Tally is a bit wonky, but the Pilgrims won.
Adhoc vote count started by HeroCooky on Mar 20, 2020 at 11:06 AM, finished with 25 posts and 16 votes.

  • [x] plan: we are the pilgrimms
    -[x] The Slatnan Empire
    -[x] Humanism
    -[x] What was will be
    -[x] Faith
    -[x] No
    -[x] Scavenger
    -[x] nameless: through your life people have refered in many ways,none of them permanent nor truly describing who you were,maybe you should forge a name that truly matters to you
    [X] Chemical Incentive but with Scavenging
    -[X] The United Mercantile Cities of Dul
    -[x] Humanism
    -[x] What was will be
    -[X] ???
    -[x] No
    -[X] Drug manufacturer
    [X] Plan: The Creative Genius
    -[x] The Wastes
    -[x] Humanism
    -[X] Monuments of Glory
    -[X] ???
    -[x] No
    -[X] Name: Alina Gray
    -[X] Occupation: Artist
    [X] Chemical Incentive
    -[X] The United Mercantile Cities of Dul
    -[x] Humanism
    -[X] Plows to swords
    -[X] ???
    -[x] No
    -[X] Drug manufacturer
    [x] plan: Wasteland Rising
    -[x] The Wastes
    -[x] Humanism
    -[x] Unyielding
    -[x] Faith
    -[x] No
    -[x] Soldier
    [X] Chemical Incentive but with Scavenging
    [x] plan: we are the pilgrimms
    -[x] The Slatnan Empire
    -[x] Humanism
    -[x] What was will be
    -[x] Faith
    -[x] No
    -[x] Scavenger
    [X] Plan: Untarnished Guards
    [X] The United Mercantile Cities of Dul
    [X] The Bizare and Rare
    [X]Unyielding
    [X] Faith
    [X] No
    [X] First Luitenant Marlox Carnetian of the Razor Boars Melee Company
    [X] Soldier (Specializing in Armed Melee Combat)
    [X] Plan: Mysteries of the Unknown
    -[X] The Sacred Lands of the Everliving Sun
    -[x] Humanism
    -[x] What was will be
    -[X] ???
    -[x] No
    -[X] The Nameless One
    -[X] Cultist
 
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Turn 1: Year 0; Month 0; Your New Life
[X] Plan: We are the Pilgrims

Oil, blood, screams. The rhythmic thumping of a Walker wading through the corpses of your family, your friends, your World, seeing your brother being cleaved in two by its sword. Those are your earliest memories, preserved by trauma and fear. The weeks after that are more akin to a haze than the crystal-clear pictures of death and carnage. You have no idea how you ended up at the tent in the middle of nowhere, only that an old woman asked you if you were okay. You were not, half-starved, half-mad from grief, and an infection. Yet, she took you in. Making you a bowl of soup and tending to your injuries. Giving you food when you were hungry and medicine when you were sick, work to occupy your mind, and a place to sleep. But she did more than that.

You spent the following months being nothing more than an automaton, devoid of higher thought, refusing to believe that what had happened was real. But Ms.Dall was there, giving you something to do, to occupy your mind. You remember screaming until you could no longer, crying until it hurt. Cursing the World, the Gods and Ms.Dall, not for a specific reason, but simply because you had no one else to scream at. And throughout it all, she held you tight, stopping you from losing yourself in rage. You deluded yourself, thinking that this was all just a horrible dream, a nightmare, and not reality. She had none of that, merely forcing you to acknowledge fact with the strength of will only the elderly could posses after a life of hardship. And the terrible day when you could no longer deny reality, and when you were unable to rage on against fate, she was there, seeing you through.

The years after that were hard. But day after day, the wound healed. Week after week, you built anew atop the old and alongside the way you fell in love with machines. Surprising giving your past, but there was something about them that fascinated you. The thrum of ancient motors, the clear lines of old buildings, the genius that went into their creation intoxicated your young mind. You could spend days disassembling destroyed machines, solely for the joy of figuring out what they were used for, even if you seldom succeeded. This hobby of yours turned out to be very profitable too! Enough to justify fending off the mutants, machines, and wildlife that had nested in the sites you scavenged. But while you dreamt of what the World would be if you could bring all this ancient knowledge back, time did not stop for Ms.Dall. Somehow she sensed that she would die and talked with you about your life, the World, and your place in it. After a tearful conversation you went to leave the tent, but stopped. A question was coming to mind that had remained unanswered for all the time you spent with her—a question whose answer you feared more than anything.

"Why did you save me?" you asked. "There was nothing you could have gained from saving me."

She only looked at you like you were an idiot and said: "Because I am human."

Ms.Dall died that night at 92 Years old. You buried her in all the honors you were able to.

The next years you traveled the breadth and span of the empire, looking at all that the World held, new places, and old ruins. You saw the Capital, the Green Dunes, and the Forest of Rust. And through it all, four words rang true; Because I am human. However, they seemed to only ring true for you. The churches and temple you visited, the priests and monks you asked and discussed with, all said the same, like actors with different masks playing the same performance.

They said that humans are full of sin, incapable of good without their God. They said that Good comes from God, not man. That the Collapse was the result of rampant immorality and disrespect to their God. You politely, but firmly, told them to go fuck themself. Humanity did not need the gods to be good; you were not unable to care without some omnipresent deity standing behind you with promises of eternal damnation. Humanity had an innate need to care about each other, your very souls calling out to work together for a brighter future.

Humanity was not an animal in the guise of people, to be brought to heel at gods whip, but a being of beauty, shining eternal in the light of kindness and curiosity inherent in all of you. Every time you shared your food, your campfire, songs and stories, dreams, and hopes, sorrows, and woes, grief and pain, it was there—that glimmer of inexpressible greatness resting inside all, just waiting for a moment to shine, beneath the layers of self-lamentation, self-hatred, and lies of the churches. You could not quietly stand by when someone chained themself to sins they never committed. So, you told people what you thought. You helped who could be helped and all who cried out for a chance to escape the nightmares that society forced them to build. You could not help everyone, some did not want your help, some were beyond your ability to heal, and some left before you could try.

But you noticed something a few weeks ago. That on your quest to help humanity, some had followed you, through the good and bad. That these people looked at you, not as a mad rambler, but something akin to a leader. And you realized; you were the leader of these people. Those disparate souls wandering the World had searched for something to believe in and had found it in your philosophy, your words. They had taken what you gave and had stoked the sparks of hope that they thought extinguished. This revelation awakened something inside you, something that recalled an old dream of yours; to build a better world. And if these people had shown you one thing, it was that you could do so. So, you asked them: "Will you help me build a better world for all?". They agreed, and now as you watch the dawn of a new day, you cannot help but feel that this is the start of something bigger than yourself.


Pick 2:

[ ] Survey your people
If you are doing this, you need to know who follows you why and for what.
(Reward: 1d20 Faithful, 2d100 Followers, more information about your follower's motivations and hopes.
Unlocks Faith Action (1/3))

[ ] Organize your people
No organization can prosper in chaos; you need to set up some structure and responsibilities among your people, as well as see what odds and ends they are willing to give to your cause.
(Chance: 90%
Reward: 2d12 Materials
Unlocks Faith Action (2/3), Unlocks Base Action (1/2))

[ ] Choose a home
You will need to set up shop in one region to concentrate your efforts. This has the bonus of profiting off the local resources and landmarks. Don't worry; you will be able to expand with outposts in the future.
(What was will be + Scavenger = Forest of Rust
Unlocks Base Action (2/2), Unlocks Learning Action (1/2)
Note: Your Base will not be built immediately, you will need to vote on the specific place, all with advantages and disadvantages.)

-[ ] The Capital
The Home of the Imperial family and most populated city in the empire, located inside an extensive cave system.

-[ ] The Green Dunes
It is named due to the weird grass that seems to grow from the sands itself. Filling but bland. No Mutants nearby.

-[ ] Slatnans Womb
The center of food production, guarded by Knights, shoddier, and overall worse, versions of pre Collapse Walkers.

-[ ] Bone Valley
Bunch of dead animals, minerals, and plenty of desperate people here.

-[ ] Forest of Rust
The Tessen Trade Route connects dozens of cities and hundreds of villages, all situated near a crater that borders the wastes. Inside that crater sits the "Forest of Rust." A gargantuan metropolis that takes weeks to traverse the edge off, even by sand-lizard, filled with towers and buildings, virtually untouched by scavengers. Unfortunately, it is also home to mutants. Expect to fight for precious sites. But it will be worth it, should you survive the struggle.

[ ] Feel out the Locals
While the locals seem somewhat amenable to your presence, the biggest smiles can hide the sharpest daggers. Find out if any local factions have any plans for dealing with your people.
(Chance: 70%
Reward: 2d6 Goodwill, Details about local organizations/cults, and potential future moves+goals.
Unlocks Diplomacy Action (1/2))

[ ] Feel out the Elites
The Lords and Churches are unlikely to have any opinion on you beyond you as a pawn, but what moves do they plan for you to take?
(Chance: 70%
Reward: Details about local Noble Houses and Churches and potential future moves+goals.
Unlocks Diplomacy Action (2/2))

[ ] Pick a Symbol
Not everybody can read, and a symbol is something powerful in its own right. It gives an identity, describes your purpose, and lets you identify your (future) operations at a glance.
(Supply a Symbol
Reward: Unlocks Personal Action (1/2), Unlocks Faith Action (3/3))

[ ] Write that Good Book
Not everybody will be able to learn your teachings in one sitting, and you will soon grow beyond your ability to do so anyway. Write down the Core and basic principles of your belief. Shouldn't be too hard, right?
(Chance: 40%
Reward: Unique Artefact: The Codex Mk.1 (Passive recruitment depending on quality),
Unlocks Personal Action (2/2), Unlocks Learning Action (2/2))

Voting will be closed on the 23.03.20 at 0:00 o'clock CET.
 
[X] plan: laying foundations
-[X] Survey your people
-[X] Pick a Symbol


1)



-make your movement easy to follow
-make the movement about the ideals and followers,not yourself
-nurture your followers as valuable and equals,to ensure your ideals survive past beyond you
-be public

lets get to know who our lieutenants will be

2)when designing a flag
you have to take in count

>how recognizible it is (if people see it from affar,will they understand is your faction flag,or will they confuse it?)
>how easy to design it is (can anyone on their backyards improvise one?)
>how easy to catch it means is (do you need to have a PHD to get the symbolism?)

because of this i suggest this one i designed



dark blue and a white delta

the delta is used for a scientific notation for ''rate of change'', so our flag symbolizes our love for knowledge and change
the blue is a soothing color, showing us in a relatively nice and friendly manner
the triangle its the simplest of shapes, meaning anyone with a blue or black rag and bit of ashes/mud can make our banner
 
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I was gonna make a counter-vote, but I'm sold on that flag.

[X] plan: laying foundations
 
[X] plan: laying foundations

Next turn, we should try and organise our people and create our religion's version of the Good Book. Then on turn three we should get a feel for the local peasantry and Elites. Only then, on turn four, should we start moving out to somewhere we can set up shop.
 
[X] plan: laying foundations

[X] Survey your people
If you are doing this, you need to know who follows you why and for what.
(Reward: 1d20 Faithful, 2d100 Followers, more information about your follower's motivations and hopes.
Unlocks Faith Action (1/3))

Rolled:
1d20 = 1
2d100 = 27+57 = 84

[X] Pick a Symbol
Not everybody can read, and a symbol is something powerful in its own right. It gives an identity, describes your purpose, and lets you identify your (future) operations at a glance.
(Supply a Symbol
Reward: Unlocks Personal Action (1/2), Unlocks Faith Action (3/3))

Symbol:


Piety roll: 1d6-4 = 6-4 = 2% reduction.
 
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Turn 2: Year 0; Month 3; Humbled But Proud
The Pilgrims
Structure & Tenents

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.)
Member/Ressource Statistics
Members: 85
-Faithful: 1/1
-Followers: 84 (59 unoccupied)

Materials: ? (+1.68 per turn)

Goodwill: ?

Piety: 48% (No effects)
Relationsships
The Common People: Friendly
Artefacts
N/A
Unique/Notable Assets
N/A

During the last three months, you felt many things.

Excitement; for taking the first step to a better world.
Confusion; when your people decided things without you.
Anger; when they spent a large amount of money in a circus.
Shock; when you realized that you thought yourself above them, that they should follow your commands without question or doubt.
Shame; as you realized that you had begun to treat them as something beneath you, instead of the equals that they were.
Humbled, when you reflected on your behavior, your outlook on what should be done, and when you discussed this with Nexa Lurun.
Determined; to strive to be better than you had been before, for yourself, for the Pilgrims, for everyone.

But you not only experienced emotions, but you also experience the glimpses of 84 lives and the tale of one in particular—the story of Nexa Lurun, first of the Pilgrims and a friend to you.

Nexa was born to a protestant priest of the Christian faith. Her early life revolved around bible studies and the proper rituals to honor God. She never had a reason to question His will or His methods. Until seven years ago, that is, for that was the day her family died in a fire she caused. As she told you, an accident while cooking with grease had set both the kitchen and her ablaze, leading to the left side of her face being permanently scarred and her left arm amputated. While on fire, she ran out of the house in a panic, knocking over a large shelf, blocking the exit. Once outside, she was put out by bystanders and watched as a sea of flames hungrily devoured her Home, her parents, and siblings, the door blocked by the shelf. The fire spread rapidly due to the dry wood, not giving any rescuers any chance to help those trapped inside. The weeks after that were worse than hell. She blamed herself for their deaths, thinking that she was entirely at fault and looked for guidance in God and His priests. They gave only scorn, blame, and hate. Refused by the only faith she had known, being told that she was a murderer and deserved to burn in hell for her sins by those she trusted, it broke her completely.

Broken, broke, and with no one to turn to, she ended up on the streets. She barely made enough money to survive, having to eat rotten food and sleep in alleys or under bridges, at the mercy of nature and those who prey upon the desperate. Over time she lost her faith, and her mental health deteriorated to the point where she had lost her will to live, believing that she should die for what she had done, that she was not deserving of her life. So, she walked out of the city into the desert, to a ruin that was rumored to have dangerous beasts living in it. She reached it two days later, almost dead from exhaustion and dehydration, and went into the collapsed tower to meet her death. Three hours later, she was running from a mutant dog, cursing herself for not having the courage to face her death, only for her to bump against you, too light to do anything other than forcing you to take a step back. Confused, you went to help her up, before you saw the dog and killed it in one smooth motion with your spear. This was not a situation you had encountered too often, but you had presumed to know the gist of it; someone desperately needed money fast and was willing to risk their life for it. Disregarding the warnings of the scavengers who had given them the location of a ruin or place, or simply being too foolish or arrogant to heed them.

That was until you heard her cry and berate herself that she could not even die properly, that even after what she had done, she could not bring herself to earn the forgiveness of her family with this act of redemption. This, understandably, shocked you. Talking to people who were depressed was nothing new, but seeing someone who wanted to die actively was. When asked, Nexa told you everything; how she had caused the fire, blocked the exit, and left her family to die. She said to you that she was a monster that deserved to die. You told her that it was an accident and that she should learn to process her grief healthily.

"No! I don't deserve forgiveness! I have not earned it!" she cried back.

You could only look at her in sadness, seeing a piece of yourself in her, someone who had lost everything, but unlike you, had had no one to turn to.

So you told her:

"Forgiveness is not earned.
It is given.
Give it to yourself.
If penance is what you seek, then find it in your kindness to others.
But do not search for it here.
This is a place of horrors."

Years of self-hate would not vanish with words, but you were determined to be there for the years it would take. She accompanied you on your travels, slowly becoming infected by your enthusiasm of the old and ancient, helping you more and more active when you shared kind words, food, and blankets with those that needed them. And over time, she took what you had said to heart, first only for her perceived penance, but more and more to help those she could. She began to discuss human nature with you, how she felt when she helped others and the thrill of searching ancient ruins. While she still grieves for her family, she is on the road to recovery and has decided to continue helping the world. One person at a time, if necessary. This, according to her, also involves a large number of puns. Whether that is a good sign or not is something you haven't decided yet.

And while her life was more on the extreme side of things, there were variations of it all around. The Pilgrims had not attracted the high and mighty, the proud and wealthy, but the desperate and destitute, bright-eyed scholars and bleeding hearts, those who abused drugs to escape reality and those who were simply sick of the way that the world worked, wanted it to change and found kinship in the Pilgrims cause. They all hoped for a life in which they would not hate themselves, in which they could say with pride that they were worth something and enable others to do so too. They wanted to do good. They wanted to help.

But as more joined, Nexa pointed out that you did not have a symbol to declare who you were. Nothing that would give unity to the Pilgrims. The discussion that kicked loose would last over a month, slowly driving you insane, until you finally agreed upon a single design.

A deep blue flag with the ancient delta symbol in the middle, representing change and knowledge. A deep meaning behind a simple shape. Fitting.

Faith Action (2/3) Unlocked
Personal Action (1/2) Unlocked

Pick 2:

[ ] Organize your people
No organization can prosper in chaos; you need to set up some structure and responsibilities among your people, as well as see what odds and ends they are willing to give to your cause.
(Chance: 90%
Reward: 2d12 Materials
Unlocks Faith Action (2/3), Unlocks Base Action (1/2))

[ ] Choose a home
You will need to set up shop in one region to concentrate your efforts. This has the bonus of profiting off the local resources and landmarks. Don't worry; you will be able to expand with outposts in the future.
(What was will be + Scavenger = Forest of Rust
Unlocks Base Action (2/2), Unlocks Learning Action (1/2)
Note: Your Base will not be built immediately, you will need to vote on the specific place, all with advantages and disadvantages.)

-[ ] The Capital
The Home of the Imperial family and most populated city in the empire, located inside an extensive cave system.

-[ ] The Green Dunes
It is named due to the weird grass that seems to grow from the sands itself. Filling but bland. No Mutants nearby.

-[ ] Slatnans Womb
The center of food production, guarded by Knights, shoddier, and overall worse, versions of pre Collapse Walkers.

-[ ] Bone Valley
Bunch of dead animals, minerals, and plenty of desperate people here.

-[ ] Forest of Rust
The Tessen Trade Route connects dozens of cities and hundreds of villages, all situated near a crater that borders the wastes. Inside that crater sits the "Forest of Rust." A gargantuan metropolis that takes weeks to traverse the edge off, even by sand-lizard, filled with towers and buildings, virtually untouched by scavengers. Unfortunately, it is also home to mutants. Expect to fight for precious sites. But it will be worth it, should you survive the struggle.

[ ] Feel out the Locals
While the locals seem somewhat amenable to your presence, the biggest smiles can hide the sharpest daggers. Find out if any local factions have any plans for dealing with your people.
(Chance: 70%
Reward: 2d6 Goodwill, Details about local organizations/cults, and potential future moves+goals.
Unlocks Diplomacy Action (1/2))

[ ] Feel out the Elites
The Lords and Churches are unlikely to have any opinion on you beyond you as a pawn, but what moves do they plan for you to take?
(Chance: 70%
Reward: Details about local Noble Houses and Churches and potential future moves+goals.
Unlocks Diplomacy Action (2/2))

[ ] Write that Good Book
Not everybody will be able to learn your teachings in one sitting, and you will soon grow beyond your ability to do so anyway. Write down the Core and basic principles of your belief. Shouldn't be too hard, right?
(Chance: 40%
Reward: Unique Artefact: The Codex Mk.1 (Passive recruitment depending on quality),
Unlocks Personal Action (2/2), Unlocks Learning Action (2/2))

Voting will be closed on the 25.03.20 at 17:00 CET.
Updates will be online on the 26.03.20 at 17:00 CET.
 
[] Plan: Strength through Hardship
-[] Choose a home
--[] Forest of Rust
-[] Write that Good Book
 
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[] Plan: Doing some good
-[] Write that good book
-[] Choose a home
--[] Bone Valley

Reasoning: fits better for the humanists, who want to help everyone and believe everyone is fundementally good, to set up shop in Bone Valley as opposed to the forest of rust, which is tempting, but would limit both the number and type of people who would come to us, while Bone valley is noted to have lots of desperate people there, which we should want to help. Also it gives us a good recruiting base while also having a mineral base for future endeavors
I could be convinced to switch out write that good book, with organize the people so that we get that Faith action right now rather than the personal action
 
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[X] Foundation of a movement
-[X] Organize your people
No organization can prosper in chaos; you need to set up some structure and responsibilities among your people, as well as see what odds and ends they are willing to give to your cause.
(Chance: 90%
Reward: 2d12 Materials
Unlocks Faith Action (2/3), Unlocks Base Action (1/2))
[X] Feel out the Locals
While the locals seem somewhat amenable to your presence, the biggest smiles can hide the sharpest daggers. Find out if any local factions have any plans for dealing with your people.
(Chance: 70%
Reward: 2d6 Goodwill, Details about local organizations/cults, and potential future moves+goals.
Unlocks Diplomacy Action (1/2))

it seems premature to pick a home
 
[X] Feel out the Locals
While the locals seem somewhat amenable to your presence, the biggest smiles can hide the sharpest daggers. Find out if any local factions have any plans for dealing with your people.
(Chance: 70%
Reward: 2d6 Goodwill, Details about local organizations/cults, and potential future moves+goals.
Unlocks Diplomacy Action (1/2))
I feel like this is something we should do after picking a home (so we feel out the locals around where we actually live)

I'm fine with the organizing vote though
 
I feel like this is something we should do after picking a home (so we feel out the locals around where we actually live)

I'm fine with the organizing vote though
The way I see it we want to create a major movement. That means feelers lots of places. Mechanically I want to grind towards a diplo action.
 
[X] Plan: Strength through Hardship
-[X] Choose a home
--[X] Forest of Rust
-[X] Write that Good Book

Seems good
 
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