We had around 35 Goodwill before this Turn, with us having spent 15 and now spending 4, we should have around 16 Goodwill left. We could do "Grease The Wheels" again, but it would bring us preeetty close to 0.
Useful, but the only ones that might use shields right now are the Wall. But this will help once we recruit bigger units.
@HeroCooky I just looked up our troops in the Units folder from the last Turn. For some reason, the Wall has Training: Militia (3/6) listed, while the Tech-Scouts have Training: Trained (3/6). I think one of them is wrong.
-[X][Martyris] Too Much To Do - Recover Personal Cutters - Intact - (The Unbroken, The Wall)
--[X] Establish A Trade Route From The Tree to Strul - (7d18)
Needed: 44 Rolled: 74 + 50 = 124
Success!
-[X][Aria] To Convince A Core - (Aria)
Needed: 25-45 Rolled: 22 + 5 = 27
Success!
^Ä^ can now assist research!
He has a 5% chance to damage himself while doing so permanently.
-[X] The Bureau For Imperial Civilian Logistics - (1 Action) - (-15 Materials, -15 Goodwill)
--[X] Grease The Wheels - (Learning To Take Census Pt.1)
Success!
Progress: 3
After Norqod had been opened for settlement, the village has been practically flooded with applications, causing even the most composed bureaucrat to focus on their job. As a result, the available number of spots within the town has been expanded two-fold within the last season, though it has done the exact opposite thing that House Dall had likely done it for: lessen the pressure.
Titanic Earthquake In Tessen Ringing Bells - The Truthful Observers.
A massive earthquake has hit our Region, shaking many from sleep and more than one worker in the Tessen High-Market from their feet. Towers in Mirn are being inspected for any crags as dozens of teams begin the search for anything amiss in the lower portions of other cities. Over two hundred have been killed in collapses, while tens of thousands have been injured, most of them Mutated, with entire sections of the Mutated Districts all over the Region lying in rubble or on fire. After the near-collapse of some of their Districts, many experts have started to rally political support to create building codes and, critically, subsidies to the Mutated, as the fires and damage done by the earthquake have been classified as "extreme" in many towns. However, opposition groups have instead called for an increased exclusion of Mutated from towns and cities, citing the same reports...
(Read more on pages 2-9.)
Wetware Knights, Genocide, Fighting For Survival, And Losing Hope! - Rags, Rumors, And Rants
Shocking news begins to filter out of the enclaves of the Forge-Clans amidst the unease sparked by the recent earthquake, as someone has managed to access the Forge-Web. The details are still sparse right now, but words like Wetware Knight, Biological Symbionts, Genocide, and Eversun are flung around like mad. We can only speculate what exactly has happened, yet the picture is not a pretty one! That the despicable Eversun engages in active genocide is well known, though few accounts have managed to make it to the Empire without being heavily altered by distance and time. And now we are being contacted by one of Eversun's victims, fighting back by using long-forgotten artifacts coupled with the desperate hope that someone may help them in any way whatsoever. The Emperor has yet to comment on these rumors, but our reporters and investigators have been assured that one is being prepared.
(Read more on page 15.)
The Criminal Organizations have taken notice of the Consensuals. Specifically, the one you are expanding, as it represents a threat to their sex-workers loyalty. Some gangs are starting to gear up for a few "visits" to a few fled workers. Expect sporadic attacks on the Mirn Consensual.
We should send help to the Mutated. It helps them rebuild and we get first-hand accounts about those "noises". Worst case, something is burrowing up to the surface.
[X] No
Succeeding would be nice, but then "Grease The Wheels" next Turn would get us way too close to 0 Goodwill. I prefer failing that one Action over pushing the Psychology projects back.
I smell opportunity in the earthquake zone. Me thinks we should send a team or two to set up soup kitchens to help the wounded and displaced.
Edit: the two end points for the trade routes could be set up as another route between those if they are close enough together and not on opposite sides of the main hub, IE Us.
I just looked up our troops in the Units folder from the last Turn. For some reason, the Wall has Training: Militia (3/6) listed, while the Tech-Scouts have Training: Trained (3/6). I think one of them is wrong.
the two end points for the trade routes could be set up as another route between those if they are close enough together and not on opposite sides of the main hub, IE Us.
So does that mean that there are now three routes in the empire now? The Two routes from the Main hub and route from those two that does not pass through the main hub IE us?
So does that mean that there are now three routes in the empire now? The Two routes from the Main hub and route from those two that does not pass through the main hub IE us?
That's the idea. We sell them a transport and get trade going between those cities. And the others will see this and demand the same thus bringing in more money for the pilgrims.
That's the idea. We sell them a transport and get trade going between those cities. And the others will see this and demand the same thus bringing in more money for the pilgrims.
Huh? I was sure... Ah, I asked about how already finished Theories affect the next higher Theories (Common->Advanced, etc.), not about overflow. That explains it. In that case, it would be best to make sure we get 3 Successes on that next Turn.
I'm really disappointed Labs won, and we spent all that goodwill on something other than psychology. I feel really strongly that we need to help the lost recover, for both strategic and more importantly RP reasons.
Without psycology artefacts there's little we could do. If we had started Illness it would be mostly reliant on automatic successes which would have caused both projects to slow down. Better to focus on one big preoject at a time.
Besides, the situation with the lost seems stable. They are mostly focusing on building themselves a base which will only make it easier to contact them in the future. I think they can hold until we get Illness done.
Besides, the situation with the lost seems stable. They are mostly focusing on building themselves a base which will only make it easier to contact them in the future. I think they can hold until we get Illness done.
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 valuable technologies and machines to advance civilization
-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
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
-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, water, and electricity
--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 and repairs
-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, for 8(eight) weeks a year without stating a reason.
-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/engineers 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
-h.) Production
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.)
Second Tenet: Children Of The Universe:
It does not matter if the body is one of flesh, blood, and bone, or metal, oil, and circuitry; the truth remains the same: they are as deserving of life and respect as any being in existence. Who are we to judge and condemn a being, to declare them as non-sapient and non-sentient, for the crime of not being born a human? Who are we to point at a Core which enjoys art, an Animal in the wild which learned to read and write in high-prose, and declare them as less than us? Our mind makes us human, the ability to reason and understand, feel the suffering of those around us, and reach our hand out to help. Every single Machine-Mind and Animal capable of thought deserves our respect and a chance for peace unless they attack first.
(All non-hostile sapient beings (excluding Humans and Mutated) in the world receive, when engaged in Diplomacy, a relationship bonus, hostile ones are less likely to engage in antagonistic ways and can be persuaded to leave in peace or recant their ways. Pilgrims will not view any sapient being not of human origin as something less or false and will automatically advocate for and defend their rights. AI research is massively more manageable. +1 relationship to all Forge-Clans. Piety loss now 1 per 100 Followers.)
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: 1176
-Faithful: 17/38
--1/3 General Scientists - +12 to assigned research
--2/2 General Doctors - +12 against diseases and to Medical/Biological research
--1/1 Common Engineer - +14 to salvaging operations and to Mechanical/Electronic research
-Followers: 1.138(213 (8 Faithful) unoccupied)
--Recruitment: (+29 per Turn)
---(13 Due to: The Codex Mk.1)
---(2 Due to: Daycare)
---(14 Due to: Poor-House - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul))
Total: 10
-Suzuki - Combat - Infection
-Annika - Exiled For 10.b. and other crimes - Execution
-Abhina Havaldar - Murder - Beaten To Death
-Roland - Murder - Stabbed To Death
-Sree Merdad - Murder - Bled Out
-Somphone - Murder - Brain Trauma
-Tano - Murder - Shattered Ribcage Leading To Asphyxiation
-Tawni Ifri - Murder - Infection Due To Burn Wounds
-Musto - Murder - Perforated Heart
-Nina - Murder - Physical Trauma
Materials: 150.82 (min. +5.28, max. +493.28 per Turn.)
Income = 205.26-693.26 Materials:
22.76 = Followers
4.00 = Miscellaneous Sales
19.00-82.00 = Technology Sales
16.00-297.00 = Trade Routes
19.50 = Taxes From Norqod
7.00-13.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
3.00-21.00 = Brothel 'Consensual' - (Mirn, Jokvi)
3.00-12.00 = Print Shop - Smut
12.00-15.00 = Iron Mine
27.00-60.00 = Silver Mine
48.00-81.00 = Jewel Mine
9.00-36.00 = Ashleaf-Nursery
9.00-18.00 = Black Root
Upkeep = 199.98 Materials:
10.00 = Temporary Aid to: The Lost
0.00 = Computer (-15.00 Due to Merchant Guild Donations)
4.14 = Black Box
10.91 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk. +0.55 due to Guards! Guards!)
4.95 = 6 Soup kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen(Normal), 1x Strul(Normal)) - (-0.95 Due to Buying Goods In Bulk)
0.55 = Small Hospice (Strul) - (-0.80 Due to Bloodbark)
1.91 = 2 Expanded Hospices - (-0.15 Due to Buying Goods In Bulk, -1.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
14.60 = 6 Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul) - (-0.35 Due to Buying Goods In Bulk)
0.70 = Brothel 'Consensual' - (Mirn, Jokvi, Tessen) - (+1.10 Due to Guardians For Hire, -0.40 Due to Buying Goods In Bulk)
2.50 = Print Shop - Smut
2.10 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk)
0.49 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.80 = Medical Wing - (-0.15 Due to Buying Goods In Bulk, -0.10 Due to Tools Of The Trade)
8.01 = Living Quarters - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk)
3.02 = Storerooms - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk)
3.19 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
4.01 = Metalsmiths Abode - (Expanded) - (-0.15 Due to Buying Goods In Bulk)
7.70 = Bert - (Tiny) - (-0.50 Due to Backroom Deals)
7.50 = Anchorage (Tiny) - (Jokvi, Strul)
11.94 = Electronics Workshop - (-0.20 Due to Buying Goods In Bulk)
5.60 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire, +2.55 Due to Steam Engine)
3.90 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +2.55 Due to Steam Engine)
1.35 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
7.50 = The Crystal-Path - (-0.50 Due to Buying Goods In Bulk)
4.70 = Central Region Security - (-0.50 Due to Backroom Deals)
11.46 = Unit Upkeep
66.00 = Taxes
Piety: 100% (+50 to all rolls for Heros with the Adjudicator Trait)
Rolls (-3):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-1 (Daycare)
-1 (Beautification)
-3 (Electric Lights)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
+11 (Followers, +1 every 100)
Suspendium: 13 Medium, 17 Small, and 5 Tiny Suspendium Shards (1 Large needed in 4(four) Turns)
+4 Medium Shards (Crystal-Path)
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: Politicking
Marquis of Tessen
Opinion: Friendly (1)
Plans: Politicking/???
Owes: 1 Major Favour
House Ulatarn
Opinion: Friendly (1)
Plans: Politicking/???
House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Plans: Politicking/???
Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Friendly (1)
Plans: Suspendium/Daughter of Dawn
Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: They are incredibly concernedabout the earthquake. They are helping in the clean-up.
Information Network: Rank 2. Factions:
- Knight-Chapters:
-- Blue Lance (Chapter-Master: Alson Dulhne|Friendly (1)|7 Hel's (175 Knights Total)|Defense-Chapter|Friends To The People)
-- Umbra Skulls (Chapter Master: Phagorim|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|7 Hel's (175 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|12/15 Hel's (300 Knights Total)|Assault-Chapter|Illuminate Them)
The Bureau For Imperial Civilian Logistics
Contact: High Archivar Mahan
Opinion: Neutral (0)
Local Plans: Getting Suspendium.
National Plans: Improved Radiological Technologies (6 Turns) - 470 (1st), 350 (2nd), 290 (3rd) Materials as Reward.
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: Useful Minority (1)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on
Information Network: Rank 1.
Mood: Are very, very concerned about the earthquake.
The Merchant Guild:
Contact: Abraham Lin
Opinion: Friends (2)
Plans: Valued Customers and Suppliers
The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance/Make Cheaper Medicine. Factions:
- Foundation (Neutral (0)|45% Control|Cheaper Actions)
- Healers (Ally (3)|55% 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)/80 Members/Reliable Mercenary Company)
Plans: Seeking Contract
-The Scavenger Organizations (Leader: None Formally
Crews: Old Eye Joe / 128 Members
Plans: Butchering Titan's Fall)
-???
Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Information Network: Rank 1.
Plans: Have taken notice of the Consensuals. Specifically, the one you are expanding, as it represents a threat to their sex-workers loyalty. Some gangs are starting to gear up for a few "visits" to a few fled workers. Expect sporadic attacks on the Mirn Consensual.
Cults:
Opinion: Neutral/??? (0/???)
Plans: ???
Uncovered: The Lost
Opinion: Friends (2)
Information Network: Rank 1.
Plans: Building a refuge in Tessen. In addition, they are assisting the clean-up after the earthquake.
Uncovered:
- 176 Members
-Pilgrim Sub-Cult
-Martial Focused
-??? Conclave of Faya
Opinion: Neutral (0)
Plans: Festival Of Lights
Uncovered:
-Spirit Worship
-Artistic Focused
-Non-Violent Meira's Hidden
Opinion: Neutral (0)
Plans: Recover Ancient Holy Artifact
Uncovered:
-Forge-Clan Offshoot
-Pro-Mutated
-Isolationists
The Mutated:
Opinion: Friends (2)
Plans: Live.
Information Network: Rank 1.
Mood: Bbunkering down due to the earthquake, cleaning up the rubble of their destroyed existences, or complaining about "noises".
General Opinion on Mutated: Open Racism (0)
Artefacts
Common
Glaive - 2.04 - +5 to Common Weapons
Chocolate Recipe - 1.03 - +5 to Common Chemicals
Chainsword - 1.24 - +5 to Common Mechanical
"4D Rectangle" - 0.88
Food Preservatives - 1.15 - +5 to Common Chemicals
Elaborate Costume - 0.63
Ancient Torah - 0.44
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
2 Destroyed Sentinel Remains - 1.31 - +20 to Machinery/Armor/Programming/Electronics
Flexible Window - 1.21 - +5 to Common Armor
Gyro Bed - 1.47 - +5 to Machinery
Rusting Water Pipe System - 1.43 - +5 to Hydraulics
Tattered Book - 2.67 - +5 to ???
Thick, Faded Tome - 3.49 - +5 to ???
Bugged Collision Avoidance System - 1.93 - +5 to Programming
Rare Spices - 0.72
Low-Grade Conductor - 1.60 - +5 to Electronics
Lever-operated Pump - 2.19 - +5 to Mechanics
Rare
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Dilapidated Prosthetic - 5.19 - +20 to Advanced Electronics
Report On Vivisections - 5.12 - +20 to Advanced Biology
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Common Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Common Armor
Holographic Sights 6.48 - +20 to Advanced Weapons/Electronics
Unique Lattice Shields 6.98 - +20 to Advanced Armor/Metallurgy
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
Acid-Canisters - 7.03 - +20 to Advanced Weapons/Chemicals/Metallurgy
Intact Civilian Flamethrower - 6.75 - +20 to Advanced Weapons/Chemicals
Anti-Riot Gas-Recipes - 7.38 - +20 to Advanced Weapons/Chemicals
Somnia In Sempiternum - 5.77 - +20 to Advanced Psychology
2 Damaged Sentinel Remains - 7.31 - +20 to Advanced Machinery/Armor/Programming/Electronics
2 Damaged Caretaker Remains – 7.04 - +20 to Advanced Machinery/Armor/Programming/Electronics
Malicious Scrap Code - 6.17 - +20 to Advanced Programming
Destroyed Bright-Pistol - 7.23 - +20 to Advanced Weapons/Metallurgy/Physics
Foldable Electro Lance - 6.33 - +20 to Advanced Weapons
Calculations On Sandcrete - 5.26 - +20 to Advanced Physics
Flexible Armor Jacket - 6.90 - +20 to Advanced Armor
Electro-Spool - 6.63 - +20 to Advanced Weapon/Electronics
Calibration-Matrix - 6.30 - +20 to Advanced Weapon/Programming
Self-Loading Rocket Tube - 6.15 - +20 to Advanced Weapons/Machinery
Ammunition Storage Feeder - 7.42 - +20 to Advanced Hydraulics
"Flight Related Sicknesses And Cures" Manual - 6.92 - +20 to Advanced Psychology
Code Scraps - 5.99 - +20 to Advanced Programming
Oil Refinery Parts - 5.20 - +20 to Advanced Chemicals/Machinery/Hydraulics
Laboratory Equipment - 5.44 - +20 to Advanced Medicine
1 Baby Gargoyle Corpse - 5.21 - +20 to Advanced Biology/Armor
Black Tome With Golden Letters - 11.76 - +20 to ???
A Book With Legacy - 9.13 - +20 to ???
Anti-Avian Shock-Plates - 6.13 - +20 to Advanced Weapons/Electronics
Anti-Thief Watchsystems - 5.87 - +20 to Advanced Weapons/Programming/Machinery
Warped Cuircuits - 6.52 - +20 to Advanced Electronics
Automated Bloodbag - 6.82 - +20 to Advanced Hydraulics/Medicine
Piston Motor - 6.67 - +20 to Advanced Machinery
Autonomous Preservative Injector - 6.44 - +20 to Advanced Hydraulics/Chemicals
Busted Walker Coolant Tube - 7.40 - +20 to Advanced Hydraulics
Rusted Walker Eye Component - 5.56 - +20 to Advanced Electronics
Crossbow Loader - 5.46 - +20 to Advanced Weapons
Scale Vest - 6.25 - +20 to Advanced Armor/Electronics
Scale Helmet - 6.50 - +20 to Advanced Armor/Electronics
Scale Gauntlets - 6.09 - +20 to Advanced Armor/Electronics
Scale Boots - 5.53 - +20 to Advanced Armor/Electronics
Mono Titanium Blade- 5.01 - +20 to Advanced Weapons/Metallurgy
Mortar Range-Finder - 5.66 - +20 to Advanced Weapons/Electronics
Hardened Tracking System - 5.06 - +20 to Advanced Armor/Electronics
Lost Tech
Gutted Core - 17.04 - +50 to All 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/Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Shield - 18.49 - +50 to Pioneer Armor
Locked - Hololithic Cube- 20.00 - +50 to All Physics/Machinery/Hydraulics/Engineering/Programming/Metallurgy/Electronics - [Black Box]
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
Bone Mending Kits - 16.12 - +50 to Advanced Biology/Machinery
Electric Collars/Shackles/Implants - 19.72 - +50 to Advanced Psychology/Electronics/Pioneer Medicine/Biology
Äther-Battery - 15.90 - +50 to Pioneer Electronics/Physics/Chemicals/Engineering/Metallurgy
Turbine Injectors - 15.46 - +50 to Pioneer Hydraulics/Chemicals
Fire-Suppressant Systems - 15.41 - +50 to Pioneer Hydraulics/Chemicals
Hexagonal Armor Plate - 18.01 - +50 to Pioneer Armor/Metallurgy
Auto-Pilot - 19.66 - +50 to Pioneer Programming
Prototype Fuel Refiner - 19.45 - +50 to Pioneer Hydraulics/Chemicals/Engineering
Miniature Bright Lance - 18.33 - +50 to Pioneer Weapons/Electronics/Metallurgy/Machinery
Flesh Mending Syringe - 16.71 - +50 to Pioneer Biology
Bright-Lance Compartments - 18.76 - +50 to Pioneer Hydraulics/Weapons
Stimulants - 15.11 - +50 to Pioneer Biology
Samples Of Neuionum - 16.28 - +50 to Pioneer Metallurgy
Target Seeking Explosives - 18.74 - +50 to Pioneer Weapons/Electronics/Programming
Hostile Virus - 17.38 - +50 to Pioneer Programming
Fluid Exchanger - 15.02 - +50 to Pioneer Hydraulics
3d Metal Printer - 15.78 - +50 to Pioneer Machinery/Electronics/Programming/Chemicals/Metallurgy
Gas Liquifiers - 15.43 - +50 to Pioneer Hydraulics
Non-Biological Affecting Acids - 17.05 - +50 to Pioneer Chemicals/Biology
Theorem On Celestial Movements - 15.97 - +50 to Pioneer Physics
Sleep-Gas Bombs - 18.56 - +50 to Pioneer Chemicals/Biology/Weapons
Spider Drones - 16.55 - +50 to Pioneer Weapons/Electronics/Programming
Self-Adapting Virus - 16.53 - +50 to Pioneer Programming
Smart Fluid Nano-Drone Swarm - 16.36 - +50 to Pioneer Hydraulics/Medicine/Programming
Self-Deploying Jackhammer - 16.90 - +50 to Pioneer Mechanics/Programming
Assisting Synthetic Intelligence - 17.44 - +50 to Pioneer Programming
Implant Equipment - 16.79 - +50 to Pioneer Medicine/Electronics
Eye-Hud - 16.78 - +50 to Pioneer Electronics/Biology/Medicine
Body Diagnostic-Drone - 17.19 - +50 to Pioneer Biology/Medicine
Unknown Publication - 31.44 - +50 to ???
Revelations Of Eden (Penned By Prophet Mahami-Du-Ojasi - Holy Book - Church of Eden) - 43.20 - [Untranslated]
An Unburnable One - 16.52 - +50 to ???
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 the Ancients 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.)
-CORE-^Ä^
PD found this Core within the bowels of the Daughter of Dawn, even months after the latter was used as quarters for a veritable legion of engineers and soldiers. He seems to be an old friend, and one can hear both chatting quite often when maintenance calls, but ^Ä^'s speech is unintelligible for any human, Mutated or otherwise. Seriously, how can you hear [T]7 in speech? Otherwise, he seems perfectly fine with only being a Core, though he would like to be put into a Knight in the next century or two.
(Gain +1 Automatic Success for Learning Actions if applied, 5% chance to suffer permanent damage.)
Military
Units (5/6)
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 damage ignores armor and 2 AP when melee, 4 AP when ranged.) Training: Trained (3/6) 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, Ammunition for 15 Turns.
---Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-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 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit. Trait/s:Advanced Coordination (All Pilgrim Units gain a +4 coordination 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) (3 AP) Training: Soldiers (4/6) +5 to all rolls Breakpoint: Unbreakable Equipment:
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor (0.45 for every size of the Unit)
-Bloodletter (Special Melee): 1 Damage per Size, Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor.
-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, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-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 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit. Trait/s: 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 coordination 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.
***
The Wall Description: A group of six Pilgrims, armored and armed with the best that their faith can create and buy. They stand ready to defend their brothers and sisters in faith with their lives. Health: 6/6 (Size 6) Armor: 34/34 Damage: 1d6+1d4 (+3 against Machines, 2 AP) Training: Trained (3/6) Breakpoint: 2/6 size remaining in Combat Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 1.00 Material Upkeep.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 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. Trait/s:Fiery Speeches (Morale is rolled with Advantage) Upkeep: 1.00 Materials, max. of 0.61 Materials per Combat.
-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, 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 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Combat Drug - Berserk: Increase all damage by two damage dice. (Warning! Use of this drug has a (projected) 16% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 3.61 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 06% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 21.97 Materials per Unit.
-Combat Drug - Last Stand: Reduce all damage by half, triple all Health. (Warning! Use of this drug has a (projected) 98% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 9.78 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, -5 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.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.80 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 - (27/60 Growth) - (9d4)
1x Black Root - (3d4+6)
1x Bloodbark Field - (-1 to all casualty rolls, -0.80 upkeep to all medical buildings)
1x Desalination Basins - Deep Pumps - (2d4+3)
1x Inn - (Eye of the Beholder) - (2d4+4)
2x Brothels 'Consensual' - (4d4-2)
1x Print Shop - (3d4)
1x Iron Mine - (Mined) - (1d4+9)
1x Silver Mine - (Mined, Engine) - (3d12+24)
1x Jewel Deposit - (Mined, Engine) - (3d12+45)
1x Electronics Workshop - (8d8)
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions) - (3d4+8)
1x Black Box - (Hololithic Cube)
1x Personal Cutter
1x Common Suspendium Theory
The Tree - Jokvi - (9d19)
The Tree - Strul - (7d18)
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 - Deep Pumps
- 800 Pilgrims receive water in case of a drought. 2d4+3 Materials per turn.
Administration Center - Grand + 1 PCU
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Tree of Knowledge-Action.
- +1 Faith Action.
- +1 Learning Action
Medical Wing
- Plagues roll a with mali to infect the Pilgrims, supports up to 900 Pilgrims before it becomes useless.
Living Quarters - Continuous Expansion
- All Pilgrims can live within the Tree without any problems.
Daycare
--1 to Piety rolls, +2 permanent recruitment due to births.
Storerooms - Continuous Expansion
-All Pilgrims can survive for twelve months under siege conditions. (5 Materials per 250 re-stock cost.)
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.
Electronics Workshop
+20 to all Electronics Research and 8d8 Materials Income (Technology Sale).
Anchorage For Airships
Unlocks DOD Actions.
Martial Range
Lowers malus when switching from ranged to -10.
Crystal Path
+4 Medium Suspendium Shards each Turn.
Black Box
5% not to use up an Artifact, can slot 1(one) Artifact to continuously provide 10% (rounded down) of the Artifacts bonus.
Artistic Initiatives
Murals, engravings, paintings, and much more make the Tree a more desirable place to live inside.
(-1 to Piety rolls.)
Berth - Tiny
A tiny berth allowing for repairs and refueling of Light Airships, allowing the crew to leave comfortably, modifying the ship, dismantling it, and whatever else one can think up.
(Can now modify Light Airships.)
Village Holding: Norqod
Prosperity: Some
Mood: Good
Permanent Inhabitants: Many
-Tendency: Titanic Uptick
Security: Yes.
Features:
-Basic Expanded Quarters
-A Wall
-Basic Service-Buildings
-Basic Marketplace
Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
-Royal Guardian Barracks: Supplies the Royal Guardians onboard the DoD.
-Forge-Clan Enclave (Specialists): Investigates and Repairs the DoD.
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:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Obstacle (Prototype): Power Armor: +56 Armor, -50 on stealth rolls, 9.53 Upkeep.
-Medical Kit (Silver): Roll 1d5 before survival roll to heal any wounds. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit. Special Rules:
-Must be accompanied by 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 keyword 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 participates 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 slightest 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. She is currently dealing with the fact that four Royal Guards have taken up bodyguard duties for her and Silvia, citing orders from the Emperor.
Child: Lady Silvia - Mutated Girl - 3-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, though white spots have started appearing), 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. You found a seller for braille books and a guide on how to read them, so you can confidently say that she will be able to read when she's grown up. But you still need to figure out how she could defend herself. Maybe grenades? Her first word had been 'Dada.' You'll never let Selene live that one down.
Founder, And First Arbitrator
You founded the Pilgrims and were appointed as Arbitrator, the final voice in any argument, 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, 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 1d5 before survival roll to heal any wounds. 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: Lamba Volondavenona (10/25):
Aria's Mutation originates in the city-state of Jahi, a once vassal of the Empire, before being absorbed into the greater nation due to unrest and rising violence. As the Gene-Smith explained, her hair is akin to a radio; both able to receive and transmit at will, when trained of course. While this Mutation wouldn't be of much use as it is, her brain has also been altered to decode and understand said transmissions. Further, she has finally figured out why she doesn't scar even with deep wounds! Her Mutation prevents her body from going "Good Enough" and stop healing, forcing it to repair all injuries perfectly. When Aria attempted to perceive the Regions transmissions, she said that it was akin to a whisper within a hall. She also said that her head started to hurt when she looked at the second moon, though its odd ability to hinder or distort radiowaves is well known.
(+20 to all rolls made with PD.)
Knight-Pilot:
You have joined the illustrious Elite of the world, one where the entry is life-long service, and the exit is at the end of a weapon. Yours will be a life of war, death, and struggles, bringing hope to despairing hearts, rallying flagging defenders, and protecting those in your shadow. Do not stumble, for the consequences are grave.
(+5 to all rolls after using a Knight in Combat.)
1st Generation Pilgrim:
This person has not been converted to the Pilgrims belief but was brought up in it from a young age. Their faith has always been a part of their life, guiding their actions even when choosing to leave. People will find it hard to sway their devotion should they remain.
(Actions to subvert Aria roll with a malus.)
We Can Do It!:
From a young age, Aria has been deeply empathetic, caring, and driven. Since joining the Pilgrims, she has grown into a relentlessly friendly and optimistic young woman, shaped by her adoptive family's experiences. With her determined personality, she's picked up "a little bit of everything" at a young age by way of enthusiastically volunteering to assist in any and everything. She picked the brains of anyone willing to let her, though the more curmudgeonly among the Pilgrims find her boundless enthusiasm tiresome. But she will give everything she has in all she does, unfortunately, sometimes beyond that.
(+20 to all actions this Hero is assigned to, -10 for every Turn Relax is not chosen. Currently: +/-0.)
Trauma: Common People Purge Survivor (16/16):
It has been years since the Purge, and you no longer feel overwhelmed or trapped by the feelings of terror and hopelessness as you once did. Instead, you have used that horror you survived as a drive to see it never repeated, or minimized, for as long as you live. You may occasionally still dream about the screams, the hateful faces, and the smell of burning flesh, but all it does is add to your conviction to see it never repeated.
(-5 to all Actions this Hero is assigned to, can be chosen as a starting character should a Purge happen. +10 to all Actions done by this Hero within Purge Turns.)
To Fling A Light:
Sometimes? Sometimes being willing to help is not enough; doing all you can do will fail, and people will die. You know that. You have seen that. Sometimes, sacrifice is needed. And if you can shoulder that burden so that others won't have to? You would gladly fling a light into the future at the cost of your life.
(???)
"And I still say that you should tell her," Wiljem replied, pointing his fork at Chiedi before spearing up another few pieces of salad. She looked at him with an unamused face, letting out a huff of annoyance.
"Sure, I'll tell her that I have feelings for her but have hidden them for over a year while using the veneer of training to get close. Completely sane and not at all creepy," she said, thunking her head back against the cool metal of the gangway in the Knight-Hangar. "God, why didn't you stop me?" Chiedi complained, hiding her face in her hands.
"One," Wiljem calmy began to count. "Because the idea for training was sound, and you didn't propose it to get close to Aria, you rationalized that afterward. Also, someday we will have to contest with Knight-sized Mutants and Machines. Better to figure out how to do that with someone not inclined to squish us. Two, you are too professional to try and flirt in training. Three, I have seen your attempt at flirting. I remain unimpressed." He finished, stuffing another leaf into his mouth and ignoring the light slap against his shoulder.
"I can flirt!" Chiedi retorted, offended. She turned away when Wiljem raised an eyebrow at her, the 'really?' unspoken between them. "I heard people flirt," she amended. Wiljem shook his head in exasperation.
"Listen, from heart to heart? Tell her," he said, looking into her eyes with intensity. "What, exactly, do you have to fear? She will either not reciprocate your feelings, meaning you can start putting this," he began, waving his fork at her, "behind you. Or she will, which makes all this fretting unnecessary. Besides, do you think trying to connect with her through training will make her see you as creepy? On the contrary, if I know anything about Aria, she'll likely be flattered that you tried to do something which would have helped both of you, should nothing come of it all."
Chiedi lifted her head at that, a smile beginning to grow on her face. "You are right-"
"Sorry!" Someone shouted near them, making both flinch. A scholar working on the disassembly and diagnostic of the First Son waved at them from the end of the walkway, his bright red clothes making him stand out. "Sorry," he repeated, pushing his googles upwards. "But have you seen or heard anything out of place lately? Specifically, coming out of any vents?" Both Wiljem and Chiedi shook their heads, causing the man to swear. "Well, thanks anyway." He turned on the spot, walking off again, muttering under his breath.
"Well," Chiedi said, "that wasn't suspicious at all."
***
It was a weird experience for Aria to 'connect' with a machine, though not uncomfortable. More akin to flexing a limb that had fallen asleep, or in a way she had not done for a long time. Although there was a difference in the machine's sophistication; computers induced headaches with the mass of information streaming into her brain, yet Cores proved comfortable and straightforward for the limited sample size she had. After PD had agreed to it, she connected herself to her, dramatically improving their coordination and reaction times. Aria no longer needed to move a muscle to pull the required lever or pedal; a thought was all she needed to move PD. Thought was how both communicated when in the cockpit; speech was not necessary to do so, nor was moving any levers or handles.
A fact she now took full advantage of, sitting next to ^Ä^ while connecting with him. As usual, there was a moment of disorientation as two minds connected or a mind and machine as some would call it. Then, with sharp clearness, the world snapped back into focus, every single speck of dust Aria saw crisp and clear, direction known, with perception blurring and shifting for a moment as things her brain usually ignored were registered before filtered again.
There, a voice softly spoke from within her brain, as the near painful awareness of everything was scaled back to 'only' superhuman clarity. This should be more in line with what you can handle for now.
"^Ä^?" Aria 'spoke' in her mind, beginning to poke the connection like one would a loose tooth.
Yes, and I would like to thank you for using my chosen name; as difficult as speaking it may be for biological beings such as you. Came the soft voice again, velvety and assured of itself.
"Nothing to thank me for," Aria deflected, waving a hand in dismissal. "Do you know why I am speaking to you now?"
Yes. The Council wants to know if I'd be ready and willing to help research efforts like the old lady and Angels Demise.
"Will you?"
Only if asked. Came the response. Aria stayed her thoughts, feeling an explanation coming. An old injury to my मॅट्रिक्स left me unable to use many higher functions of my brain for long. The risk of aggravating the wound is high if I engage the necessary procedures for research.
"I am sorry to hear that," Aria said, genuinely feeling saddened by his admission. She didn't know what it would feel like to have to limit one's brain due to injuries, nor did she ever wanted to. "But if that is the case, then I will advise the Council against asking you to engage these functions unless in emergencies.
That is all I can ask, ^Ä^ replied, relief flowing back to Aria through the connection they both shared.
She also felt the hesitation of him, something laying on his soul. "If there is something you need, please ask. I would be more than happy to help."
Can you talk with me for a bit longer? It is... pleasant, to speak like this with another person. I missed this.
"Of course," Aria said with a smile, beginning to talk about this and that with ^Ä^, not noticing how minutes turned to hours and then into a new day as an ancient spoke of old times and battles, hopes and dreams, and sorrows held for centuries.
***
"Several gangs have been confirmed to be scouting out the Mirn Consensual. They are the Jackal Hounds, Cleansers, and Night Tropfen, who have lost income and personnel due to prostitutes and performers running away to the Consensual or the Pilgrims. They are currently engaging in intimidation and terror tactics on their remaining personnel, including, but not limited to, physical beatings, forced prostitution, hostages, and legal persecution in seven cases.
While evidence of these cases has been turned over to the Guards as stipulated in section 28.g pertaining to illegal behavior observed by known criminals, the prosecution by authorities is expected to take up to five months.
During this period, at least five separate attacks are to be expected, three by the Night Tropfen, one by the Cleansers, and the last by the Jackal Hounds, with varying degrees of lethality and numbers. These will either be in frontal terror assaults or intimidation and attacks on lone workers going from or towards the Mirn Consensual.
As in section 13.d of our contract, we highly recommend doubling guards for the next two seasons, though hidden from view. If the criminals expect the current level of security, they will be less prepared and more prone to overestimating their strength."
-Summarized report on the security of the Mirn Consensual on gang activity.
***
The miners' rescue in the collapsed mine progressed at a feverish pace, everybody capable of work being put to use. All helped carry rubble, secure passages, distribute food and water as needed, or rested for their next shift in the digging. Scenarios on the state of the trapped miners circulated like wildfires, people shared stories and rumors like they were going out of style, and all who had ever worked underground experienced the silent dread and utter determination to dig them out.
Day in and day out, for over four days, masses of miners hacking away at the rubble and rock blocking their paths, as demands for heavier machinery became louder and louder, before being silenced when a Vanar-Feer Drill-Team arrived on its own initiative, having finished a survey a day prior and decided to help. With their help, a borehole could be driven through the blocking rocks, connecting the miners below to the outside world once more.
With the revelation that only five had been injured in the collapse, spirits soared, and supplies being lowered below allowed the deadline for any hope of recovering the miners alive to be increased to weeks. Still, work continued around the clock, shift after shift coming closer and closer to free their comrades, until, on a foggy morning, rock gave way to artificial light and ragged cheers from the other side.
The rescued miners were ushered into the nearest hospital, but none would require more medication than a saline solution and anti-dehydration treatments.
***
"Should we place the aqueduct here, then?" Marcus asked, placing his finger on the map, causing Kahal to mentally bang his head against a wall. The boy may have an excellent eye for the maths behind architecture, but he had no artistic talent to write home about.
"Here? At the end of the street? Marcus, this will be a focal point of everyday life, as while flowing water in one's home is excellent, nobody spends their entire life inside. People will want to spend it outside, and what better way to do so than in a green space? Here," Kahal continued, marking several circles and routes down. "A garden fits here perfectly, and with only a bit of gardening, you can have trees flourish like weeds, spending shade and tranquility alike."
"But wouldn't we need to take out the middle bridges to do so?" Markus asked, confused at his teacher's insistence on aesthetics.
"Of course it does, but tell me, who will complain about needing to walk a minute longer when they can do so next to a tree within their settlement?"
"Quite a few people, I'd imagine," Markus replied.
Kahal laid his head into his hands, taking a deliberately deep breath, before looking at his student once more. "Nobody. The answer was nobody. People don't care if it takes them a minute longer to switch streets if they have something nice to look at."
"If you say so, boss. So, we place the aqueduct here, plant a garden around the spring, and put the merchants on the first floor?" Kahal stared at his student for a moment before he realized that, yes, he was serious.
"Spirits save me," he muttered, hoping that he could finish the last touches of the expansion to Norqod before Markus murdered his last brain cells.
***
"The Orcist," Turi announced, throwing back the tarp covering the single prototype shield her team had created while she had poked the preservation initiative. "Lightweight at only 11.6 kilograms, it offers full-body coverage thanks to the tower-shield design. This shield enables shield walls to be formed and separated with both speed and ease while not hindering movement too much," she continued, strapping on the shield with one arm while gesturing to two of her assistants with the other, both armed with crossbows. "Two to three people armed with one can defensively block the path through narrow passageways while still allowing for aggressive action. Moreover, it is fully capable of stopping a commercial crossbow cold while being only mildly penetrated by the median military variants." Two bolts slammed into the shield, safely held away from Turi's body, the commercial bolt falling off after failing to penetrate. At the same time, the military variant pierced only a few centimeters into the shield. "Although acid will prove a problem in prolonged engagements, heat-using enemies will find it difficult to cause the wielder to drop the Orcist. This characteristic is thanks to the heat-resistant alloy covering the hardened core of the shield at little minimal cost and weight," Turi continued. She placed the shield against a nearby brazier crackling with fire, not flinching or taking the metal shield away as she continued with her presentation. "While costly in its production, thanks to several methods provided by friendly smiths and armorers, we were able to allow the recycling of most of the shields with minimal fuss. Any questions?" She ended her sales pitch, grinning at the assembled Council.
One of them lifted his hand, staring at her with a bewildered expression. "Yes. Was that presentation necessary?"
"Ah," Turi said, placing her hands in front of her face and pointed at the Councillor. "Kinda. After stumbling upon several notes in a private library, we underran our budget, making our efforts in both the shield and preservation very easy. We tried to return the excessive budget, but Treasury told us we had to spend it due to tax reasons. So we upgraded our security but still had enough left for this presentation."
"Thank you," the Councillor said, mentally adding a visit to the Treasury in his schedule.
"Oh, that reminds me! We studied the preservatives and managed to refine a few methods and collect a few chemicals to increase the edibility of food, but this is my favorite surprise," Turi said, taking out a bottle with 'MILK' written on a label. "Does anyone want to know what edible month-old milk tastes like?"
***
It came without warning.
Without any signs.
Nothing to indicate its coming.
There was silence for one moment, people rising from their beds, eating breakfast, preparing for work, and having one short moment with their family.
The next, the world lurched.
Windows shattered, buildings shook, people were thrown around like mere ants as the ground cracked, and buildings collapsed as sirens began to scream their belated warning into the chaos unfolding underneath their indifferent watch.
Fires began to devour everything, eating through flesh, wood, and fabric with ease, setting ablaze anything in its path, the buildings that had once sheltered their inhabitants now turning into their crematoriums. Smoke billowed from a hundred fires and a hundred settlements as the collapsing houses trapped thousands in their homes, buried alive and injured, or dead. Screams of pain and shock, loss and grief choked the aftermath; when mothers held the smashed corpses of children, siblings tried to comfort their younger siblings as they lay buried and trapped. Fathers, daughters, friends, lovers, and bystanders who would have never met in a thousand different worlds, worked frantically, clearing rubble and giving what little medical aid they could. Every hospital, clinic, and hospice was overrun with the injured and dying, with many triaging the wounded to those who would die and those they could still save, some not even able to provide painkillers to the former. Finally, a general order saw every Knight-Chapter and Regiment march out in force, their organized search and rescue chewing through the debris choking streets and towns.
And that was in those districts which architects had built to a standard, proper building codes followed to the letter and spirits, often beyond at the wishes of their clients. The shaking earth knocked down the Mutated Slums and villages like cards, shattering what little many of them had. Though their death toll was lower in the initial quake, their biology giving enough warning to evacuate as many as possible, following shakes and fires raged like a scythe through wheat. Those with little to them had to try and scrounge whatever remained, as those existences too desolate to be impacted even by this sat aside, empty eyes staring at the carnage around them, indifferent and lost.
Yet, when one looks to the dark in this trying time, they will find it in the looters, the violent gangs trying to blame someone, anyone, for what had happened, and those with the capacity to help but refusing.
And when one looks for the light?
They see hundreds of thousands setting down their works to lift another piece of debris. You will see compassion where before there was only apathy at best, every life held sacred, for now. For this one moment, where it didn't truly matter what one's body looked like, only your ability to help, Human and Mutated shared the work, the tears when another body was found, and the cheers when another survivor was carried away. In this one moment, one could see the seeds of something significant budding if one chooses to grasp the chance.
***
[EMERGENCY] An Earthquake of 7.3 Magnitude has struck Tessen!
The damage is extensive, and even if you choose to take full potential of the listed Faith Action, many will still die or suffer in its wake. How do the Pilgrims intend to help beyond what they are already doing? More funding for the Hospices, hiring adventurers to coordinate the efforts in outlying villages, fly the Pilgrims Personal Cutter around the clock to import critically needed medicine, etc.?
[ ] (Proposals)
Continued in Interlude: Our Graves Of Greed, Deep Below
***
Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 1 Action, 1 Action Locked)
[ ] Wanna Join my Club?
You need people to hear the Pilgrims' message, and you need more people if you want to make sure this does not die before you can get started.
(Chance: Automatic Success
Reward: 1d20+3 Recruits)
[ ] The Pilgrims Need You!
Your missionaries can walk much further and stay out for much longer with the Inn's help, which directly translates to more people hearing the Pilgrims' message, though you may want to focus on one group of people to maximize its effect.
(Turns: 2
Chance: 95%
Reward: 4d20+10 Recruits)
[ ] Feed The Masses
There is a difference between feeding starving, hungry people and ensuring that all have a full belly at the end of the day. That would be the Pilgrims' first significant project, which would do more than keep things from growing worse for the poor.
(Turns: 8
Cost: 55 Materials Upkeep: 16 Materials
Reward: Grand Kitchen, -6 to Piety rolls, +0.5 Goodwill per Turn, 2d20 recruits, 2d12 Goodwill, 2d6 Piety.)
[ ] 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.)
[ ] 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.)
[ ] 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. So 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, +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.)
[ ] 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.)
[ ] 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.)
[ ] 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.)
[ ] 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.)
[ ] 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.)
[ ] 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: 53.52 Materials, +0.01 Materials Upkeep to all buildings
Turns: 1
Reward: 2d20 Followers, +3% Piety, -2 to Piety rolls.)
[ ] Build Another 'Consensual' - (Location)
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,' +0.01 Goodwill, 2d4-1 Materials income by charging entry from patrons, unlocks an upgrade.)
[X] Build Upon A 'Consensual' - (Mirn) - (2/3 Turns Complete)
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,' +0.02 Goodwill, +3d4 Income for the Consensual.)
[ ] Ready Immediate Aid For (Mirn/Ularn/Jokvi/Tessen/Strul/Zulmni)
The recent earthquake hit the Region hard, burying many in rubble and wiping out lives without care. Too many are lost, too many injured, and not enough hands are there to help. Drum up what support you can, and do the only thing you can: help.
(Turns: 1
Requires only 1(one) Action, regardless of how many cities are chosen.
Cost: 24.25 Materials per city.
Reward: More survive this catastrophe, fewer people will be stranded, homeless and destitute.
Warning: Not taking this Action at least once will lead to 2d6% Piety loss.)
[ ] 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)
[X] New Settlement, Who Dis? - (5/6 Turns Complete)
When the Nine Tribes announced that they would be forming a federation with semi-permanent settlements, the various traders within the Pilgrims practically kicked open your doors, demanding that we try to get in on the ground floor. The benefits are many and obvious: access to rare artifacts, herbs, metals, and foods, being able to source needed expertise, ingratiating the Pilgrims to a forming society, having a market where all artifacts are welcome, needed, and desired. Of course, the costs are high, but we should not underestimate the rewards!
(Cost: 80 Materials (Are refunded/not taken if action fails)
Chance: 62% (Once)
Turns: 6
Reward: Nine Tribes Council permanently unlocked as a support faction. Gain ??? if ??? happens.)
[ ] We Are One People! - (Choose Faction)
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, bring the people together, and start on the road to reconciliation.
(Cost: 20 Materials
Chance: 60/-20% 80/20% for Locals/Elites (rolled each turn)
Successes Needed: 4/6 2/4
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), 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)
[ ] Infiltrate Part 1 - (Choose Faction)
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 primarily focuses 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, The Military.
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, The Military.
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. (1 Action Locked)
[ ] 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.)
[ ] 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.)
[X] Build An Armory - (Grand) - (1/4 Turns Complete)
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 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))
[ ] Upgrade The Central Region Security To (Private Security/Mercenary Command)
Now with the CRS established and securing our various facilities around Tessen, we have the possibility to both upgrade and expand its operations or turning the organization into a licensed offshoot of the Tessen Adventurer Guild. The first would improve our security with more extended training for guards, intensified background checks, and qualitative improvements. The latter would make us money back at the expense of inviting more corruption or agents into the structure.
(Turns: 3/5
Cost: 32.50/27.00 Materials, 12.45/9.55 Materials Upkeep
Reward: CRS (Private Security/Mercenary Command), which improves the security of all facilities and Pilgrims within Tessen/gains us money via mercenary contracts, can be upgraded to CRS - Elite Private Security/Elite Mercenary Command.)
[ ] 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, 1 Action Locked)(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] or -[DoD] will add 1(one) Success to 1(one) active research.)
[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engines globally, rivaled perhaps only by one Dreadnought. So figuring out how to reproduce those systems would be prudent in case of failure and offer a giant leap in native capabilities.
(Chance: -45/-175/-347 for 1/2/3 Successes, Successes needed: 31
Reward: Massive leap in engine know-how and airship speed.)
[ ] Gather Structural Information - (All Metallurgy/Physics)
It should surprise no one that the Daughter is the single most advanced Airship globally, rivaled perhaps only by one Dreadnought. Learning how to build as structurally sound as her creators would allow native airships to better weather any attacks and survive the inevitable crashes when their suspendium is destroyed better. Or enable the crew to endure the touchdown in some manner.
(Chance: 21/-69/-142 for 1/2/3 Successes, Successes needed: 16
Reward: Increased Structural Integrity for all Airship Components.)
[ ] Look At The Daughters Suspendium Systems - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
When an Elder Forge-Clan Engineer looked at how the Daughter stays afloat, his exact words were: "What in Myra's Holy Name is this abomination to sanity?" So figuring out how it works and reproducing these systems will likely be a pipe-dream for decades and centuries. Still, even a rough outline would show the principles the original creators followed.
(Chance: -44/-89/-139 for 1/2/3 Successes, Successes needed: 17
Reward: Reduction for all Suspendium Research.)
[ ] Structural Integrity Studies - (Advanced Physics)
Building your first Airship revealed the myriad of flaws, restrictions, and troubles that will plague all future attempts to create more. Above all, trying to design a ship around, under, or above upwards forces is problematic. However, the pull and subsequent stresses upon material and components is nothing to dismiss, so figuring out how to negate, or at the least minimize, those forces will prove a godsend for future attempts.
(Cost: 57.25 Materials
Chance: 43/12/.19 for 1/2/3 Successes, Successes needed: 16
Reward: Structural Integrity +1/2/3 for all modules in Light/Medium/Heavy Airships.)
[ ] Large Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Now that you have figured out how to keep suspendium bags charged even while in flight, figuring out how to increase the amount of suspendium to allow for larger bags is the next step.
(Needed: 2 Suspendium Shards - Small
Cost: 12.67 Materials
Chance: 66/34/01 for 1/2/3 Successes, Successes needed: 5
Reward: Gain Large Suspendium Bags, 2.500 Kg Lift, -5 Structure.)
[ ] Armored Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
It's one thing to be within a cart, on the ground, and another to be in the air held aloft by bags filled with crystals. Bags, which can, quite easily, be punctured and set aflame by a single well-placed shot or flying Mutant taking offense. While this will reduce the service-ceiling of the Airship, it will increase its survival chances in a fight.
(Cost: 6.43 Materials
Chance: 15/-34/-79 for 1/2/3 Successes, Successes needed: 7
Reward: Gain Armored Suspendium Bags, increasing the structure of all ships with these bags. 750 Kg Lift)
[ ] 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: -34/-106/-200 for 1/2/3 Successes, Successes needed: 6
Reward: Gain Pressurized Suspendium, allowing a much higher rate of lift in exchange for instability. 5.000 Kg, -3 Structure, 10% to explode if taking damage.)
[ ] Propulsion In The Air -(Advanced Hydraulic/Machinery/Metallurgy)
Moving around on the ground is easy; driving around in the air, less so. Relying on sails is good, but what if there is no wind? How do you move around then?
(Cost: 17.31 Materials
Chance: -01/-56/-101 for 1/2/3 Successes, Successes needed: 6
Reward: Airship Modules: Tiny and Small Vuur-Engine Room, Tiny Fuel Storage, Prototype Airscrew.)
[ ] Catalogue Everything 2: Airship Boogaloo - (Ship Type) - (Damage) - (Units) - (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.
[ ] Prototype Unique Component
One of the Pilgrims has come forward with a new and novel application of known or old technology for Airships. We could look into its efficacy.
(Cost: ??? Materials, ??? Suspendium
Chance: ???/???/??? for 1/2/3 Successes, Successes needed: ???
Reward: Requested Module. Describe what you want, and I'll tell you what it will cost/require.)
[ ] Prototype Unique Designs - (Link To/List Of Proposed Design) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
Now that you have developed standardized modules, building a specific airship around or with those components would be safe.
(Cost: 25 Materials + (Design Costs)
Chance:
Light (0-2.000 Kg Lift): 50/00/-50 for 1/2/3 Successes, Successes Needed: 4
Medium (2.001-200.000 Kg Lift): -150/-250/-350 for 1/2/3 Successes, Successes Needed: 26
Heavy (200.001+ Kg Lift): -500/-700/-1.100 for 1/2/3 Successes, Successes Needed: 450
Reward: Airship Desing is being manufactured and sold. The Price is pre-rolled and applied to all subsequently assembled airships of the same line.
Warning: Insufficient institutional knowledge makes designing Medium+ Airships unpractical.
WARNING: Airships incur Material and Suspendium costs in their production. WARNING: Organized Airship Manufactory missing! Production cannot occur!)
(Cost: 42/30/23/10 Materials
Chance: 28/-47/-113 for 1/2/3 Successes, Successes needed: 45/30/17/5
Reward: Can recover (Ship Type+Damage).)
[ ] Lend A Hand, Arm, And Leg - Part 1 - (All Mechanics/All Electronics)
Unfortunately, many find themselves losing a limb to either accident, disease, or injury. Unfortunately, only those with wealth and connections can go to the Forge-Clans to get a replacement. We found the remains of an ancient prosthetic in the Necropolis; in its current state, it is unusable, but we might be able to glean enough of its design to begin crafting our own. Primitive as these first attempts may be, they will be the first step in easing many people's suffering.
(Cost: Dilapidated Prosthetic
Chance: 41/21/05% for 1/2/3 Successes, Successes Needed: 4
Reward: Primitive Prosthetics are now crafted and sold (+3 Materials), +4% Piety)
[ ] 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: -02/-69/-216% 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.)
[ ] Secret Of The Circuit Pt.3 - (Advanced/Pioneer Electronics)
After you had created the PCU, several issues propped up immediately. The most pressing issue was that you were straining the very limits of your manufacturing capabilities, meaning that the PCU's will remain niche and only for the rich until that problem is fixed. So, for now, we will focus on making our electronics cheaper and easier for mass production, enabling us to license their manufacture to enterprising merchants and industrialists and sell them cheap enough to spread our PCU far and wide.
(Cost: 120 materials
Chance: -64/-197/-349% for 1/2/3 Successes, Successes needed: 25
Reward: Massive reduction in DC and Cost to all electronics-related Actions, upgrades Electronics Manufacture, unlocks Base/Learning Action.)
[ ] 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: 37/-05/-49% for 1/2/3 Successes, Successes needed: 6
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! So see what you can do with your Vuur-Engine.
(Cost: 25 Materials
Chance: -47/-101/-252 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, ???)
[ ] A Shields For Rangers - (Armor)
After finishing research into a shield that your militia and troops could use, one of your scholars came forth with designs for one that your ranged troops could use. It wouldn't be a short endeavor and costly in terms of materials, but it could provide a leg up in terms of armor.
(Cost: 12.65 Materials
Chance: 72/41/10% for 1/2/3 Successes, Successes Needed: 8
Reward: Spiked Pavise.)
[ ] Electric Guardians - (Advanced Weapons/Programming/Machinery/Electronics)
While nowadays, most security systems consist of locks and guards (human and otherwise), before the Collapse, things were a bit more complicated. We are unlikely to reach that level anytime soon, but research into this Artefact should improve our security.
(Cost: Anti-Thief Watch Systems
Chance: -27/-69/-101 for 1/2/3 Successes, Successes Needed: 7
Reward: Improved infiltration DC of the Tree of Knowledge, Reduced upkeep costs for Guards! Guards!/Guardians For Hire.)
[ ] A Study Of Scarlet Blue Pt.1 - (All Physics/Chemicals/Hydraulics)
PD's way of keeping cool is via a blue-red liquid, which also contains vital components needed for her internal and external self-repair capabilities. During a cooling cycle, the fluid passes through several devices meant to siphon off and reduce temperature. With a firm(er) grasp on how such a thing works mechanically, it is now possible to attempt a peek into what makes PD's coolant systems tick and maybe see if there are any ways to improve the same.
(Chance: -64/-174/-294 for 1/2/3 Successes, Successes needed: 16
Reward: +5 to all rolls made by PD.)
[ ] Fuck That Guy And Everything Around Him - Part 1 - (Physics/All Chemicals/Advanced Weapons)
Your scavengers found what the Vanar-Feer tell you is an Artifact to launch rockets and other high explosives. While you are aware of what missiles are, you thought them confined to Knights or static emplacements; being able to craft a portable version would net you a powerful weapon on the battlefield. The chemical compositions will require extensive testing, but with some help from recently unearthed Artifacts, the delivery methods are easy to figure out.
(Required Artifact: Self-Loading Rocket Tube or Ammunition Storage Feeder
Cost: 22 Materials
Chance: 17/-03/-23 for 1/2/3 Successes, Successes needed: 6
Reward: Static Mortar - Prototype, a decently powerful weapon with limited range, deployed before the battle.)
[ ] BURN IN HOLY FIRE! - Part 1 - (Physics/All Chemicals/Advanced Weapons)
Recently, your expedition acquired a surprisingly intact flamethrower from the Necropolis. The weapon may not be as good as those produced by the Forge-Clans today, but seeing as this version was intended for civilian use, you can excuse that. No pre-collapse government wanted potent weapons in the hands of their slaves, you see. Nonetheless, with this Artifact, you will start down the path of creating Pilgrim-designed flamethrowers and all their uses in warfare and pest removal.
(Needed Artifact: Intact Civilian Flamethrower
Chance: 35/10/-15 for 1/2/3 Successes, Successes needed: 5
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)
[ ] 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 Forge-Clan Troops 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: -40/-84/-126 for 1/2/3 Successes, Successes needed: 14
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. However, 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 islands 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 you could study 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")
[ ] Illness Of The Mind - (Psychology)- (2/15 Successes)
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 has been found, but not the cures. There is talk of a long recovery, challenging and sometimes near impossible, but not entirely. All that is required is dedicating the time and effort needed to understand the intricacies of the human psyche. No problem, right?
(Cost: One Psychology Artifact
Chance: 9/-46/-101% for 1/2/3 Successes, Successes Needed: 15
Reward: +1 replenishment per Turn, can construct humane Primitive Asylums.)
[X] Learning To Take Census Pt.1 - (All Psychology) - (10/14 Successes)
If one problem plagues the advancement of knowledge globally, then it is the scattered nature of said knowledge. Therefore, we should create protocols, training, and other initiatives to start gathering all the scattered pieces of information in one place so that our work to uplift humanity becomes (ever so slightly) more manageable.
(Chance: 61/32/03 for 1/2/3 Successes, Successes Needed: 14
Reward: Increased Chances For Assemble The Theorists!)
[ ] Sticks And Stones - (All Machinery/Electronics/Metallurgy/Common Biology)
Until recently, all the knowledge we have about the human body's interior eventually traces back to horrific sources of one sort or another. But discovered in an ancient Bone-Mending Kit was a mysterious box that seems to see inside a person. Those images are better than anything modern medicine can produce by a massive margin. There's no overstating how much such an ability could help treatment - if only we can unlock the secret.
(Cost: Bone Mending Kits
Chance: -40/-137/-252% for 1/2/3 Successes, Successes Needed: 16
Reward: Vast Radiological improvements, reduction in Upkeep for all medicinal buildings, +8% Piety, +2d3 Goodwill)
[ ] Combat Stimms Round 2 - (Advanced Medicine/Biology/Chemicals)
While your first batch of combat drugs is potent, they lack the usability of more conventional boosters like caffeine and adrenaline. Refining what you have already created while also creating new ones could give a Pilgrim the needed edge where they would have died otherwise in future confrontations.
(Chance: 01/-36/-74% for 1/2/3 Successes, Successes Needed: 4
Reward: Basic Combat Drugs, Unlocks Round 2)
[ ] Chemicals For Future! - (Biology/Chemicals)
It is well known that specific techniques enable food to last longer, like salting and drying meat. If one goes at that from another angle, then the use of particular chemicals can dramatically expand the shelf-life of food.
(Chance: 26/-73/-164% for 1/2/3 Successes, Successes Needed: 5
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
[ ] Boiling Liquids Last Longer - (Biology/Chemicals)
Turi flash boiled some milk on accident. It has yet to go bad, making her wonder why. Also, no, I will not drink two-month-old milk, no matter how much you boil it!
(Chance: 16/-16/-36% for 1/2/3 Successes, Successes Needed: 8
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
[ ] Assemble The Theorists! - (Common/Advanced/Pioneer/Specific Quester Requested Theory)
Stagnation. Complacency. Fear. Those are the three things that have hampered the progress of science the most, bar none. No longer, you say! You will see to it that you will examine, nail down, and figure out the right way in which the universe works, allowing you to not only reverse-engineer the wonders of past glories but build your very own! Make it so.
(Information: Either choose an example below or add a previously discussed theory with the QM's approval.
Chance: 30/00/-30% for 1/2/3 Successes, Successes needed: 3/9/27/???
Reward: Theory of chosen subject, improved chances for research.)
[ ] 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)
[ ] Detective Courses For Beginners - (Unknown Artifact)
Well, you found something. Something you have no idea what it is or does. It is time to call up some experts and figure out what that thing is for, even if it takes some time.
(Cost: Unknown Artifact.
Chance: 35/05/-25% for 1/2/3 Successes, Successes needed: 2
[ ] 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 - (Location) - (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: 1 Turn. 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: 4 Turns. Machines nearby.
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns. Mutants nearby.
-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns. [4 Minor Bright-Lance Turrets, 5 Sentinels Units (6/6), 9 Caretaker-Swarm Units (12/12), 13 Omni-Gazers identified.]
-GY-01: Est. Artifact-grade: General Rare, Dice: 3d2 per turn, Max. Yield: 3 Turns, No Danger.
-GY-02: Est. Artifact-grade: General Rare, Dice: 2d4 per turn, Max. Yield: 6 Turns, Machines nearby.
-GY-03: Est. Artifact-grade: General Rare, Dice: 2d2 per turn, Max. Yield: 4 Turns, No Danger.
-GY-04: Est. Artifact-grade: General Lost Tech, Dice: 4d5 per turn, Max. Yield: 2 Turns, Hibernating Mother (Named Wendigo, Behemoth) present! Mimics nearby.
-GY-05: Est. Artifact-grade: Common-, Dice: 2d4 per turn, Max. Yield: 5 Turns, Machines nearby.
-Expedition - (SO-02) - (1 Turn remaining)
[ ] Recover Personal Cutters - Intact - (Units)
It is done! After much sweat, blood, and tears have flowed, you finally figured out how to restore these ancient ships from their slumber! It will only take some muscle, some Suspendium, and luck to escape notice, and they will travel across the sky once more!
(Cost: 6 Materials, 5 Small Suspendium Shards
Chance: 56%
Reward: 1 Intact Personal Cutter Recovered
Warning: If this Action fails, unknown forces will attack.)
-[ ] Establish A Supply Route To (City)
(Reward: Reduce Upkeep by 65%)
-[ ] Establish A Trade Route From (Location) To (Location)
(Cost: 17.13 Materials, Upkeep: 3.75 Materials
Reward: Anchorage (Tiny) in target Location, Income dependant on the route.)
The Tree - Mirn - (9d5)
The Tree - Tessen - (2d18)
The Tree - Zulmni - (9d3)
The Tree - Ularn - (10d7)
The Tree - Strul - (7d18)
Jokvi - Mirn - (8d9)
Jokvi - Tessen - (1d20)
Jokvi - Zulmni - (3d2)
Jokvi - Ularn - (6d19)
Jokvi - Strul - (3d10)
Strul - Mirn - (12d15)
Strul - Tessen - (3d3)
Strul - Zulmni - (12d12)
Strul - Ularn - (5d14)
Strul - Jokvi - (1d16)
[ ] 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: 15 Materials
Chance: 40%
Reward: 1 Large Suspendium Shard.
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 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)
[ ] 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 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.
-[ ] Use DoD
Adds +5% to the counter, 50% Chance to destroy any benefits should the door be opened.
-[ ] Pull with the DoD
Adds +7%, +19%, and +24% for the first three tries, and +24% every try afterwards.
Warning: Can be attacked while carrying out this action by flying enemies.
Cost: 103 Materials
-[ ] Hire A Forge-Clan Drill
Add +3% per Turn.
Cost: 40.90 Materials
(Chance: 7%, +1%per try
Reward: The Bunker may be scavenged.
Warning: No Boni applies for any reason.)
Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (Choose 1 Action, 1 Action Locked)
[ ] Berth - Small
Expanding the Anchorage to fit three Light vessels comfortably would allow us to equip and use them for exploration purposes and start trading in small quantities.
(Turns: 4
Cost: 65 Materials, Upkeep: 10.50 Materials
Reward: Can modify three Light Airships for exploration or trading without special projects, will generate Income once airships become more widespread, which rises with their availability, can be upgraded into Berth - Medium)
[X] Laboratories - Grand - (1/5 Turns Complete)
Now that you have some built, it is time to expand those labs! But, unfortunately, building and equipping those labs will be too costly, to put it lightly.
(Cost: 60 Materials, +20.00 Materials Upkeep
Turns: 5
Reward: Massively improved success-chances)
[ ] 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: 3
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: 3
Reward: Lowered costs for all equipment, increased chances for all research, can be upgraded.)
[ ] Black Box - (Expanded)
There can never be such a thing as too much care, and too much information gleaned from studying. Therefore, ensure that your Black Box is expanded and equipped with more tools to better study Artifacts.
(Cost: 40 Materials, 2 Scientists, 1 Engineer, Upkeep: 16.70 Materials
Turns: 6
Reward: 10% not to use up an Artifact, can slot 1(one) Artifact to provide 15% (rounded down) of the Artifacts bonus continuously.)
[ ] Electronics Manufacture
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. So increasing the manufacturing space already available and automation will, in turn, increase your profits. Easy math!
(Cost: 84 Materials, 2 Scientist, 40 Faithful, Upkeep: 35.00 Materials
Turns: 8
Reward: +60 to all Electronics Research, 12d20 Materials Income (Technology Sale).)
[ ] 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: 6.61 Materials
Turns: 6
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: 2.55 Materials
Reward: Turns all D4's into D12's, increases static Income by 50% rounded down.)
[ ] Armor The Daughter
Alright, you have a giant airship, it represents the biggest and most obvious target in any hostile area, and there are currently gaps in her armor. You need to either fix that asap, or hope that nobody will attack the Empire in the next three decades, or be attacked by you. Seeing as we live in reality, let's get her fixed up; why don't we?
(Cost: 2 Material per 3 Armor.
Reward: X Conventional Armor added, decreased chances that the Daughter is destroyed, which would be dangerous.)
[ ] NR.9 LIVES!
After having finished her education, your Engineer asked if she could be given a workshop to ply her trade more effectively. While pricy, the ability to create disposable Units for Combat would preserve lives, and nobility and wealthy merchants have always been known to buy drones for prestige purposes.
(Turns: 5
Cost: 1 Common Engineer, 40.00 Materials, Upkeep: 2.00
Reward: Tiny Drone-Manufacture, allowing you to create Combat Drones for your Units/Heroes and Civilian Drones for selling (+15 to Technology Sales), unlocks a Learning Action.)
[ ] Assemble A Logic Bank - (1/3 Constructed) - (Choose Category)
Now that you have unlocked the secrets to building computers, you should take advantage of doing so, even if it will cost a pretty crown. And the one already created is already lightly straining your electronic supply in maintenance.
(Turns: 3
Cost: 66.60 Materials, Upkeep: 15.00 Materials
Reward: +1 Action
Warning: If all three are taken, the Electronics Workshop operates at a half profit.)
[ ] Let's Build A (Write-In)
(What do you want to build, and what should the building provide?)
Holdings: Norqod is starting to look more like an actual village at the rate you are building. The only thing missing is a market and some basic infrastructures, then you will be able to declare the founding over! (Choose 1 Action, 1 One-Turn Action)
[ ] Expand The Living Spaces - Subsidized
Now that you have a moment to breathe, figuring out how to solve the issue of overcrowding permanently, without direct and special attention every season, is advised. One possible avenue is by covering a (large) part of the cost. Although, with how little Mutated and their families usually have, this could turn the village into one giant ghetto.
(Turns: 1
Upkeep: 10 Materials
Reward: Housing problem delayed! +0.50 Materials in Taxes per Turn.)
[ ] Contractual Expansion
With a construction and digging company on-site and on friendly terms, you could expand the contract into a perpetual affair thanks to your patronage. Although costly, this will allow you to choose what quality the new homes will have, influencing how many can be built. Furthermore, the selected quality will have an irreversible effect on the culture and demographics of Norqod. This contract can be changed or expanded upon in a few years.
(Turns: 2
Upkeep/Income: Depending on the choice below, adds every 4(four) Turns.
Reward: Housing problem delayed!)
-[ ] Housing Quality: Ghetto
(Note: Median Mutated Living.
Upkeep: 0.01 Material, Tax Income: 0.10 Materials)
-[ ] Housing Quality: Poor
(Upkeep: 3 Materials, Tax Income: 4.50 Materials)
-[ ] Housing Quality: Adequate
(Note: Median Commoner Living.
Upkeep: 9 Materials, Tax Income: 12 Materials)
-[ ] Housing Quality: Good
(Note: Median Merchant Living.
Upkeep: 13 Materials, Tax Income: 21 Materials)
-[ ] Housing Quality: Great
(Upkeep: 27 Materials, Tax Income: 45 Materials)
-[ ] Housing Quality: Mansions
(Note: Median Noble Living.
Upkeep: 40 Materials, Tax Income: 76 Materials)
[ ] Expand The Marketplace - Industrial Focus
Now that you have a market that can sell products and materials for the populace to fulfill their needs, you could focus on developing the industrial capacity, aiding all industrial projects greatly.
(Turns: 5
Cost: 9.70 Materials
Reward: Industrial Marketplace, cheaper/better Industrial Actions, +6 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Expand The Marketplace - Population Focus
While the people in Norqod can fill their existential needs, like food or clothing, reliably with the provided goods, luxuries are absent, with many things like books, newspapers, fine clothing, medicine, educational materials, rudimentary entertainment, and more a rare thing. For most inhabitants, mostly Mutated, having access to those goods is a big step up, yet we could provide more, making their lives easier and happier.
(Turns: 3
Cost: 18.15 Materials
Reward: Population Marketplace, cheaper/better Population Actions, +2.50 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Simple Hospital
With the increase in Norqod's populations, the small clinics will struggle to fulfill the demand for medical aid or procedures soon. However, a single, three-story hospital with enough capacity to treat 100-ish people simultaneously, and around 300-400 at once, in emergencies, should cover most cases where surgeries and more extensive medical knowledge are required. Future expansions could include a medical campus, technological upgrades, specialized wards, plague-quarantine areas, and more!
(Turns: 3
Cost: 17 Materials, Upkeep: 5 Materials
Reward: Norqod is more resistant to plague and gains more self-sufficiency. Also, you help more people at once, as they don't have to walk to the Tree's medical wing to get proper treatmen.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Industrial Subsidies - [Industrial Specalization]
When one looks at the ruins of the old world, one cannot miss the titanic forges of industry, the vast halls of robotic workers, and massive production centers. However, compared to today, even the least of those ancient places towers above what the best Forge-Clans can produce, with mountains of goods being produced in days, where we would struggle to do so in years. Therefore, planning out where backers can build what industries, how to entice their creation, and supply them will be vital for taking back that piece of history.
(Turns: 6
Cost: 49 Materials
Reward: Norqod gains an Industrial specialization, allowing for the creation of manufactories, industrial hubs, early factories, steel mills, and all manner of industrial production lines. This will allow for the creation of vast machine wonders and industrial products by the Pilgrims.
Does not specialize Norqod should another specialization be taken, but this path remains open.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Schooling Incentives - [Academic Specialization]
Change is the result of learning. By turning Norqod into a bastion of both academia, where legions of students are churned out under the watchful eyes of educated teachers, a repository of knowledge, in whose venerable halls and vaults within libraries overshadowing all, or a place for the refinement of the spirit and soul within temples and sanctuaries, we will ensure that future generations will live in the shadows of trees planted today.
(Turns: 9
Cost: 67 Materials
Reward: Norqod gains an Academic specialization, allowing for the creation of schools, academies, universities, libraries, research complexes, and all that one can imagine. To be a bastion of knowledge, a light of understanding within the dark is no easy task, nor a short one. But a seed planted today can grow into a towering behemoth tomorrow. This will speed up the dissemination of technologies researched by the Pilgrims.
Does not specialize Norqod should another specialization be taken, but this path remains open.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Blue Light District - [Cultural Specialization]
With the Pilgrim building the Consensuals in Tessen, nothing speaks against allowing various brothels to be opened in Norqod, as long as they adhere to specific guidelines, restrictions, inspections, and standards. With the overwhelming Mutated presence, those establishments will see a particular type of clientele within their shops. Alongside those, restaurants, cafés, taverns, artisans, and tea shops can be incentivized, and with the frequent trade caravans coming through, they will have enough customers. Legal drugs and gambling can be allowed in all shops that acquire both the license and the needed Regional requirements set by House Tessen. The Guards need to be expanded as well to preserve the peace and take care of any troublemakers.
(Turns: 2
Cost: 16.50
Reward: Norqod gains a Cultural specialization, which opens up further opportunities like theaters, cinemas, artistic academies, and more. It would also allow the Pilgrims to spread their faith further than ever by sheer cultural osmosis.
Does not specialize Norqod should another specialization be taken, but this path remains open.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Airship Trade Anchor And Depot - [Trade Specialization]
With the advent of the nascent Airships, creating the needed infrastructure to harbor, supply, repair, upgrade, modify, and unload trade goods or passengers will prove both prudent and vital. While other places may take that particular place in the sun, staking our claim early will enable us to dominate the whole.
(Turns: 5
Cost: 52 Materials
Reward: Norqod gains a Trade specialization, allowing for the creation of storage hubs, trade lanes, merchant quarters, banks, skewed deals, and a whole lot more, only limited by our imagination. Money is in the air, boys, girls, and others! We only need to grasp it with our hands!
Does not specialize Norqod should another specialization be taken, but this path remains open.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] House Dall Barracks - [Military Specialization]
As a Prevter house, house Dall will be required to outfit both troops in defense of the Empire and secure the resource for which they have been installed. Creating barracks for foot soldiers is the first step, allowing the nascent House Dall Retinue to discover promising recruits and commanders from the local populace. Which, by necessity, includes Mutated, requiring more Materials to accommodate the different physiology and dietary requirements of the same.
(Turns: 7
Cost: 24 Materials, Upkeep: 7.00 Materials
Reward: Norqod gains a Military specialization, allowing the recruitment of more sophisticated and specialized troops, expands the defensive and offensive capabilities of House Dall, and opens the path for a potential Knight Retinue. Following this path can generate safe routes into the Forest Of Rust, allowing Suspendium harvesting operations and the search for Artifacts to be expanded considerably.
Does not specialize Norqod should another specialization be taken, but this path remains open.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] House Dall Palace
While 'palace' may be too strong a word for the residence planned, it contains all one needs to know about the subject. House Dall, as a noble lineage not bound to the Pilgrim Faith (due to Martyris only marrying into the House), will, sooner or later, require a residence from where they may oversee and administer Norqod and the Suspendium harvests.
(Turns: 3
Cost: 25 Materials
Reward: House Dall gains a Noble Palace, where they may live, work, and greet guests. Not required until one member of House Dall isn't a Pilgrim.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Engine Assembly
The Tree is not suited for the industry needed to build your Fuur-Engine in any appreciable quantities, neither the forges nor 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: 7
Cost: 35 Materials, Upkeep: 10.90 Materials
Reward: Massive reduction to Assemble An Engine, 6d12 Materials to Technology Sales, massively increased prosperity in Norqod.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Organized Airship Manufactory - 1 Line - (Airship (Can be changed)) - (0-2.000 Kg) - (Insert Company Name)
Forget making a few little ships! Mass-producing components and available designs and fitting them in a specialized hangar are the way to go! Of course, you need to provide the required Suspendium and Materials, but then? Then you can get rich!
(Turns: 5
Cost: 35 Materials, Upkeep: Airship Line Dependent
Reward: Organized Airship Manufactory, allowing you to build and sell Airships to your specifications. House Dall gets rich.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Write-In.
Adding House Dall will lessen the Pilgrims gain but increase those of House Dall.
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 Flat Loan
(0-450 Materials loaned for four turns at 5% interest)
-[ ] Take Out A Continuous Loan
(0-500 Materials loaned with 12% interest per Turn)
-[ ] Sell Businesses Norqod Location Privileges
(Gain 6d20 Materials (-3d every use, +1d every Turn not used))
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum rare technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Backroom Deals - (Once Per Turn)
(Reduce Upkeep of one(1) structure by 0.50 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.)
[ ] The Union Of Herbalists - (Choose 1 Action)
-[ ] Institutional Knowledge
(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls) -[ ] Study Sessions - (Locked for 1(one) Turn)
(Cost: 1 Faithful, 2.32 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 - (Choose 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
(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)
[X] Forge Clan Vanar-Feer - (1 Action Locked)
- [ ] 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.)
-[X] Engineers Galore - (Engineer) - (3/6 Turns Complete)
After the arriving Forge-Clan Elders saw that you had the same appreciation for technology as they did, and with the support of both DoD and PD, they decided to impart some knowledge about the world to some of you 'who knew what they are doing.'
(Cost: 1 Faithful, 15 Material per Turn, for 6(six) turns
Reward: 1 Engineer)
-[ ] Commission A Knight-Frame For ^Ä^
--[ ] Malachial-Pattern
(Turns: 4, Cost: 150 Materials, Armor: 200/200, Structure: 60/60)
--[ ] Hadramiel-Pattern
(Turns: 4, Cost: 300 Materials, Armor: 350/350, Structure: 40/40)
--[ ] Gezuria-Pattern
(Turns: 5, Cost: 700 Materials, Armor: 650/650, Structure: 80/80)
--[ ] Commision An Unique-Pattern
(Turns: 8, Cost: 200 Materials, Armor: 10 points for 2 Materials, Structure: 2 points for 5 Materials)
[ ] The Bureau For Imperial Civilian Logistics - (1 Action)
-[ ] Commission A Survey
(Cost: 40 Materials, 5 Goodwill
Chance: Rolled for usefulness
Reward: Locates 1(one) additional resource in Tessen)
-[ ] Meet Cryptic Benefactors
(Cost: 10 Goodwill
Reward: 4d20 Materials for 2(two) Turns)
-[ ] Grease The Wheels - (Action)
(Cost: 15 Materials, 15 Goodwill
Reward: Gain 1d6 Turns/Successes on any Building/Action)
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)
[ ] Search For The Grave Of The Shattered Eye
A crazed man gave Martyris instructions and directions towards a grave where he "could find a crack through the lies, safely." It is evident that the man was dangerous, having been dragged off by InSec, but whatever he wanted to show off could turn out to be valuable. Maybe.
(Notice: If Martyris takes this Action, it takes up two actions. This is because a hero may not stop taking this Action once it started.
Turns: 4
Reward: ???, +1 to (3\²]SN@'+ßz _
WARNING: DO NOT TAKE; WARNING_ DO NOooT Taaaaaa-aKE; WAGIIN; DO OT KET²³@}43t })
[ ] Shift Your Bureaucracy From (Category) To (Category)
Sometimes the need arises where efforts have to be reduced in one area and expanded in another when no additional resources are available to do so otherwise. Today is one of those times where a shift in attention is required.
(Cost: 1 Material
Reward: 1 Action is shifted from the first to the second category, active next Turn.)
[ ] 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.)
[ ] 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.
Also, finally figured out how to change the thread-icon!
NOTICE: HIATUS IS NOW IN EFFECT!
A moratorium will be until 23.07.21 at 17:00 CET.
Voting will be closed on 20.09.21 at 17:00 CET.
I will roll on the 21.09.21 at 17:00 CET if no one has rolled yet.
Updates will be online on 26.09.21 at 17:00 CET.
huh well that happened. Obviously the Pilgrims will help and the Cutters can carry stuff. Not much but there are enough that a stable supply line can be formed out of them. We even have the DoD to help with relief operations.