Adhoc vote count started by HeroCooky on Jun 14, 2020 at 11:04 AM, finished with 12 posts and 3 votes.
[X] Plan: Salt and Minerals
-[X] Death Does Not Want You Today
--[X] +4FF
-[X] School The Diplomat-Corp - (Specialized) - (Herbalists)
-[X] So That None May Suffer - (5 Materials)
-[X] Food, Gotta Have It - (Biology/Agriculture)
-[X] Send Out The Scavengers (SE-01)
-[X] Administration Center - Expanded (Tree of Knowledge)
-[X] Personal Introduction (Stupendously Scholastic Scholars of Science)
-[X] Personal Introduction (Criminal Organisations)
-[X] (What will you do now that you have this information?)- Tell Lord Malarn
[X] Plan: Thinking Long-Term
-[X] (What will you do now that you have this information?) Inform Lord Malarn about the presence of the Emberguard, and offer provide all the intel we have collected on them. But make it clear that if he attempts to use this as an excuse to purge the Mutated our agreement is over.
-[X] Death Does Not Want You Today
--[X] +4FF
-[X] Infiltrate - (Emberguard)
-[X] So That None May Suffer - (5 Materials)
-[X] Food, Gotta Have It - (Biology/Agriculture)
-[X] Send Out The Scavengers (SE-01)
-[X] Administration Center - Expanded (Learning)
-[X] Too Much To Do - (Learning)
--[X] Translations For Beginners - (Linguistics) - (Untranslated Book On Chemicals)
---[X] Translated Transcripts, Assorted Books In Multiple Languages, Untranslated Book
-[X] Personal Introduction (Stupendously Scholastic Scholars of Science)
It looks like Karmaoa's vote for Plan: Salt and Minerals is being counted towards the version of that plan in a subsequent post, instead of the one in Karmaoa's post. This seems like it might not have been what they intended?
I think he updated the plan in his post recently, and the other one is a copy of an earlier version.
It looks like Karmaoa's vote for Plan: Salt and Minerals is being counted towards the version of that plan in a subsequent post, instead of the one in Karmaoa's post. This seems like it might not have been what they intended?
I think he updated the plan in his post recently, and the other one is a copy of an earlier version.
Ugh, I changed my plan without changing the name and RebelYell copied it before those changes, he just added talking with Lord Malarn.
Anyway, I changed my vote to @RebelYell version of the plan to avoid a tie. So the tally is right as is.
Expeditions Return Triumphant
Over one year ago, two expeditions from the Pilgrims traveled out into the Forest to search for forgotten glory and dead marvels. In that year, they managed to unearth a glut of artifacts that have been reverently preserved and sent into the Tree for further preservation, study, and the occasional sale. These last years, some exciting advances have been made, as seen by the cloaks the Tech-Scouts wear. Some even rumor that the Pilgrims are working hard on understanding the mysterious force of electricity, away from the Stupendously Scholastic Scholars of Science. Let's hope they succeed!
Pilgrims Officially Recognized By House Malarn
It came somewhat as a surprise as Lord Malarn officially announced that the Pilgrims had been recognized as a lawful and righteous religious organization, with all the ups and downsides that this entails. While some say that the Pilgrims tax should have been done sooner, others worry that this could hamper their willingness and ability to help others. Most are curious about how they will act on this announcement and how they will make use of their new privileges. These include the printing and distribution of their Holy Texts (do they even have those?) free of charge, the right to petition for opening orphanages and schools, and the honor of taking part in defense of the Empire. Good for them!
Target Of Crusade Rumoured To Be Starlight
As the forces and might of the Empire congregate in Castle Sevenguard, more and more supplies are drawn into the abyss that is an army. Several rumors about the target have focused on one in particular: Starlight. The mountain that had been hollowed out in ages past for the valuable Hikari-Stones that glow in a soothing blue. While they are now a rarity, most of the stones found anchored into the ceilings of the inhabited caverns, talk about new veins that are being exploited, seem to have attracted the interest of the Crown. One can only hope that the Starlighters have enough wit between them to realize that the protection of the Empire and the chance to become appropriately civilized is something that they should welcome with open arms.
[ ] Personal Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 75% for Locals, 55% for Elites (cannot choose The Common People, The Mutated, The Merchant Guild or Cults), rolled with a +15
Reward: Chosen organizations support-network unlocked. Choosing The Union of Herbalists triggers a mini-event.)
And 10 Materials. So we have 15 Materials for the next turn before we sell anything.
Expeditions Return Triumphant
Over one year ago, two expeditions from the Pilgrims traveled out into the Forest to search for forgotten glory and dead marvels. In that year, they managed to unearth a glut of artifacts that have been reverently preserved and sent into the Tree for further preservation, study, and the occasional sale. These last years, some exciting advances have been made, as seen by the cloaks the Tech-Scouts wear. Some even rumor that the Pilgrims are working hard on understanding the mysterious force of electricity, away from the Stupendously Scholastic Scholars of Science. Let's hope they succeed!
We probably should start a few new expeditions. I was a bit wary of that while the Plage Engine was traveling through the city but with the Military dealing some actual damage and getting reinforcement...
Pilgrims Officially Recognized By House Malarn
It came somewhat as a surprise as Lord Malarn officially announced that the Pilgrims had been recognized as a lawful and righteous religious organization, with all the ups and downsides that this entails. While some say that the Pilgrims tax should have been done sooner, others worry that this could hamper their willingness and ability to help others. Most are curious about how they will act on this announcement and how they will make use of their new privileges. These include the printing and distribution of their Holy Texts (do they even have those?) free of charge, the right to petition for opening orphanages and schools, and the honor of taking part in defense of the Empire. Good for them!
That's probably because we told him about the Evertorch group. The extra taxes mean we need to plan some Materials for that but if we have to defend the Empire now we should be allowed to build military buildings.
Ugh, now we need to plan for that, the next catastrophe, the new military duties, and our expansion. This will push the labs even further back.
Target Of Crusade Rumoured To Be Starlight
As the forces and might of the Empire congregate in Castle Sevenguard, more and more supplies are drawn into the abyss that is an army. Several rumors about the target have focused on one in particular: Starlight. The mountain that had been hollowed out in ages past for the valuable Hikari-Stones that glow in a soothing blue. While they are now a rarity, most of the stones found anchored into the ceilings of the inhabited caverns, talk about new veins that are being exploited, seem to have attracted the interest of the Crown. One can only hope that the Starlighters have enough wit between them to realize that the protection of the Empire and the chance to become appropriately civilized is something that they should welcome with open arms.
So we passed those actions!
Also, in hindsight, I'm glad we took Administration Center - Expanded (Tree of Knowledge). With how we need to develop military units now, we need a reliable Material income and the actions of the Tree of Knowledge category seem to be the most likely for building mines and farms.
After having a look at our available equipment I've written up some example military units. All units we recruit cost 2.5 Materials upkeep per turn. We currently only have room to support 1 extra unit. Building an armory would raise that cap by +1 unit at a cost of 3 materials and 2 turns of construction time.
Given the high per unit upkeep costs we'd probably want to raise our income before started doing any recruiting.
Armor:
(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.35 Materials per unit per size.
(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 1.00 Materials per unit per size.
Camo-Cloaks (Standardized)
-(Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
-(Ranged) After attacking, If the stealth-roll has a difference of 35 or higher, you gain one extra stealth attack.
+1 Armor. 2.00 Materials per Unit
Armored Camo-Cloaks (Standardized)
-(Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
-(Ranged) After attacking, If the stealth-roll has a difference of 35 or higher, you gain one extra stealth attack.
+3 Armor. 5.00 Materials per Unit
Weapons:
(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield, or equipment. 0.15 Materials per unit per size.
(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.2 Materials per unit per size.
Tech-Scouts (Melee)
6/6 Size
3/3 Armor
Training: Untrained (1/6) -??? to all rolls (this would be a -5 penalty at 2/6 training)
Breakpoint: 2/6 size remaining in combat
Spears: 1 Damage per size (6 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +3 Armor
Recruit: 5.9 Materials, ? Goodwill
Upkeep: 2.5 Materials per turn
Tech-Scouts (Ranged)
6/6 Size
3/3 Armor
Training: Untrained (1/6) -??? to all rolls (this would be a -5 penalty at 2/6 training)
Breakpoint: 2/6 size remaining in combat
Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns.
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +3 Armor
Recruit: 6.2 Materials, ? Goodwill
Upkeep: 2.5 Materials per turn
The main weak point is the poor quality weapons. We do have some weapon related artifacts (1x Glaive, 2x Ax, 1x Crossbow) so this is an area that we could improve significantly if we tried.
Glaive - 2.04 - +5 to Weapons
Destroyed Crossbow - 4.00 - +5 to Weapons
Serrated Ax - 1.72 - +5 to Weapons
Armor Piercing Ax - 5.49 - +20 to Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Armor
Reinforced Shield - 2.23 - +5 to Armor
Burnt Breastplate-Schematic - 1.08 - +5 Armor
Status: Ready For War (+5 to all rolls, +5 to Initiative)
Structural Integrity: 75/75
Armor: 296/296
Machine-Mind: Awake
Weapon/s:
-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.)
Equipment:
Reliable: Electrified Armor - (Functions as advertised) - Specialized conduits that allow high voltage to be conducted through the surface of the Knight and can cause large bolts of energy to strike those that get too close. This cannot destroy or kill massive hordes but is enough to deal with small numbers efficiently. (+12 damage against all present Non-Horde enemies per turn..)
Semi-reliable: Lighting Eruption - (roll a 1d3 for under/normal/overstrength use with overstrength damaging the Knight, but providing superior damage) - An experimental piece of technology designed to take advantage of the electrified Armor and allow for the energy to be expended as an explosion of pure electricity. This shuts down the EA system for up to 20 mins when used but will fry any non protected machinery and cause massive amounts of damage to organics without mutations that resist electricity. (1d60+20 damage to all enemies without resistance/nullification of electricity, doubled with Machines.)
Auxiliary:
Forge-Clan Machinery Workshop - (+5 to Initiative for the first 3 Combat-Turns)
Traits:Eternal, Everlasting (Automatically repairs 6 Structure and 20 Armor every Turn), Do Not Go Gently (When faced with a Last Stand, or defending the Tree Of Knowledge, double all rolls, half all incoming damage. When combat has been concluded, all Armor is destroyed, and Structure is reduced to 1(one)), Child Of Man (This Machine-Mind will never betray Humanity and fight for their cause if it sees it as just. Whatever Vehicle is piloted by this Machine-Mind may operate without a Pilot.)
Description:
Standing at the height of 8 Meters, this Knight towers over many common patterns used by the Empire of Slatnan. Unlike many other Knights, the Pilot sits not in the torso but the head. Its shape is surprisingly human-like, with much as the same range of movement as a healthy human. However, time and lack of maintenance have damaged much of the more delicate machinery, with most outlying artistry missing. The Pattern's peculiarity is that it lacks any hardpoints, relying on specialized and not standardized equipment.
Deeds: N/A
History:
-~400 years ago, this Knight was destroyed beyond salvage by those piloting this ancient machine. Whether a glorious last stand or bleeding the energy and fluids keeping this machine walking was its demise is unknown.
-Year 3; Month 9; Knight was recovered by the Pilgrim known as Samantha.
-Year 7; Month 8; The Machine-Mind Perpetual Defiance awoke from its slumber once more, insulted Vanar-Feer Data-Smith Bolt, and pledged itself to the cause of the Pilgrims.
-Year 12; Month 11; Defended a U'kali village outnumbered 31-to-1 and won.
Due to personal and work related issues, the scheduled update may be pushed back a day or two.
As for the Apocrypha update, you will be able to influence the type and some sub-systems of your Knight by writing omakes. This is only limited by your imagination and the fact that this is a Knight, not a Walker.
We just finished the farming research, so we probably can build a few farms to get more Material. The Mineral/Mining research action also only takes one turn to research.
-~400 years ago this Knight was destroyed beyond salvage by those piloting this ancient machine. Wheter a glorious last stand or bleeding the energy and fluids keeping these machines walking was its demise is unkown.
-year 3, month 9. Knight was recovered by the Pilgrim known as Samantha.
As for the Apocrypha update, you will be able to influence the type and some sub-systems of your Knight by writing omakes. This is only limited by your imagination and the fact that this is a Knight, not a Walker.
Ugh, I have never written anything and English isn't my first language. I can think of a few scenes though.
Maybe how Samantha stumbled over the Knight, mentioning some of the systems visible from the outside. Or one of our Faithfull looking it over after it was brought to the Tree. Or maybe some researchers speculating about how it worked and if they could repair it.
Writers block is a bitch and a half, and as such i decided to employ the nuclear option to solve me hating every attempt at the introductions.
I rolled my dice. It was bad. Due to these introductions only narratively, and not mechanicaly, affecting the world, you probably wont have to worry about anything.
Except that i rolled two nat 1s for the criminal organizations. As such i thought about the worst that could happen to Martyris, with him still being able to escape unscathed and not affect anything on a bigger scale.
The problem here is as such: i have no idea if i have gone way overboard or if this is still something believable to walk away from without months of dedicated therapy.
As such: i need someone to beta-read that segment and tell me if this should be included or scrapped.
As for the rest of the update: i have written about 11k words without the aforementioned section. Hopefully i will be able to post turn 17 in one or two days.
So, are you asking for somebody among us to beta read it?
I would volunteer if that is the case, but feel obligated to mention that i'm not too averse to having a main character having a really traumatic experience, with massive mechanical maluses to our organization and having to actually work and make compromises for several turns to solve it. I'm actually often peeved about the lack of significant negative consequences for bad choices or catastrophic rolls.
About the writers block, I feel you and wish you well. I'm sure I speak for everybody in saying that all readers of this quest would prefer you taking time to take care of yourself rather than clamoring for an update.
So, are you asking for somebody among us to beta read it?
I would volunteer if that is the case, but feel obligated to mention that i'm not too averse to having a main character having a really traumatic experience, with massive mechanical maluses to our organization and having to actually work and make compromises for several turns to solve it. I'm actually often peeved about the lack of significant negative consequences for bad choices or catastrophic rolls.
About the writers block, I feel you and wish you well. I'm sure I speak for everybody in saying that all readers of this quest would prefer you taking time to take care of yourself rather than clamoring for an update.
Giving you mali because of my bad rolls seems a bit too punishing to me, but i have already something in the works in that vein that would help you out, while still costing something.
Also, no need to worry about me burning out, i write this quest to unwind and the only thing that stumped me was the two introductions. Everything else was written up in less than two hours to the final writing.
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies
2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.
3.) A new Leader is chosen should the current Leader;
-a.) die
-b.) voluntarily step down
-c.) be removed by a two-thirds majority vote
4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity
5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) The nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the Pilgrims HQ ballots, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist
-h.) caring for any children that are born as a result of their actions
6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctoral orders
7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader
8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the expulsion after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason
9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin
-f.) Occupation
-g.) Mutation
10.) These crimes (but not excluding others) are immediate ground for exile without 8.a.1. coming into effect.
-a.) Murder
--1.) attempted or otherwise
-b.) Psychological Torture
-c.) Physical Torture
-d.) Rape
-e.) Conspiring to do any of the crimes listed here
11.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets
Origin: Humanism:
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)
First Tenet: What was will be:
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)
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.)
Materials: 19.37(min. +3.46, max. +12.46 per turn, 12.50 Materials owed to: The Merchant Guild in 3(three) turns)
Income = 7.86-16.86Materials:
3.86 Followers
1.00-4.00 Desalination Basins
3.00-9.00 Inn (Eye of the Beholder)
Upkeep = 4.40Materials:
0.90 = 1 Soup kitchen - (-0.10 Due to Buying Goods In Bulk)
0.90 = Administration Center - Basic - (-0.10 Due to Buying Goods In Bulk)
1.40 = 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk)
0.40 = Hygenic Living Expanded
0.50 = Living Quarters Expanded
0.30 = Storerooms Expanded
Goodwill: 11.90(+1.31 per turn)
Piety: 51.5% (+/- 0 to personal rolls)(+4% per turn)
Relationsships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Unaware of your existence
Marquis of Tessen
Opinion: Neutral (0)
Plans: Interested
House Ulatarn
Opinion: Neutral (0)
Plans: Interested
House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Plans: Further your usefulness
Military
Opinion: Neutral (0)
Plans: Ensure you are compliant with the law
Church of Eden
Opinion: Neutral (0)
Plans: Pointedly ignore you
The Followers of Light
Opinion: Neutral (0)
Plans: Watch very carefully
General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer you on
The Merchant Guild:
Contact: Abraham Lin
Opinion: Neutral (0)
Plans: Source of Artifacts and Customers
The Union of Herbalists:
Opinion: Neutral (0)
Plans: Con you
Factions:
-Unionists (-1/56% Control/Mali to Costs for Actions)
-Base (0/35% Control)
-Healers (1/9% Control/Enables Doctoral Training)
Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Neutral (0)
Plans: Arrogantly dismissive of you
The Adventurer Guild:
Opinion: Neutral (0)
Plans: Stabhappy/Waiting for bounties
Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Plans: ???
The Mutated:
Opinion: Neutral (0)
Plans: Confused but optimistic
General Opinion on Mutated: Semi-Hidden Hostility (-1)
Artefacts
Common
Thouroughly Burned Pile Of Electronics - 3.84 Materials - + 5 to Electronics
Diagram For A Waterwheel - 2.80 - + 5 to Machinery
Rusted Cogs - 1.25 - + 5 to Machinery
Drained Battery - 2.39 - +5 to Electronics
Non-Functional Lightbulb - 1.48 - +5 to Electronics
Parfume - 1.11 - +5 to Chemicals
Shattered Robotic Arm - 4.91 - +5 to Electronics
Glaive - 2.04 - +5 to Weapons
Destroyed Crossbow - 4.00 - +5 to Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Armor
Serrated Ax - 1.72 - +5 to Weapons
Reinforced Shield - 2.23 - +5 to Armor
Mechanical Pencil - 1.95 - +5 to Mechanics
Clockwork Pieces - 2.08 - +5 to Mechanics
Burnt Breastplate-Schematic - 1.08 - +5 to Armor
Translated Transcripts - 2.50 - +5 to Linguistics
Well Kept Maps - 1.52 - +5 to Geology
Erotica - 0.82
Inscribed Rock - 0.09
Mechanical Lock - 2.65 - +5 to Mechanics
Lizard Cuirass - 2.66 - +5 to Armor
Rare
Rusted Motherboard - 5.29 - +20 to Electronics - Bound to Secret Of The Circuit Pt.1
Untranslated Book On Chemicals - 5.20 - +20 to Chemicals - Untranslated
Diagram Of A Rudimentary Icebox - 5.66 - +20 to Refrigeration
Assorted Books In Multiple Languages - 5.11 - +20 to Linguistics
Treaty On Brainwashing- 5.26 - +20 to Psychology
Broken Pump - 5.96 - +20 to Hydraulics
Papers With Recurring Numbers - 5.42 - +20 to Programming
Lightweight Alloy - 5.22 - +20 to Metallurgy
Burned Theory On Cloning - 5.35 - +20 to Advanced Medicine
Untranslated Book - 5.25 - +20 to Linguistics
Black Rectangle - 5.53 - +20 to Advanced Electronics
Armor Piercing Ax - 5.49 - +20 to Weapons
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilipidated Prosthetic - 5.19 - +20 to Advanced Electronics
Rusted Block With Missin Circles- 5.48 - +20 to Advanced Metallurgy
Textbook On Cellular Theory - 5.47 - +20 to Biology
Layerd Plates - 5.25 - +20 to Advanced Armor
Schematic For Toys - 5.72 - +20 to Psychology
Report On Vivisections - 5.12 - +20 to Advanced Biology
Chemical Waste Bags - 5.32 - +20 to Advanced Chemicals
Electrical Conductor - 5.61 - +20 to Electronics
Lost Tech
??? - Knight of the Pilgrims - Cored
Unique
Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
Military
Units (1/2)
Tech-Scouts
6/6 Size
1/1 Armor
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in combat
Spears: 1 Damage per size (6 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +1 Armor
Special Rule: Cannot take a scout action if this Unit is used for military purposes.
Upkeep: Free (Scavenger Past Unit)
Equipment
-Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a difference of 35 or higher, you gain one extra stealth attack.
+1 Armor. 2.00 Materials per Unit
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. (Ranged) After attacking, If the stealth-roll has a difference of 35 or higher, you gain one extra stealth attack.
+3 Armor. 5.00 Materials per Unit
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield, or equipment. 0.15 Materials per unit per size.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.2 Materials per unit per size.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.35 Materials per unit per size.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 1.00 Materials per unit.
Unique/Notable Assets
-Ashleaf Tea +10 to Diplomacy
1x Extremely Fertile Farmland
2x Fertile Farmland
1x Inn (Eye of the Beholder)
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked
Cons: Buildings take +1 Turn to mine and set up
Desalination Basins
- 250 Pilgrims receive water in case of a drought. +1d4 Materials per turn.
Administration Center - Basic
- +1 Personal Action, Unlocks Too Much To Do.
Hygenic Living - Expanded
- Plagues roll a with mali to infect the Pilgrims, supports up to 300 Pilgrims before it becomes useless.
Living Quarters - Expanded
- Up to 300 Pilgrims can live in your base before a mali starts to apply.
Storerooms - Expanded
-Up to 300 Pilgrims can survive for 6 months under siege conditions
Heroes
You, Martyris, The One That Suffers, Leader of The Pilgrims
4/6 Health (-2 permanent)
3/3 Armor
Training: Trained (3/6)
Breakpoint: NONE
Spear: 1 Damage per size (1 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +3 Armor
Special Rules:
-Must be attached to one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-50% Chance to gain/lose 40% Piety should this Hero die in Combat.
-Gain 30% Piety should this Hero die of natural causes
-Immune against all poisons
Upkeep: Free (Because it's you.)
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. Though many see your determination to face such a future for something beyond yourself as inspiring and have taken to more selfless actions as a result of this. A side effect of your medicine and the lasting damage seems to be a much-increased tolerance against any form of poison, though there may be more at play.
Effect: 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 in a beneficial manner 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.)
Lord Malarn was in his office and was currently holding his head in his hands, switching between looking at the two reports on his desk, the right one sent by the Pilgrims, the left by the captain of the "mercenaries" informing him about the amount of claimed artifacts. The one to the left made him smile at the fact that one of his gambles had paid off spectacularly, while the right one made him laugh. It was not a nice laugh, but one that is done by those that feel dread and simply find their situation hilarious.
"I gave them just some guards dressed as mercenaries, and I get back more artifacts than I could have gotten by buying. Ridiculous. But worst of all, they get slapped in the face by some idiots, track them down, and find a massive cult of the Evertorch in my backyard." A few seconds go by before he begins to laugh again, with a distinct edge in it.
"A bunch of naive do-gooders find more artifacts than a directed effort by me, as well as uncover a hidden cult that would rather let this city drown in blood than give up before one of the Internals even has gotten a whiff of them. And the Evertorchers have been here for YEARS!", at this, he stands up, grabs his table, and flips it over. With a scream of rage, he grabs his chair and throws it out of the window.
Several seconds go by, with only him breathing heavily, before his guard's barge into the room, weapons drawn, scanning the room for any would-be invaders. After none have been immediately found, the shorter one asks, "Everything alright, my Lord?"
Lord Malarn only fixes his clothes, resumes his regal posture, and tells the guard, "Send for the Internals, I have questions. Also, send someone to clean this up and repair the window. I have an announcement to dictate."
Not even bothering to wait for the guard to reply, he simply walks out of the room, his mind filled with ways to cull the cult before they can finish whatever they were planning. But he forces himself to think about something else, namely the Pilgrims. They were kind enough to tell him now, instead of enacting their revenge, but they could not be counted on to do so in the future. As such, he had to make sure that they saw him as trustworthy. While making them an official religion would bring some backlash against him from those already existing; he deemed the loss in reputation worth keeping them bound to him.
You never know when you required a friendly face after all.
***
The message informing you that the Pilgrims are going to be officialized in less than a week races through the Tree in a matter of hours. Something like this is not to be taken lightly, as it means that you now have the official backing of a noble house behind you, smashing open many doors that had been shut before. Many are already having discussions on how those privileges should be used and how you would get about building and organizing an orphanage or school. Honestly, you are somewhat taken aback at the swiftness at it all, but you can't complain while it does not change all that much on a practical level, with the exception that you will need to pay taxes in a year, and that you may be required to send people to fight for the empire. The ability to operate an orphanage or school is excellent, and all, but the fact that you could print the Codex en mass is more achievable. It would also not require you to go through red-tape to get the permits.
Shaking those ruminations out of your mind, you turn to the reports that have been piled up on your desk lately. The only news from your expeditions is that they will arrive in about three days, linking up with each other and your scavengers, before making all haste towards home. They also hint that they have found something spectacular, but say that it should be a surprise for everyone. (See: A Knights Tale) There was also a note embedded into the report, stating that a Pilgrim had made some friends with the scouts of the military, and found out that they are mounting for a massive operation in a few days to finally bring down the Engine since an earlier attack had left it without the ability to produce its miasma. It is virtually guaranteed that the Engine will be destroyed, and the cases of poisoning are going to start dropping sharply in the next three months before growing minuscule as nature sorts itself out. Relieved, you archive the report and turn to the others still waiting to be read.
While the diplomats are starting to familiarize themselves with the intricacies and traditions of the Union of Herbalists, the miners have started digging out more space for the administrative work of organizing the Pilgrims. The general area of the new archives and workspaces has already been completed, with only the furnishing and stockpiling of paper, papyrus, ink, and many other things that need to be completed awaiting the supplies. Boring minutia that can be done by your assistants, but it will allow you to construct more structures at the same time. However, you are already toying with many ideas on how to make the space you already have more inviting and efficient.
Aside from these ongoing efforts, the teams send out to patrol for victims of the Plague-Engines are reporting the same old stories that they have been these last few months. Some accept the help gladly, while others scorn the Pilgrims and tell them to leave. This is usually reversed when they ask for help while their family or friend coughs out blood or writhes in agony. Most people on the outskirts are very paranoid about change and strangers, but you are glad that they do not put their pride and fear before their life or that of others.
Other than that, there is the long-awaited report on what types of crops should be planted on the farmland that was found some time ago. It is noted that the soil is so good that you only need to build a house for the farmers, and you will be able to start harvesting right away though they mention that the valley that holds the incredibly fertile soil should be guarded in the future, to prevent any would-be thieves digging up your dirt.
The obvious choice in crops is, of course, Sandwheat. Easy to plant, harvest, and care for. Just chuck it on the ground, and you are pretty much done for the next two-and-a-half months. After that, there is a period of quiet panic trying to harvest everything before the next period of mind-numbing boredom sets in. The amount of food that would be collected would even net you a tidy profit, after supplying a soup-kitchen with the harvest—a safe, comfortable choice for guaranteed benefit.
The second choice is Bloodbark. The blood in its name comes from the uses of its bark. After soaking the bark in water for a day, it dissolves in long hair-thin strands, that are used mostly in stitches and woven into bandages, since it supports the clotting of the patient's blood. It would be a massive boon for your hospice and any units that you will field. It also yields a steady profit, being able to reduce the Upkeep for your hospice year-round.
Then there is Helo-Fruit. The yellow fruit shaped like dice is most famous for the fact that it is delightfully sour. Unfortunately, most of the seeds used in planting are sterile and cannot produce any seeds on their own, as those bushes that can procreate are notoriously hard to cultivate and keep alive. As such, any planting would need to be paid beforehand and can carry the risk of only getting you a zero-sum harvest. Somewhat risky, though they are the least time-consuming cash-crop that you have access to.
Black Root is a short stubby bush, which grows the black roots that give it its name. They are nutritious and taste good if you know how to cook them properly. They take longer than Helo-Fruit to mature and regrow, though they do not have the disadvantage of needing to be replanted after every harvest. The only real downside is that the upfront cost is high and may require multiple harvests to pay off. Useful for long-term planning.
Asil Nuts are another matter entirely, as they are the cash-crop on the market. Growing in nine months to the size of a two-story house, the Asil plant provides not only a mass amount of material for paper, papyrus, and scrolls but also hand-sized nuts, coated in a shell of both hardened wood as well as tiny amounts of iron. Whether you melt the nuts down after removing the insides, sell the shells for processing or turn them into art, every part of the plant is capable of being used and has made many a farmer wealthy with a good harvest. It has also made many a farmer miserable because these plants are known to reproduce by explosive means occasionally. The resulting damage in both flesh and material is both costly and extremely uncomfortable to explain. Who wants to be known as the person that got injured or killed by a plant having an orgasm? Aside from that, efforts to reduce such instances have led to most Asil being rendered sterile, though some fertile ones manage to slip into every harvest now and then. Same deal as with the Helo-Fruit, though much riskier.
At the end of the report, the author mentioned that some tests had been made regarding the Ashleaf-Tree. It seems that it needs a specific type of soil and multiple other factors that, frankly, go over your head, to thrive. Factors that are present in the valley with extremely fertile soil. Projections and a bit of math have hinted at the fact that the Ashleaf would need about 30-years to mature but would provide the much-liked leafs the entire time in ever-growing numbers. Planting them would mean that you could not use the valley without resetting any progress, but the idea of having a monopoly on Ashleaf-Tea is exciting. A very profitable idea too.
Before you can further ruminate about the idea of getting rich by tea-mongering, you direct your mind to more pressing matters. Such as the upcoming meetings with both Holy Rose, the Leader of the largest and most influential criminal organizations, and Marthen Marthensons of the Stupendously Scholastic Scholars of Science.
...
One of them is going to end up on your hit-list, you just know it.
Aside from your dawning feeling of dread, the dossiers about their personhood are more enjoyable. "Holy Rose" is a Mutated that has the much-coveted "Eterna" mutation. While you thought that that mutation was a myth like Kraken, until you saw one's corpse a few years back in the Capital, that is, it drastically slows the process of aging. No one knows how old she is, though most think that she is somewhere at the beginning of her second century, about 120 years old. So that means that you will meet someone a bit less than a century your senior over matters that you had started to learn maybe two years ago. This can only go well.
Marthen Marthensons is another matter entirely. He has, by all accounts, the personality of wet paper. Anything not directly related to his "most important scientific endeavors" are of no consequence to him, and this is not a stance that is wildly different for many of his fellow "scientists." Though it is mentioned that he dramatically dislikes "Hobby-Scholars," You merely hope that he will see the merit in cooperation and see how much you could help Humanity, or failing that, how it would get him more grants for his research.
That the meetings are scheduled to happen on the same day, with Holy Rose in the morning and Marthen in the evening, is not something you liked. But needs must, and they were the types of people that could only be impressed once. You just hope nothing terrible happens.
***
WARNING: PG-18, Drugs, Sexual Harassment, Violence. Feel free to skip.
Holy Rose tries to drug you with an incredibly potent aphrodisiac to have sex against your will, but it does not work. You take offense to that. You punch her. You gain a trait.
Attitude: 1 Malicious?: 1 Trait revealed: Poisoned By A Plague-Engine - Medicated Immunity
Rage and disgust accompany you as you run out of the room you had been "negotiating" in with Holy Rose.
When you first got a letter that stated that Rose would like to "discuss intimate matters in a private setting in regards to services that could be performed," you merely thought that the letter was oddly worded and dismissed any feeling of this going very bad, very fast. You shouldn't have done that.
It began on a good note. Walking into the room that had been prepared for the negotiations, you were greeted by a woman that looked about 20 years old, decked out in a lavish dress accented with elegant golden embroidery. Though the dress was odd, it was seemingly segmented into many different parts that looked like they could fall off. Seemed impractical. Once the customary greetings were done, both of you took a seat on the provided pillows laid next to the low table and began negotiating what exactly could be offered and why you would agree to. The deal involving smuggling artifacts was done in less than ten minutes, the gist of it is that one artifact would be taken into custody, at which point Rose would organize an auction to sell it off. Of course, being an auction, there was always the fact that it would sell for less than the artifact was worth, but it could sell for a lot more than the Merchants Guild would pay you.
When that was done, Rose looked mortified as she realized that she had no refreshments to offer you and ordered a servant to bring the "good stuff" to make up for her oversight. As the servant returned, you were already deep in a discussion bout the going-ons in the upper political spheres, and how you may become privy to certain secrets that were being traded around. When the servant gave you a goblet filled with dark red wine, you thanked him and took a sip. It was surprisingly fruity, though it had a coppery aftertaste, something that you would later learn to be a thing to watch out for. But for the moment, you were too focused on getting a deal that would not involve selling the Pilgrims' identity, just for an edge in the great game.
Just as you finished getting a vague promise of "disgruntled workers and sudden logistical problems" out of her for various "donations," you noticed that she had a lot fewer clothes on than she did when you started the negotiation. That was odd, but you could not see any remains of her dress laying around and figured that they must have fallen off and been hidden in embarrassment. That turned out to be a mistake. While you were still determined to get perhaps one or more deals hammered out, Holy Rose had other plans. More and more, she would talk about things that were not even remotely relevant to the discussion, like a new dance in where partners hug each other very tightly, and her offer to teach you how to do it. You politely declined and tried to talk about something else, only for her to butt in and ask if you were not hot in your clothes, all that heavy fabric must feel uncomfortable, why don't you take it off? Taken off guard by this non-sequitur and now confused, you barely manage to open your mouth before she tells you that she is "positively melting in all this heat," and took off her dress, standing before you in only her underwear.
This took you so off guard that you only stared at her almost naked form, barely able to form a coherent sentence in your mind. Her action afterward did not help matters as she laid herself on top of the table, practically directly in your face, cleavage on full display and positively purred; "why don't you get more comfortable too? We could have so much fun. I am such a sucker for a pretty face like yours, after all."
It took you all of one second to stand two meters away from her. "Ma'am, I am charmed by this, but this is entirely inappropriate. I do not mix pleasure and business." Those words took her by surprise as she simply stared at you uncomprehending. "Why is it not...", she murmured, before quickly smiling and standing up. "Are you sure?", she asked as she twirled around the spot, losing every article of clothing she had left, supporting her breasts with her arms and saying; "I could teach you so-"
Before she could talk any further, you simply told her: "I am leaving," before trying to do such. Trying is the keyword here, as she immediately grabbed you by the arm and pulled you to her, hissing, "How the fuck are you not fucking me senseless right now?!"
With your free hand already around a hidden dagger, you simply told her: "I told you: I do not mix pleasure and business. Now. Let. Go." She only stared at you furiously before letting go reluctantly, spitting out, "So that fucker sold me some useless drug, great."
"Drug?", you cannot help but ask after backing off, a feeling of dread beginning to suffuse you while not letting her out of sight. "Great, so much money wasted for nothing. And he priced it as one that could drive a lizard into a fuck-frenzy."
"You, you gave me a lizard-grade drug so that I would fuck you. WHY?" you growl the last part, still not removing your hand from your dagger, feeling that old red haze you thought buried deep within you starting to creep up.
She only looks at you like you are an idiot; "So that you'd fuck me raw? None of you fuckers go the full mile if I do not help you out. But just my luck that I got a prude w-", she never finishes that sentence, as your fist lands square in her face, sending her back over the table, bleeding and with a broken nose.
You ignore her moan of pleasure as you storm out of the building, hoping that something will distract you soon before you burry a knife in that bitch's gut.
At the very least, Marthen will be hard-pressed to top that experience.
Gained Trait: 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 in a beneficial matter will require much more effort, but harming them will be so 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.)
***
Attitude: 3 Malicious?: 67
You were right. At least in the fact that you are bored out of your mind while being talked to like a child, rather than angry and disgusted at almost being drugged and raped.
You were still angry when you arrived at the Headquarters of the Stupendously Scholastic Scholars of Science, though that quickly morphed into awe at the marvels that were being displayed. Automatic doors opened before you, even if they took half a minute to do so, to allow you into the building. Electrical lights shone down onto you from the ceiling, cleverly put into colored glass-orbs, bathing the entire reception into a myriad of colors, from red to blue to green. The point of pride is a giant clock on the wall, with the slogan; "Verified by the Ministry of Time" written over the lower half. The real shock came as a machine; not a human greeted you.
It looked like someone had given one of those movable lambs that are sometimes found the ability to move on its own will and to speak. In a mechanical voice, the robot greeted you;
Hello Sir slash Madam. I am Greeter. Your arrival has been logged, and a notice sent towards my superior. Do you have an appointment?
Shocked at this massive display of technological might and the coherence of this machine-mind, you simply stared at "Greeter," slack-jawed as "he"(?) followed your head, staying on center as you moved slightly about. "Uh, yes. My name is Martyris, from the Pilgrims. I am here to discuss future relations and cooperation on matters of technological research with Marthen Marthensons. I have a scheduled appointment for 12."
There was a low hum, and Greeter turned his head 90 degrees to the right and then to the left. A soft ding echoed around the hall.
Your appointment is correct. Sir Marthensons has been notified of your presence. Please wait until he or an appointed employee begins the tour.
And with that, Greeter falls silent, retreating into his little alcove. You wait for a few seconds, before deciding that you won't get such a chance again if ever, to talk to a sane machine.
Unfortunately, despite your best attempts, Greeter seems wholly uninterested in any conversation, leaving you to just stand in the hall alone.
The first few minutes are spent simply marveling at the sights of technology displayed. The next half-hour after that sees you occupying yourself drawing everything down. Just before you can grow irate over the amount of time you were forced to spend waiting, a man appears from a side-entrance, drink at hand. Calming yourself, you step up to him and introduce yourself when he simply waves you off. "Stop that. I already know your name. Now, follow along, I have a schedule to follow, and we are already late." and with those words, he simply walks back to where he came from, slurping his drink through what seems to be a hollow tube.
Okay then, it seems that he is at least slightly aware of his tardiness towards punctuality. So you quickly follow him as he roams through the building, pointing out various objects and anecdotes about how they were acquired or created. What is odd to you is the fact that he occasionally asks you questions about some esoteric knowledge or demands to know how to create a specific item. While he seems genuinely surprised when you confidently answer his questions about the basics of electronics, mostly how to short-circuit or disassemble them without damage, he grows more and more annoyed at your inability to explain how organs function or at what temperature jewel becomes malleable.
This state of affairs continues for another hour, in which he starts to lecture you about the importance of a broad knowledge-base, and you start to continuously blank your mind more and more to escape, which luckily helps to repress the morning you had. Comments about the incredibly poor state of the public schools and the lack of interest of the "rabble" to learn are standard, as is the condescending nature of his comments about "those damned scav-rats stealing all those artifacts for profit." You mention that the Pilgrims have already found several dozen ancient artifacts and are studying them. Surely, a joint effort would be worth the time spent?
This had been all the wrong words at the wrong time, as his rant about "scav-rats" changes to one about "unskilled hicks mucking about with things they don't understand." You would be mad, but honestly, you are simply awed at how this man makes you feel like you are being chastised for stealing a sweet, while he simultaneously bored your brain out of your skull. The only upside to this was that he genuinely had some good advice to tell you about the handling of artifacts, most of which you knew, but some stuff was new to you. After half an hour, he seems to calm down again, leading you to a small room, at which point entry he simply hands you a stack of papers.
"Now, I know you may not be familiar with the bureaucratic process, but here at the Stupendously Scholastic Scholars of Science, we have something called "paperwork," in which you need to properly document the inclusion and cooperation with second-hand sources such as the Pilgrims. You can read and write, right?" he says, looking at you warily. You only nod, already feeling a comforting blanket of boredom settle into your mind.
"Ah, great. You never know with you people. Now open page 1 and write your name here, here, here ..."
It is late into the afternoon that you manage to stumble out of the building, your mind so utterly spent that you can barely remember how many times you signed and read that damn paper. How many pages do you need to agree to an exchange of books? 47.
With a groan, you start the trek home before stopping. Today was a shitty day, no two ways about that. Almost being drugged and raped is going to be something that will leave marks on you, though how heavy they will be after you broke that bitch's nose is something you do not look forward to. Then there were the hours of being belittled and treated like a dumb idiot, with you having to reign yourself in so that you would not stab someone.
Any distraction would be great right now like that park there. You have never been in one. Maybe today would be the day that you would see why they are in every noble's backyard?
***
Shit got heavy, maybe something nice now?: 100 ... okay, I can work with that.
Selene, or Seli for short, is a maid in the employ of Lady Maranica. Currently, she was extremely giddy, skipping along the road of the park towards her favorite secluded spot. An ancient oak on a hill, giving shade to the rock shaped like a bench underneath it, which allows a breathtaking view to the city below with all its towers, walls and bridges connecting both towers as well as the opposite sides of the valley with each other in a chaotic crisscrossing of architecture and styles. The view is doubly as magnificent at sunrise and sunset.
The reason for her good mood is the simple fact that, as of today, she was a free woman. No more debts to the Followers of Light that raised her, no more pretending to be a devout follower out of fear of being forced to pay everything back in one go, no more worry about having enough money to pay not only the interest but also the actual debt. She is free, for the first time in her life—no strings attached to anyone, just the world ready to bow to her every whim.
She giggles at that particular fantasy. As if the world would do that to a Mutated, but it was nice to dream. Also, she would rather keep her job, since she made as much as an average human thanks to Lady Maranica. While Selene had primarily been employed so that the Lady could appear charitable before other nobles, she had taken a liking to her appearance, which was the factor that had boosted her pay. Who knew that having obsidian-colored fur on your digitigrade legs broken up by golden swirls could be seen as attractive?
The only thing that she dislikes about being a glorified showpiece to the Lady's guests and at parties was that she was required to take extensive care to always be in a presentable state. This meant that she could not simply take the short route to her favorite spot in the park, but instead, she had to take the long route, adding almost four minutes to the trip instead of thirty seconds.
But any of those troubles pale before the treasure in Selenes hands—a piece of cake.
Now, usually, this would be way out of her pay-grade, seeing as she were barely able to buy a sweet every other week, but the cook, Bernd, had taken a liking to her when she had started four years ago. She remembered him of his daughter that went to the military, and as such, he occasionally smuggled her something expensive to eat. Most of those things were the leftovers, however, not a full-blown piece of cake. So it was safe to say that she was in pretty high spirits as she arrived at her destination.
She jumped over the back of the bench with a small giggle, landing on top of it. "Ooohmpf!" "EEEP!" Except that someone was already occupying the space she just landed on. Shocked, she jumped up and away, before turning around, still clutching the parcel that held her cake tightly. On the bench was a young man, body, and face briefly distorted by pain, holding his stomach, softly whispering: "Sweet mother of mercy, why?" A few seconds later, he said a bit louder, "And here I thought that the day could not get worse. Ouch." Then he looked up, seeing Selene merely watching him, frozen in shock, clutching a packet to her face, eyes wide open.
"Are you alright? I have some weapons on me, did any of them cut you?" he asked, worry evident in his voice and features. Selene only stared at him, before shaking her head; "No, I'm good. But are you? That must have hurt!"
The man snorted; "Nothing I haven't felt much worse before. Now, you are clearly sorry, so let's just forget this happened. The day has been bad as it is, no reason to get upset over such a stupid thing."
Selene nodded to that and sat down, turning her mind and sight back to the cake still held in her hands. Unfortunately for her, Bernds wrapping skills were much better than her unwrapping ones, and as such, she spent the better part of two minutes trying to obtain the cake within, only to fail. Great, I walk the whole way out here, only to be unable to eat the damn thing. Wait, didn't the guy say that he had something sharp? Turning to the man she had jumped on a few minutes earlier, she was just about to ask him for a knife when she took in his appearance.
Physically, he looked in perfect health, maybe a year or two older than her, 25 or 26, but his stance was slouched. His elbows were on his knees while he had rested his face against his intertwined hands. When she looked at his face, she saw hollow eyes, like that of the few adventurers she had seen, who had just lost someone or a retired soldier retelling a particularly brutal battle. His gaze was unfocused on the world or the sight before him, but not buried in contemplation, but simply lost in negative thoughts. Wow, he looks like he has been through some shit.
"That obvious, huh?" he suddenly spoke up, spooking her. "Yeah, I have been through some unpleasant thing today, and being looked down upon as a dumb child for hours was the better part of it." "That... sounds rough. Do you want to talk about that? I mean we just met, but talking about it would maybe help", Selene offered, though not expecting him to take her up on that. I don't like talking about my problems with those close to me, much less a stranger, so it'd make sense if he refused.
"No, but thank you.", he said before realizing something and looking at her, stretching out his hand with a tired smile. "We never introduced ourselves, did we? Martyris, to your service, and it's nice to make your acquaintance."
Smiling back, she answered, "Selene, but most just say Seli to me. Say, do you have perhaps a knife I could use? I can't get that damn wrapping off." Immediately handing her a small dagger, Martyris spoke up again, intrigued. "Selene, huh. That's a nice name, what does it mean?" "That the orphan that held it before me moved out. Thank you," she said as she gave the knife back, hungrily staring at the price now in the open.
A Helo-Fruit cake, mixed with a dense filling of Asil Nuts. Bernd knows me. Grabbing the fork included, she quickly scooped up a forkful and happily began to eat. "Oh, I'm sorry.", Martyris said, sounding unsure of himself. "Don't be. I like the name, and today is not a day to cry for me, as of today? I am free!" she dramatically bellowed, striking a pose with her fork, the cake still on it. "Heh, you don't strike me as someone straight out of jail, maid outfit, and all that."
Confused, she looked at him, blinking uncomprehendingly. Jail? What is he? OH! "Oh, no, no, no. I am free of my debt to Little Light, the orphanage I grew up in. I'm not fresh out of jail." she giggled, waving away his comment. "I just managed to pay off the last fee for living there today." "Wait. You had to pay to live there?" Martyris replied, anger on his face, and an odd sort of fire stirring in his eyes. "Who in their right mind makes a child pay after losing their parents? Or simply being abandoned. That is disgusting!"
"Hmmm, yeah. But look on the bright side of that!" "What could be bright about that?" "If the kids go missing, they immediately send someone out to get them back! Free anti-kidnapping service!" Both of them stared at each other before Martyris snorted. "That was a terrible joke." "Yeah, but it got you to laugh, did it not!" she shot back, grinning. "And no offense, but you look like hell. And it is not a good look for hell. You sure you don't need someone to talk about? You can just vent to me if you want, I got a cake to keep me occupied."
He just looked at her. After a moment, he looked out over the city, his gaze distant. "Why not," though he sounded oddly defeated after saying that.
"I have never been the most pious man, I could never believe that there truly was a benevolent god watching over us, nor did I want to pray to one that brought us suffering for crimes we did not commit. But I have always held a belief in the goodness of Humanity. Of all Humanity," he said, looking at her hooves, then her legs and fur, over to her ears and horns, before settling on her face, a fire beginning in his eyes, jaw set and shoulders squared, looking larger than life in that single moment to Selene.
"None were able to convince me otherwise. None. Many talk about the sin in our hearts, how we are at our lowest, a vicious, hateful, and repugnant creature, only able to raise ourselves by the grace of divinity. Without one or more deities, we would have no morals, only seeking satisfaction, and hurting others. I hated that. Talking as if we were only able to do good by being threatened with eternal damnation, like dogs. Only driven by base desires!" He now spoke with a zeal that surprised her. Though there was an odd sort of draw to it, one that begged her to listen, simply listen.
"I have seen acts of mercy, kindness, and goodness that would be seen as miracles as bitter rivals fought to keep each other alive, not for the fact that they would die if they did not, but because they found it wrong to leave the other to die. As an old woman took in a scared little shit and gave him something to live for, even as he screamed and kicked at her the entire way. How there are simple acts of kindness everywhere in this world that seems so intent on stomping it out. People sharing food when they have none. Giving clothes to neighbors when they are in need—caring for animals, even as they starve—healing, giving, caring, living. For every act of malice that is done, a hundred acts of benevolence are never registered. For every man murdered in hate, ten are born in love. How there is so much beauty in us if only we are allowed to show it! Just look at the city!" he said, gesturing at the bustling cityscape, filled with thousands of people. "How many of them are monsters? How many of them would stab you in the back, rather than aid you? How many have none that they care for? I refuse to believe that Humanity is wicked. I refuse to do so, and I will do so until my dying day, even if it will be at a stake, before being burned for heresy! I have seen what we can achieve if we work together for the benefit of all! Hundreds saved, where before they would have died! Simply because it was right to help, not because of any reward," he was now standing, gesturing wildly, while an enraptured Selene listened.
"But there is always that one.", he continued, slightly deflating in his manners. "One that seems intent on proving that everything that is taught in the churches about the wickedness of man is right. One that cares not for others, only for themselves. One that simply takes and takes and takes! Just because they can." He now sat back onto the bench, sounding oddly defeated. "One that is intent in proving me wrong, showing me the worst we can be, by simply indulging without heed or care. Unshakable in the belief that because they can, they should."
Then he whispered the last part. "One that makes me question if I am wrong." Silence reigned, as Martyris simply stared out at the city, all the fire and fury of his speech having left his body, while Selene looked at him with newfound respect. Then he blinked and looked at her bashfully. "Sorry about that. I didn't intend to go full "Street-Preacher" just now. I just had an awful day, seemed I just needed to vent."
Selene simply smiled at him and spoke up; "Don't be, I was the one that offered to listen. Though, it sounds to me that you need something to distract you from your feelings for some time. At least until you have processed them enough to think straight. When was the last time you simply relaxed? Just do nothing more than enjoy a night out? No work or responsibilities waiting for you, just free time?" At her question, Martyris blinked, before thinking about that. Then he thought harder before he came to a startling conclusion. "Over four years."
"Wow. That is a long time.", Selene remarked before continuing, "I can see plain as day that what happened, bothered you deeper than simply on an emotional or logical basis. You need a distraction. There is going to be a festival in a week, how about we meet back here, and go there? Drink, party, eat, and just forget all troubles of life? It could be fun, and who knows? Maybe your problem will go away on its own."
Martyris thought about that before he asked, "Why? We just met, why would you go so much out of your way fora stranger?" Selene giggled at that; "Because I can see that you have your heart at the right place. Also, I may have a bet going with a friend that I can't get someone to go to the festival with me. There's cake on the line! So you have to!"
There was a moment of silence before both started to giggle at the silliness of her statement, which grew into full-blown laughter in short order.
Still laughing, she asked him, "What do you say?"
(See: A Wild Invitation)
***
A Wild Invitation
While relaxing in a park after an awful day, a young woman struck up a conversation with you, after she accidentally jumped on you. This quickly devolved into you going into a rant, venting your frustration about Rose, to which she listened without complaint, offering her insight once you were done. It was precisely what you needed at the moment, just a conversation with someone that did not have any motives beyond talking (just cake) and forgot the stress of the day. Even taking the experience with Rose into account, Selene managed to make this day a somewhat good one. She has also invited you to a festival so that you can take your mind off things and win a bet for cake. You are seriously considering going since it would be nice to have an outlet other than work. Also, she is cute.
-[ ] "Yeah, I'd love to!"
(Cost: 1 Personal Action locked
Reward: Interlude: A Hoofed Heart, ???, Martyris relaxes)
-[ ] "I would like to, but there is just, so much, I have to do."
(Cost: Nothing
Reward: Lost opportunity, Martyris does not relax)
***
A Knights Tale
It was two days after your talk with Selene when the expeditions returned. And what a sight it was! Carts laded with chests containing machines, texts, and art of significant value, to the point that many Pilgrims had to carry the smaller ones by hand! But that was not everything. For all the treasures that were maneuvered before the Tree to begin unloading, one stole the show. A Knight, towering over anyone, its scorched and blackened skeleton open to the air and to sight, servos straining to lift its feet and keep the balance, a rhythmic THUMP, THUMP, accompanying its laborious walk before the entrance. Complete silence reigned for several seconds before someone shouted: "WE GOT A KNIGHT!". Things quickly devolved into cheers, applause, and chaos. Everyone tried to shake down the expedition-members or the pilot about more information, while your scholars all but salivated about the chance to be able to examine this truly marvelous find. Only Nexa tried to ruin your mood by telling you that you would need to obtain a permit to operate a Knight, as they are too dangerous even under the almost non-existent weapon-laws of the empire. You tell her to prepare the document when she has time, before you go and annoy the Pilgrim, or rather "Knight-Pilot," that had operated the Knight. After grilling the woman (Samantha, small world), you begin to take in the pilgrims' good mood. Some are even talking about throwing a party to commemorate the event.
-[ ] Let Them Party
You do not have the money or time to organize anything fancy right now. If someone wants to celebrate, they are free to do so in their free time.
(Cost: Nothing
Reward: 1d4 Piety)
-[ ] Organize A Party
You know what? Yes, you'll organize a party. Getting officialized, having two one-year-long expeditions return with a glut of artifacts, including a Knight, having saved almost a thousand people from death, being a factor in the downfall of a Plague-Engine? Those are pretty good reasons to party. So let's do that!
(Cost: 1 Material
Reward: 1d20 Piety)
-[ ] PARTY!!!
Pretty much as above, except that you will make it indeed something to remember. Free food and drinks, professional musicians, games, and more. Hell, you'll even invite the neighboring villages to it!
(Cost: 1 Personal Action locked, 4 Materials
Reward: 3d20 Piety, 4d6 Recruits)
***
Battle Of The Wounding Nightmare
Status: Active
Military Casualties: 682
Civilian Casualties: 1.469 (941 saved)
Damage Inflicted: Deaths Door
***
Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (1 Action Locked)
[ ] Wanna Join my Club?
You need people to hear the message of the Pilgrims, and you need more people if you want to make sure this does not die before you can get started.
(Chance: 99%
Reward: 1d20 Recruits)
[ ] The Pilgrims Need You!
Your missionaries can walk much further and stay out for much longer with the help of the inn. This directly translates to more people hearing the message of the Pilgrims, though you may want to focus on one group of people in the future to maximize the effect this will have.
(Turns: 2
Chance: 75%
Reward: 4d20 Recruits)
[ ] Of Books And Pilgrims
Printing the Codex in any quantity beyond two per month will allow the mindset and ideology of the Pilgrims to spread further and broader than feet ever could. It would also give the Pilgrims a chance to survive even if everybody at the Tree would die.
(Chance: 50%
Reward: Codex Printing, +0.6 Upkeep, +5 permanent passive recruitment for the Codex.)
[ ] Establish Soup-Kitchens (Bulk)(Mirn)
Now that you have a soup kitchen up and running, 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 to.
(Turns: 3
Chance: 80%
Cost: 11 Materials Upkeep: + 2.5 Materials to soup-kitchens
Reward: 3d6 Recruits, +0.04 Goodwill per turn, 1d3-1 Goodwill, unlocks further actions)
[ ] Establish Another Soup-Kitchen (1/3)(Mirn)
Another soup-kitchen allows you to feed more people, which in turn makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per turn, unlocks further actions)
[ ] Establish A Poor-House
The Poor-houses in the empire are not great places to live in. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are also forced to work for a pittance of what they would have earned if they had done the same work in the streets. While the Pilgrims cannot provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 People in the city.
(Turns: 2
Chance: 70%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per turn, 1d4-1 Goodwill, unlocks further actions)
[ ] Build a House Of Pleasure, Brothel, ??? (Choose A Name)
Now that you have officialized the law regarding prostitution, some have suggested building a place where people can do so safely. They would be supplied with silphium and other medicine at cost, and there would be guards to ensure that no-one gets any wrong ideas. Someone also suggested that those who want to enter should pay an entry fee for the free amenities that are being provided. It would also ensure that the patrons are of the civilized sort. -[ ] Stand-Alone
(Cost: 4 Materials
Reward: 1d4-1 Materials per turn) -[ ] Attached To The Inn
(Chance: 75%
Cost: 1 Material
Reward: +1 Material per turn)
[ ] Establish Another Small Hospice - (1/2)(Mirn)
While a Hospice does cater to the dying, their primary purpose is healing the sick that cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic of medical procedures until you make some deals and agreements with those that have studied medicine.
(Chance: 30%
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.1 Goodwill per turn, 1d5-1 Goodwill, unlocks further actions)
[X] Death Does Not Want You Today
Now that you have found out what poison is afflicting the people and how to neutralize the worst of it, you should see to it that there is an ample supply of the reagents ready for creation/consumption. The only difficulty will be in getting those in sufficient quantities and to the people that need them.
(Cost: 5 Materials
Chance: 50% per turn
Turns: Ends next turn
Reward: +27% Casualties reduction per turn (reduced by 8% per turn after this one due to insufficient supplies), saved lives, +0.4 Goodwill
Warning! Every turn this action is not taken, the Pilgrims lose 1d12 Followers and 1d4 Piety)
[ ] Hey, Why Don't We... (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Diplomacy:The art of speaking many words that mean nothing should not be underestimated. A word in the right ear at the wrong time has toppled many a nation. (1 Action Locked)
[ ] We Are One People! - (Choose Elite Or Locals)
To harm someone because they look different is idiotic and 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 view of the Mutated, bringing the people together and start on the road to reconciliation.
(Cost: 20 Materials
Chance: 50% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)
[X] School The Diplomat-Corp - (Specialized) - (Union Of Herbalists) - (1/2 Turns)
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: 50% for Locals, 35% for Elite
Reward: +15 to all rolls involving said faction.)
[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and will comply with any official and legal requests to ensure that there is no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 50% for Nobility and Churches (choose The Emperor, Marquis of Tessen, House Ulatarn, 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 - (Expanded)
What is done is done, now you can only ensure that they do the best job that they can do.
(Turns: 2
Chance: 65%
Reward: Can infiltrate factions for fewer Materials. Raised Chances to secret actions)
[ ] Infiltrate - (Target)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade.
(Cost: 4 Materials
Turns: 3
Chance: 55%
Reward: Target is Infiltrated, displays more information, raises chances for Exfiltrate and Illuminate)
[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 60%
Reward: Depending on the faction)
[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain. May my deed feed that which may eternally grow.
(Cost: 7 Materials
Chance: 30%
Reward: Target has their operations/structures halted/crippled/terminated.)
[ ] Change The Deal, Stay By The Letter
Well, the Union of Herbalists did say that you should tell people they were sponsoring you. No-one mentioned telling anyone who shouldered the most significant burden of the deal.
(Chance: 80%, 20% to not anger Unionists and Base
Reward: Increased control for the Herbalists, a chance to anger both Union and Base, increased opinion for the Herbalists.)
[ ] To Bid Welcome
The Herbalists are similar to the Pilgrims to an eerily degree. They believe that helping should be a priority for those that can render aid and only take as much as you need from those that offer rewards to keep helping others. Maybe you should sound their members out for more, personal, integrations?
(Chance: 45%
Reward: The Herbalists become interested in co-operating closer with the Pilgrims.)
[ ] A Grand Step
Being officially recognized as an official religion has done wonders for the number of doors open to the Pilgrims. Two of those doors are the right to open a school and orphanage. You should make sure that you have enough income to run them, however since those institutions eat money like it is going out of style.
(Chance: 45%
Reward: Can construct a school and orphanage.)
[ ] Get The Permit
The weapon-laws in Slatnan are non-existent at worst and a ban on siege-engines at best. As such, owning Knights is not illegal, though having explicit permission to own one is seen as a good form. With several mercenary companies utilizing Knights, it would not be unprecedented.
(Chance: 70%
Reward: Can use and own the Pilgrims Knight without reprisal.)
[ ] Shouldn't We... (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Martial: To live, you need power. To have power, you need knowledge. Luckily, you have the latter in spares. (1 Action Locked)
[X] So That None May Suffer - (5 Materials)
The battle is joined, the military clashes with the Engine and the poison has reached its maximum range, though it is likely spreading further than you fear. Many already suffer due to it; more will die in time. Help those too close to the Forest to leave and heal all that you can.
(Takes 1 Unit
Turns: Ends next turn
Reduction in Civilian Casualties: 35% per turn.
Reward: Reduced Civilian Casualties, +1.2 Goodwill per turn, +4% Piety per turn)
[ ] Scout Out.
While you know that mutants exist in one location, you do not know what forces they represent and how many there are. Remedy that.
(Takes 1 Unit - (Specify which)
Chance: 70%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Mutants are revealed at the chosen location.)
[ ] Build An Armory - (Basic)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 2
Cost: 3 Materials, 4 Goodwill
Reward: Can supply and equip 3 Units. Unlocks further actions)
[ ] Build A Training Field - (Basic)
Now that you have been officialized, there will be a time when the empire will call upon you to take up arms. Ensure that those that volunteer for their duty have at least a minimum of training
(Turns: 2
Cost: 5 Materials, 4 Goodwill
Reward: Can recruit Units at (2/6 Militia) instead of (1/6 Untrained), unlocks further actions)
[ ] Construct A Hangar
The repair and maintenance of Knights is an affair that requires both space and expertise. Since you can dig the former, you only need to supply the latter.
(Turns: 3
Cost: 9 Materials, 1 Goodwill
Reward: Can start repairs of the Pilgrims Knight, increased chance for Knight research, reduced numbers of successes needed.)
[ ] Watch Thy Neighbor, Carefully
It has happened. Someone has taken offense at the presence of the Pilgrims and has decided to burn your home down. Make sure they won't have the chance to claim lives next time they try.
(Cost: 9 Materials, 1 Goodwill
Reward:
Watchtower: When the Tree Of Knowledge is attacked, your units receive enough warning to equip themselves and create counter-ambushes
Security Station: Creates a DC for successful infiltration against the Pilgrims)
[ ] Pump Those Legs! - (Choose A Unit-Name)(Choose Equipment)
You have things people want. Some of those are not the kind to kindly ask for a price, but rather to simply take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize the in a military unit.
(Cost: X(Equipment) Materials, 3 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Untrained (1/6)
[ ] Sir! The Situation Is As Follows: (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Learning:Knowledge is Power. (Choose 1 Action)(Artifacts can be attached to one learning action to provide the inherent bonus, but are consumed unless special buildings are present)
[ ] Tailor Your Messages - (Psychology/Culture)
Now that you understand the local culture, you can tailor your messages to increase your effectiveness in both diplomacy and recruiting.
(Chance: 70% Successes needed: 2
Reward: Increased chances for recruitment actions and diplomacy)
[ ] That Stone Is Talking - (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however...
(Chance: 30% Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))
[ ] Study The Minerals - (Geology/Mineralogy)
Iron, Copper, Steel, Gold, Silver, Jewel. On those, the economy runs. On those, you will have to rely on the building, and funding, of the Pilgrims. Let's see if there are not some veins that have been missed by prospectors.
(Chance: 65% Successes needed: 1
Reward: Locations and Information of mineral veins for future exploitation, unlocks Base actions and opens further research)
[ ] Secret Of The Circuit Pt.1 - (Electronics)
While you have a functioning motherboard, you have no idea what it is supposed to do, or how it even functions. Start unraveling the mystery of circuitry.
(Cost: Rusted Motherboard
Chance: 35% Successes needed: 4
Reward: Unlocks Base Action, Unlocks Learning Action, +5% Piety, Progress towards Pilgrim-made Electronics.)
[ ] Translations For Beginners - (Linguistics) - (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: 40% Successes needed: 1
Reward: Translated Artifact)
[ ] Firebombs - (Weapons/Chemicals)
Someone has burned down the living quarters with flasks filled with burning chemicals. While some may find it distasteful to use them, having a way to lob liquid flame is a potent argument. Luckily, you already have (broken) examples and will soon have a target that has volunteered for testing the prototypes.
(Cost: 1 Material
Chance: 80% Successes needed: 1
Reward: Firebombs as a weapon and for sabotage)
[ ] Catalog Everything - (Advanced Electronics/Hydraulics/Mechanics, Electronics/Hydraulics/Mechanics)
A Knight is in your camp. A cored, burned out and heavily damaged Knight, but a Knight nonetheless. Finding out which systems are salvageable and which should be removed is tantamount. As is understanding just what does what.
(Chance: 1% Successes needed: 17
Reward: Can start repairing the found Knight, may finish other Learning Actions due to osmosis, unlocks further actions.
Warning: Due to an absence of both a Lab and a Hangar, it is recommended to wait on starting this project.)
[ ] Eureka! (Write-In)
(Write in something you want to research, as well as how you came upon that idea. Better success-chances to the action if you mark a relevant artifact for this research.)
Archeology: The secrets of the past will illuminate the future, may we learn from their mistakes. (Choose 1 Action)
[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-02: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-04: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
-WO-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: 5 Turns. Mutants nearby.
-SO-02: Est. artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 5 Turns. No danger.
-SO-03: Est. artifact-grade: General Mundane-, Dice:3d2-2 per turn, Max. Yield: 6 Turns. No danger.
-SO-04: Est. artifact-grade: General Mundane, Dice:2d2 per turn, Max. Yield: 5 Turns. No danger.
[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth it to send an expedition to a location, either due to its low yield or quality of the artifacts found there.
(Chance: 95%
Reward: 1 turn in the specified location.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Eastern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 90%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 3% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Wall
A giant, crumbling wall surrounds the First Ring. Ancient rusting behemoths lay atop it, and military bases lay dotted along with it. There is also an old bunker that no one has been able to open. You should see how many places have been untouched by scavengers and which ones you have to fight over. The spoils will be worth it.
(Chance: 80%
Reward: Sites in The Wall are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Gallery
Why the inhabitants gave taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to now. Whether or not you can access the different libraries and other book-stores is.
(Chance: 75%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, 6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Tower Of Pain
Intact electronics, architecture that makes the air scream, the certainty of a significant find. What is there not to like?
(Chance: 75%
Reward: Sites in The Tower Of Pain are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area, while the smokestack continues to belch black smoke into the air. What surprises await you once past the guardians, what greatness lies locked away?
(Chance: 65%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Pit
You are not sure what 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, 25% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
Tree of Knowledge:The home of the Pilgrims, a bastion of all that they stand for, and a symbol of hope for the desperate. (1 Action Locked)
[ ] Living Quarters - Grand
While you have enough space for a small village in the Tree, you should look towards expanding what space is available. If anything, you will run out of rooms sooner rather than later.
(Cost: 10 Materials Upkeep: 1.5 Materials
Turns: 4
Reward: Up to 900 Pilgrims can live in your base before mali start to apply)
[ ] Storerooms - Grand
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least twelve months.
(Cost: 8.0 Materials Upkeep: 0.6 Materials Restock cost: 7 Materials
Turns: 3
Reward: Can support up to 900 Pilgrims for twelve months under siege conditions, before you need to gather new supplies)
[X] Administration Center - Expanded (Tree Of Knowledge) - (1/2 Turns)
Running the Pilgrims will, over time, become only more complicated and require more and more things to be handled at the same time, which means that you will have to create a bureaucracy to deal with this.
(Cost: 5 Materials Upkeep: 1.5 Material
Turns: 2
Reward: +1 Action to the specified section)
[ ] Laboratories - Basic
Researching is not done by sitting in a tent, doodling on parchment, or throwing ideas at a wall to see what sticks. It is done in specialized environments, with purpose build equipment, and stocked up on anything that could be needed for experiments and developing prototypes.
(Cost: 20 Materials, +3.5 Materials Upkeep
Turns: 3
Reward: Improved success-chances, DC for 1,2,3 Progress unlocked, fewer successes needed for Catalog Everything, unlocks Learning Action, unlocks Base Action)
[ ] Salt Refinement
The salt that is generated can be further refined to achieve higher quality. This would subsequently boost sales.
(Cost: 4 Materials
Turns: 2
Reward: +1 Materials through salt sales per turn)
[ ] A Farm For Starters - (Choose Farmland) - (Choose Crop)
You have soil, seeds, and the will to put the latter in the former. How hard could it be? (All choices are locked until you wish to change them. Extremely Fertile Farmland increases the rewards by 0.5 unless stated otherwise.)
- Ashleaf Trees - (Only in the Extremely Fertile Farmland)
Turns: 60
Reward: +5 to diplomatic bonus, the monopoly on Ashleaf Tee (1d4 Materials added every 3(three) turns of growth, caps at 20d4 per turn.)
- Bloodbark
Cost: 8 Materials, only for the first harvest
Turns: 2
Reward: -1 to all casualty rolls, -0.6 Upkeep to all medical institutions
- Sandwheat
Cost: 0.01 Materials for every harvest
Turns: 1
Reward: 1.5 Material in sales
- Helo-Fruit
Cost: 2 Materials for every harvest
Turns: 2
Reward: 2d4 Materials in sales
- Black Root
Cost: 3 Materials, only for the first harvest
Turns: 3
Reward: 3d4 Materials in sales
- Asil Nuts
Cost: 4 Materials for every harvest
Turns: 4
Reward: 6d4-6 Materials in sales
[ ] Let's Build A (Write-In)
(What do you want to build, and what should the building provide?)
Support: Many people try to take advantage of you. Fortunately, they are willing to give you something back. (Actions as advertised)
[ ] Merchants - (All Are Free Actions)
-[ ] A Small Loan
(10 Materials loaned for four turns at 25% interest) -[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology) -[ ] Selling Artifacts
(Write in artifacts that you want to sell) -[ ] Buying Goods In Bulk - (Once Per Turn)
(Reduce Upkeep of one(1) structure by 0.1 Materials, can only be taken once a turn.)
[ ] The Adventurer Guild- (1 Free Action)
-[ ] Guardians For Hire - (Choose Location)
(Cost: +1.5 Materials to Upkeep
Reward: 1 Facility has security against violent actions) -[ ] Take 'Em Out - (Choose Target)
(Cost: 7 Materials
Reward: Chosen targets plans are temporarily halted due to attacks) -[ ] Investigate
(Cost: 4 Materials
Reward: Chosen targets plans for the next two turns are revealed.)
[ ] The Military - (1 Free Action)
-[ ] Fell Off The Wagons - (Request 1 Piece Of Equipment)
(Cost: variable
Reward: 1 Piece Of Equipment - Military Grade.) -[ ] War Lessons
(Cost: 2 Material
Reward: +5 to the first two rolls in the next Combat.)
[ ] The Union Of Herbalists - (1 Free Action)
-[ ] Institutional Knowledge
(Cost: 6 Materials
Reward: +30 to Biological/Medicinal Learning Rolls) -[ ] Study Sessions
(Cost: 1 Faithful, 4 Material per turn, for 8 turns
Reward: 1 trained General Doctor) -[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology) -[ ] A Helping Hand - (Choose Faction)
Cost: 1 Biological/Medicinal Artifact
Reward: Increase the control of the chosen faction by 1d6+4%, doubled for rare artifacts, worsened relations to other sub-factions, decreased cost for Union of Herbalists actions, unlocks more actions at certain control thresholds.)
[ ] Stupendously Scholastic Scholars of Science - (1 Free Action)
-[ ] In The Name Of Profit - (Choose Learning Action)
(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action) -[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action) -[ ] Suffer Their Arrogance
(Cost: 1 Faithful, 6 Material per turn, for 4 turns
Reward: 1 trained General Scientist)
[ ] Criminal Organisations - (1 Free Action)
-[ ] Auction- (Choose Artifact)
(Chance: 100%
Roll 1d2, on 1, add 1d50 to the price, on a 2, subtract 1d50) -[ ] Sabotage - (Choose Target)
(Chance: 100%
Cost: 7 Materials
Reward: Chosen targets plans are temporarily halted due to attacks) -[ ] And Oh, My! - (Choose Faction)
(Chance: 100%
Cost: 10 Materials
Reward: Blackmail of chosen faction obtained)
Personal: Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (Choose 2 Actions)
[ ] 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 now an official religion, and as such, are allowed to condemn them. Do so.
(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.)
[ ] Too Much To Do - (Action)
There is simply too much to do and not enough hands to do it. Start helping out.
(Can be taken multiple times.
Reward: +1 Action is done)
[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)
[ ] Personal Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 55% (choose The Emperor, Marquis of Tessen, House Ulatarn, Church of Eden, The Followers of Light), rolled with a +15
Reward: Chosen organizations support-network unlocked.)
[ ] Cool Tempers - (Material Cost)
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%, +10% for 5 Materials, +20% for 12 Materials
Reward: +1% Piety, and 1 additional for every +10 rolling above 60)
[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: +1 Faithful, as long as there are followers left)
[ ] Charity Drive (X Goodwill)
It is an unfortunate truth that money does not grow from trees. This means that you need to get people to donate it to ensure that the Pilgrims can continue with their expansion.
(Chance: 0-30/50/70/95
Reward: Exchanges 1 Goodwill 0.5/1/1.5/2 Materials)
[ ] Write In
If you spot any mistakes or have questions, tell me so that I can provide a better experience for all.
Note: If the opinion on Mutated falls to -3, a PURGE is initiated.
Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.
A moratorium will be until 23.06.20 at 17:00 CET.
Voting will be closed on the 25.06.20 at 17:00 CET.
I will roll on the 26.06.20 at 17:00 CET if no has yet rolled.
Updates will be online three days after rolls.