Also: do not take the rumour mill as gospel. It is literally rumours and news being forwarded to you, usually through multiple people adding/censuring pieces to/of the story. If you had a spy-network in the military, you would have a pretty solid idea whether or not this is true or propaganda.
Oh, I know that. I just think this crusade is a horrible idea because of the, more or less, recent civil war and because the target is a giant hollow mountain. That's just begging, to have the entire thing collapsed on you.
Maybe we'll be lucky and the Empire will lose the war, it would probably be a pretty big blow to the young Emperor's legitimacy, may even cause some political instability.
I'm not sure I'd count that as "lucky". I suppose it depends on your goals, but I'm not here to be all "chaos is a ladder!" and take over the empire. I just want to be a charitable organization that makes people's lives better.
Watchtower is obligatory for next turn. Expanding our administration would be great since we need more actions, I'm in favor of expanding Learning since we are sitting with loads of artifacts and not enough time to research them. Expanding our living quarters would be a good idea too since we are nearing our cap but I think that can wait another turn.
Watchtower is obligatory for next turn. Expanding our administration would be great since we need more actions, I'm in favor of expanding Learning since we are sitting with loads of artifacts and not enough time to research them. Expanding our living quarters would be a good idea too since we are nearing our cap but I think that can wait another turn.
A watchtower is something we need, yes. I'm not sure about the expanded administration to get more Learning actions, though. We should get another action from the labs, in addition to the other stuff.
[ ] 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)
A watchtower is something we need, yes. I'm not sure about the expanded administration to get more Learning actions, though. We should get another action from the labs, in addition to the other stuff.
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: 30.67(min. +18.48, max. +45.48 per turn, 12.50 Materials owed to: The Merchant Guild this turn, 15 Materials in 4(four) turns.)
Income = 25.38-52.38Materials:
5.38 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 = 6.90Materials:
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)
0.80 = 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
0.90 = Silver Mine - (-0.10 Due to Buying Goods In Bulk)
0.60 = Codex Printing
Goodwill: 13.16 (+0.02 per turn)
+0.01 Soup-Kitchen
+0.01 Small Hospice
Piety: 93.5% (+40 to personal rolls)
Relationships
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: Friendly (1)
Plans: Valued Customers and Suppliers
The Union of Herbalists:
Opinion: Neutral (0)
Plans: Make Money
Factions:
-Unionists (-1/56% Control/Mali to Costs for Actions)
-Base (0/30% Control)
-Healers (1/14% 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
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
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 - Untranslated
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
Report On Vivisections - 5.12 - +20 to Advanced Biology
Chemical Waste Bags - 5.32 - +20 to Advanced Chemicals
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Armor
Lost Tech
??? - Knight of the Pilgrims - Cored
Unique
Unique Artefact: The Codex Mk.1 (12 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.
Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
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.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 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 Ashleaf-Nursery - (1/60 Growth) - (1/3 Harvest)
1x Fertile Farmland
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Inn - (Eye of the Beholder)
1x Iron Mine
1x Silver Mine - (Mined) - (3d4+2)
1x Jewel Deposit - (Mined) - (3d4+8)
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
Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
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 - Meet The Family - (3/4)
When Selene mentioned that Lady Maranica would be gone for two whole weeks, with her not being required to attend any formal events, you were happy for her. When she asked to visit the Tree, you were both overjoyed and anxious. How could you not? After all, she was meeting your friends and family! It was a bit awkward at first, but you had a blast showing her around, even if Nexa was a grump the entire time. Maybe you shouldn't have asked if she could do your paperwork until Selene's vacation was over?
(Evolves next turn.)
Klein was young, and therefore he had no idea what he was doing. "The boy would grow to accept things as they are!" Most would say. "Give him time, reality will set him straight," others would declare. Some looked at him with pity, stating that; "he will learn how the world works, sooner or later."
He despised all of them with a passion. But the last group had a special place in his anger, for they were the root of the rot inside the Herbalists. Greed was to be expected inside an institution that held a monopoly on essential services and goods. Something that existed and no-one questioned. Why would they? "It was the way of the world," after all, was it not?
Yes, he thought, it is the way of the world because you won't change it!
It was this change that he desired. When he had been young, barely 8, he had started his apprenticeship to his villages apothecary. There, he saw how the older man would extort people with no alternatives, selling them remedies that would only alleviate the symptoms, but not cure the illness, forcing them to come back for more. His teacher was good at what he did and better at teaching his craft. He learned how to set bones, do surgery, and efficiently recognize diseases. When he was 15, he saved his first life. But not once in his time as an apprentice had he ever seen an ounce of compassion from his master. It disgusted him.
When he came to Mirn, to the local Guildhall of the Union of Herbalists, he had expected to find the same sentiment among his siblings of the craft. He found horrifyingly few, however. For every like-minded soul that he had discovered, ten others would stay on the path of greed.
No matter what he tried, most healers in the Union were not interested in doing the very thing that they had been trained for: Healing people. There was no empathy in their hearts, only calculations to determine how much money this family or patient could be milked for. Some even took cash in exchange for remedies and "treatments" that were borderline sadistic, and ineffective. Whoever thought up the idea that blood could go bad, or that you needed to have it leeched by parasites should be thrown down the nearest cliff.
He and those who were likeminded tried to change this but repeatedly failed to end up just a few infractions before being forbidden to practice openly. For over two years, the Healers had been delegated to the back, unable to do much more than inconvenience others through the bureaucracy. Until the Plague-Engine awakened, that is.
Suddenly, there was a flurry of activity in every rank and faction of the Guild for a catastrophe like this meant only one thing: Patients. Klein had hoped to see something more akin to humanity in his fellows, but he was once more disappointed. Rather than discuss how to create and spread antidotes and vaccines effectively, they only thought about how much money they could demand from the Crown to "help" in this endeavor.
But while the debates raged, he had not been idle. An older member of the Healers had been contacted by an exile, claiming that they had figured out how to neutralize the poison, but lacked the materials to mass-produce. Furthermore, they were a member of the Pilgrims, a small cult, at the time, that had been on the Unions watchlists after they had opened a hospice. An opportunity like this would not come again. So he moved and met everybody and everything that he could to ensure that a meeting would take place, to make sure that many would see that it will bring far more goodwill and further profits if the Union was seen handing out medicine for "free" than to benefit directly.
Somehow, it worked. For once in their miserable lives, they thought further than a week, glimpsing at the larger picture that he was trying to beat into their heads. That they reverted instantly once the possibility for a more significant profit or a loss of it reared its head was nothing he hadn't expected, but still hoped wouldn't happen. When the Pilgrims practically shot them down and sidled up to the Healers, he was surprised.
Yes, he had heard many great things about them, but he had not expected that they would snub people who could give them a political headache for years without vaster consideration. "We help people; you do not, so goodbye!" was all that they, in essence, said and proceeded to do the Unions job without complaints.
People like that were rare; rarer were those interested in changing the world and had the power to do so.
So, when the Pilgrims came knocking, inquiring about ways that they both could help each others cause, who was he to deny them the chance?
At the very least, he thought, they could not make matters worse than they already were.
***
Su slowly breathed in, then exhaled silently. Her mind was focused entirely on her surroundings, taking in every little detail, noting the guards' chatter below her. Both were gossiping wildly and debating if a rumor about Martyris was real or not.
It was not something she knew about, but it also meant that the guard was distracted. Shuffling backward, Su made her way over to an empty window in the crumbled tower she had taken watch in, before crouching and raising a fist into the air. She waited for a second before making the signals for "two," "guard," and "distracted." Peeking at the window on the other side of the street, another fist came up, signaling to proceed with plan three.
Nodding to herself, she snuck to the basement and out the back towards her team. A short flurry of gesture ensued, in which she conveyed the situation before her group hurried to their positions. Silently, all six of them rushed over rubble and snuck into the nooks and crannies that they had scouted days before. With weapons in hand, her squad waited for the signal to attack. While she waited, she could see a rock shift on the other side of the camp, falling onto the ground. But instead of the expected noise, the silence continued to reign, only broken by the guards chattering away the night. Probably the second squad was re-arranging their positions.
Then, there was a Twang, before five guards cried out in pain and shock.
Now! she thought.
Rushing out of her cover, with a silent scream of fury in her heart, she surged forward to the guard closest to her. The man had only a moment to react to her appearing out of the shadows, before he found her ax in his guts, making him buckle over, before receiving a blow to the back. Su continued to rush forward before the man had hit the ground and struck against the second guard that had had enough time to realize there was danger, but not enough to shout a warning before she was upon him. A short exchange of brutal swings ensued, his spear nearly useless in the very close quarter combat he had to participate in, his shield off to the side out of reach. But a faint made Su overswing, giving the guard the time to punch her in her face, opening his mouth to scream for help in panic.
He shouldn't have bothered, for his mouth was covered by a hand, shutting off his scream before a knife went over his throat, silencing him. With a quick look over the battlefield, Su realized that despite the combat that had ensued, there had been no scream of pain or alarm. All the guards had been eliminated in what had to have been less than a minute, with most of the remaining survivors being amongst those still asleep.
A good outcome, even if it was only a mock-battle.
With a quiet shout of "Raiders!" the assembled volunteers let out a muted cheer, not daring to disturb the local nightlife further than they had done. This declaration was met with good-natured grumbling from those guards beaten on the ground, some groaning and others chuckling about the misfortune of those that had been locked in melee, rather than being eliminated in the first ambush. Most of those "asleep" proceeded to groan about their lost bets, collecting the agreed-upon Ashleaf-rations, under the heckling of the attackers.
"Five out of five. Not bad if I say so myself. Sorry about the gut-punch man," Su said with a smile as she helped up the woman she had "killed" not even five minutes before.
"Ugh, don't worry about it. Just need a minute. And we should have known that betting on this would be a bad idea. You have trained for this sort of shit for half a year," the woman responded with a grimace, unsteadily getting to her feet. "Still don't believe that you got us so quickly, though. We figured you would stay in your pattern and attacked us tomorrow. And we had such a great surprise for you ready to go."
Su could only grin. "Yeah, why do you think we decided to attack now? Make a pattern just long enough for the enemy to realize there is one and plan for, then use that against them," she proudly explained, puffing up her chest.
"Well," the woman said with a sigh, "at least one of us had gotten something out of this. Beyond bruises and wounded pride, that is."
"Hey girl, don't sell yourself short! You may not have been able to fend off the Pilgrims elite, but you managed to find some fantastic things in the Wounding Nightmare! The Hammer and Shield is nothing to scoff at," Su responded, gesturing to two carts loaded with the massive pieces of equipment, before becoming very serious. "But, there is something much more pressing on my mind."
Noticing her change in demeanor, the woman stood a little straighter, "Yes? What is it?"
A mischievous twinkle entered Su's eyes as she inquired: "Was that rumor about Martyris true?"
***
Nexa was exhausted beyond anything she ever thought possible. At this point, the only things keeping her upright, standing, and working was spite, sheer determination, and the knowledge that Martyris would take over his work once more, even while his girlfriend was here. Something she could not let happen, under any circumstance, her friend deserved some happiness.
For some insane reason, almost everything that required more than cursory oversight needed to be finalized in the two weeks that Martyris and Selene were at the Tree, being sweeter than raw sugar.
At least my rooms are far enough away from them. I do not envy those living closer.
Shaking her head to clear her muddled thoughts, Nexa focused on the papers in front of her once more. The contract with the printers had finally been signed, meaning that the Codex could be distributed to more people, directly increasing the conversion-rates. Though it cost a pretty Prince, more people were always welcome and needed.
Moving on to other financial matters, both the sale of multiple artifacts and the continued patronage of the Merchants had resulted in Mr. Lin authorizing the sale of both rare goods and the lowering of interests for all future loans, after the current one had been cleared, of course. Merchants.
On a more martial note, the training of the Volunteers had proceeded smoothly, the trainers seconded by the Military having worked wonders, together with the new armor and weapons that had been bought (again, before the prices had been lowered). Your scavengers had made a game out of the training, seeking to find out who could best the other the most. The Volunteers won handily, though there had been no bad blood because of that. Most had been happy that the found Knight-Equipment could be brought back at all, even damaged as it was.
The only other things of note were the completion of the training field and the massive amounts of money flowing into the coffers of the Pilgrims now that the mines were operable. Oh, and the scholars had been able to decide upon a basic loadout for the medi-kits, incorporating Bloodbark bandages and threads, with Silver needles and scalpels. There was also some medicinal alcohol there, with a pretty big warning not to drink it under any circumstance.
With a groan, Nexa started to sign the various pieces of papers, scrolls, and missives scattered about the desk. Once the week was over, and Selene was back in Mirn, she would have to ask Mart how he managed to, well, manage, all of this.
And maybe how things were with Selene, she thought with a small grin, after all, I bet a pretty big sum on him proposing to her within the next six months.
***
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)
[ ] 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)
[ ] Healing For All!
You have the money, they have the expertise. Announce that the Pilgrims will shoulder all costs for any medical procedure done by the Herbalists for the next three months.
(Cost: 10 Materials
Chance: 45%
Reward: Healers gain influence, 1d3-1 Goodwill.)
[ ] 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.)
[ ] Unity Of Purpose
What higher purpose is there than to heal broken bones, to mend open wounds, and ease the suffering of the sick? What better way to advance towards a future where none have to die because they cannot afford to heal than to strike out united?
(Cost: 4 Materials
Turns: 3
Chance: 25% to not anger both Unionists and Base, 45% to not anger Base, 65% to succeed
Reward: The Herbalists become aligned with the Pilgrims, +1 Relationship, more influence.)
[ ] 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. May you should join in on the fun?
(Cost: 1 Unit
Chance: 70%
Reward: 2d4 Materials.)
[ ] 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)
[ ] Build A Training Field - (Expanded)
A big field to run laps around with some practice dummies for bot ranged and melee combat is lovely and all, but it isn't enough. Buy state-of-the-art equipment, have a dedicated trainer on hand, and refine your methods to turn people into soldiers.
(Turns: 4
Cost: 18 Materials, 6 Goodwill, 1 Faithful, +2 Materials upkeep
Reward: Can recruit Units at (3/6 Trained) instead of (2/6 Militia))
[ ] Create A Dedicated Range
One of the main problems you have had in your training is that there wasn't enough space to truly learn out how to use a ranged weapon effectively, and how to switch to CQC in a moments notice. See to establishing proper ways to do so.
(Turns: 2
Cost: 5 Materials, 0.5 Goodwill
Reward: Lowers malus when switching from ranged to -10.)
[ ] 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 Militia (2/6)
[ ] Sir! The Situation Is As Follows: (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Learning:Knowledge is Power. (Choose 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.
(Needed Artifact: Rare Electronic
Chance: 35% Successes needed: 4
Reward: Unlocks Base Action, Unlocks Learning Action, +5% Piety, Progress towards Pilgrim-made Electronics.)
[ ] Beyond Mortal Ears - (Metallurgy/Biology)
The Pilgrims have probably the highest amount (seen proportionally) of Mutated in their armed ranks. It makes sense even; enhanced hearing, sight, smell, strength, and many more make a Mutated valuable addition to any Unit. Making use of the hearing part to relay orders would grant the Pilgrims an edge in combat (as long as said Mutated are alive). As such, developing pipes that humans cannot (or just barely) hear to relay simple orders should be looked into and rudimentary codes.
(Cost: 1 Material
Chance: 45% Successes needed: 1
Reward: All Pilgrim Units gain a +3 co-ordination bonus for every Unit present in a battle, caps at +15, cannot be provided by a Unit a half-strength.)
[ ] Repair The Hammer - (Weapons/Metallurgy/Alloys)
Finding this weapon was a stroke of luck! After all, making a weapon for Knights is much more complicated than giving them a big piece of metal! While obviously damaged, patching the hammer up and reinforcing it should provide your Knight with a powerful weapon in future fights. It would also allow you a glimpse into the inner workings of Knight-Weapons.
(Needed Artifact: Damaged Knight-Weapon: Hammer
Chance: 55% Successes needed: 2
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)
[ ] Repair The Shield - (Armor/Metallurgy/Alloys)
Together with the hammer, your scavengers found a discarded shield. While there is a rather big hole in the middle and the edges have been somewhat melted, you should nonetheless be able to recreate this piece of armor for your own Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 60% Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)
[ ] 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.)
[ ] 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)
[ ] Flow like Water - (Machinery)
While uncommon, waterwheels are used for industrials purposes besides agriculture. It should be easy to adapt one to help with your mines, especially with the Artifact you posses.
(Needed Artifact: Diagram For A Waterwheel
Chance: 85% Successes needed: 1
Reward: Reduced upkeep for all your mines, can be upgraded to increase their yield.)
[ ] Reach out and stab someone - (Weapons)
A weapon the Pilgrims found in the Forest, that could be studied for re-creation. While this would be less useful for your scouts, it is a good weapon for guards and other warriors who don't have to be mobile. The extended reach is also helpful if some Mutant tries to eat you, so it's worth researching.
(Needed Artifact: Glaive
Chance: 80% Successes needed: 1
Reward: Weapon: Glaive, has traits "Two-Handed," "Reach," and "Monster-Slayer")
[ ] A Shielded Approach - (Armor)
While shields are more of a hindrance to your scouts, the Pilgrims found several pre-Fall examples that could change that, or at least allow you to make better shields.
(Chance: 70% Successes needed: 1
Reward: A better shield.)
[ ] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology)
Another Artefact found in the ruins of the old world. While it may not be as impressive as other Artefacts, the scribes and bookkeepers of the Pilgrims are very interested in finding ways to produce them for themselves. Which wasn't that important to Martyris until Nexa joined them in their demands. Who knew she would develop such a dislike for paperwork? The downside of trying to produce it is that you need some very complicated parts.
(Needed Artifact: Mechanical Pencil
Chance: 35% Successes Needed: 2
Reward: Reduced upkeep for the Administration Center, +2 Materials Income from sales.)
[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
While the Armored Camo-Cloaks of the Pilgrims are excellent pieces of armor, it is a fact that they don't focus on being armor. Sooner or later, Pilgrims will get into a fight where stealth is not an option, and the basic leather armor won't be enough. Use some of the knowledge the Pilgrims found to develop armor that is better than the basic versions.
(Chance: 90/75/45% Successes Needed: 1/1/2
Reward: Armor.)
[ ] Lock and Key - (Mechanics)
Two times the Tree was infiltrated, and it was only thanks to luck that nobody died. While organizing guards will make your home safer, you can do more. With this Artefact, the Pilgrims can develop ways to make it even more difficult for any enemy to infiltrate their home.
(Needed Artifact: Mechanical Lock
Cost: 2 Materials
Chance: 70% Successes Needed: 1
Reward: Raised DC for infiltrators.)
[ ] 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. (Choose 1 Action)
[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-02: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-04: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
-WO-06: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.
-SO-01: Est. artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 5 Turns. Mutants nearby.
-SO-02: Est. artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 5 Turns. No danger.
-SO-03: Est. artifact-grade: General Mundane-, Dice:3d2-2 per turn, Max. Yield: 6 Turns. No danger.
-SO-04: Est. artifact-grade: General Mundane, Dice:2d2 per turn, Max. Yield: 5 Turns. No danger.
-[X] Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N) - starts this turn - 6 Turns
[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth it to send an expedition to a location, either due to its low yield or quality of the artifacts found there.
(Chance: 95%
Reward: 1 turn in the specified location.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Eastern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites 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 Material
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 - (Extremely Fertile Farmland) - (Ashleaf Trees) - (1/3 Turns Harvest)
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 17% interest) -[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum non-illegal, non-military rare 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 0.15 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: 5.98 Materials
Reward: +30 to Biological/Medicinal Learning Rolls) -[ ] Study Sessions
(Cost: 1 Faithful, 3,98 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 20.07.20 at 17:00 CET
Voting will be closed on the 22.07.20 at 17:00 CET
I will roll on the 23.07.20 at 17:00 CET if no has yet rolled.
Updates will be online three days after rolls.
Hmm. Unity of Purpose seems like an great idea, with Martyris support. I want that Knight hanger, and the guard tower is obviously a necessity. Tailor messages and jewel research also look good. After that, just labs and the iron mine are jumping out at me.
No, you had an income of 32 Materials from the mines, salt, and inn. There were multiple expenses and sales of artifacts, which meant that you had 23.67 Materials left over.
I've had a look through the status and actions lists to try and see what's new. Changes are marked in strikethrough/red.
The Merchant Guild:
Contact: Abraham Lin
Opinion: Neutral (0)Friendly (1)
Plans: Source of Artifacts and CustomersValued Customers and Suppliers
[ ] Merchants - (All Are Free Actions)
-[ ] A Small Loan
(10 Materials loaned for four turns at 25%17% interest) -[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Commonnon-illegal, non-military rare 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 0.10.15Materials, can only be taken once a turn.)
The reduced interest rates for loans are nice but we won't be able to take advantage of them until all of our existing loans have been repaid. Any loans taken out before then would be at a high penalty rate instead.
Being able to purchase up to rare level tech may be quite useful once we've made some more progress on electronics research since it might let us buy some more examples to reverse engineer.
All turn plans should include the Buying Goods In Bulk free action as it permanently reduces our upkeep every time we take it.
The Union of Herbalists:
Opinion: Neutral (0)
Plans: Con you
Factions:
-Unionists (-1/58%56% Control/Mali to Costs for Actions)
-Base (0/32%30% Control)
-Healers (1/10%14% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
[ ] The Union Of Herbalists - (1 Free Action)
-[ ] Institutional Knowledge
(Cost: 65.98Materials
Reward: +30 to Biological/Medicinal Learning Rolls) -[ ] Study Sessions
(Cost: 1 Faithful, 43.98Material 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.)
The Healers faction's control is growing but they're still a long way from getting into power. We need to avoid upsetting the Unionist faction any further until they loose majority.
Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Plans: A gift for you???/War-Profiteering
Hopefully Holy Rose is going to be distracted for a few turns by profiteering although I'm a bit concerned by the ???. Is she working on multiple plans in parallel?
Martial
[ ] 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%70%
Reward: 2d4-22d4 Materials.)
Faith
[ ] Healing For All!
You have the money, they have the expertise. Announce that the Pilgrims will shoulder all costs for any medical procedure done by the Herbalists for the next three months.
(Cost: 10 Materials
Chance: 45%
Reward: Herbalists gain influence, 1d3-1 Goodwill.)
Diplomacy
[ ] Unity Of Purpose
What higher purpose is there than to heal broken bones, to mend open wounds, and ease the suffering of the sick? What better way to advance towards a future where none have to die because they cannot afford to heal than to strike out united?
(Cost: 4 Materials
Turns: 3
Chance: 25% to not anger both Unionists and Base, 45% to not anger Base, 65% to succeed
Reward: The Herbalists become aligned with the Pilgrims, +1 Relationship, more influence.)
Martial
[ ] Build A Training Field - (Expanded)
A big field to run laps around with some practice dummies for bot ranged and melee combat is lovely and all, but it isn't enough. Buy state-of-the-art equipment, have a dedicated trainer on hand, and refine your methods to turn people into soldiers.
(Turns: 4
Cost: 18 Materials, 6 Goodwill, 1 Faithful, +2 Materials upkeep
Reward: Can recruit Units at (3/6 Trained) instead of (2/6 Militia))
[ ] Create A Dedicated Range
One of the main problems you have had in your training is that there wasn't enough space to truly learn out how to use a ranged weapon effectively, and how to switch to CQC in a moments notice. See to establishing proper ways to do so.
(Turns: 2
Cost: 5 Materials, 0.5 Goodwill
Reward: Lowers malus when switching from ranged to -10.)
Learning
[ ] Repair The Hammer - (Weapons/Metallurgy/Alloys)
Finding this weapon was a stroke of luck! After all, making a weapon for Knights is much more complicated than giving them a big piece of metal! While obviously damaged, patching the hammer up and reinforcing it should provide your Knight with a powerful weapon in future fights. It would also allow you a glimpse into the inner workings of Knight-Weapons.
(Needed Artifact: Damaged Knight-Weapon: Hammer
Chance: 55% Successes needed: 2
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)
[ ] Repair The Shield - (Armor/Metallurgy/Alloys)
Together with the hammer, your scavengers found a discarded shield. While there is a rather big hole in the middle and the edges have been somewhat melted, you should nonetheless be able to recreate this piece of armor for your own Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 60% Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)
[ ] Healing For All! - Interesting but expensive with low success chance (10 materials, 45% success chance). May be better off making progress on some of the other faith actions instead, they've been stalled for a long time due to lack of funds.
[ ] Unity Of Purpose - Too early, we need to get the Healers faction into a stronger position before we try anything that will upset their rivals.
[ ] Hunt The Blight - This action is getting harder over time, and will probably escalate more next turn. The military is away on crusade so this could turn into a problem eventually if more Blightdogs keep arriving.
[ ] Build A Training Field - (Expanded) - Very expensive, probably won't get around to this for quite a few years
[ ] Create A Dedicated Range - Our Tech-Scout unit doesn't use ranged weapons and the volunteers have already left for the crusade. No need for this building until they return.
[ ] Repair The Hammer and [ ] Repair The Shield - Finding a weapon and shield for the knight is a good combination. Repairing these is a low priority since we're a long way off having the knight operational.
No, you had an income of 32 Materials from the mines, salt, and inn. There were multiple expenses and sales of artifacts, which meant that you had 23.67 Materials left over.
My understanding is that we can't spend future income during the turn, so the minimum materials we could have in storage now would be (+5.26 followers, -7.00 upkeep, +32 buildings) = 30.26 materials assuming the action plan spent everything available. I think there was a small surplus from the action plan, see math below. If this is correct then we should have 30.67 materials in storage now.
Actions for turn 19 - based off [] Plan: Selling rare Artefacts, learning about War, and buying Crossbows.
5.44 materials in storage at start of turn 19
+15.17 materials from selling artifacts (Schematic For Toys, Electrical Conductor, Thouroughly Burned Pile Of Electronics)
+10.0 materials from taking out a loan
-28.2 materials from equipment purchases (Armored Camo-Cloaks, Commerical-Crossbows)
-2.0 materials from War Lessons
= 0.41 materials leftover
Upkeep/income for turn 19:
-7.00 materials upkeep (assuming Buying Goods In Bulk only takes effect at end of turn)
+5.26 materials from followers
+32 materials from buildings (9d4+11 rolled +32)
= 30.67 materials in storage at start of turn 20
I'll see if I can propose a plan tomorrow. If anyone else wants to work on one then this template may be of use:
[ ] Plan Template -[ ] (Insert Faith action)
-[ ] (Insert Diplomacy action)
-[ ] Watch Thy Neighbor, Carefully, Because You Need To (-8 Materials)
-[ ] (Insert Learning action)
-[ ] (Insert Tree of Knowledge action)
-[ ] (Insert Personal action)
-[ ] (Insert Personal action)
-[ ] Merchants - (All Are Free Actions)
--[ ] Repay the 12.5 loan due this turn (-12.5 Materials)
--[ ] Buying Goods In Bulk - (Codex Printing)
30.67 materials - 8 - 12.5 = 10.17 materials available for other actions.
Pick the Tree of Knowledge action first since there's very few cheap options available for it.
Out of those my preference would be training our infiltrators. Having spies inside Holy Rose's organisation to give us warnings of her upcoming plans would be very useful, but I wouldn't want her to notice that we're starting to make moves against her. With the current 60% chance / 3 turn duration for Infiltrate I suspect that there's a reasonable risk of being detected.
I'm not sure what kind of deals or assistance we'd be able to get from the Marquis or House Ulatarn. I guess the Marquis might be able to clarify what our tax obligations are? When the Pilgrims were declared an official religion there was a mention about taxation but I'm not sure if that's something we need to deal with or if it's handled behind the scenes.
It seems our selling of several Artefacts made the Merchants like us more. How surprising!
The Union of Herbalists:
Opinion: Neutral (0)
Plans: Make Money
Factions:
-Unionists (-1/56% Control/Mali to Costs for Actions)
-Base (0/30% Control)
-Healers (1/14% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
Huh, the Healers got % from the Unionists and the Base.
We might want to gift a rare medical Artefact to the Base. That would worsen our relations with the Unionists and the Healers but it would also mean that more than 50% of the Herbalists are part of a faction that is at least neutral to us.
Mutated Girlfriend - Selene - Meet The Family - (3/4)
When Selene mentioned that Lady Maranica would be gone for two whole weeks, with her not being required to attend any formal events, you were happy for her. When she asked to visit the Tree, you were both overjoyed and anxious. How could you not? After all, she was meeting your friends and family! It was a bit awkward at first, but you had a blast showing her around, even if Nexa was a grump the entire time. Maybe you shouldn't have asked if she could do your paperwork until Selene's vacation was over?
(Evolves next turn.)
He despised all of them with a passion. But the last group had a special place in his anger, for they were the root of the rot inside the Herbalists. Greed was to be expected inside an institution that held a monopoly on essential services and goods. Something that existed and no-one questioned. Why would they? "It was the way of the world," after all, was it not?
Yes, he thought, it is the way of the world because you won't change it!
Ah, an idealist. This tempts me to give an Artefact to the Healers, but there aren't enough of them compared to the Unionists. With the Base, the overall organization should shift from malicious greed to apathy. Not perfect but at least better.
Some even took cash in exchange for remedies and "treatments" that were borderline sadistic, and ineffective. Whoever thought up the idea that blood could go bad, or that you needed to have it leeched by parasites should be thrown down the nearest cliff.
Admittedly, there are a few medical treatments that require leeches or maggots. But I suspect most Herbalists were way too liberal in their use.
Suddenly, there was a flurry of activity in every rank and faction of the Guild for a catastrophe like this meant only one thing: Patients. Klein had hoped to see something more akin to humanity in his fellows, but he was once more disappointed. Rather than discuss how to create and spread antidotes and vaccines effectively, they only thought about how much money they could demand from the Crown to "help" in this endeavor.
I'm surprised they weren't worried about being blamed for it, if half the city would have died to plagues. A noble that lose half the peasants that work for him would be rather cross with them.
It was not something she knew about, but it also meant that the guard was distracted. Shuffling backward, Su made her way over to an empty window in the crumbled tower she had taken watch in, before crouching and raising a fist into the air. She waited for a second before making the signals for "two," "guard," and "distracted." Peeking at the window on the other side of the street, another fist came up, signaling to proceed with plan three.
I just realized we might be the only group with an organized military that includes a sizable number of Mutated. Others might have a few for tracking but we probably could use our higher number of Mutated to our advantage.
We already know that some Mutated have better senses than normal humans. While others already use a better sense of smell, that sense doesn't lend itself to ranged communication. If the better senses include hearing we might be able to use that.
Maybe some kind of pipes that aren't audible to normal humans?
"Hey girl, don't sell yourself short! You may not have been able to fend off the Pilgrims elite, but you managed to find some fantastic things in the Wounding Nightmare! The Hammer and Shield is nothing to scoff at," Su responded, gesturing to two carts loaded with the massive pieces of equipment, before becoming very serious. "But, there is something much more pressing on my mind."
Ah, the loot we found. Huh, by now we have more than enough research projects to develop heavily armed frontline fighters. Two different kinds of armor, three different shields, and two kinds of melee weapons.
At least Marxcim had had the forethought to make all rooms soundproof.
Humour aside; that's actually a safety risk. It means no one can hear calls for help or a fire alarm. Maybe if they leave most doors open?
Oh, and the scholars had been able to decide upon a basic loadout for the medi-kits, incorporating Bloodbark bandages and threads, with Silver needles and scalpels. There was also some medicinal alcohol there, with a pretty big warning not to drink it under any circumstance.
So the medi-kits "subsumed" the casualty reduction from the Bloodbark? Instead of a flat -1 to casualties, we now roll dice for how effective it is?
Anyway, new options. For Faith we have:
[ ] Healing For All!
You have the money, they have the expertise. Announce that the Pilgrims will shoulder all costs for any medical procedure done by the Herbalists for the next three months.
(Cost: 10 Materials
Chance: 45%
Reward: Herbalists gain influence, 1d3-1 Goodwill.)
Costly, but gives us Goodwill. Is it supposed to boost all Herbalists or only the Healers?
For Diplomacy, we have:
[ ] Unity Of Purpose
What higher purpose is there than to heal broken bones, to mend open wounds, and ease the suffering of the sick? What better way to advance towards a future where none have to die because they cannot afford to heal than to strike out united?
(Cost: 4 Materials
Turns: 3
Chance: 25% to not anger both Unionists and Base, 45% to not anger Base, 65% to succeed
Reward: The Herbalists become aligned with the Pilgrims, +1 Relationship, more influence.)
This should probably wait until the Unionists are weaker and we have better relations with the Base.
Next we have Martial and there are several new projects:
[ ] 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. May you should join in on the fun?
(Cost: 1 Unit
Chance: 70%
Reward: 2d4 Materials.)
This option lost the -2 Materials in its reward, from 2d4-2 to 2d4. Success chance got a bit worse, though.
[ ] Build A Training Field - (Expanded)
A big field to run laps around with some practice dummies for bot ranged and melee combat is lovely and all, but it isn't enough. Buy state-of-the-art equipment, have a dedicated trainer on hand, and refine your methods to turn people into soldiers.
(Turns: 4
Cost: 18 Materials, 6 Goodwill, 1 Faithful, +2 Materials upkeep
Reward: Can recruit Units at (3/6 Trained) instead of (2/6 Militia))
The next level of the training field. We have enough Materials, but the Goodwill...
[ ] Create A Dedicated Range
One of the main problems you have had in your training is that there wasn't enough space to truly learn out how to use a ranged weapon effectively, and how to switch to CQC in a moments notice. See to establishing proper ways to do so.
(Turns: 2
Cost: 5 Materials, 0.5 Goodwill
Reward: Lowers malus when switching from ranged to -10.)
Now, this sounds useful. Not too expensive and immediately useful to our scouts. Less important than the watchtower, though.
For Learning:
[ ] Repair The Hammer - (Weapons/Metallurgy/Alloys)
Finding this weapon was a stroke of luck! After all, making a weapon for Knights is much more complicated than giving them a big piece of metal! While obviously damaged, patching the hammer up and reinforcing it should provide your Knight with a powerful weapon in future fights. It would also allow you a glimpse into the inner workings of Knight-Weapons.
(Needed Artifact: Damaged Knight-Weapon: Hammer
Chance: 55% Successes needed: 2
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)
Could be useful before we research the Knight itself, but it can wait. Although, I am curious if we could make a miniaturized version for our fighters.
[ ] Repair The Shield - (Armor/Metallurgy/Alloys)
Together with the hammer, your scavengers found a discarded shield. While there is a rather big hole in the middle and the edges have been somewhat melted, you should nonetheless be able to recreate this piece of armor for your own Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 60% Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)
Again, useful before we research the Knight itself. Could also help developing new shields.
Not much to say about Archeology so next is the Tree of Knowledge.
... The Ashleaf Trees lock one action? Is that for three turns or for 60 turns? If it's for 60 turns, we probably want to cancel that action.
Ugh, next Support.
Not many changes. The biggest is the Merchants with a better Buying Goods In Bulk, 0.15 Materials reduction instead of 0.1.
I'm going to post this for now and work on a plan later.
[ ] Plan Poverty v2 -[ ] The Pilgrims Need You!
[ ] Train The Infiltrator-Corp - (Expanded)
-[ ] Watch Thy Neighbor, Carefully, Because You Need To
-[ ] Tailor Your Messages - ( Treaty On Brainwashing )
-[ ] Administration Center - Grand (Faith)
-[X] A Farm For Starters - (Extremely Fertile Farmland) - (Ashleaf Trees) - (1/3 Turns Harvest)
-[ ] Too Much To Do - Scout The Smokestack
-[ ] Guiding Hand
-[ ] Merchants - (All Are Free Actions)
--[] Repay 12.5 loan --[ ] Selling Artifacts ( Armor Piercing Ax (+5.49) , Mechanical Lock (+2.65)
--[ ] Buying Goods In Bulk - ( Codex Printing )
-[ ] Stupendously Scholastic Scholars of Science - (1 Free Action)
--[ ] Suffer Their Arrogance
Not sure where to place our Faithful. Might be worthwhile to sell another artifact to start training a doctor. Changing scout to hunt Blightdogs could be good too.
I just realized we might be the only group with an organized military that includes a sizable number of Mutated. Others might have a few for tracking but we probably could use our higher number of Mutated to our advantage.
We already know that some Mutated have better senses than normal humans. While others already use a better sense of smell, that sense doesn't lend itself to ranged communication. If the better senses include hearing we might be able to use that.
1. Maybe some kind of pipes that aren't audible to normal humans?
2. Humour aside; that's actually a safety risk. It means no one can hear calls for help or a fire alarm. Maybe if they leave most doors open?
3. So the medi-kits "subsumed" the casualty reduction from the Bloodbark? Instead of a flat -1 to casualties, we now roll dice for how effective it is?
4. Costly, but gives us Goodwill. Is it supposed to boost all Herbalists or only the Healers?
5. Could be useful before we research the Knight itself, but it can wait. Although, I am curious if we could make a miniaturized version for our fighters.
6... The Ashleaf Trees lock one action? Is that for three turns or for 60 turns? If it's for 60 turns, we probably want to cancel that action.
1. I am adding a research action for that.
2. ...oh. I haven't thought about that. Going to change that to her being far enough away, or something along those lines.
3. No, the medi-kit got better because you have bloodbark. Without medi-kits, any Unit takes -1 casualties, with medikits they take -1 and -1d4-1
4. That's a typo.
5. That would result in a normal war-hammer.
6. Locks it for three turns, for the first harvest, like all options. Then it ticks along automatically.
[ ] Plan Hunting, Mining, Books, and Politics
-[ ][Faith] Wanna Join my Club?
-[ ][Diplomacy] Train The Infiltrator-Corp - (Expanded)
-[ ][Martial] Watch Thy Neighbor, Carefully, Because You Need To (-8 Materials)
-[ ][Learning] Tailor Your Messages - (Psychology/Culture)
--[] +1FF
-[ ][Archeology] Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N) - starts this turn - 6 Turns
-[ ][Tree of Knowledge] Digging Holes - (Iron)
-[ ][Personal action] Too Much To Do - (Hunt The Blight)
-[ ][Personal action] Too Much To Do - (Translations For Beginners - (Linguistics) - (Untranslated Book)
--[] +6FF
-[ ] Merchants - (All Are Free Actions)
--[ ] Repay the 12.5 loan due this turn (-12.5 Materials)
--[ ] Buying Goods In Bulk - (Jewel Mine)
-[ ] The Union Of Herbalists - (1 Free Action)
--[ ] A Helping Hand - (Base)(Artefact:Burned Theory On Cloning )
This would leave us with 30.67 Materials - 25.5 Materials(Martial:8 Materials+ Tree of Knowledge:5Materials+ Loan:12.5 Materials)= 5.17 Materials.
Ok, the Faith action to save on Materials and to not get over the 300 members mark yet.
The Diplomacy action so we can get our own information network soon, because everyone else is busy crusading, and because I think its too early for Unity Of Purpose. We should weaken the Unionist more first.
The Martial action is a no brainer, I guess we can all agree on that.
The Learning action because we still have many Diplomacy actions to do and it has a high success chance.
For the Tree action, I choose the new iron mine because it takes only one turn, so we can start the Laboratories next turn.
Personal actions are to get us more Materials and to do one Learning action with the +40 bonus from our high Piety.
The last big thing is that I give a rare Artefact to the Base faction of the Herbalists. This should mean that they, combined with the Healers, form a bigger faction than the Unionists. This way the majority of the Herbalists should become neutral and make it more difficult for the Unionists to do anything against us.
@HeroCooky Can we use the Untranslated Book for Translations For Beginners or is it only possible with a book that has the Untranslated tag like the Untranslated Book On Chemicals?
I only thought about it because that was a plot point in a Fallout 2 sidequest. You had to kill a mad scientist in the middle of an enemy base but he soundproofed his lab because his "experiments" disturbed the other base residents. You could use any weapon as long as he didn't escape the room.
Anyway, now to think of some Learning projects, based on Artefacts we found.
Flow like Water Uses: Diagram For A Waterwheel
Now that the Pilgrims expand beyond the Tree they find new ways to earn Material but that also means new jobs and harder labor. Find out if some of those labor can't be made easier with the knowledge you found in the ruins.
(Use of waterwheels to power hammers that crush the ore we mine before it's smelted for further production/reduced upkeep for mines)
Lightning in a Can Uses: Drained Battery
Martyris' visit to the Scholastic Scholars showed him how people before the Fall used electricity for all kinds of things. Back then they stored electricity in small devices like this, now it's time for the Pilgrims to find out how they did it.
(Development of our own batteries, or at least an understanding of how they work)
Let there be Light Uses: Non-Functional Lightbulb
Another thing Martyris saw during his visit to the Scholastic Scholars was how they used electricity to illuminate their rooms. While you only have a non-functional example, Pilgrims know its possible and this would seriously reduce the risks of fires.
(Development of our own lightbulbs, maybe if combined with batteries also flashlights?)
Reach out and stab someone Uses: Glaive
Another Artefact the Pilgrims found in the ruins. While this would be less useful for your scouts, it is a good weapon for guards and other warriors that don't have to be that mobile. The extended reach is also useful if some Mutant tries to eat you, so it's definitely worth researching.
(Developing a new weapon. Maybe a bonus against Mutants or other monsters that are bigger than a normal human?)
A Light Shield/Heavy Shield Uses: Rusted "RIOT" Shield/Reinforced Shield
While shields are more of a hindrance to your scouts, the Pilgrims found several pre-Fall examples that could change that, or at least allow you to make better shields.
(Developing light shields (fewer stealth penalties) or heavy shields (better armor))
The Feather is mightier than the Sword, at least against Paperwork Uses: Mechanical Pencil
Another Artefact found in the ruins of the old world. While it may not be as impressive as other Artefacts, the scribes and bookkeepers of the Pilgrims are very interested in finding ways to produce them for themselves. Which wasn't that important to Martyris until Nexa joined them in their demands. Who knew she would develop such a dislike for paperwork?
(Reduce upkeep for the Administration Center, maybe other stuff?)
Heavy Metal Uses: Burnt Breastplate-Schematic
While the Armored Camo-Cloaks of the Pilgrims are excellent pieces of armor, it is a fact that they don't focus on being armor. Sooner or later Pilgrims will get into a fight where stealth is not an option and the basic leather armor won't be enough. Use some of the knowledge the Pilgrims found to develop armor that is better than the basic versions.
(Develop better armor, duh)
Lock and Key Uses: Mechanical Lock
Two times the Tree was infiltrated and it was only thanks to luck that nobody died. While organizing guards will make your home safer, you can do more. With this Artefact, the Pilgrims can develop ways to make it even more difficult for any enemy to infiltrate their home.
(Raised DC for infiltration, being able to lock doors)
That should be everything for the common Artefacts. I will write stuff for the rare Artefacts later.