-[X] Even The Lowest May Prosper - (1/2)
--[X] +2FF
Completes the next turn.
-[X] Create Infiltrator-Corp - (Basic) - (1/2)
Completes the next turn.
-[X] And Keep It Found. - (5 Materials)-Tech-Scouts
Needed: 50 Rolled: 73
Success
Plague-Engine located in the Sewers, moving toward The Pit.
The radius of Poison increased to 43 kilometers, will cap at 70 in the next three months.
-[X] Stealthy And Durable (Fabrics/Armour)
Needed: 55 Rolled: 84
Success
Reward: Armored Camo-Cloaks 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 difference of 35 or higher, you gain one extra stealth attack.
+3 Armor. 5.00 Materials per Unit
-[X] Send Out The Scavengers (WO-05)
Success
-[X] Merchants
--[X] Selling Artifacts
---[X] Plastic Bottle, Filigrane Glassware
+0.39 Materials
--[X] Buying Goods In Bulk - (Once Per Turn)-Small Hospice
-0.10 Upkeep to Small Hospice
-[X] Lead By Example (And Keep It Found.)
Success: +20 to And Keep It Found.
Scav's Are Forced Out Of The Forest
While the military is conducting its maneuvers, many scavengers are complaining about the fact that they are being denied access to the Forest. For some, this merely means that they have to rest or take up a job until the military gives the O.K., while others are being thrown straight into debt. The merchants are already complaining about the lack of high-quality salvage and resources, though none seem that beat-up about it. Maybe some scavengers found a way in, despite the military cordon?
Military Maneuvers Continue, Casualties Are Mounting
It seems that those claiming that the military is purging the Forest of Mutants have been right. Casualties from the fighting have been trickling in, as more and more forces are joining in the training. Even the Chapter of The Blue Lance has taken part in it. Good, we need our boys and girls in uniform sharp to repel any fool that would dare to attack us.
More People Are Dying In Suspicious Circumstances
While the military is in the Forest, it seems that someone has taken the opportunity to attack the vulnerable outlying villages, reaping a bloody toll amongst those that brave the edges of the Wastes. One can only hope that the culprit or the perpetrators are found fast to avoid more death.
-[X] And Keep It Found. - (5 Materials)-Tech-Scouts
Needed: 50 Rolled: 73
Success
Plague-Engine located in the Sewers, moving toward The Pit.
The radius of Poison increased to 43 kilometers, will cap at 70 in the next three turns.
Huh, we would have succeeded even without the 20 from Lead By Example; just barely. I'm not sure if it would have made a difference.
Anyway, it's going to reach its max poison spread in three turns, not sure if that means it has itself completely repaired by then or if that's just all it can do to repair itself...
And it moves toward the Pit. That could be good or bad. Good, if it gets destroyed by something. Bad, if it goes there for repairs...
-[X] Stealthy And Durable (Fabrics/Armour)
Needed: 55 Rolled: 84
Success
Reward: Armored Camo-Cloaks 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 difference of 35 or higher, you gain one extra stealth attack.
+3 Armor. 5.00 Materials per Unit
Well, free attacks for us are always good. We might need to spend a few actions on stealth training to get the most out of it.
The extra armor is pricey but... Well, our scouts have currently 1 armor. A shield could give +1 but gives a -15 malus on stealth, cloth or leather armor could give +2 but again the stealth malus, -30.
Getting +3 armor without a stealth malus is good.
--[X] Buying Goods In Bulk - (Once Per Turn)-Small Hospice
-0.10 Upkeep to Small Hospice
@HeroCooky Out of curiosity; how do you intend to mark which hospice/kitchen got the upkeep reduction, once we start taking the actions to cover the city with them?
With the Piety reduction that brings us to 45%. With the 5% from Even The Lowest May Prosper and another action, we could get over 50%.
Scav's Are Forced Out Of The Forest
While the military is conducting its maneuvers, many scavengers are complaining about the fact that they are being denied access to the Forest. For some, this merely means that they have to rest or take up a job until the military gives the O.K., while others are being thrown straight into debt. The merchants are already complaining about the lack of high-quality salvage and resources, though none seem that beat-up about it. Maybe some scavengers found a way in, despite the military cordon?
Huh, that's another perk of working with the Military. The Merchants wouldn't be that nonchalant if we stopped selling because of the Engine.
Military Maneuvers Continue, Casualties Are Mounting
It seems that those claiming that the military is purging the Forest of Mutants have been right. Casualties from the fighting have been trickling in, as more and more forces are joining in the training. Even the Chapter of The Blue Lance has taken part in it. Good, we need our boys and girls in uniform sharp to repel any fool that would dare to attack us.
I wonder how many of those casualties are caused by poison... On the other hand, this should clean out most Mutants. We should prepare for a looting spree after the Engine is killed.
Or set up oversized storage areas if it vanishes into the Pit.
More People Are Dying In Suspicious Circumstances
While the military is in the Forest, it seems that someone has taken the opportunity to attack the vulnerable outlying villages, reaping a bloody toll amongst those that brave the edges of the Wastes. One can only hope that the culprit or the perpetrators are found fast to avoid more death.
you need hidraulics,programming,high quality metalurgy,mass production of pieces,some energy source that is dense enough to carry without slowing the armor down,transistors,super conductor,refrigeration systems,sensors etc
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies
2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.
3.) A new Leader is chosen should the current Leader;
-a.) die
-b.) voluntarily step down
-c.) be removed by a two-thirds majority vote
4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity
5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) The nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the ballots to the Pilgrims HQ, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist
-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.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) 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 left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the expulsion after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason
9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin
-f.) Occupation
-g.) Mutation
10.) These crimes (but not excluding others) are immediate ground 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 be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets
Origin: Humanism
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)
First Tenet: What was will be
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)
Trait: Fail Better
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Materials: 22.66(min. +3.18, max. +12.18 per turn)(12.50 Materials owed to: The Merchant Guild: this turn.)
Income = 6.98-15.98Materials:
3.28 Followers
1.00-4.00 Desalination Basins
3.00-9.00 Inn (Eye of the Beholder)
Upkeep = 4.20Materials:
1.00 = 1 Soup kitchen
0.90 = Administration Center - Basic - (-0.10 Due to Buying Goods In Bulk)
1.40 = 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk)
0.40 = Hygenic Living Expanded
0.50 = Living Quarters Expanded
Goodwill: 7.57(+0.11 per turn)
Piety: 45.5% (+/- 0 to personal rolls)
Relationsships
Elites
The Empress
Opinion: Neutral (0)
Plans: Unaware of your existence
Marquis of Tessen
Opinion: Neutral (0)
Plans: Unaware of your existence
House Ulatarn
Opinion: Neutral (0)
Plans: Unaware of your existence
House Mirn
Contact: Lord Malarn
Opinion: Neutral (0)
Plans: Sponsor digs to acquire technology
Military
Opinion: Neutral (0)
Plans: Ensure you are compliant with the law
Church of Eden
Opinion: Neutral (0)
Plans: Ignore you
The Followers of Light
Opinion: Neutral (0)
Plans: Ensure that you do not poach followers from them
General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friendly (1)
Plans: Passively Benefit
The Merchant Guild:
Contact: Abraham Lin
Opinion: Neutral (0)
Plans: Source of Artifacts and Customers
The Union of Herbalists:
Opinion: Neutral (0)
Plans: Con you
Stupendously Scholastic Scholars of Science
Opinion: Neutral (0)
Plans: Dismissive of you
The Adventurer Guild:
Opinion: Neutral (0)
Plans: Stabhappy/Waiting for bounties
Criminal Organisations:
Opinion: Neutral (0)
Plans: Wait and See
Cults:
Opinion: Neutral (0)
Plans: Enigmatic, but nothing good if antagonized
The Mutated:
Opinion: Distrustful (-1)
Plans: Figure out if you are legit
General Opinion on Mutated: Semi-Hidden Hostility (-1)
Artefacts
Common
Thouroughly Burned Pile Of Electronics - 3.84 Materials - + 5 to Electronics
Preserved Orchid - 2.13 - + 5 to Biology
Metallic Bowstrings - 2.87 - + 5 to Weapons (Tagged for House Mirn)
Diagram For A Waterwheel - 2.80 - + 5 to Machinery
Rusted Cogs - 1.25 - + 5 to Machinery
Inscribed Pencil - 1.45 - +5 to Linguistic (Tagged for House Mirn)
Drained Battery - 2.39 - +5 to Electronics
Old First-Aid-Kit - 3.34 - +5 to Medicine
Animal Skeleton - 1.55 - +5 to Biology
Golden Pencil - 0.73
Tattered Book On Dental-Hygiene - 2.49 - +5 to Medicine
Non-Functional Lightbulb - 1.48 - +5 to Electronics
Parfume - 1.11 - +5 to Chemicals
Shattered Robotic Arm - 4.91 - +5 to Electronics
Glaive - 2.04 - +5 to Weapons
Destroyed Crossbow - 4.00 - +5 to Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Armor
Rare
Rusted Motherboard - 5.29 - +20 to Electronics - Bound to Secret Of The Circuit Pt.1
Untranslated Book On Chemicals - 5.20 - +20 to Chemicals - Untranslated
Diagram Of A Rudimentary Icebox - 5.66 - +20 to Refrigeration
Assorted Books In Multiple Languages - 5.11 - +20 to Linguistics
Treaty On Brainwashing- 5.26 - +20 to Psychology
Broken Pump - 5.96 - +20 to Hydraulics
Papers With Recurring Numbers - 5.42 - +20 to Programming
Lost Tech
N/A
Unique
Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
Military
Units (1/2)
Tech-Scouts
6/6 Size
1/1 Armor
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in combat
Spears: 1 Damage per size (6 total)
Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +1 Armor
Special Rule: Cannot take a scout action if this unit is used for military purposes.
Upkeep: Free (Scavenger Past Unit)
Equipment
-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 difference of 35 or higher, you gain one extra stealth attack.
+1 Armor. 2.00 Materials per Unit
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield, or equipment. 0.15 Materials per unit per size.
-(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. 0.2 Materials per unit per size.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.35 Materials per unit per size.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 1.00 Materials per unit per size.
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked
Cons: Buildings take +1 Turn to mine and set up
Desalination Basins
- 250 Pilgrims receive water in case of a drought. +1d4 Materials per turn.
Administration Center - Basic
- +1 Personal Action, Unlocks Too Much To Do.
Hygenic Living - Expanded
- Plagues roll a with mali to infect the Pilgrims, supports up to 300 Pilgrims before it becomes useless.
Living Quarters - Expanded
- Up to 300 Pilgrims can live in your base before a mali starts to apply.
Heroes
You, Leader of The Pilgrims
3/6 Health (-3 permanent)
3/3 Armor
Training: Trained (3/6)
Breakpoint: NONE
Spear: 1 Damage per size (1 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +3 Armor
Special Rules:
-Must be attached to one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-Should this Unit die, all other Units will automatically retreat.
-50% Chance to gain/lose 40% Piety should this Hero die in combat.
-Gain 20% Piety should this Hero die of natural causes
Upkeep: Free (Because it's you.)
Traits: Poisoned By A Plague-Engine
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. Though many see your determination to endure such a fate for something beyond yourself as inspiring and have taken to more selfless actions as a result of this.
Effect: Reduced health, reduced lifespan, permanent -1 to Piety reduction rolls
There was a small cellar underneath a small decrepit house in the worst part of the slums of Mirn. In this small cellar, only a small table stood in the middle, while a poorly hand-drawn map is pinned to the wall. Multiple circles could be seen on the map, color-coded to show the territory of those who took part in meetings here, and those that opposed them.
A new color had joined them. Blue.
Two men and one woman stood around that map and looked furious, angry, and contemplative at it.
The woman spoke, her two brown-furred tails flicking about in fury while a low growl could be heard. "Why are we tolerating them here? Not enough that they prance all about the city preaching their nonsense, but now they have the gall to preach to our people. "Be the light through your actions, and darkness will disappear around you. Give light, and darkness disappears by itself." Bullshit! They did not even dare to help us when we needed aid after the nuscra beat us for protesting against us being enslaved!" One of the men hummed at that, before scribbling a note at the side of the map. His heavily muscled and furred arms delicately held the pen, careful not to scratch the map with his claws. "As far as we know, they had an internal debate about the morals of whoring yourself out."
"You are shitting me, are you for real?" the last man asked, shifting his weight on his digitigrade legs, blue scales shining in the light of the lamp. "No, though they could have been occupied with building their inn and desalination thingy. What have you found about that, by the way, tails?" Arms asked, looking at Tails. "Ain't nothing special there. Could build it ourselves, which means that it's not worth stealing or destroying. None of my Children reported any unusual activity with that inn. At least if you count selling trinkets from the Forest for a shitload of cash, not noteworthy."
Legs nodded in agreement at that. "Yes, sister is right at that. However, I found out recently that some of our wayward have been swayed by their poisoned tounges and have chosen to live and work with them. They have likewise started to send some of the wayward back to preach. They are stepping up in their attempts to steal out kin, father." Arms did not reply to that, choosing to stare at the map in thought instead. There were several minutes of silence as both Tails and Legs did not want to interrupt Arm's thoughts.
"They have been snooping around in our territory, poaching our people, and poisoning their minds. They are disrespecting our holy mission. Let us ensure that they get the message that they are not welcome here. Tails? I need a Volunteer."
***
A group of people stood around a man, adjusting straps, dusting off sand, and writing onto paper, held by stone-tablets. The tent they were in muffled the hustle and bustle of the Pilgrims going about their day, though some shouts could still be heard by the foreman directing the miners.
"Weight?" one man asked. "Anything pinching?" another piped up.
"A bit heavier than the old cloaks, but not so much that it would hinder me. Pretty comfortable, too," the wearer answered.
"As expected, please move about the room. Don't mind us, just move as you would in the Forest.", a woman spoke up, gesturing for the surrounding people to back off.
After they did so, the man started by testing the flexibility of the cloak. Once satisfied, he started walking, sneaking, and jumping around. "Can still move around pretty good, takes some time to get used to the weight, especially around the back, but nothing major. Like the new color-scheme, by the way."
"Thanks. So, no issues found in either material or in testing. Looks like field-testing is the only thing left and were finished."
There were some whoops and cheers at that, though they were muted, due to the numerous all-nighter that the team had sone to get these cloaks ready for deployment. "Yeah, though, you will likely get your data directly from stress-testing the cloaks. The Boss wants to have us ready to shadow the Engine today. Sorry, Martha.", the man answered, looking apologetic.
Martha only sighed at that. "Yes, I know Su. Just. Be careful when you are out there. I don't want to scrape the cloaks from your mangled body, okay?"
Su only snorted at her reply, "Don't count me amongst the dead yet! Boss is tagging along, showing us "rookies" how to make do in the Forest. It will be educational, if nothing else. Take care."
After a quick hug, Su left the tent, which was now filled with chatter about potential upgrades and new ways to improve the color-schemes, though a few were more interested in cracking the secrets of the newly discovered Motherboard. Only Martha did not take part in the discussion, too worried about Su to think about anything else. Unconsciously, her hand went to her stomach as she whispered, "you too, Su. You too."
***
To say that equipping yourself for the Forest was emotional was understating it. Joy at being once more in the thick of it, surrounded by ancient ruins and crumbling towers, testaments to mankind's ambition and capability. Nervousness, at plunging deep into Mutant-held territory. Frightened, at the prospect of running into a Mutant that could not be brought down. Terrified at the idea of purposefully seeking out a Plague-Engine. Thrilled at the fact that, yes, you are going to be doing precisely that.
It was amazing how quickly you re-learned skills you thought rusted, how easy it felt to once more run around with a weapon in hand, and companions at your side. To feel the sweat coat your body and soak into your clothes while you brought low a Mutant blocking your path. Feeling the adrenaline puls in your veins, making the world sharper, your movements more precise, your strikes more powerful. The disgust at seeing the rotting, torn apart corpses of those unlucky enough to be caught. The rush of outrunning and outsmarting those that have the gall to think that numbers would bring you down, where skill could not.
It felt wonderful to share meals with those that shared your love of this life once more. The satisfaction of being part of a well-oiled machine. There was nothing greater in your mind than sharing a meal after a hard day's work with those you trusted, laughing at those that tried to kill you, and fearing for the wellbeing of those that were injured in this mad dash to ensure the welfare of all that you hold dear.
Moving around with the new cloaks took a few days to get used to, but the extra protection was needed. That is not to say that you went after the Plague-Engine without precautions. Every inch of your skin and that of the scouts was covered in heavy clothing, googles adorned your eyes, and scarfs were filled with herbs to ward of any airborne poisons. Everyone carried pieces of coal to eat to neutralize any toxins in your body, should those measures prove ineffective, three even had an amulet made out of Jewel to protect them. You could only hope that those measures have been what has kept you alive.
The coughing started soon after that.
It was easy to follow the tracks of the Plague-Engine. Not so easy was continuing on, despite seeing more and more dead animals and Mutants litter the streets and the sewers. Though there was some satisfaction in the fact they would no longer be able to harm anyone that braved the Forest, there was also worry due to you not knowing how long they have been exposed to the poison. You pressed on despite that, determined to give the military all the advantages they could get.
Was that blood you coughed up?
The thing that unsettled you the most was the fact that there was nothing wrong with the land visually. In every story about the Plague-Engines, the area turned purple with corruption, the air filled with thick miasma, pools of poison gathered, and made the soil unusable for generations. Here? There was none of that, no visible discoloration of the land, no clouds of sickness wafted through the air, and nothing indicated the presence of something that was a blight upon this land. You motioned your followers to carry on.
Why is the world getting so blurry?
It took two weeks to figure out where the Plague-Engine had left the Sewers, the Rouge Walker blocking you from accessing it for a speedier search. In this time, the military had established a Foward-Operating-Base, or FOB for short, on one of the places your scouts had mapped earlier, SO-06. By the looks of it, they have cleared it out of anything that could have been valuable to help pay for this campaign. While it is regrettable that they got to it first, you are thankful that you are even being allowed to operate in the Forest, after they kicked out everyone else. You wish one of their scouts' good luck and share the intel you have yourself.
It is... hard to concentrate... but... why is...
Two months in, and you find what you have been looking for. A festering, bubbling, screaming pile of flesh, nurtured by loud, dirty machinery, belching black smoke into the sky that dissipates unnaturally fast after a few meters. The, thing, holds a corpse in one of its many hands and is busy tearing it apart, feeding the remains to a mouth in the mass of flesh before feeding another mouth in a second location. It is hard to stay upright, but you mark the position of the, thing, on the map, and everyone else retreats as fast as they can. You stayed behind to ensure that it does not flee, and the military can fight it. It is, hours, days?, later and you can hear the thumping of the metal feet of Knights hitting the ground. Soon after, you can see their bulks barreling down the streets and see as what must have been a hundred of them fire their giant oversized crossbows in unison. You follow their path as you struggle to retreat as fast as you can, seeing them soar across the sky before impacting against the Machine.
It does not even bother to react to the mightiest attack humanity is capable of.
As you start to run away from the battle, you can see as a Knight that had charged the Engine is being ripped apart. It is done with the same effort as a child pulling the wings off a fly.
Gained Trait: Poisoned By A Plague-Engine
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. Though many see your determination to endure such a fate for something beyond yourself as inspiring and have taken to more selfless actions as a result of this.
Effect: Reduced health, reduced lifespan, permanent -1 to Piety reduction rolls
***
Battle Of The Wounding Nightmare
Status: Active
Military Casualties: 249
Civilian Casualties: 589
Damage Inflicted: None
***
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. (1 Action Locked)
[X] Even The Lowest May Prosper - (1/2 Turns)
While you have made a good start, there is still much mistrust among the Mutated. Keep helping them to dispel any misgivings.
(Turns: 2
Chance: 45%
Reward: 2d6 Recruits, unlock further actions, +5% Piety, ???, +1 Opinion to The Mutated.)
[ ] Expand Etiquette Training
After you have finally finished training the first missionaries, some have voiced concerns about their ability to bring people in, and want to undergo further training.
(Turns: 2
Chance: 65%
Reward: reduce penalty and increase the likelihood of successful recruitment actions, unlocks further actions)
[ ] Wanna Join my Club?
You need people to hear the message of the Pilgrims, and you need more people if you want to make sure this does not die before you can get started.
(Chance: 80%
Reward: 1d20-3 Recruits)
[ ] The Pilgrims Need You!
With the help of the inn, your missionaries can walk much further and stay out for much longer. This directly translates to more people hearing the message of the Pilgrims, though you may want to focus on one group of people in the future to maximize the effect this will have.
(Turns: 2
Chance: 65%
Reward: 4d20-4 Recruits)
[ ] Establish Soup-Kitchens (Bulk)(Mirn)
Now that you have a soup-kitchen up and running, it is time to expand them to start covering the city. About three more should be able to give you a solid base for future expansions and provide your other ventures with places to attach to.
(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, unlocks further actions)
[ ] Establish Another Soup-Kitchen (1/3)(Mirn)
Another soup-kitchen allows you to feed more people, which in turn makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per turn, unlocks further actions)
[ ] Establish A Poor-House
The Poor-houses in the empire are not great places to live in. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are also forced to work for a pittance of what they would have earned if they had done the same work in the streets. While the Pilgrims are not able to provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 People in the city.
(Turns: 2
Chance: 70%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per turn, 1d4-1 Goodwill, unlocks further actions)
[ ] Build a House Of Pleasure, Brothel, ??? (Choose A Name)
Now that you have officialized the law regarding prostitution, some have suggested building a place where people can do so safely. They would be supplied with silphium and other medicine at cost, and there would be guards to ensure that no-one gets any wrong ideas. Someone also suggested that those who want to enter should pay an entry fee for the free amenities that are being provided. It would also ensure that the patrons are of the civilized sort. -[ ] Stand-Alone
(Cost: 4 Materials
Reward: 1d3-1 Materials per turn) -[ ] Attached To The Inn
(Chance: 75%
Cost: 1 Material
Reward: +1 Material per turn)
[ ] Establish Another Small Hospice - (1/2)(Mirn)
While a Hospice does cater to the dying, their primary purpose is healing the sick that cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic of medical procedures until you make some deals and agreements with those that have studied medicine.
(Chance: 30%
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.1 Goodwill per turn, 1d5-1 Goodwill, unlocks further actions)
[ ] 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 word 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 simply 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 view of the Mutated, bringing the people together and start on the road to reconciliation.
(Cost: 20 Materials
Chance: 50% (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 Faction)
Your training for the diplomats is as comprehensive as you will likely be able 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: 50% for Locals, 35% for Elite
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 will comply with any official and legal requests to ensure that there is no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 50% for Nobility and Churches
Reward: Official point of contact with a faction and unlocks future actions)
[ ] Low-End Introduction - (Choose Faction)
Now that your diplomats are trained, they can handle introductions to the smaller factions in your name. They are mostly used to making deals face-to-face, but most are used to doing things by proxy, so it should not be too hard to do so without you there.
(Chance: 70% for Locals (cannot choose The Common People, Cults, The Mutated, The Adventure Guild or The Merchant Guild)
Reward: Chosen organizations support-network unlocked.)
[ ] Seed Informants - (Basic) - (Choose Faction)
Some organizations do not have the best in mind for both the Pilgrims and the Common People. You should ensure that when the inevitable crash occurs with some, you will have at least a warning or even some more accurate information.
(Cost: 4 Materials
Chance: 65% (cannot choose The Empress)
Reward: Better information and possible counters against the plans of one faction.)
[X] Create Infiltrator-Corp - (Basic) - (1/2 Turns)
It is not something you hoped to do, but sometimes the circumstances require a more subtle elimination of uncertainties. Whether that is merely in the acquisition of information to disrupt operations or the disposal of specific individuals will be something you will have to decide in the future.
(Turns: 2
Cost: 1 Faithful
Chance: 75%
Reward: Can infiltrate factions for both fewer Materials and unlocks actions to subvert, undermine, or dismantle organizations. Raised Chances to secret actions)
[ ] Sell Your Information On Your Findings
Now that you have found some land that is not being used or owned, you could simply sell it.
(Reward: 25 Materials)
[ ] 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. To have power, you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action)
[ ] So That None May Suffer - (Material Cost)
The battle is joined, the military is clashing with the Engine and the poison has reached its maximum range, though it is likely spreading further than you fear. Many already suffer due to it, more will die in time. Help those too close to the Forest to leave, and heal all that you can heal.
(Takes 1 Unit
Turns: Until the Plague-Engine is dead.
Reduction in Civilian Casualties: 10%, +12.5% for 3 Materials or +25% for 5 Materials per turn.
Reward: Reduced Civilian Casualties, +0.2/0.5/1.2 Goodwill per turn, +1%/2%/4% Piety per turn, ???.)
[ ] Scout Out.
While you know that mutants exist in one location, you do not know what forces they represent and how many there are. Remedy that.
(Takes 1 Unit - (Specify which)
Chance: 70%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Mutants are revealed at the chosen location.)
[ ] Build An Armory - (Basic)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 2
Cost: 3 Materials, 5 Goodwill
Reward: Can supply and equip 3 Units. Unlocks further actions)
[ ] Watch Thy Neighbor
It is naive to think that no one will try to steal from you, especially now that you are starting to get into the Forest and uncover more valuable artifacts. Building a watchtower should help to alleviate some security concerns
(Cost: 5 Materials, 2 Goodwill
Reward: Watchtower: When the Tree Of Knowledge is attacked, your units receive enough warning to equip themselves and create counter-ambushes.)
[ ] 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 rather to simply take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize the in a military unit.
(Cost: X(Equipment) Materials, 3 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Untrained (1/6)
[ ] 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 1 Action)(Artifacts can be attached to one learning action to provide the inherent bonus, but are consumed unless special buildings are present)
[ ] Tailor Your Messages (Psychology/Culture)
Now that you understand the local culture, you can tailor your messages to increase your effectiveness in both diplomacy and recruiting.
(Chance: 70% Successes needed: 2
Reward: Reduced penalty for recruitment actions and diplomacy)
[ ] That Stone Is Talking (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however...
(Chance: 30% Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))
[ ] Food, Gotta Have It (Biology/Agriculture)
Now that you have access to unclaimed land, you should see to it that the best crops are chosen and planted for the local climate and soil.
(Chance: 65% Successes needed: 2
Reward: Unlocks Farms and crop options)
[ ] Study The Minerals (Geology/Mineralogy)
Iron, Copper, Steel, Gold, Silver, Jewel. On those, the economy runs. On those, you will have to rely on the building, and funding, of the Pilgrims. Let's see if there are not some veins that have been missed by prospectors.
(Chance: 65% Successes needed: 1
Reward: Locations and Information of mineral veins for future exploitation, unlocks Base actions and opens further research)
[ ] Secret Of The Circuit Pt.1 (Electronics)
While you have a functioning motherboard, you have no idea what it is supposed to do, or how it even functions. Start unraveling the mystery of circuitry.
(Cost: Rusted Motherboard
Chance: 35% Successes needed: 4
Reward: Unlocks Base Action, Unlocks Learning Action, +5% Piety, Progress towards Pilgrim-made Electronics.)
[ ] Translations For Beginners (Linguistics) - (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, use.
Chance: 40% Successes needed: 1
Reward: Translated Artifact)
[ ] Poison And Cures (Medicine/Biology)
The poison that will inevatibly seep into the water, soil, and air has already killed many, and it is not even at full strenght. Finding out what specific poisons are present, or failing that, and neutralizing/minimising their damages should be a priority. Lifes could very well depend on it.
(Chance: 30%(First Success), 70%(Second Success) Successes needed: 2
Reward: Reduced casualties for both successes, +2% Piety, +0.5 Goodwill)
[ ] 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)
[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-01: Est. artifact-grade: General Mundane+, Dice:2d2+1 per turn, Max. Yield: 3 Turns. No danger.
-WO-02: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-04: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
-WO-05: Est. artifact-grade: General Mundane++, Dice:2d2+1 per turn, Max. Yield: 1 Turns. No danger.
-WO-06: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.
-SE-01: Est. artifact-grade: Unknown, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SO-01: Est. artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 5 Turns. Mutants nearby.
-SO-02: Est. artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 5 Turns. No danger.
-SO-03: Est. artifact-grade: General Mundane-, Dice:3d2-2 per turn, Max. Yield: 6 Turns. No danger.
-SO-04: Est. artifact-grade: General Mundane, Dice:2d2 per turn, Max. Yield: 5 Turns. No danger.
-SO-05: Est. artifact-grade: General Rare+, Dice:2d3+1 per turn, Max. Yield: 3 Turns. Mutants nearby.
[X] Prepare an Expedition (WO-01)(3 turns)(House Mirn: Yes) - Ends in 3 turns
[X] Prepare an Expedition (SO-05)(2 turns)(House Mirn: Yes) - Ends in 3 turns
[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth it to send an expedition to a location, either due to its low yield or quality of the artifacts found there.
(Chance: 95%
Reward: 1 turn in the specified location.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Eastern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 90%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 3% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Wall
A giant, crumbling wall surrounds the First Ring. Ancient rusting behemoths lay atop it, and military bases lay dotted along with it. There is also an old bunker that no one has been able to open. You should see how many places have been untouched by scavengers and which ones you have to fight over. The spoils will be worth it.
(Chance: 80%
Reward: Sites in The Wall are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Gallery
Why the inhabitants gave taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to now. Whether or not you can access the different libraries and other book-stores is.
(Chance: 75%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, 6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Tower Of Pain
Intact electronics, architecture that makes the air scream, the certainty of a significant find. What is there not to like?
(Chance: 75%
Reward: Sites in The Tower Of Pain are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area, while the smokestack continues to belch black smoke into the air. What surprises await you once past the guardians, what greatness lies locked away?
(Chance: 65%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Pit
You are not sure what you will find here, only that you are probably the first to look for artifacts here. But your scouts have reported feeling like they are being watched...
(Chance: 99%
Reward: Sites in The Pit are located and mapped.
Warning! If the action fails, 25% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
Tree of Knowledge:The home of the Pilgrims, a bastion of all that they stand for, and a symbol of hope for the desperate. (Choose 1 Action)
[ ] Living Quarters - Grand
While you have enough space for a small village in the Tree, you should look towards expanding what space is available. If anything, you will run out of rooms sooner rather than later.
(Cost: 10 Materials Upkeep: 1.5 Materials
Turns: 4
Reward: Up to 900 Pilgrims can live in your base before mali start to apply)
[ ] Storerooms - Basic
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least three months.
(Cost: 2.5 Materials Upkeep: 0.2 Materials Restock cost: 3 Materials
Turns: 2
Reward: Can support up to 150 Pilgrims for three months under siege conditions, before you need to gather new supplies)
[ ] Storerooms - Expanded
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 six months.
(Cost: 4.0 Materials Upkeep: 0.3 Materials Restock cost: 5 Materials
Turns: 2
Reward: Can support up to 300 Pilgrims for six months under siege conditions, before you need to gather new supplies
Can be taken before Basic, due to population)
[ ] Administration Center - Expanded (Write in Section(Not Personal))
Running the Pilgrims will, over time, become only more complicated and require more and more things to be handled at the same time. Which means that you will have to create a bureaucracy to deal with this.
(Cost: 5 Materials Upkeep: 1.5 Material
Turns: 2
Reward: +1 Action to the specified section)
[ ] Laboratories - Basic
Researching is not something that is done by sitting in a tent, doodling on parchment, or throwing ideas at a wall to see what sticks. It is done in specialized environments, with purpose build equipment, and stocked up on anything that could be needed for experiments and developing prototypes.
(Cost: 20 Materials, +3.5 Materials Upkeep
Turns: 3
Reward: Improved success-chances, DC for 1,2,3 Progress unlocked, unlocks Learning Action, unlocks Base Action)
[ ] Salt Refinement
The salt that is generated can be further refined to achieve higher quality. This would subsequently boost sales.
(Cost: 4 Materials
Turns: 2
Reward: +1 Materials through salt sales per turn)
[ ] A Farm For Starters (Tiny) - (Choose Farmland)
You have soil, seeds, and the will to put the latter in the former. How hard could it be?
(Cost: 15 Materials
Turns: 3
Reward: -0.2 Materials Upkeep for soup-kitchens (globally), Upkeep for storerooms reduced by -0.1 Materials, doubled when choosing Extremely Fertile Farmland)
[ ] Let's Build A (Write-In)
(What do you want to build, and what should the building provide?)
Support: Many people try to take advantage of you. Fortunately, they are willing to give you something back. (Actions as advertised)
[ ] Merchants - (All Are Free Actions)
-[ ] A Small Loan - Locked until paid back
(10 Materials loaned for four turns at 25% interest) -[ ] Buying Stuff
(Write in technology/machine/other you want to purchase. Locked to maximum Common technology) -[ ] Selling Artifacts
(Write in artifacts that you want to sell) -[ ] Buying Goods In Bulk - (Once Per Turn)
(Reduce Upkeep of one(1) structure by 0.1 Materials, can only be taken once a turn.)
[ ] The Adventurer Guild- (1 Free Action)
-[ ] Guardians For Hire - (Choose Location)
(Cost: +1.5 Materials to Upkeep
Reward: 1 Facility has security against violent actions) -[ ] Take 'Em Out - (Choose Target)
(Cost: 7 Materials
Reward: Chosen targets plans are temporarily halted due to attacks) -[ ] Investigate
(Cost: 4 Materials
Reward: Chosen targets plans for the next two turns are revealed.)
[ ] The Military - (1 Free Action)
-[ ] Fell Off The Wagons - (Request 1 Piece Of Equipment)
(Cost: variable
Reward: 1 Piece Of Equipment - Military Grade.) -[ ] War Lessons
(Cost: 2 Material
Reward: +5 to the first 2 rolls in the next Combat.)
Personal: Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (Choose 2 Actions)
[ ] Too Much To Do - (Action)
There is simply too much to do and not enough hands to do it. Start helping out.
(Can be taken multiple times.
Reward: +1 Action is done)
[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)
[ ] 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: 75% for Locals, 55% for Elites (cannot choose The Common People, The Mutated, The Merchant Guild or Cults), 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: +1 Faithful, as long as there are followers left)
[ ] Charity Drive (X Goodwill)
It is an unfortunate truth that money does not grow from trees. This means that you need to get people to donate it to ensure that the Pilgrims can continue with their expansion.
(Chance: 0-30/50/70/95
Reward: Exchanges 1 Goodwill 0.5/1/1.5/2 Materials)
[ ] Name Yourself
Over the years you had many names, given by your parents, your friends, and companions, by the people and the Pilgrims. But they were not you. Perhaps you should spend some time to find a name that describes yourself, mind, body, and soul. Notable Achievements:
-Accidentally created a Cult
-Failed 40% of all attempted actions setting up the pilgrims
-Solved the first crisis of Faith
-Shadowed A Plague-Engine
-Survived a Plague-Engine
-Enduring a horrific Poison
(Reward: You are Named, ???)
[ ] Write In
If you spot any mistakes or have questions, tell me so that I can provide a better experience for all.
Note: If the opinion on Mutated falls to -3, a PURGE is initiated.
Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.
A moratorium will be until 29.05.20 at 17:00 CET.
Voting will be closed on the 31.05.20 at 17:00 CET.
I will roll on the 02.06.20 at 17:00 CET if no has yet rolled.
Updates will be online 2 days after rolls.
[] Plan: Let this be our Legacy
-[] So That None May Suffer - (5 Materials)
-[] Secret Of The Circuit Pt.1 (Electronics)
--[] Rusted Motherboard, Thouroughly Burned Pile Of Electronics, Drained Battery, Non-Functional Lightbulb, Shattered Robotic Arm
---[] +1FF
-[] Send Out The Scavengers (WO-05)
-[] Storerooms - Basic
-[] Too Much To Do - (Learning)
--[] Translations For Beginners (Linguistics) - (Artifact)
---[] Untranslated Book On Chemicals, Assorted Books In Multiple Languages
-[] Name Yourself
Here is what I have so far, let me know if anyone has any suggestions.
You, Leader of The Pilgrims
3/6 Health (-3 permanent)
3/3 Armor
Training: Trained (3/6)
Breakpoint: NONE
Spear: 1 Damage per size (1 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +3 Armor
Special Rules:
-Must be attached to one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-Should this Unit die, all other Units will automatically retreat.
-50% Chance to gain/lose 40% Piety should this Hero die in combat.
-Gain 20% Piety should this Hero die of natural causes
Upkeep: Free (Because it's you.)
Traits: Poisoned By A Plague-Engine
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. Though many see your determination to endure such a fate for something beyond yourself as inspiring and have taken to more selfless actions as a result of this.
Effect: Reduced health, reduced lifespan, permanent -1 to Piety reduction rolls
Oh, a Hero unit character sheet. I wonder what... Uh, didn't we succeed? Getting something like this, despite reaching 20+ of what was needed...
There was a small cellar underneath a small decrepit house in the worst part of the slums of Mirn. In this small cellar, only a small table stood in the middle, while a poorly hand-drawn map is pinned to the wall. Multiple circles could be seen on the map, color-coded to show the territory of those who took part in meetings here, and those that opposed them.
A new color had joined them. Blue.
Two men and one woman stood around that map and looked furious, angry, and contemplative at it.
The woman spoke, her two brown-furred tails flicking about in fury while a low growl could be heard. "Why are we tolerating them here? Not enough that they prance all about the city preaching their nonsense, but now they have the gall to preach to our people. "Be the light through your actions, and darkness will disappear around you. Give light, and darkness disappears by itself." Bullshit! They did not even dare to help us when we needed aid after the nuscra beat us for protesting against us being enslaved!" One of the men hummed at that, before scribbling a note at the side of the map. His heavily muscled and furred arms delicately held the pen, careful not to scratch the map with his claws. "As far as we know, they had an internal debate about the morals of whoring yourself out."
"You are shitting me, are you for real?" the last man asked, shifting his weight on his digitigrade legs, blue scales shining in the light of the lamp. "No, though they could have been occupied with building their inn and desalination thingy. What have you found about that, by the way, tails?" Arms asked, looking at Tails. "Ain't nothing special there. Could build it ourselves, which means that it's not worth stealing or destroying. None of my Children reported any unusual activity with that inn. At least if you count selling trinkets from the Forest for a shitload of cash, not noteworthy."
Legs nodded in agreement at that. "Yes, sister is right at that. However, I found out recently that some of our wayward have been swayed by their poisoned tounges and have chosen to live and work with them. They have likewise started to send some of the wayward back to preach. They are stepping up in their attempts to steal out kin, father." Arms did not reply to that, choosing to stare at the map in thought instead. There were several minutes of silence as both Tails and Legs did not want to interrupt Arm's thoughts.
"They have been snooping around in our territory, poaching our people, and poisoning their minds. They are disrespecting our holy mission. Let us ensure that they get the message that they are not welcome here. Tails? I need a Volunteer."
Great, a hostile mutated cult. I bet they are going to do their best to get purged.
It felt wonderful to share meals with those that shared your love of this life once more. The satisfaction of being part of a well-oiled machine. There was nothing greater in your mind than sharing a meal after a hard day's work with those you trusted, laughing at those that tried to kill you, and fearing for the wellbeing of those that were injured in this mad dash to ensure the welfare of all that you hold dear.
That could have gone better. We might want to take the storage option and prepare for staying inside the Tree for a few turns.
[] Plan: Prepare for lockdown
-[] Even The Lowest May Prosper - (1/2 Turns)
--[] +3FF
-[] Create Infiltrator-Corp - (Basic) - (1/2 Turns)
-[] So That None May Suffer - (5 Materials)
-[] Poison And Cures (Medicine/Biology) (Preserved Orchid -+ 5 to Biology, Tattered Book On Dental-Hygiene - +5 to Medicine)
-[] Send Out The Scavengers (WO-05)
-[] Storerooms - Expanded
-[] Merchants
--[] Selling Artifacts
---[] Golden Pencil,
--[] Buying Goods In Bulk - (Once Per Turn)-Soup kitchen
-[] Personal Introduction (The Union of Herbalists)
-[] Name Yourself
Ok, we continue the actions we started. Then we have So That None May Suffer with max Materials/half our budget, to reduce casualties. Next is Food, Gotta Have It so that we get more out of the farmland we found. But given the situation, I have been thinking about a write-in about medicine. We do have a few Artefacts that give a bonus, sooo...
@HeroCooky Would a write-in Learning action about medicine be valid?
Also, is there an extra risk for our scavenger if we send them out to loot stuff, now that the Plague Engine is fully powered? Or is it just the normal dice roll?
Anyway, the maybe scavenging action and then the Tree expansion. I suggest Storerooms - Expanded so that we can stay inside the Tree for a few months if worst comes to worst. I would have preferred the action Administration Center - Expanded (Tree of Knowledge) so that we can do A Farm For Starters (Tiny) without locking our only action in that category for three turns, but with the Engine being apparently invincible...
Last we sell one Artefact, do the Buying Goods In Bulk action for the last/maybe valid structure, another Cool Tempers action to raise Piety and finally naming ourselves. Although, currently I have no idea what name would fit.
Edit: Switched Food, Gotta Have It (Biology/Agriculture) for Poison And Cures (Medicine/Biology). I also added another Artefact for the +10 bonus on the action.
Switched Cool Tempers for Personal Introduction (The Union of Herbalists) because they could help with So That None May Suffer, the bulk supply and production of antidotes if Poison And Cures succeeds, and because we already get Piety from Poison And Cures and Even The Lowest May Prosper.
@karmaoa There is no risk for your scavengers as long as they do not walk around in The Pit. They are well aware of the dangers of the Engine and have already taken the same measures as you and the Tech-Scouts did.
The write-in about medicine is valid the moment i can read what you want it to accomplish, and find that you can do so at the moment with your equipment.
Also, yes you did succeed in finding the Plague-Engine, but since that thing is basically a mobile Biological-WMD you got a tiny debuff. Had you not taken part you would have only gotten some fluff text, but since you plunged into danger alongside your people you got the trait.
Aside from dying sooner, it won't have any other negative effects and you may be able to remove it down the line. Thoug if you want to do so is something that should be discussed once it is available.
The write-in about medicine is valid the moment i can read what you want it to accomplish, and find that you can do so at the moment with your equipment.
Well, I thought about it because it looks like we shifted from "killing the Engine" to "limit casualties". That means there will be many sick people and we know from the time we started the hospice that our medical skills are currently lacking. I assume a Learning action would be most suited to fix that.
So, a Learning action focused on healthcare and ways to treat the most common sicknesses caused by the Plague Engine?
Or maybe we could try a Diplo action? From the rumors, we know that the Military keeps the Plague Engine a secret, which is good to prevent panic but also means local doctors can't prepare for the coming plagues.
Maybe a Diplo action to get into contact with as many local doctors as possible and a Learning action to get our people trained. Basically, using our people getting trained as a pretext for organizing them and preparing for the coming plagues. Even if the usefulness of that is limited, we could still get a few apprentice doctors out of it.
Well, I thought about it because it looks like we shifted from "killing the Engine" to "limit casualties". That means there will be many sick people and we know from the time we started the hospice that our medical skills are currently lacking. I assume a Learning action would be most suited to fix that.
So, a Learning action focused on healthcare and ways to treat the most common sicknesses caused by the Plague Engine?
Or maybe we could try a Diplo action? From the rumors, we know that the Military keeps the Plague Engine a secret, which is good to prevent panic but also means local doctors can't prepare for the coming plagues.
Maybe a Diplo action to get into contact with as many local doctors as possible and a Learning action to get our people trained. Basically, using our people getting trained as a pretext for organizing them and preparing for the coming plagues. Even if the usefulness of that is limited, we could still get a few apprentice doctors out of it.
But seriously, I'm thinking about switching Cool Tempers with Low-End Introduction - (The Union of Herbalists). Getting into contact with them could synergize with So That None May Suffer, given the healing attempts that going to happen while evacuating people.
Wait, no. Personal Introduction (Write in Organization) would be better, with the 75% success chance, the +15 bonus, and the thematical fit of us meeting them after we got the Poisoned By A Plague-Engine trait. That could also scare them into doing proper work, given that a screw up on that scale could get them lynched.
[ ] Poison And Cures (Medicine/Biology)
The poison that will inevatibly seep into the water, soil, and air has already killed many, and it is not even at full strenght. Finding out what specific poisons are present, or failing that, and neutralizing/minimising their damages should be a priority. Lifes could very well depend on it.
(Chance: 30%(First Success), 70%(Second Success) Successes needed: 2
Reward: Reduced casualties for both successes, +2% Piety, +0.5 Goodwill)
Immediately useful and it gives us not only Goodwill but also Piety. We might have to do this anyway, given the mention of poison seeping into the soil. Well, or someone else could do it later, once it gets obvious that the local farms can't produce enough food for the city anymore.
There is no need, no. But it's thematically fitting, with what happened during the last turn. Now I'm tempted to switch the action to Lead By Example (Poison And Cures) though.
Sult Kelere walks into the room of her oldest son, only to find him still asleep, despite the sun having risen a few minutes earlier. Not being a mother to tolerate such laziness, she immediately grasps his mattress and pulls it out from under him, letting him fall to the floor with a yelp.
"Hey, what, who?" the teenager yells, confused, shaking his head in an attempt to get rid of his drowsiness. "Kele Kelere, stop wasting away the day by sleeping and start helping out in the house. You need to take out the garbage, remove the sand from the yard, feed the chickens, and help your father in the smithy. Get to it, young man!" his mother replies while slamming open the shutters baring his window, letting in the early morning light, which blinds the unfortunate Kele, and the sounds, and smells, of a waking city.
Barely able to suppress a groan, Kele stands up and begins his morning-ritual of yawning, stretching and choosing whether or not he can wear the same clothes that he wore the last week. The smell dissuaded him of such a notion, and he begins to dress, cursing his mother's tendency to wake before any sane person would. Once finished, Kele goes downstairs and grabs a bowl-full of Sandwheat porridge with a pinch of sugar and honey mixed in. It almost makes it enjoyable, though the fact that he will have to eat it without for the next week is enough to make him shudder.
Chucking the garbage into the garbage-collectors cart is done in a minute and likewise is the cleaning of the small yard behind the house and attached smithy. He can already hear his father, Kala Kelere, banging away on a shipment of spears that had been commissioned by the army last week. Come to think of it; they have been ordering an awful lot of arms and armor the previous six months. Kele spends a moment thinking about the implications of a buildup in the army before his mother whacks him upside the head for standing around being useless, instead of doing something. He does the wise thing of cleaning faster, rather than argue.
Once he finished feeding the chickens, greedy little bastards that they are and returned with the eggs they had produced, Kele dons his apron and enters the smithy in full. Immediately he is blasted with the heat of the forge, the smell of hot iron and sweat, and the sounds of the rhythmic hammering of his father. "Grab that and make it ready for me.", his father orders, barely looking up from his work, trusting his son to get it right like he always did.
Kele spends the next hour working on creating and polishing spears until he hears his father swear furiously. "What's the matter? Is the Iron bad? Not enough heat?" he asks, concerned that something had happened. "No, we are running dangerously low on coal. How did I miss that we were running so low? No matter, Kele? Tell your mother to give you money to hire some lads to haul some sacks back here. I would go to Lady; she has the most coal for her coin."
"Yes, father.", Kele responds, rushing out of the smithy to tell his mother of his father's errand and goes on his way. It is not long until he walks into the Druzki-Marketplace, with the smells and sounds of spices, haggling, and beggars filling his senses. He avoids the latter and makes a bee-line towards the stands, where day-jobbers and the indentured position around, being praised by those they owe money to or haggling with those in need of cheap labor for the rates at which they will work. Kele chooses two Mutated and a woman for their cheapness and the fact that all three look like they can handle carrying the heavy sacks of coal. Once the negotiation is over, he leads them to the other side of the market to the carts and warehouse of "Lady," a coal merchant known for the fact that she has several deals with mine-owners that allow her to sell her wares at lower prices than almost anyone else in Mirn. She was, however, busy at the moment as she animatedly talked with a man with a blue patch with a white triangle on his shoulder.
It was a bit odd to see one of those weirdo "Pilgrims" haggle with her, but Kele guessed that everybody needed something to heat their houses and furnaces. He had not seen much of them, but they were the talk of the town when nothing more exciting happened at the moment, as they not only fed the hungry but were making strides in offering to heal for free and had started a major campaign in the Mutated-District. What they were doing there other than trying to get cheap labor was anyone guess. However, Kele had better things to do than ruminate about the motives of the weird semi-legal cult, such as buying some coal, so that his family could keep the quota and keep working for the military instead of relying on jobs by the commoners.
Once the sacks were bought, and his laborers had the safely secured, he leads them back towards his home, whereupon on arrival, they dumped the bags and went back with him to transport the rest of the supplies. When this was done, he paid them for their work and went back into the smithy to help his father in his work. The hours ticked by and speartip after speartip left the hands of their makers, to be collected later in the day to be inspected and married to their prepared shafts. Once the sun was setting on the horizon, both father and son stopped working and prepared the forge for the next day, cleaning their workplaces and retreating into their house to enjoy a meal that did not consist of sandwheat.
It was delicious, not only for the fact that it tasted good but also for the hard work done throughout the day.
A day in the life of a citizen of Mirn. I am not happy with the tone and pacing however and may rewrite it in the future or give you the perspective of someone else in a future side story. But until then, enjoy.
[X] Plan: Let this be our Legacy
-[X] Even The Lowest May Prosper - (1/2 Turns)
--[X] +3FF
-[X] So That None May Suffer - (5 Materials)
-[X] Poison And Cures (Medicine/Biology)
--[X] Preserved Orchid, Old First-Aid-Kit, Animal Skeleton, Tattered Book On Dental-Hygiene
-[X] Send Out The Scavengers (WO-05)
-[X] Storerooms - Basic
-[X] Too Much To Do - (Learning)
--[X] Translations For Beginners (Linguistics) - (Artifact)
---[X] Untranslated Book On Chemicals, Assorted Books In Multiple Languages
-[X] Name Yourself (Martyris)