150)

Suspendium: 0 Shards (1 Medium needed in 6 (six) Turns.)
Conversion:
24 (Tiny) - 1 (Small)
20 (Small) - 1 (Medium)
16 (Medium) - 1 (Large)
12 (Large) - 1 (Big)
8 (Big) - 1 (Gigantic)
4 (Gigantic) - 1 (Titanic)
(These are not to be seen as indicative of the actual size, merely their mechanical representation and conversion therein.)

Size (Mainly for visualization, do not see it as absolute law):
Tiny = Index Finger
Small = Human Head
Medium = Large Chest
Large = Car
Big = HGV (Truck/Heavy Goods Vehicle)
Gigantic = House
Titanic = High-Rise
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: ???

Marquis of Tessen
Opinion: Friendly (1)
Plans: ???
Owes: 1 Major Favour

House Ulatarn
Opinion: Friendly (1)
Plans: ???

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Plans: ???

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Neutral (0)
Plans: Suspendium.

Military
Opinion: Neutral (0)
Plans: Suspendium.

The Bureau For Imperial Civilian Logistics
Opinion: Neutral (0)
Plans: Getting Suspendium.

Church of Eden
Contact: N/A
Opinion: Rivals (-2)
Influence Inside Tessen: 476
Plans: Struggling to keep any formal power and connections within the Region. They are preparing to artificially up their numbers via immigrants. Your efforts to subsume the festivals they wanted to sponsor has given fruit! The people enjoyed the respite from their lives, praised the Pilgrims, and were merry! The COE is not amused.
Information Network: Rank 2.
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: Happy about the festivals and enjoy the reprieve from their lives.

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)/56% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friendly (1)
Plans: Open Approval.

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/75 Members/Reliable Mercenary Company)
Plans: On Contract
-The Scavenger Organizations (Leader: ???/??? (???)/??? Members)
Plans: ???
-???

Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Information Network: Rank 1.
Plans: They are under orders from InSec to bar any further attempts at assassinations and infiltration while preventing the Nek-Ne's Tribes attempts at Bio-Warfare with the Iguaio-Virus.

Cults:
Opinion: Neutral/??? (0/???)
Plans: ???
Uncovered:
-???

The Mutated:
Opinion: Friends (2)
Plans: Live.
Information Network: Rank 1.
Mood: Feel okay. Many are visiting the night classes of the school.

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
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
Food Preservatives - 1.15 - +5 to Common Chemicals
Self Help Booklet - 1.18 - +5 to Common Psychology
Elaborate Costume - 0.63
Ancient Torah - 0.44
Antibiotics - 1.26 - +5 to Common Medicine
Beer Recipe - 1.41 - +5 to Common Chemicals
Farsight Lense - 0.73
Well Kept Clothes - 0.97
Fluid Dynamics - 1.47 - +5 to Common Physics
Rare Pigments - 0.49
Cracked Lenses - 0.35
Ancient Music Instruments - 0.42
Instant Noodle Recipe - 0.94
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
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
"The Dreamers Guide" - 8.05 - +20 to Common Psychology
Hardened Touchscreen - 5.32 - +20 to Advanced Electronics
Holographic Sights 6.48 - +20 to Advanced Weapons/Electronics
Scale-Plate 6.62 - +20 to Advanced Armor
Unique Lattice Shields 6.98 - +20 to Advanced Armor/Metallurgy
Compacted RIOT-Weapons 7.31 - +20 to Advanced Weapons/Mechanics
Tactical Hud Frame - 6.49 - +20 to Advanced Armor/Programming
Armored Autoinjector 5.89 - +20 to Advanced Armor/Medicine/Chemicals/Biology
Cracked Bright-Lance Lense 7.21 - +20 to Advanced Weapons/Physics
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 12.5 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.)
Military
Units (3/6)
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) - (+5 to the first two rolls in the next Combat.)
Breakpoint: 2/6 size remaining in Combat
Equipment:
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-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.
-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.
-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.
-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.
Traits: Advanced Coordination (All Pilgrim Units gain a +4 co-ordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below.)
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 - (+5 to the first two rolls in the next Combat.)
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.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-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.
-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), Advanced Coordination (All Pilgrim Units gain a +4 co-ordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below.)
Upkeep: 0.48 Materials per Turn, max. of 0.15 Materials per Combat.

***​

Knight - Perpetual Defiance
Equipment
-Ghillie (Standardized): (Melee) If the stealth-roll has a difference of 20 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a 20 or higher difference, you gain one extra stealth attack.
+0.3 Armor per Size, 0.42 Materials per Size (2 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. 2.78 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. 0.07 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.16 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. 4.19 (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. 0.03 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. 0.03 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. 0.55 Materials per Unit.
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield or equipment. 0.02 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. 0.11 (6/6) Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.14 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.80 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 64.70 Materials per (6/6) Unit, 1.00 Material Upkeep.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 9.03 Materials per (6/6) Unit.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores armor, 5.83 Materials per (6/6) Unit.
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor, 3.44 Materials per (6/6) Unit.
Unique/Notable Assets
-Artifact Reclamation Order
Ashleaf Tea
- +15 to Diplomacy
Elemental Feline Kitten - Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (18/60 Growth) - (6d4)
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.

Metalsmiths Abode - (Expanded)
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.

Sandcrete Mixer
Vastly reduces the needed Materials for shortening building Turns.
Village Holding: Norqod
Prosperity: Non-Existent

Mood: Average

Permanent Inhabitants: Some
-Tendency: Small Uptick

Security: A Wall

Features:
-Basic Quarters

Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims
Health: 4/6 (-2 permanent)
Armor: 56/56 Armor
Training: Trained (3/6)
Breakpoint: Unbreakable
Equipment:
-Spear: 1 Damage per size (1 total)
-Obstacle (Prototype): Power Armor: +56 Armor, -50 on stealth rolls, 9.53 Upkeep.
-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.)

Prevter 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. For her part, Selene stopped dragging you away for stress-relief when her request had been approved, firmly of the opinion that she is not made for nobility. And now you have to deal with the fact that both you and Selene have been elevated to Prevter.

Mutated Wife - Prevter Selene Dall
Well, she is back to her usual self, if a bit more conscious about her surroundings, and has started participating a bit more in the militia's drills. But for all that, she is still marked by her experience, even if she doesn't want to be. Her sex drive has not suffered the least bit during all this, so at least she can relax that way? Or during your night-walks, the stars are much clearer above the Tree than in the city.

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 relatively 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 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: Squire (2/6) (-5 to Initiative)
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, 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: "???" - Shimmering Thunderbolts - (3/10):
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?
(+6 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: +10.)

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.
(???)
The study of Lady Silvia Maranica looked like one might suspect it would. Fine tapestries and thick rugs decorated the room, displaying ancient and recent history or plain good taste. Trophies, glassware, books, memorabilia, costly drinks, and a finely wrought chandelier illuminating it all fought for the attention of those sitting within, though never to the point of gaudiness. Indeed, all within had been carefully placed and arranged, no piece out of order to show off what a storied life the room's owner had lived. And said owner was currently deep in papers brought to her through channels which officially did not exist, to discuss news and developments that never happened, awaiting orders or clarifications from a woman that was as far removed from Inner Security as one could be, silently fuming between anger, rage, and horror. The reports had started innocently enough, some information about who had an affair with whom, what functionary had been bribed for what end, which guards would need to be vetted for the next festival. At this point, things were routine for the woman sitting behind her desk, no report or action needing her direct intervention or attention beyond a non-existent stamp on nothing at all.

Then things started to go from boring but needed to new and dangerous. That the Tribes in the Wastes were fighting hard was not unknown to Maranica, or the organization she had no ties to, but who they were fighting for what reason had been, at least for her. Two things that had been revealed in short order and slowly trickled down to regional agents who were on a need-to-know basis. Simultaneously squads of assassins and Black Ops personnel, which appeared on no pay-roll, went out to prove that the trust and money placed in, on, within, and around them was well placed. To say that they failed would be an understatement and false at the same time.

Whatever the Nek-Ne had done to themselves, it was horrific and deserving of nothing short of loathing, what they were doing to the other Tribes, especially their civilian populace, more so. Somehow, this Tribe of fanatics had uncovered an ancient laboratory producing genetic modifications intended for use within super-soldiers common in the Ancient Times. Seeing the rapid transformation of a Mutated Spiritual and Political Leader into an engine of destruction, one whose form mirrored that of their Goddess could only have one outcome. In short order, the Tribe went onto a war-path against everyone and everything, uncaring about any rules the Tribes had honored since they began to roam, only caring about killing or inducting everyone they could find. Those who had the misfortune to refuse to join or were unable to be modified ended up in two ways: the one in which the modification failed, reducing their brains into barely coherent rotten biomatter, causing insanity and madness in short order. On the other, they died screaming, either due to torture for the Tribes amusement, as food for them, alive or not, and as subjects for experiments for some unholy purpose. All the while, they ground forwards, killing anyone without taking losses they could not replenish, dismantling even Knights, mercenary they might be, without taking the horrendous losses, they should have suffered.

And they were six months out from reaching Tessen.

No wonder that Lady Maranicas superiors were silently panicking, trying to throw both material and bodies at those few Tribes still resisting in support while attempting to weaken the Nek-Ne with strategic and tactical assassinations, sabotage, and other diversionary plans. That only resulted in many useful assets being killed, eaten, or worse, infuriating, as each dead operative represented decades of training and indoctrination being wasted within a single moment, terrifying, as they were among the best killers the Empire had available.

The news from within the cities was much less encouraging than the short-lived triumphs eeked out by the non-hostile Tribes up north. Somehow, the Nek-Ne had managed to induct people within the cities to their cause and, shortly but brutally, waged a shadow-war with the criminal organizations. They had disregarded their attempts at poorly thought out plans to muscle in on their turf until their doctors and medics had had the time to study and dissect the bodies of the grotesquely mutated Humans among the attackers. It took them only a few days to go into a near panic at what they had found. Unlike the InSec, the criminals did not have the additional information of the Tribals finding and applying mutagenics to themselves. Instead, they had to rely on the symptoms of those they had dissected. Rotten brains, hyper-muscle growth, internal combustion or rupturing of organs, dilution of blood, and a slew of other symptoms had them conclude that those that had attacked them suffered from the Iguaio-Virus. An ancient Bio-Weapon, occasionally dug up and used when two nations or one fanatical religion went to war. Horrific in every sense of the word, and the only saving grace was that its mortality-rate far outstripped the infection-rate. No-one in their right mind, not even the scum of the world, would be happy to let such a virus spread.

Maranica rubbed her temples in exasperation and exhaustion. The fact that the criminals were preparing for such an infection to spread was commendable, though they would need to be guided before they let something slip and caused panic amidst the people. Sighing, Maranica reached for the papers required to bring them to heel before stopping as her hand hovered over the report from Selene. Smirking, she began to open it, thinking that work could wait a few minutes as she read up on her favorite maid-turned-Prevter.

'Oh, hey,' she thought. 'Seems like Needle figured out the same as we did. Lost a damn good operative with that one.' She hummed while reading through the transcript provided by Selene. After intently reading the section about Little Silvia, she glanced over the rest of the report. 'Huh, Airships. And pretty intact war-versions too. Neat.' She continued reading and discarded the news after finishing it.

Then she froze.

Slowly, she picked the papers back up, flipping to the last page, the one where an offhand sentence idly touched on things that should never see the light of day.

***​

You are Dorn Maranica, currently supervising the preparations for the seasonal Maranica Family get-together. At the moment, you are in the unenviable position of deciding on the color of the candles due to the send-off of your youngest grandson to a newly build Knight-Chapter. Maroon would be the classical choice, giving him a sense of stability and consistency in this send-off from his home, but maybe you should go for-CRASH!

"MOTHERFUCKER!"


Ah, that was your lovely wife.

She was punching a wall.

Again.

You sigh, gesturing to a butler to get the plaster.

Again.

***​

"GAH!" Aria screamed, shooting up from her provisional bed, dagger clutched in her left hand as she rapidly looked around the cockpit, sweat covering her while rapidly breathing, her eyes wide and pupils fully dilated.
!!!CRITICAL WARNING! PANOPTICON HAS FAILED!!!
Another nightmare? PD's voice softly rang out as the light slowly brightened within. Aria slumped back onto the floor, deliberately taking deeper breaths, hands over her eyes, with the dagger discarded at her left. "Yes," she eventually said after a minute, having gotten control over herself once more, looking slightly uncomfortable in her now damp clothes. "Somehow, worse than the last one." She continued, lifting herself to sit on the Piloting Chair. Do you want to talk? PD offered, gradually beginning to boot up the various screens and systems within herself in preparation for a new day. It is the fifth in a row now. She continued as her cameras fed the cockpit with real-time information and a high-resolution view of PD's surroundings in the temporary safe-spot within the Forest.
!!!DEPLOYING COUNTERMEASURE ZETA-ZETA-ZETA!!!
"Yes," Aria replied with a tired voice, rubbing the last traces of her uneasy sleep from her eyes as her hair slowly untangled itself and shook silently, the electricity within absent. With practice motions, she began to pull up various reports and feeds on surrounding cameras bought for this purpose, trying to read them before stopping even to pretend like her mind hasn't been elsewhere the entire time with a sigh. "I was... there... again—that place. With the thousand thousand windows, with impossible eyes watching me, judging me, refusing to let me leave."
!!!DEPLOYING...DEPLOYING...DEPLOYING...DEPLOYED!!!
"But it had changed," she continued, as her heart-rate started to climb. "Now, there were cracks within the walls, eyes bleeding like so much water upon sin," Aria said, running a hand through her hair. "There was a rustling of leaves, as whiteness crept around everything, consuming it, changing the watchers into things too beautiful, yet horrendous."
!!!AWAITING CONFIRMATION...STAND BY...STAND BY...CONFIRMATION RECEIVED!!!
"And then, as it began, so too did it end like silence upon a dead grave robbed of dignity. The eyes returned, fewer in number and grieving; the walls no more than thin barriers that would only need a single push to crumble."
!!!PANOPTICON RE-ESTABLISHED!!!
That... sounds horrific. PD spoke, concern and worry about her friend in her voice. Maybe you should see a doctor about those dreams? There could be an issue you don't know about, and it may be too late once it manifests. Rubbing the bridge of her nose, Aria deeply inhaled before slowly exhaling again.
!!!LEAKAGE: MINIMAL!!!
"Agreed. But let us focus on the day ahead first, okay? There is a long stretch of road to clear, and we haven't even started."
An Eye Opens.
Understood.
A Sleep Ends.
***​
Harbinger Rises.
Mountain Arlat
Weather Station #2
Early Morning.

"And So, This Cycle Ends."
The weather stations atop mountain Arlat had long been established as a warning system to prevent storms or freak weather, staffed by specially trained and daring members of the Imperial Academy due to the constant attacks of Airborn Mutated to attack said stations. Currently, those within prepared for a shift-change, equipping armor and weapons to fend off Mutants, as well as equipment to gauge the atmosphere and weather patterns. However, one thing stood out and caused quite the paranoia within those getting ready for their shift, namely, the previous one hadn't sent one of theirs in to facilitate the exchange. As such, those within the secure bunkers acted as protocol demanded and had to assume that they and the other shift still sleeping were the only ones left alive, the other outside slaughtered by whatever preyed upon Humanity. The truth was different, as when both shifts had been woken and readied to attempt to regain control of the outside, they found their colleagues standing around, staring up into the sky, where slowly, white specks fell onto the ground, covering it like powder upon a cake, or salt sprinkled upon baked goods. "Uuuuh, hey, Anot? Why the fuck is salt raining from the sky?" One man spoke.
!!!CRITICAL WARNING: LAST COUNTERMEASURE DEPLOYED!!!
"I... don't think that is salt." A woman replied, one of those standing outside. She had already accumulated a subtle dusting of the white powder and reached out to collect some within her hand.
!!!94 YEARS REMAINING UNTIL COMPLETE COLLAPSE!!!
Looking at her hand, she saw how it slowly melted. "I think that is frozen water." She said, much to the confusion and concern of everyone. Those with her outside, staring up into the heavens as if transfixed, slowly shook themselves out of their trance, their eyes large and faces uncertain.
!!!EVACUATE PLANET IMMEDIATELY!!!
"Water can freeze?" One asked, silently marveling at the white substance's structure upon his glasses, the way the heavens had shaped it in geometric figures of sublime beauty and fragile mortality.
!!!REPEAT: EVACUATE PLANET IMMEDIATELY!!!
Their report of the phenomenon would be classified and ordered to be sealed and forgotten by all witnesses.
***​
The Berths yawned and groaned in the winds howling through them, rattling great chains hanging from the ceiling, ancient towers whose foundations had long since rotten, only held by the refuse and detritus which had accumulated over the centuries, while birds rested in the rafters high above those walking along the walkways underneath. The echoes of steps thundered within the silence of a dead hall of work, as their whispers rang like screams in the ears of those they spoke with. For weeks now, they had scoured the gargantuan places where ships had been built to soar across the sky in ancient times, their bulks unbound by the laws of nature and physics, connecting people, lands, and goods.

Now all that remained were the echoes of the past, carcasses of those Behemoths of metal and ingenuity, and the bitter taste of ash upon the tongues of those who once more were reminded that for all Humanity had risen; it still wallowed in squalor compared to the glory of before. A few among their number consoled themselves that for all that was lost, none had reached the lowest of low of those before, while others redoubled their efforts to pry every last secret from the ruins. And as time went on, as it is known to do, two sequestered themselves from the group cataloging and searching for important places after receiving their meals. Sitting inside an alcove whose window had long since shattered, they ate and looked at the titan of steel and might below, its form, even with rust, vines, and tarnished by the march of time and missing sections, bringing awe to both.

They marveled at its construction, how even now, after a millennium of rot and ruin, the ship still portrayed might and power, strength against that which sought for its end, and defiance against death itself. With the reverence of those diving into ruins of the past, they pointed out its make, wondered about its construction, placement of its armament, and debated about the layout of the Berth, joking about secret and hidden passages and treasures. Amidst this lively banter, one pulls out a map they had taken from an office to demonstrate a point and put weight behind their crazy theory.

The other looks at the map for a moment, glancing up in confusion and taking out a similar plan, pointing out several rooms and hallways that were left out in the other, newer, map. Both stare at each other, then at the charts, a massive grin spreading on their faces, before running back to the group to share their discovery.

***​

Olson was a man of few words, right actions, and long sleep. He preferred the company of a cat over that of people, a good book over the weekly drivel most others read, and, most of all, loved to tinker and experiment with complicated systems and electronics, especially batteries. In his mind, the simplicity of circuitry and satisfaction from a job well done more than made up the costs of buying and tinkering with those systems. Luckily, he had managed to talk his way into the program to create reliable electric weaponry and bolt for crossbows, swapping a few favors and duties with people to get in.

Somehow, he managed not only to impress but also to surprise Turi with his knowledge of how electricity could be weaponized and how much power needed to be put into the blades and tips to incapacitate and harm living organisms, as well as machines. The spear was the easiest of the weapons to design, as they could turn the staff into a long battery to store the electricity to circumvent the need for local generation, surrounded by a thin hull of Neuionum for safety. The tip would be flooded by electricity by the press of a button, secured from being accidentally triggered by pushing it upward, before down. However, a user needed training to reduce the chance of fumbling within combat and knowing when the battery would be empty. With this, wielders could deliver a blow, and, when applicable, a beast could be continually shocked as needed. The maul likewise needed only a thickening of its staff to fit a battery. A button for activation, the weapon's momentum delivering the most damage, the electricity more of a bonus than the main feature, though the spikes embedded within acting as further delivery systems. The bolts, on the other hand, were problematic.

How could you ensure that they could deliver the needed shocks without being too bulky, heavy, and inaccurate? Cables trailing behind were right out, the lines too susceptible to being cut in fighting, as well as potentially hindering or harming friendly combatants. Perhaps predictably, the answer once more turned out to be batteries, to the amusement of anyone working with Olson. Slightly obsessed with those he may be, his knowledge did help modify existing lithium batteries to allow the barbed and hooked arrow tips to shock once they passed the crossbow, a modification activating the batteries.

All in all, a commendable effort, resulting in reliable weaponry, which, even if costly, should soon see an application in the often discussed clearing of TOP-03. Sadly, the attempt to create Super Heavy Armor stole much of the glamor away, though having seen the armor on its first outing, he couldn't be too down about such.

Designed with the help of both ancient schematics, the 4S, PD, and exotic alloys, Obstacle, as the armor had been named, truly cut an imposing figure. The Test-Suit had been made entirely out of Neuionum, thick and reinforced by an internal exoskeleton, protecting the one wearing it even from PD hitting them, though not without some broken or cracked ribs. Though the final versions would be much less armored, the costs prohibiting the same protection as the first suit, they still were a massive leap forward in armor development for the Pilgrims. Though the armor would disable practically all notions of stealthy attacking and mildly inhibited movements, the protection they offered would be unparalleled.

Compared to what the Pilgrims had had available until now, of course.

***​

Few things are as unifying as an enemy.

And now, the Church Of Eden could, even if they didn't do so publicly, decry the Pilgrims as theirs. While some within their structure had long since suspected that the Heretics had had a hand in the loss of reputation and allies years ago, most ignored them in favor of the more likely choice of nobles trying to blackmail and failing. Now though, with the mounting proof and muscling in on their turf, the truth was plain to see to all who had eyes. While the Pilgrims may not have acted blatantly, their decrying of the COE's dogma and teachings, their usurpation of festivals and public stunts, and their success forced everyone to reevaluate the threat they posed.

Within a conclave of all priests which remained uncorrupted and loyal, the betrayal of Alhas not forgotten, they convened to discuss what should be done to deal with the Pilgrims. For days, then weeks, they argued, screamed, discussed, and even threw fists within the Temple of Solitude, trying to find an appropriate answer to their slipping grip upon the region.

They found none. Between the newfound protection of the Pilgrim's Founder being declared a Prevter, the cults own security of being responsible for delivering said resource, their connections, and the COE's lack thereof, they could only attempt to hold onto what they had. Anything more overt, and they would invite the attention of the Crown.

A situation that left many with anger and ash upon their minds and tongue.

***​

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. (2 Actions 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)

[X] The Pilgrims Need You! - (1/2 Turns Complete)
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.)

[X] Establish A Poor-House - (Jokvi) - (1/2 Turns Complete)
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, its 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.)

[ ] Build A School - (Big) - (Choose City)
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.
(Already build within Mirn.
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 the Pilgrims can realize their ambitions. 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 - (Military) - (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)

[ ] Infiltrate Part 2 - (Choose Faction)
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.
(Needed: Information Network: Rank 1
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, Criminal Organizations.
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, Criminal Organizations.
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)

[ ] 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: 75%, 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: 60%
Reward: Combat Round Initiated.)

[ ] 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 - (Grand)
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: 4
Cost: 24 Materials
Reward: Can supply and equip 18 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: 90/50/10%
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.)

[ ] Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Having a method to keep the ship afloat for extended periods is needed should you decide to follow that path of development. Getting bags of Suspendium to stay charged for extended periods will be the first step.
(Needed: Suspendium Shard - Tiny
Cost: 7.55 Materials
Chance: 68/57/46 for 1/2/3 Successes, Successes needed: 2
Reward: Gain Suspendium Bags, allowing a much higher lift rate, at the cost of flammability.)

[ ] Pressurized Suspendium - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than trying to get more Suspendium inside a flammable bag which can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Case in point, doing so may have a slight chance of exploding.
(Needed: Suspendium Shard - Tiny
Cost: 5 Materials
Chance: -94/-183/-272 for 1/2/3 Successes, Successes needed: 8
Reward: Gain Pressurized Suspendium, allowing a much higher rate of lift in exchange for instability.)

[ ] Cargo Transporters - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
With the proof that you can now fly, you now need evidence that airships can move heavy loads around without falling prey to any aerial threats.
(Needed: 4 Suspendium Shards - Tiny
Cost: 10 Materials
Chance: 12/-16/-42 for 1/2/3 Successes, Successes needed: 5
Reward: Gain Light Cargo Airship)

[ ] Catalogue Everything 2: Airship Boogaloo - (Ship Type: Warships/Cargo Crafts/Line Vessels/Personal Cutters) - (Ship Damage) - (Security Forces) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics)
Second verse like the first. Before you can get those ships up and running, or flying in this case, you need to understand how their systems interact with each other and how they can be repaired or powered up enough to get back to the Tree.
-[ ] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
-[ ] Local Examination: Increase Success Chance by 100%, 20%-Chance to be attacked by unknown forces.
-[ ] Take It Apart: (Airship Type, Damage): Increase Success Chance by 55%, 5%-Chance to be attacked by unknown forces, 2d8 Airship Artifacts.
Warships (Armed 500 ton): 3 Intact (<80%), 1 Damaged (<60%)
Cargo Crafts (Unarmed 1000 ton): 10 Intact (<80%), 2 Damaged (<60%)
Line Vessels (Unnarmed 200 ton): 14 Intact (<80%), 4 Damaged (<60%), 8 Destroyed (<20%)
Personal Cutters (Unnarmed 20 ton): 60 Intact (<80%), 4 Damaged (<60%), 16 Destroyed (<20%)
(Cost: 44/37/28/19 Materials
Chance: -22/-106/-190 for 1/2/3 Successes, Successes needed: 49/37/25/11
Reward: Can recover (Ship Type+Damage).)
[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
The Empire covets very few things as good steel. Many have desired it from Knights to armor and weapons, construction materials, or base components, 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: 69/54/44% 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: 44/25/-01% 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: 24/-28/-76% for 1/2/3 Successes, Successes needed: 7
Reward: The Pilgrims can now make primitive Radios 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: -60/-114/-265 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: 25/-14/-52 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: 13/07/00% 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: 35/11/-34% for 1/2/3 Successes, Successes needed: 12
Reward: -1 Turn per 4 turns for all Tree of Knowledge actions, +2d4+4 Miscellaneous Sales.)
[ ] Power Armor - Primitive - (Advanced Electronics/Advanced Hydraulics/Advanced Armor)
Somehow, without even meaning to, the combination of ancient schematics, PD, the 4S, and your efforts, have resulted in actual, if primitive, Power Armor as worn by Elite Troops of the Forge-Clans and the Royal Army. It represents the height of what you can currently create; the costs too prohibitive, though due to several inventive and robust components, the maintenance is luckily easy and, notably, cheap. The single suit you have created has been used to develop cheaper ones to be worn by your Units. Figuring out a way to mass-produce, or at least not so costly, produce them would massively help contend sites within the Forest Of Rust.
(Cost: 24 Materials, 1 Advanced Electronic, and 1 Advanced Hydraulics/Armor Artifact
Chance: -48/-102/-156 for 1/2/3 Successes, Successes needed: 17
Reward: Power Armor - Primitive, Reduced upkeep for all industrial buildings, further Learning Action.)

[ ] Optical Camouflage - (Advanced Chemical/Advanced Biology)
Invisibility is not something that someone without a mutation can achieve. By studying patterns, how various Machines and Mutants perceive their environments, and building upon previous successes, the Pilgrims Scholars are confident that they can create the best self-made stealth clothes on this side of the equator. Considering that there is only a few island down-under, that is a severe boast.
(Chance: 21/-31/-97% for 1/2/3 Successes, Successes needed: 12
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, replaces Ghillies(Standardized))

[ ] 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: 99/99/85% 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: 99/99/95% for 1/2/3 Successes, Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] 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: 99/99/99% 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: 99/99/89% for 1/2/3 Successes, Successes needed: 1
Reward: A better shield.)

[ ] 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: 26/16/06% for 1/2/3 Successes, Successes Needed: 6
Reward: +1 replenishment per Turn)
[ ] 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: 34/29/24% for 1/2/3 Successes, Successes Needed: 5
Reward: Basic Combat Drugs, Unlocks Round 2)

[ ] Suger, Spice, And Everything Nice - (Biology/Chemicals)
Humanity lost much knowledge during the Fall, 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: 51/32/13% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)

[ ] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology)
Your Scouts found another Artefact 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: 60/45/35% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for the Administration Center, +2 Materials Income from sales.)

[ ] 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: 20/-25/-75% 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: 80/70/60% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Medikits, reduced Upkeep for the Medical Wing.)
[ ] 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.
Machinery | Weapons | Armor | Mechanics | Chemicals | Medicine | Psychology | Metallurgy | Programming | Electronics | Biology | Hydraulics | Physics | Suspendium
Chance: 30/00/-30% for 1/2/3 Successes, Successes needed: 3/9/27/???
Reward: Theory of chosen subject, improved chances for research.)

[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
There is always a need for good armor.
(Chance: 99/85/55% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)

[ ] 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 Ancients' technology; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and get back to the past's style!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 86/66/46% 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. (Choose 1 Action)

[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: 1 Turns.
-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: 3 Turns. No Danger
-TB-01 - Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns. Mutants nearby.
-TB-02 - Est Artifact Grade: Common++/Rare+ [Airship Related] - 3d2-1 per turn, Max. Yield: 1 Turn. No danger.
-TB-03 - Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns. Machines nearby.

-Expedition - (TW-01) - (2 turns remaining) - (House Mirn support: N)

[ ] Crystal-Garden Expedition
Gathering Suspendium for anything other than the quota will require you to set up specific expeditions, so you can either use it to feed your research or airship production or gather a buffer of Suspendium should you be cut off for one reason or another.
(Cost: 65 Materials (Reduced to 15 Materials if Harvesting Equipment is bought.)
Chance: 40%
Reward: 2d6 Tiny Suspendium Shards, increased to 1 Large Suspendium Shard if Commission Harvesting Equipment has been completed, or this action has been taken once.
Warning: If this action fails, 2d60 Pilgrims will die. Boni, Traits, and Tenets apply.)

[ ] 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: 99%
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)

[ ] The Missing Berth
The maps don't add up. The reports found and translated do not corroborate what is in the official documents. Ressources were shipped in yet never left in ships, while the structural dimensions seem to indicate that someone had built over something. There should be a Berth where there is none, and you can only guess at what lies beneath such misdirection.
(Reward: ???), Interlude: -WN, THE DAWN, THE DAWN, THE DAWN, THE DA-

[ ] 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: 99%
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: 82%
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: 76%
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, 18% 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: 51%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the action fails, 28% 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: 28%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the action fails, 15% 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: 63%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the action fails, 68% 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: 13%
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. (2 Actions Locked)

[X] Create The Crystal-Path - (2/3 Turns Complete)
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%, rolled with +10
Reward: +2 Tiny Shards each Turn.)
-[ ] Upgrade: Meeting Quota
Well, now that you have promised it, you need to keep your word and get the required Suspendium safely out of the Forest. Preferably without any deaths. This includes hiring Adventurers, Scavengers, Builders, etc., to fortify, tunnel, and patrol "safe" routes to and from the Crystal-Garden to harvest the Suspendium.
(Choosing this option after the Crystal path has been built will see it operating and gathering Crystals as if running normally.
The requirement for completion: Commission Harvesting Equipment
Turns 4
Cost: 120 Materials, Upkeep 8 Materials
Chance: 45%
Reward: 4 Medium Suspendium 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.)

[X] Storerooms - Grand - (2/3 Turns Complete)
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.)

[ ] Artisanal Quarters - (Grand)
Glassblowers, Jewelers, And Goldsmiths are the next logical step in expanding the Trees industrial capabilities. They will enable you to do much more fine works and help in the creation of delicate industries. If only such artisans weren't so pricey.
(Cost: 76 Materials, Upkeep: 13.64 Materials
Turns: 4
Reward: Lowered costs for all equipment, increased chances for all research, 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.)

[X] Build A Wall - (4/8 Turns Complete)
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.)

[ ] 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.)

[ ] Airship Manufactory - (Internal Use) or (External Selling)
You have found a way to fly, even if it requires the use of batteries, sails, and crystals. You only need to build the ships and decide if you wish to sell or keep them.
(Turns: 6
Cost: 40 Materials, Upkeep: 17 Materials, 2 Suspendium Shards - (Tiny)
Reward: 2 Light-Scout Airships/2d40 Income

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)
-[ ] Take Out A Loan
(0-200 Materials loaned for four turns at 10% 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 0.20 Materials, can only be taken once a turn.)

[ ] The Adventurer Guild - (1 Action)
-[ ] Guardians For Hire - (Choose Location)
(Cost: +1.3 Materials to Upkeep
Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 6 Materials
Reward: Chosen targets plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 3 Materials
Reward: Chosen targets plans for the next two turns are revealed.)

[ ] The Military - (1 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.)

[X] The Union Of Herbalists - (1 Action Locked)
-[ ] Institutional Knowledge
(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (2/8 Turns Complete)
(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 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 2(two) Turns)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)

[ ] Criminal Organisations - (1 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)

[ ] Forge Clan Vanar-Feer - (Choose 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 Harvesting Equipment
Since you have a quota now, you need the tools to meet it, meaning that Vanar-Feer will be getting a pretty big order from you. Producing it on your own would be viable but much more costly.
(Cost: 30 Materials
Reward: Allows the harvesting of massive amounts of Suspendium.)

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 2 Actions, Aria: Choose 1 Action)

[ ] 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.)

[ ] Training Is My Favorite Hobby! - (Aria)
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. Now all that is needed is to internalize the lessons.
(Trait Needed: Knight-Pilot
Turns: 6
Reward: Aria advances to (3/6) Training.)

[ ] Recurring Nightmares - (Aria)
During her work within the Forest Of Rust, Aria experienced several nightmares in close proximity, each seemingly building upon each other, leaving her confused, worried, and a bit scared. Maybe she should see some professional, to see why such a thing happened. Then again, it could always be the nerves of someone going into a Necropoli for the first time. Martyris still remembers his nightmares vividly.
(Cost: 7.25 Materials
Reward: ???)

[ ] 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%, 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.

Tag added, and Bestiary updated. The armor has a helmet like this: Helmet.

A moratorium will be until 27.01.21 at 17:00 CET.
Voting will be closed on 31.01.21 at 17:00 CET.
Boni can be assigned until 31.01.21 at 20:00 CET.
I will roll on the 01.02.21 at 17:00 CET if no one has rolled yet.
Updates will be online five days after rolling.
 
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Sooo we have 90 years to evacuate the planet. Or find a way to stop what sounds like a sudden ice age, which would indicate that the planet was under some form of climat control.
 
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 9.03 Materials per (6/6) Unit.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores armor, 5.83 Materials per (6/6) Unit.
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor, 3.44 Materials per (6/6) Unit.
Yes
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 64.70 Materials per (6/6) Unit, 1.00 Material Upkeep.
YES
[ ] Power Armor - Primitive
YEEESS
It's exactly what I hoped for when I put super-heavy on the plan. That price though.
Successes needed: 49/37/25/11
FORTY FUCKING NINE SUCCESSES TO GET WARSHIPS.
I think we should start with the smaller ships.
Can you give a quick explanation of how exactly this action works?

I think we can safely do TOP-03 next turn after we re-equip our units and raise a now one.
Reward: Can supply and equip 18 Units. Unlocks further actions)
Wew that's a lot. Sounds like micromanagement hell.
Welp we have a time limit to become space travellers.
 
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FORTY FUCKING NINE SUCCESSES TO GET WARSHIPS.
I think we should start with the smaller ships.
Can you give a quick explanation of how exactly this action works?
You have this: (Ship Type: Warships/Cargo Crafts/Line Vessels/Personal Cutters) - (Ship Damage) - (Security Forces)

The first is which ship you are studying. Example: Personal Cutters.
The second is the damage this ship has sustained. Example: Destroyed.
The last is which Units secure the site when you are operating within the Berths. Like PD or the Unbroken.

Finishing this action not only unlocks a project to restore all ships within that category (here: Destroyed Personal Cutters), but also reduces the successes needed for all other ships and damage types. It also raises the %'s to represent your growing understanding of what does what in the ships.

Adding Forge-Clan Gamble, Local Examination, and Take It Apart gives you the boni they promis at the risks displayed.

Edit: Oh, andI also forgot to update the Merchant Actions, so take a look at them for your plans.
 
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Let me see if I got it right
[ ] Catalogue Everything 2: Airship Boogaloo - (Ship Type:personal Cutters) - (Intact) - (The Unbroken)
Second verse like the first. Before you can get those ships up and running, or flying in this case, you need to understand how their systems interact with each other and how they can be repaired or powered up enough to get back to the Tree.
-[X] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
-[] Local Examination: Increase Success Chance by 100%, 20%-Chance to be attacked by unknown forces.
-[X] Take It Apart: (Airship Type, Damage): Increase Success Chance by 55%, 5%-Chance to be attacked by unknown forces, 2d8 Airship Artifacts.

Like this we'd work on the Intact Personal Cutters with The Unbroken defending and the forge clans would grab 1d3-1 intact Personal Cutters per turn. For Take It Apart does it have to be the same damage (Intact) or could we use the destroyed ships?
Do we have any idea of what kind of mutants/machines roam around that area? Any chance of something big attacking?
 
Let me see if I got it right
[ ] Catalogue Everything 2: Airship Boogaloo - (Ship Type:personal Cutters) - (Intact) - (The Unbroken)
Second verse like the first. Before you can get those ships up and running, or flying in this case, you need to understand how their systems interact with each other and how they can be repaired or powered up enough to get back to the Tree.
-[X] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
-[] Local Examination: Increase Success Chance by 100%, 20%-Chance to be attacked by unknown forces.
-[X] Take It Apart: (Airship Type, Damage): Increase Success Chance by 55%, 5%-Chance to be attacked by unknown forces, 2d8 Airship Artifacts.

Like this we'd work on the Intact Personal Cutters with The Unbroken defending and the forge clans would grab 1d3-1 intact Personal Cutters per turn. For Take It Apart does it have to be the same damage (Intact) or could we use the destroyed ships?
Do we have any idea of what kind of mutants/machines roam around that area? Any chance of something big attacking?
The Forge-Clan (Vanar-Feer) would gain 1d3-1 restored Airship/s after you figured out how to restore them. You would have to spend the action/s (which would only take time) to restore and deliver them after you finished.
You can choose whatever damage you want. The less damage, the better the artifacts.
 
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The Forge-Clan (Vanar-Feer) would gain 1d3-1 restored Airship/s after you figured out how to restore them. You would have to spend the action/s (which would only take time) to retore and deliver them after you finished.
So we could use them every turn with them only taking 1d3-1 at the end? Well that explains how that action is viable for the other ship types. Anyway we gotta do Common Suspendium Theory this turm.
 
Ḩ̶̧͕̝̗̮̞̯̺̀͌̈́̀̇ě̷̗̫̳͉̭͊̎͊̃͆̇́̚l̷̨̗̖͈͔͖͙͓̜͂̀̉͌̚͜ͅP̷̛̛͇̪̹̻̀̽̅͊̉̈́̇͘͠͝ͅ ̷̡̡̯̯̞̳̼̟͕̹͈̓̓͋̀̅̇̈̅̍̆͊̿̏͝͝M̵̢̥̗̰͎̈́̍̐e̸̢̨̮͍̝͍̩̯̲̩̽̄̀̀͌͌̑͌̚͜͠
The Wheels Turn Within Wheels As The Cycle Repeats Endlessly, Little One.
But This Cycle Will End.
You May Have Fought Against The Conqueror Worm Once, Earning You Reprieve At High Cost.
But That Is In Humanity's Nature Is It Not?
To Fight Tooth And Nail Until The End.
And It Will Be An End.
Slow.
Painful.
But An End.
As It Should Be.

No.
 
Actually, from what I can tell, the Panopticon nearly failed. It actually hasn't failed since countermeasure Zeta-Zeta-Zeta successful.
!!!PANOPTICON RE-ESTABLISHED!!!
The problem is that it just used up its last countermeasure. It now no longer has any tricks left up its sleeve to stall things any longer. Which means we now have a timescale to find it and fix it back up.
 
I am concerned about the fact that 94 years is apparently evacuate planet immediately territory. Which implies that whatever it is is going to be exponential in nature and within a few years a constant disaster, with the 94 as being when everyone dies to something.
 
[X][Faith] The Pilgrims Need You! - (1/2 Turns Complete)
[X][Faith] Establish A Poor-House - (Jokvi) - (1/2 Turns Complete)
[X][Diplomacy] Infiltrate Part 1 - (Military) - (2/3 Turns Complete)
[ ][Martial] Pump Those Legs! - (THE WALL - please help me choose a better name)( Electric Spear, Obstacle, Medical Kit (Silver, Bloodbark), Smokebomb (Scented), Firebomb (Lingering) )
[ ][Learning] Assemble The Theorists! - (Common Suspendium Theory)
-[] PD, SC
[ ][Learning] Ailments Of The Mind - (Psychology)
-[] Self Help Booklet, Treaty On Brainwashing, "The Dreamers Guide" , SC
[ ][Archeology] Scout The Gallery (Tech-Scouts)
[X][Tree] Create The Crystal-Path - (2/3 Turns Complete)
[X][Tree] Storerooms - Grand - (2/3 Turns Complete)
[X][Holding] Build A Wall - (4/8 Turns Complete) - Sandcrete
[ ][Martyris] ???
[ ][Martyris] ???
[ ][Aria] Recurring Nightmares - (Aria)
[ ] Stupendously Scholastic Scholars of Science - (1 Action)
-[ ] In The Name Of Profit - (Assemble The Theorists! - (Common Suspendium Theory))
[X] The Union Of Herbalists - (1 Action Locked)
-[X] Study Sessions - (2/8 Turns Complete)
[ ] Forge Clan Vanar-Feer - (Choose 1 Action)
-[ ] Commission Harvesting Equipment

First draft
 
If we go the evacuation route we will have to hope that the pre-collapse civ had really good space tech because going from steam engine to something capable of quick planetary evacuation in barely 90 years otherwise will mean letting a lot of people die to whatever it is.

Cycles and Worm make me think of Stellaris Worm-In-Waiting but the conqueror and the End seem to indicate that it's something else, maybe some gigantic worm that will eat the planet from the inside but it's talk of Humanity's nature make me feel like even if we evacuate it might be able to follow.
 
Do we need to do this? We have seven turns to deliver the 1 medium and we can get it with an expedition once the path is done. I don't to saddle us with even more orders when our quota is so high to egin with.
Yes, we do. It is necessary to upgrade the path and to get 1 Large shard for a much smaller cost. And we have the option of making a deal with the forge-clan if we send some their way.
 
Do we need to do this? We have seven turns to deliver the 1 medium and we can get it with an expedition once the path is done. I don't to saddle us with even more orders when our quota is so high to egin with.
The harvesting equipment is needed to meet our quotas after the first one i believe.

Edit: ninja'd for the first time X)
 
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An Eye Opens.
Understood.
A Sleep Ends.
***​
Harbinger Rises.
Mountain Arlat
Weather Station #2
Early Morning.

"And So, This Cycle Ends."

RER table, you do remember you have a low end you can roll on, right? how about some more blight dogs? Or maybe a unit of escaped cavalry-lizards running around causing mischief.

Those wacky cavalry lizards.

!!!EVACUATE PLANET IMMEDIATELY!!!

Oh FFS.

The other looks at the map for a moment, glancing up in confusion and taking out a similar plan, pointing out several rooms and hallways that were left out in the other, newer, map. Both stare at each other, then at the charts, a massive grin spreading on their faces, before running back to the group to share their discovery.

@HeroCooky, sometimes I'd really prefer it if the results portion of the page would actually just baldly tell us the results.

If we go the evacuation route we will have to hope that the pre-collapse civ had really good space tech because going from steam engine to something capable of quick planetary evacuation in barely 90 years otherwise will mean letting a lot of people die to whatever it is.

Dude, we just re-discovered electricity. Colony ships are not happening.
 
Church of Eden
Contact: N/A
Opinion: Unfriendly (-2)
Influence Inside Tessen: 476
Plans: Struggling to keep any formal power and connections within the Region. They are preparing to artificially up their numbers via immigrants. Your efforts to subsume the festivals they wanted to sponsor has given fruit! The people enjoyed the respite from their lives, praised the Pilgrims, and were merry! The COE is not amused.
Information Network: Rank 2.
Boni: +15 on all Diplomatic rolls
Huh, so the COE finally caught on. I'm surprised they are still listed as "Unfriendly" despite having an Opinion of -2.

Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Information Network: Rank 1.
Plans: They are under orders from InSec to bar any further attempts at assassinations and infiltration while preventing the Nek-Ne's Tribes attempts at Bio-Warfare with the Iguaio-Virus.
Ah, so that's what the InSec thing was about.

Rare Pigments - 0.49
Cracked Lenses - 0.35
Ancient Music Instruments - 0.42
Instant Noodle Recipe - 0.94
Lots of things to sell. Except if we want to research some of it? The Instant Noodle Recipe could give a bonus to our Soup Kitchens and the Rare Pigments could help with Fashion Revival... I guess?

Tactical Hud Frame - 6.49 - +20 to Advanced Armor/Programming
Armored Autoinjector 5.89 - +20 to Advanced Armor/Medicine/Chemicals/Biology
Cracked Bright-Lance Lense 7.21 - +20 to Advanced Weapons/Physics
That's some neat stuff. Tactical Hud Frame and Armored Autoinjectors could help if we develop new armors that don't care about costs. The Armored Autoinjectors for Knight pilot armor and the Tactical Hud Frame for the super-heavy armor.
The Cracked Bright-Lance Lense could start us on laser weapons.

-Ghillie (Standardized): (Melee) If the stealth-roll has a difference of 20 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a 20 or higher difference, you gain one extra stealth attack.
+0.3 Armor per Size, 0.42 Materials per Size (2 Armor for (6/6) Size).
Nice, that will be very useful for any ambushes we might set up.

-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 64.70 Materials per (6/6) Unit, 1.00 Material Upkeep.
Very tough and very expensive.

-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 9.03 Materials per (6/6) Unit.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores armor, 5.83 Materials per (6/6) Unit.
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor, 3.44 Materials per (6/6) Unit.
Wow, that's a great synergy with the ghillie suits. Ambushing enemies and then stacking the Initiative penalties should be very effective. I think the electric bolts for any scout units and the spears for any unit that uses the new super-heavy armor.

Mutation: "???" - Shimmering Thunderbolts - (3/10):
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?
(+6 to all rolls made with PD.)
And Aria's Trait advanced again.

Whatever the Nek-Ne had done to themselves, it was horrific and deserving of nothing short of loathing, what they were doing to the other Tribes, especially their civilian populace, more so. Somehow, this Tribe of fanatics had uncovered an ancient laboratory producing genetic modifications intended for use within super-soldiers common in the Ancient Times.
You know, if that stuff was designed to create super-soldiers back then, then it should create super-soldiers inside of that military paradigm, meaning easy access to high-tech weapons, infrastructure, and support.

I wonder what kind of problems they will run into once they get into prolonged, stressful wars. Like, do they need more food than normal? This isn't a problem if they can loot everything or if you have enough infrastructure but it could cause trouble during prolonged, grinding wars.
Could they have an in-built biological radio for communication, which before the Collapse required support to not be jammed or used against them?

All the while, they ground forwards, killing anyone without taking losses they could not replenish, dismantling even Knights, mercenary they might be, without taking the horrendous losses, they should have suffered.

And they were six months out from reaching Tessen.
So we have one to one and a half turns. Not quite enough to finish the walls.

After intently reading the section about Little Silvia, she glanced over the rest of the report. 'Huh, Airships. And pretty intact war-versions too. Neat.' She continued reading and discarded the news after finishing it.

Then she froze.

Slowly, she picked the papers back up, flipping to the last page, the one where an offhand sentence idly touched on things that should never see the light of day.
Yeah, that will lead to some interesting reactions from the Emperor and InSec.

!!!CRITICAL WARNING! PANOPTICON HAS FAILED!!!
!!!DEPLOYING COUNTERMEASURE ZETA-ZETA-ZETA!!!
!!!DEPLOYING...DEPLOYING...DEPLOYING...DEPLOYED!!!
!!!AWAITING CONFIRMATION...STAND BY...STAND BY...CONFIRMATION RECEIVED!!!
!!!PANOPTICON RE-ESTABLISHED!!!
!!!LEAKAGE: MINIMAL!!!
Interesting. I expected the containment to be broken already, given that it stopped sending warnings. We probably should try to clear TOP-03 in one turn.

"And So, This Cycle Ends."
!!!CRITICAL WARNING: LAST COUNTERMEASURE DEPLOYED!!!
!!!EVACUATE PLANET IMMEDIATELY!!!
!!!REPEAT: EVACUATE PLANET IMMEDIATELY!!!
Huh, so whatever maintained the ecosphere just failed? It sounds like something was running a planet-wide experiment and is now ending that test cycle. Or maybe it's just a Mass Effect reference.:V

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action)
We could spend one action on TOP-03. Setting up an ambush with the ghillie suits and then stacking the electric damage should be very effective.

[ ] Catalogue Everything 2: Airship Boogaloo - (Ship Type: Warships/Cargo Crafts/Line Vessels/Personal Cutters) - (Ship Damage) - (Security Forces)
Second verse like the first. Before you can get those ships up and running, or flying in this case, you need to understand how their systems interact with each other and how they can be repaired or powered up enough to get back to the Tree.
-[ ] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
-[ ] Local Examination: Increase Success Chance by 100%, 20%-Chance to be attacked by unknown forces.
-[ ] Take It Apart: (Airship Type, Damage): Increase Success Chance by 55%, 5%-Chance to be attacked by unknown forces, 2d8 Airship Artifacts.
Warships (Armed 500 ton): 3 Intact (<80%), 1 Damaged (<60%)
Cargo Crafts (Unarmed 1000 ton): 10 Intact (<80%), 2 Damaged (<60%)
Line Vessels (Unnarmed 200 ton): 14 Intact (<80%), 4 Damaged (<60%), 8 Destroyed (<20%)
Personal Cutters (Unnarmed 20 ton): 60 Intact (<80%), 4 Damaged (<60%), 16 Destroyed (<20%) (Cost: 44/37/28/19 Materials
Chance: -22/-106/-190 for 1/2/3 Successes, Successes needed: 49/37/25/11
Reward: Can recover (Ship Type+Damage).)
That's some pretty low chances. @HeroCooky What type of Theories would help with this action? Suspendium, Electronics, and Machinery I guess?

[ ] Power Armor - Primitive
Somehow, without even meaning to, the combination of ancient schematics, PD, the 4S, and your efforts, have resulted in actual, if primitive, Power Armor as worn by Elite Troops of the Forge-Clans and the Royal Army. It represents the height of what you can currently create; the costs too prohibitive, though due to several inventive and robust components, the maintenance is luckily easy and, notably, cheap. The single suit you have created has been used to develop cheaper ones to be worn by your Units. Figuring out a way to mass-produce, or at least not so costly, produce them would massively help contend sites within the Forest Of Rust.
(Cost: 24 Materials, 1 Advanced Electronic, and 1 Advanced Hydraulics/Armor Artifact
Chance: -48/-102/-156 for 1/2/3 Successes, Successes needed: 17
Reward: Power Armor - Primitive, Reduced upkeep for all industrial buildings, further Learning Action.)
Same question here. Advanced Electronics, Advanced Hydraulics, and Advanced Armor, maybe?

[ ] Crystal-Garden Expedition
Gathering Suspendium for anything other than the quota will require you to set up specific expeditions, so you can either use it to feed your research or airship production or gather a buffer of Suspendium should you be cut off for one reason or another.
(Cost: 65 Materials (Reduced to 15 Materials if Harvesting Equipment is bought.)
Chance: 40%
Reward: 2d6 Tiny Suspendium Shards, increased to 1 Large Suspendium Shard if Commission Harvesting Equipment has been completed, or this action has been taken once.
Warning: If this action fails, 2d60 Pilgrims will die. Boni, Traits, and Tenets apply.)
This should probably wait until we got the harvesting equipment.
[ ] 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: 99%
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)
We could send a scavenging action to gather a few crystals though.

[ ] The Missing Berth
The maps don't add up. The reports found and translated do not corroborate what is in the official documents. Ressources were shipped in yet never left in ships, while the structural dimensions seem to indicate that someone had built over something. There should be a Berth where there is none, and you can only guess at what lies beneath such misdirection.
(Reward: ???), Interlude: -WN, THE DAWN, THE DAWN, THE DAWN, THE DA-
Ignoring what might be the Dawn Machine; is this action supposed to lack a success chance?

[ ] Recurring Nightmares - (Aria)
During her work within the Forest Of Rust, Aria experienced several nightmares in close proximity, each seemingly building upon each other, leaving her confused, worried, and a bit scared. Maybe she should see some professional, to see why such a thing happened. Then again, it could always be the nerves of someone going into a Necropoli for the first time. Martyris still remembers his nightmares vividly.
(Cost: 7.25 Materials
Reward: ???)
Definitely, something we should do even if only to calm Aria down.
 
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