Hmm, might have to do something about Piety getting too low. But if we finish 'We Are One People!' during this Turn, we will get +15%.Piety: 65% (+10 to all rolls for Heroes with the Adjudicator Trait)
The Healers are no longer the single ruling faction among the Herbalists.The Union of Herbalists
Opinion: Friendly (1)
Plans: Operate as normal.
Factions:
- Fundamentalists (Neutral (0)|26% Control|Quicker Doctors)
- Progressivists (Neutral (0)|28% Control|Cheaper Actions)
- Healers (Ally (3)|46% Control|Enables Surgical Training
Boni: +15 on all Diplomatic rolls
Strange that we are supposed to be on the same level of information gathering as with the Military but we don't get any plans for either gang. I would assume there are some rumors, even if they only feed us false information...Criminal Gangs
Boni: +15 on all Diplomatic rolls
-Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen and all surrounding territories.
--Opinion: Neutral (0)
--Information Network: Rank 1
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood.
-Gang: The Family
--Leader: Bloom
--Territory: Jokvi and Zulmni(???)
--Opinion: Friendly (+1???)
--Information Network: Rank 1
--The Bad Batch Note: A weird fusion of organized crime syndicate and forward-thinking business. They see calm waters as good waters. Waters being crime, in case you missed that.
Well-Loved Doll - 11.12 - +20 to Advanced Mechanics/Hydraulics/Armor
The new Artefacts. Weird that we can get tips for crafting armor from a doll.Soft Pattern Of Rain Upon Grass - 24.13 - +50 to Pioneer Psychology
Yes, we actually ask the weird eldritch voices questions now. Probably a horrible idea given what some boxes get up to.2x NOVA MACHINA - (Equip to Hero)
A 10x10x10cm translucent box with a swirling spot of black and white in the middle. It cannot be opened, smashed, or taken apart. All Humans that touch the box feel intense nausea, abdominal pain, and loss of self-preservation, with Mutated reporting headaches, static within their ears, the feeling of falling, and extreme paranoia. Better we lock it in the back of our Vault; less someone injures themselves or others by touching this object. Even after several months of study, the cube remains mysterious and a possible cognitohazard.
Du, ich glaub fast der fragt uns was. Nicht glauben sollst du, sondern hinhören! Der fragt tatsächlich!
(+1 to (3\²]SN@'+ßz_ )
We probably have to be on the lookout for gangs looking for revenge from now on. They have to do something if they want to keep their groups intact while we improve living standards.Tense seconds passed, the muscles in Ers' legs and his mind screaming at him to move, to back away before the daggers came out and blood was spilled across stone and concrete. But not his gut. His gut calmed from the roiling mess it had been throughout the entire trip here, throughout the entire conversation, settling into a still surface that told him only one thing: trust.
He exhaled.
And nodded, walking forward, his first steps on the Journey beginning with a hand reaching out and a hand reaching back.
I mean, they might want to wait until tomorrow and they are sure there aren't any sudden toilet visits. But yes, progress. Now to test if those preservation chemicals/methods interact weirdly with anything that could be eaten or drunk.Several minutes passed between them, with little talk but plenty of worry.
When those minutes passed the one-hour mark, all five had to agree. They had made sealed room-temperature milk last for a whole month without spoiling.
Progress.
The first of many.And as the stonemason leaves, there is sorrow for a child long gone...and pride for having made a place to mourn.
I assume this is from the Bad Batch. In which case... That's weirdly good security for a 'random' street gang. Like mechanically, this is supposed to get us the second out of three possible levels of information on an organization.
Sounds like we will need many robots to scout areas in those Caverns. Only a 17% Success Chance, so we would need to roll 83 or higher... A fully rested Aria with Martyris' support(organizational) could get us a +50.Machinery Caverns hold death and life within them, offering both freely to all seeking entry. And the Pilgrims have become aware of one of them.
No moving the monks, got it. I wonder what exactly they keep locked up though? Mentioning this to Internal Security might get us some extra watchers on the islands."Without them, the Forgotten Choir shall rise once more." Whispers questioned, giggling in delight at the caress of names long forgotten by any without memories.
"With them, it shall sleep evermore. Don't worry; the monks feeding it don't need food or drink. What is a thousand years more when you have already gone a thousand without?"
The other murmured, grumpy and annoyed. Why couldn't things be understood quicker?
"Do not kill them, that is murder," both said, "and murder is flawed."
Huh, I wonder what that means. An alternative sealing method or are they developing the ability to float? The latter would definitely weird out the Forge Clans.Thankfully, such a link was far harder to break, and they were already working to prevent such a disaster.
Good to know. That also implies anything eldritch must have some guiding will behind it. There can't be some random circumstances that cause an effect.Martyris blinked and understood. There was no curse, no magical manipulation of reality. The Alpha Blood-Deer couldn't foretell death, for they were mere animals twisted by the effigies of discarded monsters, not the harbingers of omens in a universe where fate doesn't exist. Only the will to see something happen and the desire to ensure its passing.
Hmm, 3-Point would make building stuff much quicker and allows us to train all kinds of specialists. I would note they also aren't too pissed if we give the gem to the Forge Clan.Data Crystal Offers
[] [3-Point University] The Imperial Path
+2 3-Point University Relationship, +4 Automatic Progress (for Buildings) per Turn, unlock Training Actions, can purchase Specialists for Goodwill.
-3 Vanar-Feer Relationship.
[] [Forge-Clan Vanar-Feer Counteroffer] The Journey of Machine and Mind
+2 Forge-Clan Vanar-Feer Relationship (Alliance), +2 Automatic Learning Successes per Turn, unlimited Training Actions, unlock the next level of Training Actions immediately.
Tempting for long-term projects, of which we have several by now. But the Piety cost is... ouch. Would probably need 3 Faith Actions focused on building stuff that reduces our Piety rolls.
I think that would get us a bit too close to the Empire. They are currently the biggest force of improvement for sentient life on this planet but they might not always be.
Sounds like the Black Forest. We might get dragged into this either way but Crinkles went out of his way to tell them to shove it. And we know Internal Security(and presumably those Night Warden guys) are already on this.[] The Whispers Beyond...
???
(Unlocked By: An Unlikely Meeting, A Conversation, And A Communion Unseen...
Effect: ???)
Souls Language is tempting for the widespread use, Open Hand would make orphanages and other buildings much easier, and Conquered Skies would be great for airship research.[] Another one, sometime later. There is still so much to do...
What can we actually do here? Send units to capture wildlife? Set up a research outpost for biology studies?-SST-01: Est. Artifact-grade: Rare++, Dice: 2d2 per turn, Max. Yield: 4 Turns, Animal Hotspot! +3d4 Rare++/Lost-Tech Biology Artifacts!
A lot of research, actually, once we start upgrading from regular to the fully trained. The amount of types we can apply them to sky-rockets. Anyway, my two rough drafts cover the options if we accept 3-Point or the Forge-Clan.The Forge Clan would mean quicker research and having some serious firepower nearby. "unlimited Training Actions" also imply we can train as many engineers at once as we want, unlike the University which is probably limited in the amount of people we can send during the same Turn. Getting more and better engineers is big for any Electronic research.
Eh, Open Hand applies to the Faith stuff where we would be dedicating actions anyway. I'd go with that or Conquered Skies.Souls Language is tempting for the widespread use, Open Hand would make orphanages and other buildings much easier, and Conquered Skies would be great for airship research.
But there is the issue of our Action economy. Souls Language is pretty neat in that due to its wide Action category coverage...
You are, but you only just finished getting the system in place this turn, and you are very cautious about false intel now. Like always, you will get actionable intel starting next turn.Strange that we are supposed to be on the same level of information gathering as with the Military but we don't get any plans for either gang. I would assume there are some rumors, even if they only feed us false information...
Spend a turn of scavenging to hunt/observe the animals for the artifacts.karmaoa said:What can we actually do here? Send units to capture wildlife? Set up a research outpost for biology studies?
So that means an effective 5 turns total to complete SST-01, or something else?Spend a turn of scavenging to hunt/observe the animals for the artifacts.
The first turn has you roll for both Artifacts, after which the second will vanish.So that means an effective 5 turns total to complete SST-01, or something else?
Good, good. Nice and simple then.The first turn has you roll for both Artifacts, after which the second will vanish.
1. Yes, the cost is chosen and then it is paid, not before.1. The Piety cost for 'Begin Preparations For New Region Conversion' only hits on the second Turn, right?
2. Would administrative stuff like founding an orphanage go over the Bureau For Imperial Civilian Logistics or the local Noble House?
3. Could 'Scout The Machinery Caverns' be done as a Martial Action, given that it's basically a more specialized 'Scout Out'?
4. Would Engineers give a bonus to 'Scout The Machinery Caverns' by dint of the sheer mass of Artefacts and Lost tech that makes up the caverns?
We don't need to use our Scientists for this. 1 success is needed and the target is 45. So if need be we just spend 1 Bunker Hospital Artifact. Also...-[][Learning] The Mind - Compulsive Behaviour - (Psychology) - (4/5 Successes)
--[](Scientific Theory +15, [Black Box] +5, [Library] +5, 1[SC] +12, 2[TSC] +36)=+73
--[]
It would be feasible next turn after having Guiding Hand in effect, but I understand wanting to get those in sooner.I'm not sure about some of those options. Faith heavily depends on the doctrine, Open Hand is the only thing that would make another orphanage feasible.
We already met our Suspendium requirement for this two-turn period. We don't have to start thinking about the expedition until next turn, or the turn after that if we must.Archeology, and by extension Martyris Action, heavily depend on if we can use the Engineers to help with the Machine Caverns. If we can, then I would spend an Archeology Action on a Suspendium expedition and use Martyris Action to boost that.
It does apply this turn, you are correct in your assumption.@HeroCooky if the 3PU auto-building progress applies right away if we take their offer, wouldn't the same go for the Learning auto-successes if we take the Vanar-Feer offer?
Excellent. So taking those into account, another revision of my plan!
Last turn was 2 turns, so it should be 1 turn now.
I .mean it likely was built very sturdy and anotomicaly correct.The new Artefacts. Weird that we can get tips for crafting armor from a doll.
You know, if you don't want to use bunker artefacts we have this under Lost Tech
Badly Damaged Fortress-Grade Coilgun - 27.47- +50 to Pioneer Weapons/Electronics
Also, found the next target for an investigation action.Temporal Storage Container - ??? - +50 to...what the hell is this thing?
To be precise, I don't want to use the Electronics Bunker Artifacts. The reason I want to loot the NNE part of the First Floor is to provide Weapons Artifacts we can use in their place...You know, if you don't want to use bunker artefacts we have this under Lost Tech
...But in light of the saving for that, I will grudgingly agree to spend 3 Electronics Bunker Artifacts this one time.It's more thematic and it saves Bright-Lances for when we try to reverse engineer.
Going for doubling the needed roll to get extra Successes, huh? Well, it's going to be interesting how the Noble Houses are going to react. Might want to add the Followers Of Light support as a cover against that.-[] [Faith] Build An Orphanage - (Big) - (Jokvi) - (0/11 Turns Complete)
--[] (Seek Mutated Help +190 [-1.9 Goodwill]) = +190
I have been thinking of switching this to the Bureau For Imperial Civilian Logistics, under the assumption that the +15 could influence some of our Faith projects due to the Bureau being responsible for the bureaucratic part of allowing those projects.-[] [Diplomacy] School The Diplomat-Corp - (Specialized) - (Forge-Clans)
--[] (Ashleaf Tea +15, 6FF) = +21
You could add 'Odds and Ends' here. Might not matter too much but the extra Piety from finishing this would directly boost Martyri's dice.-[L] [Diplomacy] We Are One People! - (Locals) - (5/6 Successes)
--[] (Ashleaf Tea +15, Common People +15, 2FF) = +32
We probably should think about where we want to send the new Chapter if we want to specialize the new unit for the environment. As is, they have good armor, firepower, and a close combat option. But where they will operate influences how useful mortars and robots would be.-[] [Martial] Pump Those Legs! - (Sunken Guard) [-0.5 Goodwill]
You know, it might be better to spend this on getting electronics for the 'Assemble A Logic Bank - (Holdings)' project. Would mean we could finish it during the next Turn and unlock that Action slot earlier for Holding.-[] [Merchants] Procure ('Training Consultants' - Progress to Upgrade The CRPS To CREPS)
Still not sure what to do with this. The rumor mill didn't have anything too urgent to investigate. We could look into why the Adventurer Guild recruits so much or have them poke the Carnival. Or we could spend 4 Goodwill to get some equipment, potentially a Weapon Artefact.
You can. +10 to the attempt.could we hire a bunch of Adventurers to get a bonus to the Machine Cavern exploration?
I already had We Work As One! included.Going for doubling the needed roll to get extra Successes, huh? Well, it's going to be interesting how the Noble Houses are going to react. Might want to add the Followers Of Light support as a cover against that.
Hmm. Maybe, maybe not. Depends on what HeroCooky says.I have been thinking of switching this to the Bureau For Imperial Civilian Logistics, under the assumption that the +15 could influence some of our Faith projects due to the Bureau being responsible for the bureaucratic part of allowing those projects.
As it stands, it's not worth it because the chances of success are too low. Now, next turn, with the presumed +15 bonus and possibly a Lead By Example? Then, adding in the Odds and Ends makes more sense to me.You could add 'Odds and Ends' here. Might not matter too much but the extra Piety from finishing this would directly boost Martyri's dice.
I figured we'd be sending the new Chapter to the Sunken Hollows because that was why we were holding onto the Torahs - as a gift to the Order of the Flaming Sword. So if you have thoughts about what would be best, we can tailor the equipment now and save ourselves the time.We probably should think about where we want to send the new Chapter if we want to specialize the new unit for the environment. As is, they have good armor, firepower, and a close combat option. But where they will operate influences how useful mortars and robots would be.
Hmm. You have a point. Editing that in.You know, it might be better to spend this on getting electronics for the 'Assemble A Logic Bank - (Holdings)' project. Would mean we could finish it during the next Turn and unlock that Action slot earlier for Holding.
could we hire a bunch of Adventurers to get a bonus to the Machine Cavern exploration? Look for some people that have already explored other caverns and know the most common dangers?
Excellent. Edited in.
Two. Main one in Tessen and the other in Bone Valley.
With a Norqod Action, you can do so.
Can you put up the details in the turnpost then please?