Give me a second.
EyeOfSauron threw 1 100-faced dice. Reason: DC: 59/79/95 (+53) Total: 37
37 37
EyeOfSauron threw 1 100-faced dice. Reason: DC: 51 (+51) Total: 24
24 24
EyeOfSauron threw 1 100-faced dice. Reason: DC: 65/95/125 (+56) Total: 80
80 80
EyeOfSauron threw 1 100-faced dice. Reason: Goodwill Reroll Total: 33
33 33
EyeOfSauron threw 1 6-faced dice. Reason: Piety (-3) Total: 2
2 2
EyeOfSauron threw 1 100-faced dice. Reason: Faithful Part 4 Total: 75
75 75
EyeOfSauron threw 12 4-faced dice. Reason: Income Part 1 Total: 32
4 4 4 4 2 2 4 4 3 3 3 3 3 3 1 1 4 4 2 2 1 1 1 1
EyeOfSauron threw 12 4-faced dice. Reason: Income Part 2 Total: 33
4 4 4 4 1 1 4 4 2 2 3 3 3 3 4 4 1 1 4 4 1 1 2 2
EyeOfSauron threw 8 4-faced dice. Reason: Income Part 3 Total: 25
4 4 4 4 4 4 3 3 4 4 2 2 1 1 3 3
EyeOfSauron threw 6 12-faced dice. Reason: Income Part 4 Total: 27
2 2 6 6 2 2 6 6 5 5 6 6
EyeOfSauron threw 4 8-faced dice. Reason: Income Part 5 Total: 8
5 5 1 1 1 1 1 1
EyeOfSauron threw 9 19-faced dice. Reason: Income Part 6 Total: 106
19 19 11 11 17 17 14 14 10 10 11 11 2 2 5 5 17 17
EyeOfSauron threw 7 18-faced dice. Reason: Income Part 7 Total: 88
6 6 7 7 17 17 14 14 18 18 10 10 16 16
 
[X] Plan Gold(Steam) Rush
-[X][Faith] Expand Your Hospices - (Strul) - (1/1 Turns Complete) - (-5 Materials)
+1 Turn of progress.
Goodwill = 6

-[X][Faith] The Pilgrims Need You! - (1/2 Turns Complete)
Needed: 05, Rolled: 51
+1 Turn of progress.

-[X][Diplomacy] Low-End Introduction (Chance: 70% for Locals)- (Conclave of Faya) - (0/1 Successes)
Needed: 30, Rolled: 99 + 15 = 114
Success!

-[X][Martial] Build An Armory - (Grand) - (3/4 Turns Complete)
+1 Turn of progress.

--[X] Keep the Wall unit at the Mirn Consensual
Success!

-[X][Learning] Assemble The Theorists! - (Common Psychology Theory) - (2/2 Successes)
--[X] (1[SC] +12, Scientific Theory +15, Black Box +5, +6 FF)=+38
Needed: 40/70/100 for 1/2/3 Successes, Rolled: 37 + 38 = 75
+2 Successes
Success!

-[X][Learning] Illness Of The Mind - (Psychology)- (6/15 Successes)
--[X] [PD], [DoD], [In The Name Of Profit], (Scientific Theory +15, Black Box +5)=+20
Needed: 91/146/201 for 1/2/3 Successes, Rolled: 53 + 20 = 73 Failure! Re-Roll: 7 + 20 = 27 Failure
Goodwill? DC: 50 Rolled: 37 Fail!
+3 Automatic Successes

-[X][Learning] Lend A Hand, Arm, And Leg - Part 1 - (All Mechanics/All Electronics) - (4/4 Successes)
--[X] (1 [ENGI] +14, Scientific Theory +15, Electronics Workshop +20, +4 FF)=+53
Needed: 59/79/95 for 1/2/3 Successes, Rolled: 24 + 53 = 77
+1 Success
Success!

-[X][Archeology] Prepare an Expedition (GY-03) - (Preperation: 2 Turns) - (House Mirn support: N) - (1/2 Turns Complete)
+1 Turn of progress.

-[X][Tree of Knowledge] Laboratories - Grand - (3/5 Turns Complete)
+1 Turn of progress.

-[X][Tree of Knowledge] Library - (Basic) - (2/6 Turns Complete)
+1 Turn of progress.

-[X][Holdings] Engine Assembly - (7/7 Turns Complete) - [Sandcrete](-12.5 Materials)
--[X] Hire Contractors - (*1) - (-7 Materials)
+3 Turns of progress.
Success!

-[X][Holdings: One-Turn] Expand The Living Spaces - Subsidized - (1/1 Turns Complete)
+1 Turn of progress.
Success!

-[X][Aria action] Relax - (Exploring Norqod while it's still a small town and not gold rush central?)
Success!

-[X][Martyris action] Too Much To Do - (Scout The Rusting Chimes) - (0/1 Turns Complete) - (Tech-Scouts))
--[X] +1 FF, Personal Action +50
Needed: 51, Rolled: 80 + 51 = 131
Success!
Contact made:
Forgotten
Opinion: Friendly (1)
Plans: Music

Uncovered:
RC-01: Est. Artifact-grade: Lost Tech++, Dice: 3d2 per turn, Max. Yield: 8 Turns. No danger.
RC-02: Est. Artifact-grade: General Mundane, Dice: 3d4 per turn, Max. Yield: 2 Turns. No danger.
RC-03: Est. Artifact-grade: General Mundane, Dice: 2d4 per turn, Max. Yield: 2 Turns. No danger.
RC-04: Est. Artifact-grade: General Mundane, Dice: 5d6 per turn, Max. Yield: 5 Turns. Machines nearby.

-[X][Martyris action] Too Much To Do - (Detective Courses For Beginners - (An Unburnable One +50 to ???) - (2/2 Successes)
--[X] +6 FF, Personal Action +50, Scientific Theory +15
Needed: 65/95/125% for 1/2/3 Successes, Rolled: 33 + 71 = 104
+2 Successes
Success!
Revealed: Soaring Wrenches (+50 to All Mechanics, +10% to all Airship Desing Income)

-[X] Merchants - (All Are Free Actions)
--[X] Repay Loan - (-120 Materials)
Success!

--[X] Backroom Deals - (Print Shop - Smut)
Success!

-[X] The Union Of Herbalists - (Choose 1 Action)
--[X] Study Sessions - (1 Faithful) - (1/8 Turns Complete) - (-2.50 Material)
+1 Turn of progress.

-[X] Stupendously Scholastic Scholars of Science - (1 Action)
--[X] In The Name Of Profit - (Illness Of The Mind) - (1/1 Turns Complete) - (-15 Materials)
+1 Turn of progress.
Success!

-[X] Forge Clan Vanar-Feer - (1 Action Locked)
--[X] Engineers Galore - (Engineer) - (5/6 Turns Complete) - (-15 Materials)
+1 Turn of progress.

Further Rolls:

Piety:

1d6-3 = 2 - 3 = 0% Piety reduction

Faithful:
1st: Needed: None, Rolled: Irrelevant
Success!
2nd: Needed: None, Rolled: Irrelevant
Success!
3rd: Needed: 51, Rolled: 75
Success!
+3 Faithful

Income:
32d4+6d12+4d8+9d19+7d18+155.82 = 319 + 155.82 = 474.82 Materials!

Upkeep:

214.48 Materials

Spent:

177 Materials

Change:

+83.34 Materials

The update will be online on the 09.10.21 at 17:00 CET.
 
Rumor Mill Turn 50
Rumors:

Tessen Guards Strike Heavy Blow Against The Rose Of Flesh - The Tessen Speaker
"It is the raid of the century," said across many a paper and among most social gatherings, and with good reason. For a day ago, over a hundred Guards entered a previously hidden Compound in Ularn, wiping out any pocket of brief resistance with extreme prejudice and no restraint, seeking prisoners as well as excuses to strike against the single most despised cult of the Empire: The Rose Of Flesh! Current tallies are still being reported, but the latest counting has revealed no less than 176 cultists in total, with 103 able to stand trial as the remainder had died within the brief and violent struggle to restrain them. Yet, while the law rejoices and prepares to throw every single page of the book they can find at the treacherous nobles, wealthy merchants, insane lunatics, slavers, rapists, torturers, criminals, fanatics, and more, another grisly work begins. 49 Survivors, 23 of which are Mutated, were liberated from the dungeons and cages within the Compound, another 201 corpses currently tallied in various states of dismemberment. At least three survivors were born and raised within the Compound, one twelve-year, seven-year, and three-year-old girl, boy, and girl, respectively.
(Special Edition #786)

The Law Is Upheld, But At What Cost - The Truthful Observers.
"Denied," said the honorable High-Judge B'il, slamming his gavel onto the podium within a deafening silence in the courtroom, one girl within crying at the word. With this single word, Ordinance #326b-S and #14-VV7 have been chained around the Survivors, preventing them from getting the needed escape and closure they deserve. Several human-rights groups both within the Region and without having already declared their intention to challenge High-Judge'S B'il's ruling, though few believe they will be able to achieve anything. Having been created with future overturning in mind, Ordinance #326b-S and #14-VV7 will need at least the implicit petitioning from Lady Tessen to the Emperor, with her House united behind her, and either House Mirn or Ularn too. For those 25 innocent lives, that may as well be the same as asking them to walk to Mes and back.
(Read more on pages 1-11.)

One Nightmare Ends, Another Is Upheld - Rags, Rumors, And Rants
The Rose of Flesh cult is one of the vilest abominations ever to plague our fair nation, not least because they willingly delve into their depravity and degeneracy. Few are the crimes that haven't been committed in their abhorrent search for pleasures and sensations; fewer are those who will survive being subjected to them. Yet, over a month ago, 49 such survivors were rescued from their clutches, with 47 surviving to now. And of those 47, 22 face a nightmare greater than the others for the crime of being born. Already having had their bodily autonomy ripped away from their hands, our fair nation afforded only the 25 humans the care and help needed to not take the plunge onto the sword. But the mutated, as young as twelve? They were tossed to the street, told to go scram until they were called, then promptly forgotten again when the cruel decision came, and the state torched their future with the help of the sadistic preparations of the Rose Cultists. Marginalized, outcasts among outcasts, lost and unloved, they will not survive the season, either by the hands of others, their own, or of fate.
(Special Edition #1147)

***

Spy-Network:

The Military started several training exercises to ensure no rust settles into existing units and provide experience to fresh, unbloodied recruits.

The Criminal Organizations (Eleven corpses were found within various cities, their eyes gouged out, tongues severed, and fingers removed. Two of those were your handlers for the other killed spies within the Criminal Organizations.)[Spy Network -1 Level]

The Lost have solidified themselves within Tessen as a place where the lowest can still seek redemption and penance for crimes too heavy on their souls. But, horrifyingly, there is no week without a suicide, the latest from one of the Rose survivors, a twelve-year-old orphan who was born within the Compound.

The Common People celebrate within the streets an end to many Rose of Flesh cultists. However, some are starkly divided at the outcome of The People of Tessen vs. Ordinance #326b-S and #14-VV7, some enraged, others in favor of Judge's B'il decision.

The Mutated celebrate the impending deaths of several well-known Anti-Mutated Activists, with betting pools springing up around their execution and how long they will twitch if they are botched.
 
The Lost have solidified themselves within Tessen as a place where the lowest can still seek redemption and penance for crimes too heavy on their souls. But, horrifyingly, there is no week without a suicide, the latest from one of the Rose survivors, a twelve-year-old orphan who was born within the Compound.

>somewhere in a hipotetic future in wich a full blown conflict against the rose of flesh happens
>"sir the lost militias have arrived"
>"good"
>"but they need reinforcements,they have taken casualties"
>"from the enemy?..."
>".........."

Not really effective way to atone if you kill yourself before paying back your wrong doings

Just an idea
 
>somewhere in a hipotetic future in wich a full blown conflict against the rose of flesh happens
>"sir the lost militias have arrived"
>"good"
>"but they need reinforcements,they have taken casualties"
>"from the enemy?..."
>".........."

Not really effective way to atone if you kill yourself before paying back your wrong doings

Just an idea
Depression and suicidal ideation do not really lend themselves to thinking rational.
 
-[X][Diplomacy] Low-End Introduction (Chance: 70% for Locals)- (Conclave of Faya) - (0/1 Successes)
Needed: 30, Rolled: 99 + 15 = 114
Success!
One of the few options we didn't need a high roll on and there won't be any overflow. Oh well, could have been worse.

-[X][Learning] Assemble The Theorists! - (Common Psychology Theory) - (2/2 Successes)
--[X] (1[SC] +12, Scientific Theory +15, Black Box +5, +6 FF)=+38
Needed: 40/70/100 for 1/2/3 Successes, Rolled: 37 + 38 = 75
+2 Successes
Success!
And that's finished. At least one open Learning Action for the next Turn.

-[X][Learning] Illness Of The Mind - (Psychology)- (6/15 Successes)
--[X] [PD], [DoD], [In The Name Of Profit], (Scientific Theory +15, Black Box +5)=+20
Needed: 91/146/201 for 1/2/3 Successes, Rolled: 53 + 20 = 73 Failure! Re-Roll: 7 + 20 = 27 Failure
Goodwill? DC: 50 Rolled: 37 Fail!
+3 Automatic Successes
Yeah, this was always unlikely to get any Successes, and the most likely project to be carried by auto Successes. Still, two more Turns and this should be finished.

-[X][Learning] Lend A Hand, Arm, And Leg - Part 1 - (All Mechanics/All Electronics) - (4/4 Successes)
--[X] (1 [ENGI] +14, Scientific Theory +15, Electronics Workshop +20, +4 FF)=+53
Needed: 59/79/95 for 1/2/3 Successes, Rolled: 24 + 53 = 77
+1 Success
Success!
2 points from another Success. But it's finished and there are many people that need those prosthetics.

-[X][Tree of Knowledge] Laboratories - Grand - (3/5 Turns Complete)
+1 Turn of progress.
We could finish this next Turn and then start another project. Maybe a Logic Bank, or we could armor up the Daughter...

-[X][Holdings] Engine Assembly - (7/7 Turns Complete) - [Sandcrete](-12.5 Materials)
--[X] Hire Contractors - (*1) - (-7 Materials)
+3 Turns of progress.
Success!
Another project finished. The extra 6d12 Materials will be useful. I hope we can deal with the population inflow to Norqod though.

-[X][Holdings: One-Turn] Expand The Living Spaces - Subsidized - (1/1 Turns Complete)
+1 Turn of progress.
Success!
I'm glad this has a ! instead of a ? like the voting option. Let's see how this goes next Turn.

-[X][Martyris action] Too Much To Do - (Scout The Rusting Chimes) - (0/1 Turns Complete) - (Tech-Scouts))
--[X] +1 FF, Personal Action +50
Needed: 51, Rolled: 80 + 51 = 131
Success!
Contact made:
Forgotten
Opinion: Friendly (1)
Plans: Music
That's... a thing. And they are friendly, I guess. What a charming picture.

We really need to contact Meira's Hidden to deal with this. I don't think an average doctor could make even sense of that.

Uncovered:
RC-01: Est. Artifact-grade: Lost Tech++, Dice: 3d2 per turn, Max. Yield: 8 Turns. No danger.
RC-02: Est. Artifact-grade: General Mundane, Dice: 3d4 per turn, Max. Yield: 2 Turns. No danger.
RC-03: Est. Artifact-grade: General Mundane, Dice: 2d4 per turn, Max. Yield: 2 Turns. No danger.
RC-04: Est. Artifact-grade: General Mundane, Dice: 5d6 per turn, Max. Yield: 5 Turns. Machines nearby.
Sweet, sweet Artefact locations.

-[X][Martyris action] Too Much To Do - (Detective Courses For Beginners - (An Unburnable One +50 to ???) - (2/2 Successes)
--[X] +6 FF, Personal Action +50, Scientific Theory +15
Needed: 65/95/125% for 1/2/3 Successes, Rolled: 33 + 71 = 104
+2 Successes
Success!
Revealed: Soaring Wrenches (+50 to All Mechanics, +10% to all Airship Desing Income)
... Huh, not what I expected from something that literally can't burn. It does make sense if you tilt your head and squint at it. Anyway, very useful for our budding Airship business and any research into Mechanics.

Income:
32d4+6d12+4d8+9d19+7d18+155.82 = 319 + 155.82 = 474.82 Materials!

Upkeep:

214.48 Materials
With what we have leftover from the last Turn that's nearly 350 Materials. Should be enough for two big projects.

Tessen Guards Strike Heavy Blow Against The Rose Of Flesh - The Tessen Speaker
"It is the raid of the century," said across many a paper and among most social gatherings, and with good reason. For a day ago, over a hundred Guards entered a previously hidden Compound in Ularn, wiping out any pocket of brief resistance with extreme prejudice and no restraint, seeking prisoners as well as excuses to strike against the single most despised cult of the Empire: The Rose Of Flesh! Current tallies are still being reported, but the latest counting has revealed no less than 176 cultists in total, with 103 able to stand trial as the remainder had died within the brief and violent struggle to restrain them. Yet, while the law rejoices and prepares to throw every single page of the book they can find at the treacherous nobles, wealthy merchants, insane lunatics, slavers, rapists, torturers, criminals, fanatics, and more, another grisly work begins. 49 Survivors, 23 of which are Mutated, were liberated from the dungeons and cages within the Compound, another 201 corpses currently tallied in various states of dismemberment. At least three survivors were born and raised within the Compound, one twelve-year, seven-year, and three-year-old girl, boy, and girl, respectively.
(Special Edition #786)
Slaanesh cult indeed.

The Law Is Upheld, But At What Cost - The Truthful Observers.
"Denied," said the honorable High-Judge B'il, slamming his gavel onto the podium within a deafening silence in the courtroom, one girl within crying at the word. With this single word, Ordinance #326b-S and #14-VV7 have been chained around the Survivors, preventing them from getting the needed escape and closure they deserve. Several human-rights groups both within the Region and without having already declared their intention to challenge High-Judge'S B'il's ruling, though few believe they will be able to achieve anything. Having been created with future overturning in mind, Ordinance #326b-S and #14-VV7 will need at least the implicit petitioning from Lady Tessen to the Emperor, with her House united behind her, and either House Mirn or Ularn too. For those 25 innocent lives, that may as well be the same as asking them to walk to Mes and back.
(Read more on pages 1-11.)
Uhhh, what are Ordinance #326b-S and #14-VV7? We could get involved but it heavily depends on what's actually going on.

One Nightmare Ends, Another Is Upheld - Rags, Rumors, And Rants
The Rose of Flesh cult is one of the vilest abominations ever to plague our fair nation, not least because they willingly delve into their depravity and degeneracy. Few are the crimes that haven't been committed in their abhorrent search for pleasures and sensations; fewer are those who will survive being subjected to them. Yet, over a month ago, 49 such survivors were rescued from their clutches, with 47 surviving to now. And of those 47, 22 face a nightmare greater than the others for the crime of being born. Already having had their bodily autonomy ripped away from their hands, our fair nation afforded only the 25 humans the care and help needed to not take the plunge onto the sword. But the mutated, as young as twelve? They were tossed to the street, told to go scram until they were called, then promptly forgotten again when the cruel decision came, and the state torched their future with the help of the sadistic preparations of the Rose Cultists. Marginalized, outcasts among outcasts, lost and unloved, they will not survive the season, either by the hands of others, their own, or of fate.
(Special Edition #1147)
Ugh, and now I'm tempted to use Grease The Wheels on Illness Of The Mind to finish it next Turn. Just so we can do something. We should have enough Goodwill.
Seems we will get involved in this no matter what.

The Military started several training exercises to ensure no rust settles into existing units and provide experience to fresh, unbloodied recruits.
Preparations for the Behemoth hunt? Or do they expect to lose so many that they already train the replacements?

The Criminal Organizations (Eleven corpses were found within various cities, their eyes gouged out, tongues severed, and fingers removed. Two of those were your handlers for the other killed spies within the Criminal Organizations.)[Spy Network -1 Level]
A bit surprising the Criminals went that far. We are in neutral relations with them and flat out killing people that work for us opens them up to the same treatment. Especially with the nearly open fights that happen around the 'Consensual'.

The Lost have solidified themselves within Tessen as a place where the lowest can still seek redemption and penance for crimes too heavy on their souls. But, horrifyingly, there is no week without a suicide, the latest from one of the Rose survivors, a twelve-year-old orphan who was born within the Compound.
Yeah, we really have to finish Illness Of The Mind.
 
I like auto succeses

They ensure we dont stagnate but they arent game breaking,meaning if we want espectacular or fast outcomes we must focus actions and bonuses
 
Uhhh, what are Ordinance #326b-S and #14-VV7? We could get involved but it heavily depends on what's actually going on.
You'll get to know in detail what these two babies do, and how the Rose of Flesh manipulated them to their purposes.
And you will get involved in this. Do you really think a humanist cult can look at what is happening from the sidelines?
 
Ooooh

Will we be able to do something similar to other stuff?
If my notes are right, you'll be able to modify/make permanent these current boni with Learning Actions (unlocking addition actions afterwards):
Sandcrete - (cheaper, more turns)
Narcotics, Stimulants, And More! - (more reduction, better chances for stims, better medical fluff for story, unlocks faith action)
Documenting PD and ^Ä^'s life in detail - (Faith Action)
Soaring Wrenches - (10% bonus)
Edit: Ashleaf Tea - (More income)
 
Btw, why don't we get a bit proactive with the consensual situation? We could hire adventurers to both investigate the gangs layouts as well as extra muscle to disperse them.

Otherwise I don't think they are going to stop any time soon.
 
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