what exactly did we do to affect eden opinion on us?

is the -10 result of this or the malus would have been bigger it wasnt for our effort to be amicable to them?
Amicable? You are running counter to everything they preach, accepting Mutated, helping the poor, searching for technology. They very much don't like you, and have put their efforts in reducing your outreach for several turns.

You could have tried to stop them, but you didn't. As such, the penalty as their efforts yield fruits.
 
Amicable? You are running counter to everything they preach, accepting Mutated, helping the poor, searching for technology. They very much don't like you, and have put their efforts in reducing your outreach for several turns.

You could have tried to stop them, but you didn't. As such, the penalty as their efforts yield fruits.

we took a effort for diplomacy this turn...so it was for nothing?
 
Amicable? You are running counter to everything they preach, accepting Mutated, helping the poor, searching for technology. They very much don't like you, and have put their efforts in reducing your outreach for several turns.
Do their efforts of hindering our diplomacy mean they are involved in those actions, triggering the +15 bonus from School The Diplomat-Corp - (Specialized) - (The Church Of Eden)?

From a mechanical point of view, it should trigger because they are involved. From a story/in-universe point of view, it should trigger because we should be familiar with the rhetoric and arguments the Church Of Eden uses.
 
Do their efforts of hindering our diplomacy mean they are involved in those actions, triggering the +15 bonus from School The Diplomat-Corp - (Specialized) - (The Church Of Eden)?

From a mechanical point of view, it should trigger because they are involved. From a story/in-universe point of view, it should trigger because we should be familiar with the rhetoric and arguments the Church Of Eden uses.
Not really, as the COE is cashing in favors and using large scale slander against you. The +15 is for interacting with (or against) them in a direct manner.

You get the -10 for the whole turn, and depending on what you do, it gets worse or they stop.

Oh: Actions against the COE do not suffer from that -10. Only actions with everybody else.

TLDR: Damage done, no way about that. But you can still punch them...
 
So just how powerful are the Fractal and Celestial cats overall for what they are?
A normal human is (1/1) health with 1 damage. The Emperor, with all perks and equipment (minus his Walker) sits at (35/35) Health, (70/70) Armor and 18 damage. An average soldier is at (2/2) health, (8/8) armor and 3 damage.

The cats wouls rip apart about a dozen heavily armed soldiers before one could wound them.
 
Ok time to slander bad stuff to eden for the people
Agreed, I even wrote out a plan for declaring them heretical, let me know what you think.

-[ ] Condemn An Organization/Person As Heretical/Forbidden - (Church of Eden) - (Their condemnation of Mutated who never chose to be born the way they were. Their belief that help must be earned which only allows for the triumph of evil due to good men doing nothing. Their shunning of technology, despite the fact that technology allows mankind to move forward and have hope for the future, while shunning technology will only trap us in stagnation and despair.)
 
Agreed, I even wrote out a plan for declaring them heretical, let me know what you think.

-[ ] Condemn An Organization/Person As Heretical/Forbidden - (Church of Eden) - (Their condemnation of Mutated who never chose to be born the way they were. Their belief that help must be earned which only allows for the triumph of evil due to good men doing nothing. Their shunning of technology, despite the fact that technology allows mankind to move forward and have hope for the future, while shunning technology will only trap us in stagnation and despair.)

declaring them heretical just put in clash route with them,but they have more faithfull,more numbers,more noble back up etc

i say we instead exfiltrate and obstruct their operations,while investing un further diplomacing with them
tame them
 
Agreed, I even wrote out a plan for declaring them heretical, let me know what you think.

-[ ] Condemn An Organization/Person As Heretical/Forbidden - (Church of Eden) - (Their condemnation of Mutated who never chose to be born the way they were. Their belief that help must be earned which only allows for the triumph of evil due to good men doing nothing. Their shunning of technology, despite the fact that technology allows mankind to move forward and have hope for the future, while shunning technology will only trap us in stagnation and despair.)
I support that
 
My thoughts is that Condemnation is explicitly for just before we go to war with someone. Not clashing ideologies, not shadow wars, but open wars to break either their or our backbone and drive either out of the others region of operation.

So we can condemn the Church of Eden but it has to be with the understanding that very shortly blood will be flowing between us.

Or to put things more simply: it's the religious equivalent of a declaration of war.
 
I definitely think if we work to get the common people on our side, both by increasing our standing and curtailing Eden's influence on them, will be the best way forward. Their biggest threat is their ability to hinder our actions and standing (like they just did), and to try and cause a purge against us and the mutated.

While increasing our standing will happen as we upscale our operations, curtailing their influence will have to come through more indirect means.

[ ] The Adventurer Guild - (1 Free Action)
-[ ] 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.)

[ ] Criminal Organisations - (1 Free Action)
-[ ] 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)

I feel as though Take 'Em Out might be a bit too violent/overt for what we want at the moment, Sabotage will probably work better. We should remember that it's an option later if they turn to more violent methods however.

Investigate will help us know what/where exactly they'll be planning their efforts in the near future, while And Oh, My! will give us blackmail we can use to bring other Elite factions onto our side. (Things like definitive proof of what happens in their orphanages and the like)
 
Turn 27: Year 6; Month 3; The Honored Dead
The Pilgrims
Structure
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.) 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 gone, 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.) Can only be invoked 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 emerge
-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.)
Member/Resource Statistics
Members: 477
-Faithful: 9/16
--1 General Scientist - +12 to all research
-Followers: 461(61 unoccupied)(+14 per turn)
-Dead: 1 (Suzuki - Combat)

Materials: 22.82(min. +2.37, max. +38.37 per turn.)

Income = 33.22-69.22Materials:
9.22 = Followers
1.00 = Blightdog Lure/Repellant
1.00-4.00 = Desalination Basins
3.00-9.00 = Inn (Eye of the Beholder)
1.00-4.00 = Iron Mine
5.00-14.00 = Silver Mine
11.00-20.00 = Jewel Mine
2.00-8.00 = Ashleaf-Nursery
Upkeep = 30.85Materials:
3.60 = 3 Soup kitchens - (-0.10 Due to Buying Goods In Bulk)
1.00 = 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk)
1.75 = 1 Expanded Hospice - (-0.15 Due to Buying Goods In Bulk)
4.50 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk)
0.35 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.40 = Hygenic Living - Expanded
1.75 = Living Quarters - Grand - (-0.15 Due to Buying Goods In Bulk)
0.30 = Storerooms - Expanded
3.35 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
0.75 = Jewel Mine - (-0.15 Due to Buying Goods In Bulk)
0.80 = Silver Mine - (-0.10 Due to Buying Goods In Bulk)
0.75 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
11.00 = Taxes

Goodwill: 23.58 (+0.11 per turn)
+0.04 3 Soup-Kitchens
+0.01 1 Small Hospice
+0.06 1 Expanded Hospice

Piety: 90% (+40 to personal rolls)
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Crusading

Marquis of Tessen
Opinion: Friendly (1)
Plans: Crusading/Dreadnought
Owes: 1 Favour

House Ulatarn
Opinion: Friendly (1)
Plans: Crusading/Dreadnought

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Plans: Crusading/Dreadnought

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Neutral (0)
Plans: Dreadnought

Military

Opinion: Neutral (0)
Plans: Crusading/Dreadnought

Church of Eden
Opinion: Neutral (0)
Plans: Looking down on you with scorn. The lower members have started to increase their Anti-Pilgrim sentiments in their sermons, which, as far as you can tell, are sanctioned by the higher clergy. They are trying to see how far you can be pushed. (-10 to all diplomatic rolls in Turn 27) Seek a permit to demolish some Slums to build a Temple in Ularn.
Boni: +15 on all Diplomatic rolls

The Followers of Light
Opinion: Neutral (0)
Plans: Watch carefully

Miscellaneous Nobles
-Lady Maranica (Ally (3)/???)

General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on/Disapprove of Martyris
Mood: Very concerned about the outer villages being evacuated, and many are starting to prepare for evacuation to the bigger city's. The most pressing matter (besides the Titan) is a lack of sanitation, though expanded sewers are currently being constructed. Estimates say they will be finished in one year.

The Merchant Guild:
Contact: Abraham Lin
Opinion: Friendly (1)
Plans: Valued Customers and Suppliers

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance Medicine
Factions:
-Unionists (Rivals (-2)/20% Control/Mali to Costs for Actions)
-Base (Friendly (1)/39% Control/Cheaper Actions)
-Healers (Ally (3)/41% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Neutral (0)
Plans: Arrogant Superiority

The Adventurer Guild:
Opinion: Neutral (0)
Plans: I like money
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/25 Members/Reliable Mercenary Company)
-???

Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Plans: ???/War-Profiteering

Cults:
Opinion: Neutral/??? (0/???)
Plans: ???
Uncovered:
-???

The Mutated:
Opinion: Neutral (0)
Plans: Happy for you, not their situation.
Mood: Breathing freely for the first time in a long while amongst the masses of man. Not worried about the evacuations, are vacating the outer edges of the Slums.

General Opinion on Mutated: Open Racism (0)
Artefacts
Common
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
Chocolate Recipe - 1.03 - +5 to Chemicals
Hygienic Instructions- 1.31 - +5 to Medicine
Chainsword - 1.24 - +5 to Mechanical
"Obedience And You - Training People!" - 1.34 - +5 to Psychology
Decorative Glass - 0.01
Steam-Valve - 1.48 - +5 to Hydraulics
How-To Romance Novel - 1.85 - +5 to Psychology
Fancy Dress - 0.43
Smelting Guide - 1.16 - +5 to Metallurgy
Decorative Urn - 0.20
Toy Weapon - 0.91
Embroidered Tapestry - 0.52
Assorted Lightbulbs - 1.88 - +5 to Electronics
Beaker Set - 1.04 - +5 to Chemicals
Broken Clock - 0.44
Ninja Doll - 0.90
"4D Rectangle" - 0.88
Silverware - 0.80
Sweets - 0.24
High-Grade Alloys - 0.73
Paper About Leverage - 1.32 - +5 to Mechanical
Glass-Violin - 0.87
Torture Instruments - 1.65 - +5 to Psychology
Assorted Plastics - 0.11
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
Black Rectangle - 5.53 - +20 to Advanced Electronics
Armor Piercing Ax - 5.49 - +20 to Weapons
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilapidated 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
Layered 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
Gutted Core - 17.04 - +50 to Physics/Engineering/Psychology
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma torch - 18.40- +50 to Advanced Physics
Forgotten Diary - 19.24 - +50 to Advanced Psychology
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Basic Engine - 19.16 - +50 to Advanced Mechanics/Advanced Metallurgy/Advanced Chemicals/Advanced Hydraulic
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Advanced Machinery
Jakerian Armor - 1612 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Helmet- 17.22 - +50 to Advanced Armor
Guard Shield - 18.49 - +50 to Pioneer Armor
Hololithic Cube- 20.00 - +50 to All Physics/All Machinery/All Hydraulic/All Engineering/All Programming/All Metallurgy/All Electronics
Unique
-Unique Artefact: The Codex Mk.1
The Codex holds the teachings of Martyris, the first Pilgrim, and the shared wisdom of all who came after. It is an integral part of life for Pilgrims, whether in discussions of the knowledge found within or in the simple act of reading and remembering.
(Effect: 12 Passive Recruitment per Turn)

-Sandcrete Recipe
An ancient recipe that was used to build structures quickly, though not cheaply. Now it is once more in use, and it will be of great help to us!
(Effect: Can spend 22.5 Materials on reducing building times of one building by 1(one) Turn, per Turn by adding [Sandcrete] to said action.)

-Scientific Theory
There is more to this world than one life could ever grasp. More mysteries to discover, more questions to unravel, and even more, answers to find. Nothing could ever stop Humanity's thirst for knowledge, not even death. (Effect: +15 to Learning Rolls.

-Grieving Echo
A Zweihänder sized for a Knight. On every surface, names are engraved, along with how they died. The phrase: "One Wielder, One Name, One Duty, One Death," is engraved in the middle of the blade. You have no idea what it does, as you need a Knight to activate the sword.
Military
Units (1/3)
Tech-Scouts
6/6 Size
3/3 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 35 or higher difference, 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 35 or higher difference, 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 35 or higher difference, 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 +15 to Diplomacy
1x Extremely Fertile Ashleaf-Nursery - (7/60 Growth) - (2d4)
1x Black Root - (1/3 Turns Growth) - (3d4)
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Desalination Basins (1d4)
1x Inn - (Eye of the Beholder) - (2d4+1)
1x Iron Mine - (Mined) - (1d4)
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 one extra Turn to mine and set up.

Desalination Basins
- 250 Pilgrims receive water in case of a drought. +1d4 Materials per turn.

Administration Center - Grand
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Tree of Knowledge-Action.
- +1 Faith Action-

Hygenic Living - Expanded

- Plagues roll a with mali to infect the Pilgrims, supports up to 300 Pilgrims before it becomes useless.

Living Quarters -Grand
- Up to 900 Pilgrims can live in your base before a mali starts to apply.

Daycare
--1 to Piety rolls, +2 permanent recruitment due to births.

Storerooms - Expanded
-Up to 300 Pilgrims can survive for six 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 35 or higher difference, 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 obtain/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. Many see your determination to face such a future for something beyond yourself as inspiring and have taken to more selfless actions. Your medicine's side effect and the lasting damage seem 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 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 - Beating Hearts At Ease - (4/4)
Few things can compare to the feeling of knowing that you belong with someone. To feel secure and loved in their arms, be able to doze the day away while cuddling, having that indescribable feeling of happiness found only in love. If only you could spend eternity like this.
(Unlocked The Choice.)
Turi Anoa wasn't what people would call a tidy person; instead, she tended to be scatterbrained, unorganized and managed to jump from one road of though to another. She tended to be shy and was easily intimidated when forced to speak up in crowds. Her past had not inspired her to be a hero, going out into the world, saving people from monsters. What it had inspired in her was a love for learning and libraries, a passion for the unknown hidden inside forgotten tomes, and the joy of figuring out the last piece of a puzzle.

She had long since held a fascination, and a knack, for learning things, even in her childhood. When she was ten, she went about collecting insects and plants, preserving them with what little skill and reagents she had and could buy from wandering merchants. At thirteen, she accepted an invitation to "play doctor *wink wink*" from one of her friends, coming prepared for a dissection, which made that night very weird. When she turned sixteen, she joined a group of scavengers in the hopes of grabbing the corpse of a Mutant, and three years later, she left her Home to wander the Empire in search of access to libraries both old and renowned and new. She spent years learning what she could before stopping in her travels along the Amber-Road in Mirn. There she saw a most peculiar sight: a Mutated ordering around a few Humans, all of them wearing strange clothing that seemed designed to blend into the Old Ruins.

Unable to contain herself, she asked the group where they had bought their clothing from, only to be surprised when they told her they had created them themselves. "Well," the Mutated added with a chuckle, his sharp tusks slurring his speech somewhat, pointing his scaled tail towards the Necropoli in the distance, "it was the scholarly types at the 'Tree. We only complain to them how they have to be improved."

A declaration that grabbed her attention, and her curiosity, prompting her to ask more questions. Who would be crazy enough to settle down near the Necropoli? Why would they go into those ruins crawling with monsters? How had they chosen what fabrics to dye, and whit what pattern? Badgering the group with evermore questions, the topic soon shifted, from her wanting to know more about the cloaks themselves, to try to meet their creators. Luckily for her, the group mentioned that they were going back there the next day, and she was free to follow. An opportunity she wouldn't pass up.

So it came that Turi Anoa walked with the Tech-Scouts of the Pilgrims, speaking about her passion for learning, their love of scavenging in ruins, and the Pilgrims. She entered the tiny village slowly growing around the 'Tree, thinking she would stay perhaps a week, writing down her discoveries and exchanging tips and tricks she had picked up.

She would not leave after a week, nor after a month. In fact, Turi Anoa decided to stay right where she was, in the middle of a people driven by the same yearning for forgotten glories and slumbering discovery. A people who tried to help those left behind, cared about the weak and the sick, searching for ways to improve the lives of all. Who saw her talent and asked her to utilize it to learn to build more, help more, heal more. Who gave her a real education that delved deep into what knowledge remained, without ever telling her she owed them anything. A sentiment she was very eager to repay in kind, trying to go above and beyond what was asked of her.

So it came that she sat before her desk inside a side chamber adjacent to the laboratory she spent most of her time in, staring at a green piece of crystal. Papers and scrolls were scattered about, some on the floor, others pinned to the walls, connected by strings that only made sense to her. Diagrams and sketches of dozens of waterwheels plastered everywhere, notes scribbled on and around them for ways on how they could be improved, the work of months condensed into a mere three pages before her, ready to be presented to the Council. Yet there was a single page, barely half of it filled, that vexed her the most.

"What are you?" She mused, turning the crystal around and putting it before her eye. Three months had been spent in a frenzy, with her and her team visiting various public libraries and private collections, even going to the 4S to skim through their records, yet nothing could be found to answer the questions that had sprung up. As it turned out, Jewel was technically a mineral, a fluid, and a gas simultaneously, by any measure and metric you cared to name, which was impossible. None of those things should be put together in such a fashion and remain a crystalline structure coupled with actual solidity. Taken with the fact that none knew how it formed and that no pattern had ever been discerned, Jewel remained a mystery of the worst kind, one she lacked the knowledge to understand. Yet, herself and her team's efforts had not been wasted, as finding out how Jewel could be utilized was far more straightforward.

Jewel's primary use was in the construction of Cores and the Muscles of Knights. When treated with blunt force, Jewel shattered. Still, it became malleable when cooled to temperatures below the freezing point, allowing it to be worked into any shape desired, able to soak in electricity in vast amounts, retaining their charge for years with almost no loss. When rapidly heated to about 2000 Celsius, it hardened, yet could become flexible once more when treated with electricity. Extremely useful for machines that had to deliver controlled bursts of strength, yet she wondered how it could be utilized in more esoteric fashions.

Was there not a report about some floating rocks in the Forest?

***​

The Church Of Eden preaches that God had given Man all that could be desired. Safety, Food, Drink, Warmth, Love, Purpose. All were given freely in God's mercy, with him not wanting any payment beyond that we enjoyed his gifts freely. Yet, Humanity was not kind, not good, but greedy, and always desired more. More food, more wealth, more everything. We took all of God's gifts and took them selfishly, robbing others from them, mocking them when they asked to have their share back, and shackled them in irons when they refused to heed to the will of those that had taken all they had been promised. We spent an era in wanton greed and lust, SinSin and apostasy, destruction, and death. And God wept, seeing his Children turn on each other, forgetting that what they had had been given by him. He tried to help, correct us on our path, mend what we broke for us, and send his Son.

We repaid his kindness with the death of the Son. With the defilement of His corpse and the declaration that Men needed no God when they had Machines. We had declared ourselves Gods in our own right, upon the earth as well as heaven, we shaped animals to our desire and laughed at the consequences that could arise. We were arrogant, greedy, and callous, as was our nature. And God saw in His wisdom, that Man need no kindness, no gifts, but a firm hand, and a lesson. And Man fell, as his creation turned on us, as the shackled arose, as the wrath of God consumed the Sinners in holy fire. Yet his work had been stifled, as some had hidden themselves away with pacts from demons, hiding from his eternal gaze, even for the moment of the cleansing. Seeing this, seeing his children take to the Failed Creation, he raged and marked their very souls, changing their outwards appearance to conform with inwards wickedness. They would never be hidden from the eyes of the faithful, never be allowed a moment of rest, never given a chance to pay for their Sin in the afterlife, never be allowed a glimpse at the Gates of Heaven.

Yet, even as the faithful hunted them down, others took them in, thinking mercy would reform them. But God's decrees were simple: "You shall rise on your own. You shall not live dependent on others. You shall give swift mercy to the monsters. You shall not shelter the marked sinners." And the Church Of Eden tried to make those misguided souls understand that there could be no saving, as they had doomed themselves. But they made a mistake; in their efforts to save the misguided, they delayed, until the vice of Man once more reared its head and the Unholy Progeny was born: the Mutated saw the light of creation.

These creatures were cursed by birth, blood, soul, body, and mind, twisted mockeries of Man. Walking on the legs of animals, wearing their colors, fur, scales, eyes, ears. The appearance of demons and fae, possessing organs not meant to be grown by humans or nature, changed minds thinking in strange and dangerous ways, and above all: corrupting. They hid away, spreading their blood far and wide, by all means, turning the last few pure away from the light of God through their curse. They have taken paradise from Humanity, and for that, they have to be eradicated, to prove that even as cursed by birth as them, Humanity is still faithful in the soul.

For the Church Of Eden, the death of all Mutated is not something that can be negotiated. It is a requirement for the salvation of Humanity, and until the last one is killed, we all shall suffer the wrath of God for their Sins.

***​

Bolt had had three unique months. After the revelation of exactly what she was looking at, she almost cried. An entire network, linked to a Dreadnought, ready to be used once more, transmit orders and divulge information as unique as it was ancient? Saying that this was beyond rare was an understatement, that it was not worth the cost of repairing a blasphemy. When the Pilgrims that had accompanied her told her that they had to leave and that she had to seal the chamber until they could return with more people, rations, and reinforcements from her Clan, she refused. How could she not? This place was holy, her duty clear, and the rewards eternal. She would stay behind, sealing herself in, and start the long work of restoring what she could, cataloging what she could not, and prepare to use these machines once more.

The Pilgrims tried to convince her to leave with them, saying all manners of arguments, but she refused them all. What if the computers were damaged? What if their work on finding this hall was rendered a waste because something wandered in from an unlocked entrance and nothing was there to stop it? They tried to tell her that she would hardly be able to prevent something doing so with her here anyway, this deep in the Forest. Her eight drones and Arc-Ax disagreed. Eventually, they left, telling her that they would return as fast as possible before she shut and sealed the outer doors once more. Then she turned around and started her work.

Two weeks were spent removing scrap, piling up burnt out wires, chips, destroyed motherboards, and all manner of malfunctioning electronics. Looting the looming Butchers' corpses for spare parts and marking promising spots and parts for later inspection and retrieval. Cracking open the shells of cooling units, surveying the damages that time had done, always aware that some danger could be lurking around. Yet, nothing attacked her, nothing sought out the Workshop, and she was left to her own devices and tasks until the Pilgrims returned. And they returned in force, not only with members of her Clan, eager and ready to assist her in restoring everything to live, but dozens of Pilgrims available to help in all manner of tasks. The first thing she cherished, more knowledgable hands were always a good thing to have, the latter? That was what had made the season interesting.

Having so many hands ready and eager to help, able to follow orders at a moment's notice had been a boon in restoring the machines to life. They were able to complete the tasks of weeks in mere days, moving junk out of the way, and she had been able to focus on her job wholly, yet problems arose. When not supervised by one of her kin, they would wander about and search for things they could take, ripping out machines and pocketing items, not theirs. They even dared to remove an entire Hololith from its resting place and smuggled it out of the Workshop before she had any idea they had even worked on it! To say nothing of when they had found an ancient military convoy resting at the end of the hall, taking weapons and armor, among them even a Knight weapon for themselves! And the worst part was that even she had to admit that they were allowed to some compensation. Even if they took it beyond all that she would ever give them, why could they not be satisfied with mere money? Why had they to take these machines?

But all that would soon be behind her, maybe in another six months, all of her works would pay off, and her Clan could take official custody of the Workshop, securing its secrets and treasures against those scavengers. But for now? Now all she had to do was flip a switch and begin the real work. And as she grinned, she switched a zero to a one.

A hum rose slowly from generators unused for centuries, and lights turned on on old screens and bulbs, active once more after their long slumber. With a mighty *KUNK*, one light shone into existence far above in the ceiling. With another *KUNK*, another light shone down, another and another, until the entire hall was flooded with light, illuminating everything in stark white light. Turning to the large screen in front of her, she saw it slowly rise and activate, a single white I blinking at the top left, before code began to scrawl along, speeding ever faster, until the entire screen blurred with ones and zeroes, rushing far too quickly for any mortal eyes until it stopped, and only a single phrase remained:

"Enter Password"

Bolt began to grin, while everybody else cheered at their collective success. "This will be fun."

***​

Everything had gone to shit. Su and her team had been assigned to the town of Argilla, along with a thousand others, and told to hold the fortress as long as possible. The narrow corridors and twisting alleys had been seen as a boon in defending, as the much higher numbers of the Flood would count for nothing in tight, cramped spaces. A good plan, seeing as the Flood was primarily composed of half-starved unarmored drones, unable to devise any higher thinking beyond "run at the enemy" and unskilled to the extreme. Those who had planned this defense had not considered the sheer number of ways one could evade and evade the same advantages they had bet could hold the Flood back. When the bodies arrived outside the walls, they only defended them to allow their archers to shoot into the sea of bodies until they ran out of arrows, and the corpses had built a ramp that allowed the rest to run up onto the wall.

When they retreated into the maze of streets, chokepoints held until walls buckled from inside, drones having smashed apart houses that connected to them and killed all unless those that had climbed over the roofs and dropped from above had not killed them first. When they stormed the Keep, every window, every courtyard, and every opening turned into an entry point, as hundreds of bodies spilled forth into every room. The only saving grace had been that they could pile the bodies of the slain up to block entire exits, allowing them a few hours of rest before the corpses had been hacked apart and deposed (or eaten) by the Flood itself. They had held out until their supplies had run low, as even the rations of those killed had been eaten, and a detail had been discovered that would almost certainly spell their doom. Every time they had retreated further back into the Keep or had been forced to abandon passages, they had lost more parts and had been forced to cover more avenues of attack, from servant entrances to hallways. And amidst the fighting, they had lost access to their only means of escape, a tunnel leading several kilometers outside, well away from prying eyes and the grasp of the Flood.

They had had nothing left to lose; their lives forfeit should they have stayed, the only chance at survival through a horde uncaring about their losses. They tried to fight through, seeking the shortest routes and breaking down walls to reach corridors and rooms closer to salvation, yet they died. From those six-hundred souls that had managed to retreat into the Keep and the two-hundred that managed to stay alive, only a hundred managed to reach the tunnel, with the Flood close on their heels. Through some miracle, Su managed to keep all five of her compatriots alive, even as they were wounded time and again. Yet they all knew that their luck was running on fumes, it had for months. All of them were prepared to see one of them die, a spear or ax in their body, a limb missing or drowned and ripped apart under a mob, even as they time and again charged forwards to save those that were taken, saving lives at the cost of wounds and scars.

Yet, they somehow managed to flee, escaping through the tunnel, sealing it shut behind them by causing a cave-in. When the survivors emerged, they saw that of the original 1.056; only 102 had survived the last three months of constant warfare and horrific slaughter. Steeling their hearts, the hundred set out to the nearest place they knew had supplies, scavenging what they could to stay alive. Yet, death in warfare does not always come from cold steel and the swing of a weapon.

It comes in the form of diseases, of infection, of a hundred myriad ways in which the human body can decay from inside out. When the survivors reached one of the few FOB's that they knew were far enough back to be safe, they carried with them the identifiers of 37 further dead. One among them had been Su.

***

The Honored Dead.

Everyone knew that this would happen sooner or later. With each passing month in which the news did not arrive speaking of losses, the certainty that next month would carry the lament of death with it. And now, here you stand, having read the letter in which Suzuki, one of the first to volunteer for the tithe the Empire demanded, who had kept her team and friends alive, and had served with excellence, had been declared dead. Posthumously awarded the Grey Shield, an award for outstanding conduct under siege, she had been buried in the soil of Starlight. And now you stand before all Pilgrims that had made time to mourn their dead comrade and friend, preparing to speak to them, in an attempt to ease their aching hearts. You open your mouth, and say:

[ ] A Journeys End
It is a terrible thing to lose someone and see their Journey cut short by age or force. To remember where they sat, sharing stories, laughter, love, food, and safety. To remember how they laughed, how they joked, and see their memory slowly fade with each passing day. To wake up one day and feel guilt over not grieving their passing.

I tell you: this is not how death should be seen. Their Journey had been one of countless experiences, of hundreds of chance encounters, a life lived changing the world, others, and themselves each passing day. And what we see as an end is not truly one, for their actions live on in our own. Those they helped are still out there, remembering them, acting in ways that they would never have been able to, had the dead not decided to share what they had, to offer a hand in aid. Their Journey may be at an end, but their actions live on, in our own.

[ ] Remember Their Names
Her Name had been Suzuki. In her life, she touched that of thousands, changing the world, as she did the people. She had no last name, for she was not born from a noble family, nor a Forge-Clan or a had married the person she loved. She only had one thing that could never be taken from her, her Name. And despite all that Suzuki had done, all that she accomplished, all that she changed in her time among us, she will one day be forgotten. Her Name erased from the minds of Man by time itself, as she dies a final time when the last that remembers her is laid to rest.

It is a tragedy to be forgotten by a world that you shaped, helped to bring into existence, and never recognized as one who lived in it. To have your Name, the only thing that one truly is, be as ash and dust in the eons of time. It should not be, and it will not be. They shall not be forgotten, their deeds recorded, and their memory carried over for generations.

Their Names will be remembered. It is the least we can do, for what they gave.

[ ] Write-In
What do you say to those grieving the death of Su? How do you ease their grief? What do you emphasize, and what do you focus on? In which way do the Pilgrims remember the dead, and what rites do they perform?
(This option will gain you a non-standard Tenet, subject to the QM's veto when unmistakably outside the Pilgrim's beliefs and philosophy. Questions to what does apply are encouraged.)

***

Doom Counter:
One round to enter Tessen.
Two rounds to reach a city.
Four rounds to process said city.
Two rounds to reach a new city.

***​

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, 1 Action Locked)

[ ] 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: Automatic Success
Reward: 1d20+3 Recruits)

[X] The Pilgrims Need You! - (1/2 Turns Complete)
Your missionaries can walk much further and stay out for much longer with the inn's help, which directly translates to more people hearing the Pilgrims' message, though you may want to focus on one group of people to maximize its effect.
(Turns: 2
Chance: 95%
Reward: 4d20+10 Recruits)

[ ] Feed The Masses
There is a difference feeding the starving and hungry and ensuring that all people have a full belly at the end of the day. That would be the Pilgrims' first significant project, which would do more than keep things from growing worse for the poor.
(Turns: 8
Cost: 55 Materials Upkeep: 16 Materials
Reward: Grand Kitchen, -6 to Piety rolls, +0.5 Goodwill per Turn, 2d20 recruits, 2d12 Goodwill, 2d6 Piety)

[ ] Establish A Soup-Kitchen - (Choose City)
Another soup-kitchen allows you to feed more people, which also 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 - (Choose City)
The Poor-houses in the Empire are not great places to live. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are forced to work for a pittance of what they would have earned had they 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.
(Turns: 2
Chance: 85%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per Turn, 1d4-1 Goodwill, unlocks further actions)

[ ] Establish A Small Hospice - (Choose City)
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: 40%
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.01 Goodwill per Turn, 1d5-1 Goodwill, unlocks further actions)

[ ] Expand Your Hospices
While you have acceptable Hospices, there are many things you can improve. Capacity, treatments, things like that. Better get to it!
(Cost: 5 Materials per Hospice, Upkeep: +1 Material per Hospice
Reward: +0.05 Goodwill per Turn per Hospice, 1d5+1 Goodwill)

[ ] 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: 7 Materials
Chance: 85%
Reward: Healers gain influence, 1d3 Goodwill.)

[ ]A Home away from Home - (Location)
While the Tree of Knowledge is the center and Home of the Pilgrims, there are many projects and actions to help others that happen away from it. Traveling between the Tree and other cities takes time and, occasionally, resources. A small base closer to those places, serving as a shelter and temporary Home for the Pilgrims working there, could help.
(Cost: 4 Materials, Upkeep: 1.5 Materials
Reward: Local Base, Upkeep of all structure in the chosen location reduced by 0.10 Materials)

[ ] Build A School - (Small/Medium/Big) - (Choose City)
A place of learning, of growing, and of change. All are welcome to learn in these halls, whether beggar or lord, none are turned away or asked to pay. Knowledge is a gift that should ever be shared, for it does not diminish when given to others.
(Turns: 3/5/6
Cost: 15/27/39 Materials, 1/2/3 Faithful, Upkeep: 5/9/13 Materials
Chance: 50%
Reward: 0.1/0.3/0.5 Goodwill, -1/3/5 to Piety Rolls)

[ ] Build An Orphanage - (Small/Medium/Big) - (Choose City)
Many will question you building this, who will push against you doing so. Screw them! These children deserve a future where they can choose the path they walk, not one determined by their supposed caretakers' greed and callousness! They deserve happiness, safety, and love!
(Turns: 3/5/7
Cost: 25/47/68 Materials, 2/4/5 Faithful, Upkeep: 10/17/25 Materials
Chance: 20%
Reward: 0.2/0.5/0.8 Goodwill, -2/4/7 to Piety rolls)

[ ] Calm Tensions
Tensions are slowly going up due to the refugees moving into the city. See that no one gets any dumb ideas and help provide what aid you can to those unfortunate enough to have no family.
(Chance: 75%
Reward: Illwill against the Refugees is lessened.)

[ ] Screw You; Eden!
Well, it seems like those fuckers think that choosing not to respond to petty insults is the same as being unable to respond at all. Let's see how they will react when you start fighting back! They think that help is earned and that the poor deserve their lot in life for their sins. Let's see how they like it when you start doing blasphemy in front of their temples by handing out alms.
(Cost: 2 Materials
Reward: Weaponized kindness, helped people, gave the COE a (sometimes literal) middle finger, lessened mali from malicious COE actions, +0.1 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 report 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: 60% (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 Target)
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: 55% for Locals, 40% for Elite, cannot choose The Union of Herbalists, The Church Of Eden
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 comply with any official and legal requests to ensure no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 65% for Nobility and Churches (choose The Emperor, Forge-Clan Vanar-Feer, 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 - (Greater)
What's done is done, now you can only ensure that they do the best job that they can do.
(Turns: 3
Chance: 45%
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: 3 Materials
Turns: 3
Chance: 80%
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: 70%, 80% for: The Church Of Eden
Reward: 2d6-3 Materials + Chance for Secrets (The Church Of Eden))

[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain, and my deed feed that may eternally grow.
(Cost: 6 Materials
Chance: 50%, 60% for: The Church Of Eden
Reward: Target has their operations/structures halted/crippled/terminated.)

[ ] 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, for which you need knowledge. Luckily, you have the latter in spares. (1 Action Locked)

[ ] 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.)

[ ] Retrace The Steps, Part 3, [Insert Witty Title]!
Okay, so there is now power, which means that Bolt and her subordinate Scriptors can begin their work. Maybe you can help in some way?
(Takes 1 Unit - (Specify which)
Reward: Bolt gets a +10 to shutting down the Butcher.)

[ ] Train The Militia
The world is not a safe place, even within sturdy walls and behind the shields of soldiers, people learn how to wield weapons to defend themselves. You have neither walls, nor do you have an army. Organize a militia to ensure that those willing to rise in the Trees defense have basic knowledge of doing so effectively.
(Turns: 2
Cost: 3 Materials, 9 Goodwill, +0.45 Materials Upkeep.
Reward: 3 (1/6) Militia units upgraded to (2/6), with spears and shields, will defend the Tree in case of an attack.)

[ ] Build An Armory - (Expanded)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 3
Cost: 9 Materials, 12 Goodwill
Reward: Can supply and equip 6 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 learn how to use a ranged weapon effectively and switch to CQC in a moment's 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.)

[X] Construct A Hangar - (2/3 Turns Complete)
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.)

[ ] 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 2 Actions)(Artifacts can be attached to one learning action to provide the inherent bonus, but are consumed unless unique buildings are present)

[ ] Building up Steam - (Advanced Metallurgy/Advanced Alloys/Advanced Mechanics/Mechanics/Advanced Hydraulics/Hydraulics/Advanced Machinery/Machinery)
While the Ancients used many kinds of technology to power their inventions and tools, most of them are lost to the people today. This Artefact is part of such a technique, not nearly as advanced as electricity but still beyond the Pilgrims waterwheels. Research into this Artefact could help the Pilgrims develop an understanding of steam-technology, without the risk of explosions, like what happened to some scholars that tried to create it from scratch.
(Needed Artifact: Steam-Valve
Chance: 15/-10/-35% for 1/2/3 Successes, Successes needed: 8
Reward: Starts the steam-tech Tree (railroads, steam-powered factories/tools/vehicles, safe boilers, etc.)

[ ] 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: 50/25/05% for 1/2/3 Successes, 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 Mutated a valuable addition to any Unit. Using 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: 65/40/25% for 1/2/3 Successes, 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 metal piece! While 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: 75/60/45% for 1/2/3 Successes, 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 Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 75/60/50% for 1/2/3 Successes, 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: 31/15/-22% for 1/2/3 Successes, Successes needed: 8
Reward: You can start repairing the found Knight, finish other Learning Actions due to osmosis, and unlocks further actions.
Warning: Due to the absence of 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: 45/30/15% for 1/2/3 Successes, 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: 80/65/50% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: "Pointer" +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls)

[ ] 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: 85/70/65% for 1/2/3 Successes, 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: 80/65/50% for 1/2/3 Successes, Successes needed: 1
Reward: A better shield.)

[ ] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology)
Another Artefact which was 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: 50/35/25% for 1/2/3 Successes, 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: 85/60/35% for 1/2/3 Successes, 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 the Tree 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: 90/70/55% for 1/2/3 Successes, Successes Needed: 1
Reward: Raised DC for infiltrators.)

[ ] Keeping Cool - (Electrical/Mechanical)
Food storage and preservation are, compared to before the Fall, rather limited. While salted and dried food exists, those are more useful for long-term storage than day to day use. Research of this Artefact should allow the Pilgrims to preserve and store food that is more useful for daily use and could allow other further-reaching developments.
(Needed Artifact: Diagram Of A Rudimentary Icebox
Chance: 20/15/10% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep of the Storerooms, selling of iceboxes, upgrade to the inn, unlock further Learning Actions.)

[ ] Under Pressure - (Mechanical/Hydraulic/Electrical)
Another Artefact, the Pilgrims, found which analysis would affect a variety of fields. The prevention of mines being flooded, over improvements to the water supply, and even better irrigation of fields. The ability to move large quantities of water without buckets has many uses.
(Needed Artifact: Broken Pump
Chance: 70/45/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Hygenic Living, Improved Desalination Basins, increased income from Mines.)

[ ] The Return of the Can Opener - (Weapons)
While the Pilgrim already developed an ax for their use, the Bloodletter is most useful against "soft" targets. Melee against a heavily armored enemy should be avoided, but the Pilgrims' scouts never know what they might find in the old ruins. In such cases, having an option to deal with armored enemies would be useful.
(Needed Artifact: Armor Piercing Ax
Chance: 85/70/55% for 1/2/3 Successes, Successes Needed: 1
Reward: Weapon: AP-Ax)

[ ] Tools of the Trade - (Medical/Biological)
While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their injuries and others, that are only basic materials and not proper tools or procedures. This artifact research should improve the Pilgrims' ability to heal various injuries and develop advanced protocols for their proper use.
(Needed Artifact: Surgeons Kit
Chance: 60/50/40% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Medikits, reduced Upkeep for the Medical Wing.)

[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the Ancients' ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims lack the knowledge to bring back the technology of the Ancients, for now, that is not true for their fashion. Use the clothes found in the old world's ruins and bring back the fashion of the past!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 80/60/40% for 1/2/3 Successes, Successes needed: 1
Reward: +1 permanent Material income per clothing-related Artifact and success, changing the fashion around Mirn, outraged moral guardians)

[ ] 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: 55/50/45% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)

[ ] Eureka! (Write-In)
(Write in something you want to research, as well as how you came upon that idea. Better success-chances to the action if you mark a relevant artifact for this research.)

Archeology: The secrets of the past will illuminate the future, may we learn from their mistakes. ( 1 Action Locked)

[X] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every Turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-02: Est. Artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 4 Turns, Mutants nearby.
-WO-03: Est. Artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-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: 2 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.
-TOP-01 Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 5 Turns. Machines nearby.
-TOP-02 Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:2d2 per turn, Max. Yield: 4 Turns. No danger.
-TOP-03 - [Locked - Security Systems Active - 3 Turns to clear]

-[X] Prepare An Expedition - (TOP-02) - (1/2 turns) - (House Mirn support: N)
-[X] Expedition - (WO-02) - (House Mirn support: Y) - 3 Turns remaining

[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth sending an expedition to a location, either due to its low yield or quality.
(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)

[ ] Raid The Workshop
Towering cranes, ancient walkways, and dead computers litter these halls, in which survivors once sought shelter, but found naught but death. But where they had fallen, their bodies turned to dust; the machines live on, ready to perform their duty. See what you can find, amidst the ashes of a dead nation.
(Chance to discover something special: 5%
Yield: 1 Turn
Reward: 3d5 Artifacts)

[ ] 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.
(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 have 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 Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area, while the smokestack continues to emit black smoke. 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)

[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one has to wonder what would necessitate such a large flat area. Or what could be beneath it?
(Chance: 31%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the action fails, 34% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] The Crystalgarden
Containing large crystals, arranged in geometric formations, and seemingly immune to the elements. This oddity has attracted the attention of many scavengers, yet none found anything of worth in it. Removing these crystals is seen as a waste of time since separated crystals seem to deteriorate in days and are incredibly brittle. Also, the crystals float when struck by lighting. (???)
(Chance: 66%
Turns: 2
Reward: The Crystalgarden is mapped and surveyed for any oddities.
Warning! If the action fails, 17% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] The Berth
An area containing dozens of large warehouses holding what seem to be ships suspended in the air. Unfortunately, those ships are useless, seeing as there is no water and no way to transport these ships, alongside the fact that they were made out of metal. Whoever build these things had the means to carry them, or they were meant as pure prestige objects.
(Chance: 42%
Turns: 3
Reward: Sites in The Berth are located and mapped.
Warning! If the action fails, 23% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Search for the Zone
Your efforts to learn more about the region have yielded an unusual fruit, knowing that your Knight was most likely part of the Revival Initiative. This polity operated deep inside the Forest, scavenging for artifacts like you, but they took it a step further. They build a small town in the Necropoli. Foolish, yet finding it could end up unearthing treasures beyond imagination or prove a giant disappointment.
(Chance: ???%
Turns: ???
Reward: The Zone can be scavenged.)

Tree of Knowledge: Home of the Pilgrims, a bastion of all they stand for, a symbol of hope for the desperate. (2 Actions Locked)

[ ] Living Quarters - Expansion
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: 3
Reward: Up to 1500 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)

[ ] Laboratories - Expanded
Now that you have some built, it is time to expand those labs! Unfortunately, building and equipping those labs will be extremely costly. To put it lightly.
(Cost: 65 Materials, +7.5 Materials Upkeep
Turns: 7
Reward: Improved success-chances)

[ ] Sandcrete Mixer
Sandcrete is a miraculous substance. It can be mixed by using ubiquitous materials, reduces the time to build structures by months, and can be adapted to local needs practically on the fly! If only it weren't so damn hard to produce without specialized facilities.
(Cost: 35 Materials
Turns: 4
Reward: Sandcrete option costs reduced by 10 Materials, +10 to all Chemical research)

[ ] 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.)

[X] Blacksmiths Abode - (Basic) - (1/2 Turns Complete)
Humanity was born without claws or scales. So we forged them in the fire, hardened by iron and oiled by our blood. It's a good saying, but some Mutated with claws and scales find its implications insulting. At least you now have a smithy, so having to wait days for a new tool is a thing of the past.
(Cost: 7.5 Materials, Upkeep: 1 Material
Turns: 2
Reward: Lowered costs for all equipment, increased chances for all research, rolls with advantage for all melee weapons/equipment made od metal, can be upgraded.)

[ ] Salt Refinement
The salt that is generated can be further refined to achieve higher quality. Which would subsequently boost sales.
(Cost: 4 Materials
Turns: 2
Reward: +1 Materials through salt sales per Turn)

[ ] Improved Waterwheels For (Choose Mine)
Using the power of the elements, you will crank those profits up to the sky!
(Cost: 13 Materials, +0.6 Materials Upkeep
Turns: 1
Reward: +6/9/13 income for your Iron, Silver, and Jewel Mine respectively)

[X] A Farm For Starters - (Fertile Farmland) - (Black Root) - (1/3 Turns Complete)
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.)

- Black Root
Cost: 3 Materials, only for the first harvest
Turns: 3

[ ] Black Box - (Basic)
Building a Black Box (which is neither black nor a box) into the Tree of Knowledge will allow you to handle Artifacts with the care they deserve. Sterile and stocked with the best tools for the disassembly of Artifacts, putting them back together into working fashion should allow you to re-use them and learn their secrets in ways that you had not considered at the time of disassembly.
(Cost: 20 Materials, 1 Scientist, Upkeep: 4.00 Materials
Turns: 3
Reward: 5% not to use up an Artifact, can slot 1(one) Artifact to provide 10% (rounded down) of the Artifacts bonus continously.)

[ ] 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.)

[X] The Union Of Herbalists - (1 Action Locked)
-[ ] Institutional Knowledge

(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (5/8 Turns)
(Cost: 1 Faithful, 2.34 Material per Turn, for 8(eight) 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 - (Locked For 3 Turns)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) 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 on what to focus. (Choose 2 Actions)

[ ] Marry Selene
Every tradition will be observed, every bell and whistle pulled out, no expense spared, nothing left to chance. Traditionally, those asking the question give their hopefully soon-to-be spouse a weapon -this weapon is intended to be a signifier of their love. The gathered materials were a sign of the dangers they would brave for them, the craftsmanship a proof of their sweat, the scene carved upon the blade or hilt showing the one moment in which they couldn't live without the other anymore. I will gather the materials, cast it without help, carve into it my love for her, and give it to her at the place we met not so long ago. It will take much of my time, but she is worth every second, and more besides.
(Effect: Interlude: Two Hearts, One Soul
Will take up 2 Personal Actions.
Warning: The Church of Eden will try to reduce the standing of the Pilgrims with The Common People and try to inflame hatred, maybe even a Purge(Crit needed) [50(Slander)-28(Eden Influence)+40(Pilgrim Standing) -1 (Refugees)= 61, 95(Reluctance For Murder)-28(Eden Influence)= 67 respectively] and declare you heretical [-2 opinion]. The Common People may lose their respect for the Pilgrims [35(Marrying A Mutated)+40(Pilgrim Standing)= 75]. ??? will ???. Recruitment of Mutated will skyrocket [65(Helped Us)+20(Fought Succescully For Our Rights)+10(Cute Together = 95)].)

[ ] 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, Forge-Clan Vanar-Feer, 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. That 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 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 23.09.20 at 17:00 CET
Voting will be closed on the 25.09.20 at 17:00 CET
Boni can be assigned until the 25.09.20 at 20:00 CET
I will roll on the 26.09.20 at 17:00 CET if no has yet rolled.
Updates will be online four days after rolls.
 
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[X] A Journeys End

A name is given by an outside force. At it's core, it's merely an identifier. A journey is the sum total of one's existence.
I wish to honor this journey.
 
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