Wait. It's True!
The rumors about Martyris having a romantic relationship with a Mutated are not false! They were seen numerous times, flirting, kissing, and holding hands in public! How can he do something like that? Does he not care that the only difference between her an a Mutant is that civilization has been able to teach her how to behave like an intelligent being? Why couldn't he just have chosen a nice normal girl, instead of some freak of nature?
But seriously, as awareness of her rises in the public consciousness, I'm worried that Seli might not be able to live her normal life soon. It only takes one angry asshole trying to "show that uppity Mutated her natural place" to make life unsafe for her. We could always offer to move her into the Tree of Knowledge, but that comes with problems of its own, as she hasn't actually joined the Pilgrims yet and she might resent being "forced" to go all in.
Like, if I were dating a guy, and it turned out that dating him would get me harassed by a combination of crazed paparazzi and the KKK, I would have to seriously consider how much I wanted this relationship.
This makes me nervous. Hopefully it is just some temporary mess-up.
But seriously, as awareness of her rises in the public consciousness, I'm worried that Seli might not be able to live her normal life soon. It only takes one angry asshole trying to "show that uppity Mutated her natural place" to make life unsafe for her. We could always offer to move her into the Tree of Knowledge, but that comes with problems of its own, as she hasn't actually joined the Pilgrims yet and she might resent being "forced" to go all in.
The administrative mess-up is pure fluff because I messed up the roll-DC's.
As for "showing that uppity Mutated her place," she is in the employ of a noble of considerable influence. Moreover, she lives inside her lady's manor and is not outside the heavily guarded noble-quarter without a guard or Martyris. Being hired for prestige, as a decoration, and for politicking has its upsides.
Wait. It's True!
The rumors about Martyris having a romantic relationship with a Mutated are not false! They were seen numerous times, flirting, kissing, and holding hands in public! How can he do something like that? Does he not care that the only difference between her an a Mutant is that civilization has been able to teach her how to behave like an intelligent being? Why couldn't he just have chosen a nice normal girl, instead of some freak of nature?
... *Looks from Selene to the spike-covered, long-limbed, burned, and poisonous mess that is the average Mutant*
Yes, clearly there is absolutely no difference. Any noble would be beyond happy if they get a servant that drools poison.
The Crusade Sets Out!
We march! Our forces have finished all preparations and are gathering near Hallows Retreat for a strong push into Starlight's outlying settlements. Our scouts and saboteurs already report numerous victories against the enemy, though the enemy is not weak and has bloodied the unlucky and careless in return! No matter! We will win, no matter the cost, as we always have done!
Yes, clearly only the unlucky and careless ones. And the "we have reserves" mindset, ugh.
Constructions Everywhere.
War is not a time when business booms, but the Pilgrims seem to disagree, as lumber, stone, and workers are hired to plant and mine into previously unknown fields and deposits. Jewel and ashleaf are among the products that will be sold at much higher quantities than before. At the very least, the Pilgrims will make a pretty prince. They seem to have had some administrative mess-up, though, as they were seen running around in a mild panic.
We didn't expand the Ashleaf production this turn instead, we build another mine. Meh, something for the next turn if we have an action leftover and can't build a watchtower or the medical wing, that was unlocked by the silvermine.
Also, most people are disinclined to harm someone connected to the head of a new religion that has;
A. The ear of the head of the House governing the city they live in.
B. Considerable support from the public, even if they don't like his choices.
C. About 250 people with (at least some) combat-experience ready to shank you.
D. Rumored co-operation with the Military.
There are many reasons why people would not want to hurt Selene and not many for doing so. Only at a (-2) opinion about the Mutated should you start to worry, though I doubt that something will knock it down a step from (-1).
Wait. It's True!
The rumors about Martyris having a romantic relationship with a Mutated are not false! They were seen numerous times, flirting, kissing, and holding hands in public! How can he do something like that? Does he not care that the only difference between her an a Mutant is that civilization has been able to teach her how to behave like an intelligent being? Why couldn't he just have chosen a nice normal girl, instead of some freak of nature?
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 H.Q. 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: 5.44(min. +18.26, max. +45.26 per turn, 12.50 Materials owed to: The Merchant Guild in 1(one) turn)
Income = 25.26-52.26Materials:
5.26 Followers
1.00-4.00 Desalination Basins
3.00-9.00 Inn (Eye of the Beholder)
5.00-14.00 = Silver Mine
11.00-20.00 = Jewel Mine
Upkeep = 7.00Materials:
0.90 = 1 Soup kitchen - (-0.10 Due to Buying Goods In Bulk)
1.50 = Administration Center - Expanded - (-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
1.00 = Jewel Mine
1.00 = Silver Mine
Goodwill: 13.14 (+0.02 per turn)
+0.01 Soup-Kitchen
+0.01 Small Hospice
Piety: 93.5% (+40 to personal rolls)
Relationsships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Crusading
Marquis of Tessen
Opinion: Neutral (0)
Plans: Crusading
House Ulatarn
Opinion: Neutral (0)
Plans: Crusading
House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Plans: Crusading
Military
Opinion: Neutral (0)
Plans: Crusading
Church of Eden
Opinion: Neutral (0)
Plans: Aggressively ignore you
The Followers of Light
Opinion: Neutral (0)
Plans: Watch very carefully
The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on/Scowl at Martyris
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 (-1/58% Control/Mali to Costs for Actions)
-Base (0/32% Control)
-Healers (1/10% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
The Mutated:
Opinion: Neutral (0)
Plans: Happy for you, not their situation.
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
Glaive - 2.04 - +5 to Weapons
Destroyed Crossbow - 4.00 - +5 to Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Armor
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
Mechanical Lock - 2.65 - +5 to Mechanics
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
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.30 Materials per Unit
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next turn, Consumable: Needs to be re-stocked after use. 0.06 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.08 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.
-(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.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.35 Materials per Unit.
-(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)
1x Iron Mine
1x Silver Mine
1x Jewel Deposit
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 - Expanded
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Tree of Knowledge Action
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.
(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 beneficially 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.)
Mutated Girlfriend - Selene - Burning Passions And Heated Nights - (2/4)
You always liked how her ears twitched when she was laughing. Well, that is not the only time they twitch now.
(Evolves next turn.)
It was late at night, with only one moon illuminating the sky, as a carriage stopped before the large wooden double-doors of the Maranica estate. A nearby butler swiftly moved to open the door but was interrupted as the said door was kicked open with a resounding "Crack."
"How could those short-sighted idiots do this? Don't they know what sort of ramifications this will have?" A woman in a red dress spoke in an annoyed tone. As she walked towards the doors to her manor, a second figure emerged from the carriage, taking the offered hand of the butler with grace, and elegantly stepped onto the ground.
"I don't know, milady," the second woman responded as she quickly walked to the first woman's side. She only grunted in anger and thrust open the doors, not heeding the surprised yelp of a nearby maid.
"I mean, what do they think will happen? That it won't result in significant disruptions to the public order? Don't they realize the damage this will cause?" The woman continued to rant as she entered a parlor. A fire was happily burning in the fireplace, driving away the cold of the night. With a huff, she plopped into a nearby couch, liberally sprawling over the seating.
The second woman seated herself dignity and elegance, in stark contrast to her lady, speaking up, "I apologize, but I don't know milady."
Waving both of her hands in the air, mimicking strangling Someone, she shot back, "But do you know what the absolute worst of all is? The one thing that infuriates me more than their sheer stupidity?" Before the other woman could answer, she continued with enthusiasm in her voice, "Those months of work, weeks in which I spent personally overseeing the project to ensure everything goes perfect, are wasted! Now I will be unable to set up anyone with a Mutated for at least a year! A Year! And I had such a nice boy for that Hiseris girl! Do you have any idea how horrific that is, Selene?"
The now named woman, Selene, looked at Lady Maranica with a completely neutral face. "Truly, a tragedy of the century. How will we ever recover?"
There was a beat of silence in the room before Silvia rose from her sprawled out position, staring at Selene. "Are you sassing me, Deer?" "I would never dare to," Selene replied with the same tone of voice as before. Another beat passed before Silvia flopped back into the couch.
"Well, it's not like I don't deserve it. I take that whole thing seriously, but let me have my fun, dammit! Why do people have to be such idiots? They could have just ignored that pesky little cult and moved on like always. But nooooooooo. They just had to overreact, as this had "never happened before." Not like there were over seven infiltration attempts by those lunatics this year alone! People." She finished her short rant, looking both disgusted and sad.
The next few minutes were spent in quiet contemplation, as Silvia tried to figure out a way to make everyone stop being a fool, and Selene enjoyed the quiet and the heat of the fire. Sighing out loud, the former gestured at Selene. "Deer, would you be so kind as to tell me about your latest date with your boyfriend? They are always so romantic like they are straight out of a novel. It always remembers me of when I met Dorn," she asked out loud with a dreamy sigh. "Not even a week away, and I already miss him."
There was silence at her question, before Selene answered, "It, it was fine?" "You are mean, and, and I-I do not like you anymore!"
Silvia looked up at that. "Fine? Deer, you always wax on like a poet about the tiniest of details, smitten like a kitten as you are with him! Did something happen?" A small gasp escaped her, "Did you fight? Did you break up?" "Oh? Even if I do this~?"
A faint blush crept onto Selene's face as she stammered out her response. "N-no! We did not! I meant that our date was good! Great even!" "Ah-Nngh"
Now Silvia was sitting up, looking at Selene with concern on her face. "Great? Selene, is something wrong?" She gasped as a thought entered her mind. "Are you breaking up? Please tell me you aren't breaking up!" "So~, am I still "mean"?"
Now Selene was blushing furiously, her entire face red. "NO! We just had a- discussion. A very, intense discussion," she stammered out, not meeting Silvias eyes, her head thoroughly red in embarrassment. "Yes! But do that again~!"
Silvia looked at her before it clicked. "Oh. OH! Oh, Deer! I never knew that you were such a vixen," she said, grinning from ear-to-ear. "You must tell me: How good is he?" "As you command, my~ lady~."
Selene now hid her face behind her hands, unable to meet Silvias eyes, wishing that she could vanish into the ground. "Or if that is too much, at least give me a name! I need to know who I have to send my congratulations to!" Silvia continued, now leaning over the armrest of the couch towards the poor girl.
"Martyris," she said in a tiny squeak, continuing to hide her face. Regrettably for her, that was how she missed Lady Maranica go from "grinning," to "Cheshire cat," once the realization hit her, of just who Selene was dating.
"Oh, my~."
***
"Alright, starting test number- #73, now!" Ysvrielle called out into the crisp morning air, holding a tablet with papers on top, as Hufrir raised a flag above his head.
About 40 meters away from the two, a woman in heavy clothing stood. Not a single patch of skin was exposed to the air, and she wore both a mask and heavy gloves, with which she took a fist-sized object out of a nearby case. Then, with one swift motion, she pulled a string attached to the ball before throwing it violently at the ground. A cloud of grey-black smoke expanded immediately to an area of around 15 meters in less than two seconds.
"Alright! Seems promising to me, no flames, quick dispersal, wide area. Luc, get in there, give that a good sniff," the Ysvrielle said, gesturing to the man in question. "Sure thing, boss," Luc said, flicking an ear in affirmation as he began to walk towards the cloud. Stopping every dozen steps, he took a long sniff, before signaling with a red flag, and continuing onwards. Shortly before he entered the smoke, there was a moment of contemplation before Luc raised a green flag. This was met with a collective sigh before a loud shout pierced the disappointment.
"ALL RIGHT GIRLS! #73 IS GOOD, BUT STILL NOSE! NEXT BATCH PLEASE!" Ysvrielle yelled at the top of her lungs, gesturing to another pair of Pilgrims waiting further away. There was a bit of a shuffle, as a small crate got gently lifted, and a man carefully walked towards an indicated area, laying it down, before retreating hurriedly. Meanwhile, the woman in bulky protective clothing had walked out of the cloud, exchanging a few short gestures with Luc, making him bark in laughter.
"You know, these are all perfectly usable smoke-bombs. We don't have to prove anything by making them better," Hufrir remarked to Ysvrielle. She only rolled her eyes at the man's remark, "I know, but "perfectly usable" does not mean "can back the fuck out of combat," and you know our boys and girls will need every advantage we can give them. Besides, the Starlighters are bound to have some Mutated like Luc in auxiliary positions, sniffing for infiltrators." Hufrir shrugged his shoulders at that, "Well, you're the boss. Just making sure you know that we can roll them out in mass anytime. But is making Wolf-boy sniff for Cia a good idea? You know that they are expecting?"
"Yeah, that's why he's doing it. If he can't make out any scent, then no-one will. Also, starting test #75 now!" At his cue, the man raised his flag, making Cia rip the cord and throw the bomb towards the ground. Again, smoke rapidly filled the 15-meter mark, but this time in less than a second.
"Huh, pretty fast. I am marking that mixture down. Luc, go do the thing," Ysvrielle ordered before noting down the deviations from the previous test.
"At least it's going better than the firebombs. Hey, do you think that the ax-guys have finished their round of testing already?" "RIP AN TEAR, NOT GENTLY TICKLE"
Ysvrielle snorted at that. "Nah, probably still arguing over how to arrange the blade's teeth, like the nerds that they are."
***
Suzuki's whole body hurt and ached in ways she didn't know were even possible. Every step took actual willpower to do, every lapse in attention resulted in her going slower and slower, and should she become distracted, she had no illusions that she would fall. The reason why she was running became apparent as a voice of sugar and sweetness spoke to her left. A sound that filled her with terror and dread, as a cold sweat broke out over her body.
"Oh, are you tired? Do you want to rest? You can stop every time you want; you know that, right? Wouldnt want you to strain yourself."
Lies! They were all lies! she thought while running faster. "No, Ma'am!" There was the sound of Someone inhaling to her left, something that caused her to run quicker once more.
"THEN DOUBLE IT TO THE FRONT, AND YOU WILL STAY THERE UNTIL THE EXERCISE IS OVER! DO YOU UNDERSTAND ME MAGGOT!"
"Ma'am, yes, Ma'am!" Suzuki screamed back and began to overtake the 19 other unfortunate souls that had unknowingly given themselves to this torture.
When Adjudicator Martyris had announced that Empire and Crown had called upon the Pilgrim to raise a levy, she and many others had been exited. There was glory to be won, honor to gather, and spoils to claim for the good of all! When he announced that those brave few who would represent them all would receive training, she had been convinced. What better way was there to aid the Pilgrims than to bring their ideas to both the military, as well as foreign lands?
Then reality came crashing down onto those that had volunteered. "Mercy" was not a woman she knew very well. The only thing most others knew about her was that she had been treated in their hospice for severe acid burns some months ago. Her entire upper torso and arms showed the heavy scarring when it wasn't covered in cloth, that is.
Aside from that, all they knew of her was that she had no mercy in her; thus, her name. For days they had done nothing else other than run until they could not run anymore before being screamed at and running once more. When they had been deemed "barely acceptable," the training did not relax, quite the opposite! For hours the would swing axes, spar with spears against each other, shot bows or slings until they couldn't lift their arms anymore. And the whole while, they would still run, while Mercy jogged laps around them, without breaking a sweat.
How could a woman that was barely 1.60 meters tall be so strong? She carried more equipment than three other recruits combined, running and screaming all the while. No single mistake escaped her, no moment of rest could be stolen, for she had eyes everywhere, and no murmur of discontent went unpunished. Backing out now was unthinkable. Who knew what she would do to the miserable idiot that tried to do so?
When Suzuki finally reached the front of the column, she heard a whisper from behind, where Carl ran.
"I hope we stop soon, my feet hurt."
She had had maybe two seconds to curse him, but if magic had been real, Carl would have had a very unpleasant and short existence, for Mercy heard everything.
"OH, YOUR FEET HURT? THEN I AM NOT DOING MY JOB PROPERLY! ON THE DOUBLE EVERYONE! WE ARENT STOPPING UNTIL CARLS FEET BLEED!"
A string of swearing arose from the others, before being cut short by Mercy.
"IF YOU HAVE TIME TO COMPLAIN, YOU HAVE TIME TO TRAIN! FASTER!"
Suzuki was in hell. Of course, she would think fondly of those moments, when the enemy was imagined, and all that scared you was being screamed at. But for now, she still suffered.
***
The season was a good one for the Pilgrims, Martyris mused. While a hiccup in the administrative process had resulted in the orders for the printing-presses to be lost and for Someone to start planting the Ashleaf-trees instead of bloodbark, many other things had gone as planned.
The mines were ready to churn out money and materials, while the Bloodbark had taken exceptionally well. There was still a need to supervise the first harvest, but after that, the farm could be run with minimal supervision. Likewise, the training field's construction went adequately, with the lessons learned from training the volunteers being implemented.
The permit to own a Knight was harder to obtain, but all in all, it presented no problems. Similarily were the efforts to create both the firebombs, smoke bomb, and the "Bloodletter," the first weapon that the Pilgrim had created. Though there were probably similar axes out there, it was still unique, and therefore, a small achievement.
All in all, the Pilgrims were making good progress, and there would be a glut of money coming in, more so, should it be decided that the Pilgrims would join in on the recent Blightdog hunt. Some packs had decided to make their nests too close to a city, and as such, bounties were offered. Furthermore, their spikes could fetch a generous price, while their leather was coveted for its softness and durability—something to think about.
In a happy mood, Martyris began humming an old tune he had learned on his first scavenging run, his mind already drafting new proposals and projects to make use of opportunities and misfortune alike. Entering his room, he went to hang his coat, before stopping.
There was a painting on his wall. One he had not placed there.
One that depicted him, knife and pliers in hand, with Rose in orgasmic agony, chained to a wall.
Underneath, there was a card with a single phrase.
"Thank you for the inspiration. -Rose"
***
Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 1 Action)
[ ] Wanna Join my Club?
You need people to hear the Pilgrims' message, and you need more people if you want to make sure this does not die before you can get started.
(Chance: 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 Pilgrims' message, 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: 45%
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 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 to heal the sick who cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic medical procedures until you make some deals and agreements with those who have studied medicine.
(Chance: 30%
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.1 Goodwill per turn, 1d5-1 Goodwill, unlocks further actions)
[ ] Hey, Why Don't We... (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Diplomacy:The art of speaking many words that mean nothing should not be underestimated. A word in the right ear at the wrong time has toppled many a nation. (Choose 1 Action)
[ ] We Are One People! - (Choose Elite Or Locals)
To harm Someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the Mutated view, bringing the people together and starting on the road to reconciliation.
(Cost: 20 Materials
Chance: 50% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)
[ ] School The Diplomat-Corp - (Specialized) - (Choose Faction)
Your training for the diplomats is as comprehensive as 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, cannot choose The Union of Herbalists
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: 60%
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: 65%
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: 40%
Reward: Target has their operations/structures halted/crippled/terminated.)
[ ] To Bid Welcome
The Herbalists are similar to the Pilgrims to an eerily degree. They believe that helping should be a priority for those who can render aid and only take as much as you need from those who 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.)
[ ] 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)
[ ] Hunt The Blight
Blightdogs are both feared for their poisonous spines and fangs and loved for their value once killed. Their needles are always in demand by apothecaries, while their skin is bought up by tanneries seeking to turn it into leather, and later clothes, to sell the nobles. Maybe you should join in on the fun?
(Cost: 1 Unit
Chance: 85%
Reward: 2d4-2 Materials.)
[ ] Train Your Volunteers - (Choose Equipment)
Well, you got the call to arms. It would be really, really, really bad idea to not comply. At least you should be able to get the volunteers ready and trained. Maybe you will even be able to outfit them in proper gear.
(Chance: 80%
Cost: 20 Pilgrims, Variable Materials
Basic Cloth/Leather Armor = +3.3 Materials
Basic Shield = +1.16 Materials
Camo-Cloaks = +6.6 Materials (DC of 40 to be spotted)
Armored Camo-Cloaks = +16.6 Materials (DC of 65 to be spotted)
Current Equipment: Basic Ranged/Melee, Bloodletter, Firebombs, Smokebombs.
Reward: You won't get tried for treason.)
[ ] Scout Out.
While you know that enemies exist in one location, you do not know what forces they represent and how many. Remedy that.
(Takes 1 Unit - (Specify which)
Chance: 70%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies 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)
[X] Build A Training Field - (Basic) - (1/2 Turns)
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, Because You Need To
For the second time, Someone had been able to sneak into the Tree undetected. Luckily, they only posited a (very disturbing) painting and not a bomb. You should really see to making sure that that never happens again. Some Pilgrims have donated time and money to make this a priority.
(Cost: 8 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 instead, 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)
[ ] Tell Me Your Secrets - (Mineralogy/ Advanced Alloys)
Jewel is a curious metal. Or substance. Or chemical. Or a myriad of other things, since none really know what it is, only that it is used in Knights, and those that do know, won't tell anyone. Well, you have a deposit of the stuff, why not see for yourself?
(Chance: 55% Successes needed: 2
Reward: Potential uses of Jewel, increased chance for Catalog Everything)
[ ] 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.)
[ ] 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: You can start repairing the found Knight, may finish other Learning Actions due to osmosis, and unlocks further actions.
Warning: Due to an absence of both a Lab and a Hangar, it is recommended to wait on starting this project.)
[ ] Medikits For Cheap
If there is one thing your scouts and volunteers are sorely lacking, it is medikits. Having a simple bag with clean bandages and medical-grade alcohol at hand has saved you more times than you care to admit. Make sure the Pilgrims have something better than that.
(Chance: 60% Successes Needed: 1
Reward: Medikit)
[ ] 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))
[ ] Get To The Point
The best-ranged weapons the Pilgrims can give to their volunteers are currently bows and slings. That's enough for self-defense but not enough for a war. Use the examples of crossbows you have or bought, to develop your own.
(Cost: Artifact Type: Weapon + Crossbow, or bought Crossbow.
Chance: 70% Successes needed: 1
Reward: Weapon: "Pointer" +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls)
[ ] A Softer Touch
Someday the Pilgrims may need to fight against someone or something that they don't want to kill. Maybe you need a way to realibly distract an enemy to gain an advantage. As such, one Pilgrim has raised the possibility of utilising non-lethal chemicals or herbs to that end. You should look if there are any that you can create/find/buy that fit these criteria.
(Chance: 75% Successes Needed: 1
Reward: Non-lethal weapon-research options unlocked.)
[ ] 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)
[ ] 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. (1 Action Locked)
[X] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-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)
[ ] Send Out The Scavengers To The Wounding Nightmare
Now that the Plague-Engine is dead, some have raised the possibility of checking if any military-equipment was left behind. There had to be something worth your time, right? And you better hurry, a battle is not something left unattended by other scavengers.
(Chance: 99%
Reward: 1d3 Military Artefacts, Grade Unkown (1d100), Possible Knight salvage
Warning! If the action fails, 1% Chance that 1d6-2 Pilgrims will die due to lingering miasma.)
[ ] Scout The Eastern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites and return information on possible hostile forces 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 extended 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. (Choose 1 Action, 1 Action Locked)
[ ] Living Quarters - Grand
While you have enough space for a small village in the Tree, you should expand what space is available. If anything, you will run out of rooms sooner rather than later.
(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)
[ ] Administration Center - Grand
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: 10 Materials Upkeep: 3 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)
[ ] Daycare
Well. There are a lot of babies around. And it does not look like they will go away soon (you hope), so maybe make sure that there is a place where they can grow up safely? The parents will thank you for that. As will all the babies that come after.
(Cost: 5 Materials, 1 Faithful, Upkeep: 0.5 Materials
Turns: 2
Reward: -1 to Piety rolls, +2 permanent recruitment due to births.)
[ ] Beautification
Now that you have more clerks keeping the Tree in order and organized, you could start a longterm project. Like, say, chiseling a ludicrous amount of art and engravings into the stone so that people will like living here more? Maxcim does have all those ideas...
(Cost: 10 Materials, Upkeep: 1 Material
Turns: 3
Reward: -1 to Piety rolls, the Tree will be much more beautiful.)
-[ ] Medical Wing
Now that you have both silver, a self-cleaning metal, and a population that requires one, a medical wing would do much to reduce both plagues and heal injuries.
(Cost: 15 Materials, Upkeep: 1.6 Materials
Turns: 2
Reward: Plagues roll a with mali to infect the Pilgrims, supports up to 900 Pilgrims before it becomes useless.)
[ ] 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)
[X] A Farm For Starters - (Fertile Farmland) - (Bloodbark)
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
[ ] Digging Holes - (Choose Mine)
There's gold in them hills! Well, its actually iron, silver and jewel, but you know what I mean.
(Cost: 4 Materials, Upkeep: 1 Material)
- Iron (1d4) (Unlocks Blacksmiths Abode)
[ ] 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 to ensure that the Pilgrims can continue 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.
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 12.07.20 at 17:00 CET
Voting will be closed on the 14.07.20 at 17:00 CET
I will roll on the 15.07.20 at 17:00 CET if no has yet rolled.
Updates will be online three days after rolls.
*Concern*
Did she get someone to sneak in or bribe one of our followers to place it there? At least we're getting a sign that we should tighten security without anything bad happening.
I think she tried to lace the painting but our natural poison resistant made it moot, if it's not that I'm not quite sure where else the poison would be or it's slow acting and sent to someone else.
Ugh, one one hand, the watchtower could have helped with this. On the other hand, it only creates a DC and a professional criminal should be very good at stealth and infiltration. Not to mention how expensive the watchtower is.
The Union of Herbalists:
Opinion: Neutral (0)
Plans: Con you
Factions:
-Unionists (-1/58% Control/Mali to Costs for Actions)
-Base (0/32% Control)
-Healers (1/10% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
16.83 materials in storage at start of turn 18
+7.57 materials from selling artifacts (Shattered Robotic Arm, Lizard Cuirass)
-24.1 materials from action costs -> (-1.1 Seek and Train Volunteers, -2 fire/smoke bombs, -8 building two mines, -8 planting bloodbark, -5 build training field)
This works out to 0.3 materials leftover.
Income/upkeep for turn 18:
-5.0 materials from upkeep
+5.14 materials from followers income
+5.0 materials from building income (3d4+1 = 5)
Net change: +5.14 materials gain
0.3 leftover + 5.14 income -> 5.44 materials available at start of turn 19. The turn 19 status post lists 5.30 materials in storage, which looks like it missed the .14 part of the income from our followers.
@HeroCooky Based on the math above it looks like our materials stockpile for turn 19 should be 5.44 instead of 5.30.
Unfortunately we got the second worst possible result from our income roll. 3d4+1 -> (2,1,1)+1 -> +5 materials.
We need 16.6 materials to get the best armor for our volunteers. Assuming we take out a second loan from the merchants we'll be 16.6 - 5.44 - 10 = 1.16 materials short. We should be able to cover that by selling an artifact but we won't be able to take any other actions this turn which have material costs.
We have loads of artifacts. Sell the less useful ones to cover the costs this turn. Let's hope we have better luck with codex this turn. I'm hoping we do wounding nightmare and bid welcome this turn
@HeroCooky, Just found this quest and I was wondering is it possible to start animal husbandry? At least to get doggos? They will be really helpful with security due to their better senses and scouting, due to their better senses. They will also be an extra body that can attack an enemy during combat. Do I need a Eurika Write in to get this started?
@HeroCooky, Just found this quest and I was wondering is it possible to start animal husbandry? At least to get doggos? They will be really helpful with security due to their better senses and scouting, due to their better senses. They will also be an extra body that can attack an enemy during combat. Do I need a Eurika Write in to get this started?
I am sorry to tell you this, but other than in idioms, there are no domesticated dogs on Calynth. Most are either mutants or have gone feral. And those dogs have no fear of humans, so they see them as a legitimate source of food.
There aren't any options for guardian/attack animals, but you may have options in the future with robots. For animal-husbandry, you can build a chicken-coop. But that is not really something you would spend 6 months on. Or get really that much back. Other options would be breeding lizards, or getting some goats. But, again, not really practical at the moment for the first, and not really something you need for the latter.
*Goes back to re-read*
Oh my. Martyris has a saucy side, doesn't he? It is good to see that our dear leader isn't all purity and idealism and solemn preaching.
*Goes back to re-read*
Oh my. Martyris has a saucy side, doesn't he? It is good to see that our dear leader isn't all purity and idealism and solemn preaching.