I thought we could keep the things if we won due to that Order we bought, or is this the kind of thing where its "We dont care what it costs we will buy them"
 
I thought we could keep the things if we won due to that Order we bought, or is this the kind of thing where its "We dont care what it costs we will buy them"
There are sone exceptions to the ARO, spelled out after Godwinson pointed out that they weren't obvious or evident in the then presented wording.

Things like antimatter-nukes, cloning facilities, biological weaponry, etc. are all automatically confiscated but re-imbursed by the Imperial Facility.

Walkers have an open bounty on them by the Imperial Family, where it doesn't matter what you want, they will buy them. With or without your consent.
 
Regardless, the bunker is a later concern, given that we will currently be chasing more mundane targets.

Going back to the turn, we have a Holding action open. Do we want to start with the Academic district or keep building the cultural one?
 
Basically think them less a big stompy mech and more as treasure troves, 4 of them means a lot of favor that can spend ensure that the BHV's be un fucked, get high end knight frames if the core's are akenened and cooperative, a lot of founding and material wealth to develop pilgrim controlled industry base, basically boosting our power to be second only to the church of the light on the region.

Regardless, the bunker is a later concern, given that we will currently be chasing more mundane targets.



Going back to the turn, we have a Holding action open. Do we want to start with the Academic district or keep building the cultural one?

An educated society is a prosperous society academic gets my vote.
 
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You know what ever happened to that one random survivor that Needle picked up from before the entire world went to shit? I never saw anything about him other then the fact that we picked him up...
 
Write-in in the sense that you want ideas on what to pick or new techs altogether?
I'm thinking about a write-in to update our buildings with "modern" security/safety features. Emergency lighting, electrically lit-up signs that point to emergency exits, ventilation, etc. Maybe combine smoke detectors/silent alarms with short-range radio tech (once we finish the Rugged Radios project) to inform other Pilgrim buildings in the same city when something goes wrong.

The Poorhouse incident would have gone differently if Pilgrim guards from the local hospice/soup kitchen would have shown up during it.

The general consensu is that, since the walls were thrown up both hastily and by demolishing buildings in the city, whatvere they were meant to keep out was born/created/released due to/during/before the Collapse.
Ah, then probably the giant, black skeletons.

You need a Knight-Chapter to kill them in a prepared open field where the entire Chapter can manoeuver!

You have the pleasure to fight them in CQC within a prepared killing field! :D
Joy. You know, Tessen has five Knight-Chapters listed as being stationed in this region. All of this sounds like even the resources of the entire region would fail against those dug in and prepared Walkers.

You can buy some, but most people (including you) use either water, or sand due to the costs.
(78 Materials for all buildings, +0.15 Upkeep per Building if you want to buy them from the Vanar-Feer.)
Sand is impractical for sudden, big, and widespread fires like what happens due to firebombs. Water is also not really optimal against oil-based bombs.

But having a bunch of those fire extinguishers might have prevented the guards from panicking and running out into the firing lines of the Watchers. Really, a smoke bomb could have changed that situation a lot.

Well that settles it, we are going to need imperial support. Hopefully Emps will be receptive to the idea.
I'm not sure he would be willing to spend resources in excess of what an entire region has on dealing with a problem that isn't active yet and might not get hostile at all if ignored.

We currently lack a Martial Action to spend on this anyway, but we could consult the Forge-Clans on how to best infiltrate the bunker and hopefully reach the Command Center. They should have a very good idea about how dangerous the various robots are and how far-reaching the influence of the Command Center could be.

Going back to the turn, we have a Holding action open. Do we want to start with the Academic district or keep building the cultural one?
An educated society is a prosperous society academic gets my vote.
That would be our second (and I think final?) specialization for Norqod. I'm tempted by the Airship Trade Anchor And Depot; to synergize with the cultural developments we have and to spread them quickly across the empire.
 
We currently lack a Martial Action to spend on this anyway, but we could consult the Forge-Clans on how to best infiltrate the bunker and hopefully reach the Command Center.
We can attack any room we want so we can hit the command center first.

I'm thinking about a write-in to update our buildings with "modern" security/safety features.
Ahh, so a OSHA tech? I don't know if that's an option or something we already do automatically. @HeroCooky would safety protocols like fire escapes and alarms be something that we have to research or something that we have to build?

That would be our second (and I think final?) specialization for Norqod.
We can take all specializations iirc, its just that they have less of an impact over the image and feel of the town the more we build.
 
And education would give us more actionable power on the long run sinergizing with our core tenant.
 
You know what ever happened to that one random survivor that Needle picked up from before the entire world went to shit? I never saw anything about him other then the fact that we picked him up...
He got snatched by the Internal Security after they realized that he was a survivor.
Joy. You know, Tessen has five Knight-Chapters listed as being stationed in this region. All of this sounds like even the resources of the entire region would fail against those dug in and prepared Walkers.
Against them, dug in? Absolutely.
On the open field? Dice roll.

There's a reason the Imperial Family yoinks all Walkers and functional components from the people, even against their will. A piloted Walker like Big Sister and Emperor Elianus could kill most/nearly all of the Chapters in Tessen on their own.
Sand is impractical for sudden, big, and widespread fires like what happens due to firebombs. Water is also not really optimal against oil-based bombs.
Its what people have, so its what people use. ¯\_(ツ)_/¯
would safety protocols like fire escapes and alarms be something that we have to research or something that we have to build?
Something you can build (I'll put the option up later), due to your "What Was, Will Be" Tenet. There's a lot of things you don't need to research due to that, and only need an impetus to create that stuff.
 
Ahh, so a OSHA tech? I don't know if that's an option or something we already do automatically. @HeroCooky would safety protocols like fire escapes and alarms be something that we have to research or something that we have to build?
There probably is some form of safety standard already in place, but well... we didn't have electric lamps in our buildings until we spent an Action on it. I doubt stuff like illuminated emergency exit signs or anti-smoke ventilation is part of that standard.

Maybe we could look into something like a sprinkler system? Getting the required water flow could be difficult and it probably shouldn't be automated to avoid false triggers.

Something you can build (I'll put the option up later), due to your "What Was, Will Be" Tenet. There's a lot of things you don't need to research due to that, and only need an impetus to create that stuff.
That's good to hear.

Ok, so the first draft of a plan. I probably going to change something to add the OSHA project later.



But first, something I noticed while writing the draft up.
Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (1 Action Locked)
@HeroCooky this shouldn't be locked, right?
 
[] Plan Hunting Watchers and Changing Black Holes
-[][Faith] These Rules Are Written In Blood - (0/1 Turns Complete) - (-378 Materials)
-[][Faith] Rudimentary Territorial Hospices - (Ularn - House Ularn Demand) - (0/3 Turns Complete) - (-82 Materials, -10FF) - [Sandcrete -12.5 Materials]
-[][Diplomacy] Designing Black Holes - (Agriculture, Water, Civilian Inf., Guard Presence) - (0/1 Turns Complete) - (-40 Materials, -10 Goodwill)
--[] Hire Civil Planners And Architects
-[][Diplomacy] Influencing Black Holes - (Water) - (0/1 Turns Complete) - (-5 Materials)
--[] Hire Civil Planners And Architects
-[][Diplomacy] From The Brink - (0/1 Turns Complete) - (-10 Materials, -2 Goodwill)
--[] (Ashleaf Tea +15, +1FF)=+16
-[][Martial] Scout Out. - (Assistance in locating Neighborhood Watchers Outposts) - (Tech-Scouts, The Unbroken, DOD) - (1/3 Turns Complete)
-[][Learning] Pesticides Re-Discovered - (Biology/Advanced Chemicals) - (7/10 Successes) - (-12 Materials)
--[] (Scientific Theory +15, Library +5, 2 [DOC] +12, 1[SUR] +12, The Mutated: Allied +20,+6FF)=+70
--[] =+
-[][Learning] Rugged Radios - (Electronics/Advanced Electronics) - (0/7 Successes)
--[] [DoD], [PD], (Scientific Theory +15, Electronics Workshop +30, 3 [ENG] +42,+6FF)=+93
--[] 1x Rusted Swarm Seeker Warheads +20 to Advanced Weapons/Hydraulics/Electronics=+20
-[][Learning] Electric Guardians - (Advanced Weapons/Programming/Machinery/Electronics) - (Anti-Thief Watch Systems) - (0/2 Successes)
--[](Scientific Theory +15, Electronics Workshop +30, 3 [SC] +36)=+81
--[] Destroyed Autonomous Turret - +20 to Advanced Weapons/Machinery=+20
-[][Archeology] Scout The Graveyard Of Spears - (0/1 Turns Complete)
--[]+6FF
-[][Tree of Knowledge] Artisanal Quarters - Grand - (2/3 Turns Complete)
-[][Holdings] Schooling Incentives - (0/9 Turns Complete) - (-49 Materials)
--[] (Hire Contractors: 3*7 Materials= (-21 Materials)
-[][Holdings] House Dall Palace Expansion - (3/5 Turns Complete)
--[] (Hire Contractors: 1*7 Materials= (-7 Materials)
-[][Aria action] Relax - (Spending time with her mom and/or wife) - (0/1 Turns Complete)
--[] (Mutated +5, We Can Do It! +/-0, Trauma: Common People Purge Survivor -5)=+0
-[][Martyris action] Lead By Example (Scout Out. - (Who Fucked With You)) - (0/1 Turns Complete)
--[]-
-[][Martyris action] Too Much To Do - (Scout Out. - (Who Fucked With You) - (The Wall, Incubi, Adventurer)) - (0/1 Turns Complete)
--[](Adjudicator +10, Lead By Example +30, +6FF)=+46


-[] Merchants - (All Are Free Actions)
--[] Backroom Deals - (Unit Upkeep)
-[] The Adventurer Guild - (1 Action)
--[] Investigate - (Assist with Scout Out. - (Who Fucked With You)) - (-3 Materials)
-[] The Union Of Herbalists - (1 Action)
--[] Study Sessions - (2/8 Turns Complete) - (-2.50 Materials)
-[] Stupendously Scholastic Scholars of Science - (1 Action)
--[] Suffer Their Arrogance - (1/4 Turns Complete) - (-6 Materials)
-[] Forge Clan Vanar-Feer - (Choose 1 Action)
--[] Engineers Galore - (Engineer) - (4/6 Turns Complete) - (-15 Materials)
-[] The Followers Of Light - (1 Action)
--[] We Work As One - (Rudimentary Territorial Hospices)
-[] Conclave Of Fraya - (1 Action)
--[] Eternal Arts - (Norqod) - (14/48 Turns Complete) - (-5 Materials)
-[] Meira's Hidden - (1 Action)
--[] Commission An Artifice - (EMP/Retroactive Item: No Up-Front Charge, 5 Material per used Grenade as decided by either the Thread pre-battle or the QM in-battle.)


Costs: 378 Materials+ 82 Materials+ 12.5 Materials+ 40 Materials+ 5 Materials+ 10 Materials+ 12 Materials+ 49 Materials+ 21 Materials+ 7 Materials+ 3 Materials+ 2.50 Materials+ 6 Materials+ 15 Materials+ 5 Materials+ = 648 Materials
Budget: 864.71 Materials= 864.71 Materials
Remaining budget: 864.71 Materials - 648 Materials= 216.71 Materials

Goodwill cost: 10 Goodwill+ 2 Goodwill+= 12 Goodwill
Current Goodwill: 144.17 Goodwill
Remaining Goodwill: 144.17 Goodwill - 12 Goodwill = 132.17 Goodwill

Blergh, the Faith Action choice is a nightmare. These Rules Are Written In Blood is really good and we can afford it, but we also owe House Ulatarn and a new 'Consensual' would be the best way to get anyone, that escaped from the DOR, off the streets.
  • Diplomacy keeps working on the BHVs
  • Martial hunts the Watchers in two different fashions
  • Learning finishes the pesticides, starts on radios(faster communication!), and starts+finishes Electric Guardians(the Autonomous Turret seems fitting)
  • Archeology scouts a new area because I don't have the Boni to salvage another airship and I'm curious about what attacked the other scavengers
  • Holdings does the first half of Schooling Incentives and finishes the Palace Expansion
  • Aria relaxes because we want her at her best once we go after the Watchers
  • Martyris hunts all the Watchers

Edit: Changed the Faith Actions and switched We Are Legion for From The Brink. We can finish a new 'Consensual' in one Turn and I hope House Ulatarn will be understanding about things going a bit slower due to all the chaos.
Also changed the Followers Of Light Action to For The Nation - (Build An Orphanage). I have the sneaking suspicion Ularn might need one after all that fighting.
Edit2: Switched the new 'Consensual' for the House Ulatarn favor and changed the Followers Of Light Action again.
 
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Merchants - (All Are Free Actions)
--[] Backroom Deals - (Unit Upkeep(No idea if this works))
I can confirm that this will work.
Commission An Artifice - (grenade or bomb/disrupts robotic enemies in a confined area) (-?? Materials)
"Aah, an EMP, eh? Gotta get some of the ol' screw-heads on diggin' up the blueprints, but we can do that."
(Retroactive Item: No Up-Front Charge, 5 Material per used Grenade as decided by either the Thread pre-battle or the QM in-battle.)
Does We are Legion carry Political Consequences?
Likely. Or maybe not? Who could say, there are arguments for and against such happening.
 
The helpful weirdos just found more WMDs and a giant walker that can make a huge variety of different Walker's -the emperor to his security and spy council that now need medical attention soon from the all the damaged livers and scalps.

"jesus christ imagine if they turned evil,luckily there isnt any kind of sub-set of this cult that is prone to militant means"

*somewhere in the background our edgy cousins the lost are carrying ammo*
 
Well, we are very prone to violence ourselves,l.
We really like weapons and like to reduce the asshole nunber on the census.
We are just very lawfull about that.
 
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Could we change this to something else? I'd rather not do this until we have an actual reason to.
I could change that, probably to From The Brink, but the whole subversion thing is an inherent part of Doctrine of the Second Life.
[ ] This Is Not Eternal, Even Stone Will Change
We know where to seek those who banded together into gangs and which members need to be targeted to shatter them into a thousand pieces. What we are doing may not be strictly legal, but infiltration and subversion of criminal elements is a long practiced tradition among growing religions. Even better, many of those who had found homes amongst the gangs can be brought into the fold.
[ ] Seed Shadow Sanctums
We must be able to live amongst those who need help and hide from those who wish us harm. By creating tiny safe houses to stock up on materials, commodities, and information, alongside rest and food, we can increase the reach of our agents and followers within the underbelly of society.
(Cost: 7 Materials, Upkeep: 1 Material
Turns: 2
Reward: +2% Piety, Sanctums within the Region are slowly being created, increasing subversive attempts.)



I think we should take it, if only for the huge Piety boost. Especially since we are not raising it with a Hero Action.
I say we do it, since it gets our piety back up and its bonus will decrease if we don't immediately take it.
Then the only question left would be what to do with the second Action. A new 'Consensual' to get people off the street or the Rudimentary Territorial Hospices to get the political favor out of the way?
 
Question can wee proceed in absorbing the lost before it blow ip on our faces?

That is a mood I didn't knew I needed right now!

Yeah while its a meme here implying that we are the tech muchkins hippie, this is couldn't be futher from the truth. I think the more accurate cultural picture pf a seriotipical pilgrim would be an low class person with well made work cloating and a speadsheed talking about some cultural taboo as a mater of fact thing while proposing se buisness venture, and the worst of all the math is good.
while the pilgramage military is a small milita with high end gear because of course they are premier tech scavangers on the region.
 
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