PD is the only fully realized sapient and sentient AI that is intact and wants to help humanity on Calynth. All other AI's are more like 6-year old idiot-savants with free will, and basic personality with minimal interests outside their function.
... How many Eldars died of heart attacks and aneurysms once that became clear?
 
Are PD's traits the Core's traits or the Knight's Traits?

Also, I hope that Bolt gets lectured by PD whenever she does something stupid, even minority so.

I was reading over past posts while thinking about our little kitten, and found this.
Fractals are a mix of crystaline and biological that is very iritating, novel, and disgustingly plain. The fur is almost identical to the one of a housecat with the exception of having one in a hundred hairs be made up of crystals like quartz, emerald, saphire, and the like.
Now, what is the purity of those non fur fur, do they fall out like normal fur, what kind of crystals does our kitten have, can we sell the fur as gems of sorts to the jewelers in the city. I would wager that any jeweler worth their salt would faint over the idea of being able to claim Fractal Fur in their works. Do Fractals have a shedding season, which see them lose a ton of fluff for easy harvesting? Is their normal fur completely normal or does it have some divergence from normal cat fur? Do they eat crystals, if so what happens if we feed it the anti gravity crystal? Do their claws continuously grow, do they shed layers of their claws, could we potentially make a weapon with Fractal claw shedding without harming the kitty?

Also what is irritating about their biology?
 
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... How many Eldars died of heart attacks and aneurysms once that became clear?
None, as they have not realized that. PD's reactions were within what they expected from an Awake Machine-Mind that had lost its purpose and had been wronged. Seeking a new purpose (Pilgrims) and anger (at the Feer).

As one of the few, maybe only Forge-Clan that can programm things into or out of a Core (however limited that is), they know that Awake Machine-Minds can vary in 'wakefullness' wildly.

With AI, age equals self. A few AI's are about 100-120 years from reaching the same grade of self-awareness that PD has and some have interacted with Clan Feer. The Italica or the Walkers of the Imperial Family count as those. (May have not made that clear, sorry. Was on break at work, so had limited time to write.)

If they had reason to believe that PD was a 'true' AI, their feelings would be more 'awe and veneration' than shock.
1. Are PD's traits the Core's traits or the Knight's Traits?
2. Also, I hope that Bolt gets lectured by PD whenever she does something stupid, even minority so.
3. Now, what is the purity of those non fur fur,
4. do they fall out like normal fur,
5. what kind of crystals does our kitten have,
6. can we sell the fur as gems of sorts to the jewelers in the city.
7. Do Fractals have a shedding season, which see them lose a ton of fluff for easy harvesting?
8. Is their normal fur completely normal or does it have some divergence from normal cat fur?
9. Do they eat crystals, if so what happens if we feed it the anti gravity crystal?
10. Do their claws continuously grow, do they shed layers of their claws, could we potentially make a weapon with Fractal claw shedding without harming the kitty?

11. Also what is irritating about their biology?
1. The Core.
2. She gets a lecture even if she does not.
3. Varying wildly.
4. No, they have nerves in them, connecting those hairs to the nerve-system of the kitten.
5. Primarily saphire.
6. Only if you are ready to mutilate the kitten. The gem-hairs have nerves in them, making their cutting painful.
7. No, they shed almost no fur.
8. It's a bit more heat-resistant, though not by much.
9. Fractal Felines are obligate carnivores.
10. Yes, though only when they are adults do they shed layers of their claws. And then about 40 cm in lenght per year. And you can simply collect the shed layers from the cat.
11. It changes from cat to cat. They do not have the same internal layout or sometimes organs as another of their species.
 
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11. It changes from cat to cat. They do not have the same internal layout or sometimes organs as another of their species.
This sounds like they either aren't a single species or there is some weird space-time stuff going on, causing them to store some of their organs in other, to humans non-perceivable dimensions.
 
No, mainly because the Bunker is completely new to her. The RI never found it. It did find some other sites PD has shared with you though.
does she help find the Zone (RI headquarters)?

Also, for OOC information just how much money did the RI pour into her creation and how does it compare to the average cost of a Knight/Walker. How much data can she store, I am assuming its a truly ludicrous number like a zettabyte or something in that range.
 
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1. does she help find the Zone (RI headquarters)?

2. Also, for OOC information just how much money did the RI pour into her creation and how does it compare to the average cost of a Knight/Walker.

3. How much data can she store, I am assuming its a truly ludicrous number like a zettabyte or something in that range.
1. She gave you a 07% chance to find it.
2. Her creation would be valued at 7 Knight-Chapters.
3. She has never found a limit, even while testing.
 
Turn 33: Year 7; Month 9; A Tribe Rises And PD Grumbles
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 a 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 HQ 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 grounds 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.)

Rite Of Mourning: 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 the 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.
(All casualties only inflict 1% Piety loss, -2 to Piety Rolls.)

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: 647
-Faithful: 14/21
--1 General Scientist - +12 to all research
--1 General Doctor - +6 against diseases and Medical/Biological research
-Followers: 626 (101 unoccupied)
--Recruitment: (+17 per turn)
---(13 Due to: The Codex Mk.1)
---(2 Due to: Daycare)
---(2 Due to: Poor-House - (Mirn))

-Dead: 1 (Suzuki - Combat - Infection)

Materials: 45.9(min. +49.99, max. +106.99 per Turn.)(25.00 Materials owed to The Merchant Guild this Turn.)

Income = 101.52-158.52 Materials:
12.52 = Followers
2.00 = Miscellaneous Sales
5.00-11.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
12.00-15.00 = Iron Mine
23.00-32.00 = Silver Mine
39.00-48.00 = Jewel Mine
3.00-12.00 = Ashleaf-Nursery
5.00-14.00 = Black Root

Upkeep = 51.53 Materials:
4.50 = 4 Soup kitchens (3x Mirn (Bulk), 1x Ularn, 1x Tessen) - (-0.10 Due to Buying Goods In Bulk)
0.65= 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
1.60 = 1 Expanded Hospice - (-0.15 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
2.35 = 1 Poor-House - (Mirn) - (-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)
0.85 = Medical Wing - (-0.15 Due to Buying Goods In Bulk)
1.75 = Living Quarters - Grand - (-0.15 Due to Buying Goods In Bulk)
0.10 = Storerooms - Expanded - (-0.15 Due to Buying Goods In Bulk)
3.35 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
0.85 = Blacksmiths Abode - Basic - (-0.15 Due to Buying Goods In Bulk)
3.05 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire)
1.35 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk)
1.35 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
0.48 = Unit Upkeep
24.00 = Taxes

Goodwill: 27.48 (+0.23 per turn)
+0.06 = 5 (3 Bulk, 2 Normal) Soup-Kitchens
+0.01 = 1 Small Hospice
+0.06 = 1 Expanded Hospice
+0.10 = Poor-House - (Mirn)

Piety: 86% (+35 to personal rolls)
Rolls:
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-1 (Daycare)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
+4 (Followers, +1 every 150)
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: ???

Marquis of Tessen
Opinion: Friendly (1)
Plans: Governing
Owes: 1 Major Favour

House Ulatarn
Opinion: Friendly (1)
Plans: Governing

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Plans: Governing

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

Military
Opinion: Neutral (0)
Plans: Patrolling

Church of Eden
Contact: N/A
Opinion: Unfriendly (-1)
Influence Inside Tessen: 821
Plans: Nope. (For 2(two) Turns.)
Boni: +15 on all Diplomatic rolls

The Followers of Light
Opinion: Neutral (0)
Plans: Amused

Miscellaneous Nobles
-Lady Maranica (Ally (3)/Baby/???)
-Baron Esker (Friend (2)/Penance - Will try to help if asked, within reason)

General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on
Mood: Feel fine. They are mildly curious about the news about someone stabbing Selene.

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

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance/Create Cheaper Medicine
Factions:
- Foundation (Neutral (0)/50% Control/Cheaper Actions)
-Healers (Ally (3)/50% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Neutral (0)
Plans: Proud Supremacy

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/60 Members/Reliable Mercenary Company)
-???

Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Plans: ???

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

The Mutated:
Opinion: Friends (2)
Plans: Subsist.
Mood: Feel okay. They are pleased about the assassin's death.

General Opinion on Mutated: Open Racism (0)
Artefacts
Common
Rusted Cogs - 1.25 - + 5 to Machinery
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
Burnt Breastplate-Schematic - 1.08 - +5 to Armor
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
How-To Romance Novel - 1.85 - +5 to Psychology
Smelting Guide - 1.16 - +5 to Metallurgy
"4D Rectangle" - 0.88
Beaker Set - 1.04 - +5 to Chemicals
Food Preservatives - 1.15 - +5 to Chemicals
Molds Of Binoculars - 1.10 - +5 to Metallurgy
Pulley System - 4.19 - +5 to Mechanics
Fuel Nozzle - 4.96 - +5 to Hydraulics
Self Help Booklet - 1.18 - +5 to Psychology
School Project On Primitive Robots - 4.55 - +5 to Machinery
Elaborate Costume - 0.63
Rare
Treaty On Brainwashing- 5.26 - +20 to Psychology
Papers With Recurring Numbers - 5.42 - +20 to Programming
Lightweight Alloy - 5.22 - +20 to Metallurgy
Armor Piercing Ax - 5.49 - +20 to Weapons
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilapidated Prosthetic - 5.19 - +20 to Advanced Electronics
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
Industrial Electric Foundry - 9.64 - +20 to Advanced Electronics
Turbine Coolant System - 8.88 - +20 to Hydraulics
Alloy Ingots - 6.95 - +20 to Metallurgy
"The Dreamers Guide" - 8.05 - +20 to Psychology
Modular Bridge - 5.94 - + 20 to Advanced Machinery
Soldering Kit - 6.56 - +20 to Advanced Machinery
Hardened Touchscreen - 5.32 - +20 to Advanced Electronics
Lost Tech
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
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Advanced Machinery
Jakerian Armor - 16.12 - +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
Physic Theorems - 18.32 - +50 to All Physics
"Night-Fun/Sleep" Pills - 19.09 - +50 to All Chemicals
Scaled Armor - 17.00 - +50 to Advanced Armor
Flexible Circuitry - 19.04 - +50 to Pioneer Electronics
Bone Mending Kits - 16.12 - +50 to Advanced Biology/Advanced Machinery
Electric Collars/Shackles/Implants - 19.72 - +50 to Advanced Psychology/Advanced Electronics/Pioneer Medicine/Pioneer Biology
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.)

-Narcotics, Stimulants, And More!
This book details the effects of various drugs, how they intermix, and their downsides, in conjunction with guides on their production and what substances can be used as substitutes.
(Effect: -0.15 Upkeep to all medical facilities, Combat Stimms research unlocked.)

-Scientific Theory
There is more to this world than one life could ever grasp. More mysteries to discover, more questions to unravel, and 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. PD connected to the blade and immediately exclaimed ownership over the zweihänder. Her explanation was: "Every woman needs a fun toy, and this thing is one!"
(2d40+30 Damage, cannot equip a shield.)

- Unusual Crystal Shard (Small)
Well, it is a crystal, alright. Now, what secrets does it hide?
(Effect: Unlocks Crystal Shard Unlocked)
Military
Units (3/3)
Tech-Scouts
Description:
A small force of scavengers, adept in the arts of stealth and searching for new spots to scavenge.
Health: 6/6 (Size 6)
Armor: 6/6
Damage: 1d6+2
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in Combat
Equipment:
-Spears
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 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 Rule: Cannot take a scout action if this Unit is used for military purposes.

***​

The Unbroken
Description: A large force of volunteers sent out to fight for the Empire of Slatnan in the Starlight Crusade. They have repeatedly proven that the bonds forged in the crucible of war are among the strongest there are, routinely going above and beyond if it meant saving one of their own.
Health: 12/12 (Size 12)
Armor: 9/9
Damage: 1d4-1 (+1 at the start of the next CR) for free, 1d12 (Ranged), 1d12+4/-0 (Melee) (against Biologicals/Mechanoids)
Training: Soldiers (4/6) +5 to all rolls
Breakpoint: Unbreakable
Equipment:
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor (0.5 for every size of the Unit)
-Bloodletter (Special Melee): 1 Damage per Size, Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor.
-Commercial Crossbows (Ranged) 1 Damage per size, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 10 Turns.
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.05 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. 0.06 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. 0.8 Materials per Unit.
Traits:
Forged In Fire, Cooled By Blood (Does not Break), None Left Behind (All casualties are ignored if the damage taken is under 6(six)), Veterans (Does not necessitate Goodwill Upkeep in The Empire Of Slatnan)
Upkeep: 0.48 Materials per Turn, max. of 0.15 Materials per Combat.

***​

Knight - Perpetual Defiance
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.
+0.2 Armor per Size, 0.30 Materials per Size (1 Armor for (6/6) Size).
-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.
+0.5 Armor per Size. 4.00 Materials per Unit (3 Armor for (6/6) Size).
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.15 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.25 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. 0.05 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. 0.06 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. 0.8 Materials per Unit.
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield or equipment. 0.05 Materials per (6/6) 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. 0.16 (6/6) Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.20 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.85 Materials per (6/6) Unit.
Unique/Notable Assets
-Ashleaf Tea - +15 to Diplomacy
Elemental Feline Kitten - Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (13/60 Growth) - (4d4)
1x Black Root - (3d4+2)
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Desalination Basins - (2d4+1)
1x Inn - (Eye of the Beholder) - (2d4+4)
1x Iron Mine - (Mined) - (1d4+9)
1x Silver Mine - (Mined) - (3d4+16)
1x Jewel Deposit - (Mined) - (3d4+30)
Holdings
Temple Holding: 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 - Expanded
- 250 Pilgrims receive water in case of a drought. 2d4+1 Materials per turn.

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

Medical Wing

- Plagues roll a with mali to infect the Pilgrims, supports up to 900 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.

Blacksmiths Abode - Basic
Lowered costs for all equipment, increased chances for all research, rolls with advantage for all study of melee weapons/equipment made of metal.

Laboratory - Basic
Improves chances to Learning Actions, along with unlocking 1/2/3 success thresholds.

Knight-Hangar
Houses 1(one) Knight, allowing to enact both repairs and modifications.
Village Holding: Norqod
Prosperity: Non-Existent

Mood: Average

Permanent Inhabitants: Almost None
-Tendency: Small Uptick

Security: Non-existent

Features:
-None

Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
Heroes
Martyris Dall
You, Lord Martyris Dall, The One That Suffers, Leader of The Pilgrims
Health: 4/6 (-2 permanent)
Armor: 3/3 Armor
Training: Trained (3/6)
Breakpoint: Unbreakable
Equipment:
-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

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.)

Noble By Marriage
Well, you have no idea how Lady Maranica managed to do it, but Selene's family is now technically nobility, which means you are nobility by marriage. Technically is the key-word here, as she is a Mutated, Selene cannot hold a noble-title, and she only has it until one of her children or descendants is a human. The title awarded her is that of "Lady," the title, not honorific, and she has been given the village of Norqod as a holding. That is the non-existent village of people living outside the Tree, trading, or visiting. Being commissioned by the Imperial Logistics Bureau, she, and by extension, you, have to build the village within the next five years. Luckily, various laws allow the appointing of a governor, so when she asked the Pilgrims Council, all agreed to govern in exchange for a 95% cut of future Income, all written down in a generational contract, of course. Selene, for her part, stopped dragging you away for stress-relief when her request had been approved, firmly of the opinion that she is not made for nobility.

Mutated Wife - Lady Selene Dall
Selene has fully recovered physically from her wounds, but she has not done so psychologically. While she tries to appear strong, she is still shaken by the attempt at her life, as well as the revelation that she will not have any more biological children. She hugs you closer at night and has become more protective of Silvia, even if only slightly. At least she talks about it with you and her friends and is growing less shaken by each week. It will take time, but you will be with her the whole way.

Child: Lady Silvia - Mutated Girl - 7-Month-Old
Your first child! She is, in every aspect, perfect! Her legs and ears are like her mother's, even if her fur is entirely obsidian. She has two horns growing above and swinging around her head in a tiny semi-circle, looking like a regal crown with the spikes atop (even if it makes putting a shirt on a pain), framing her golden hair. She does have a fairly long tail, furred like a Sweden forest cat (the fur is obsidian again), which means you need to get a tailor for her pants. Her laughing and smiles just about melt your heart, and she has this cute habit of putting her tail into her mouth like a snow leopard. She is also blind. Which makes teaching her how to read and defend herself a real challenge. Where are you going to get braille books and learn to read them so you can teach her? And what weapons do the blind use?

Founder, And First Arbitrator
You have founded the Pilgrims and were appointed as the Arbitrator, the final voice in any argument, and a watcher for those who would turn the Pilgrims against their ideals. Hopefully, you will prove the trust placed in you right.
(This Hero will add the Piety bonus/malus to all his rolls. Relax is not needed.)
Aria
Aria, Knight-Pilot of The Pilgrims, Pilot of Perpetual Defiance
Health: 6/6
Armor: 1/1 Armor
Training: Untrained (1/6)
Breakpoint: 4/6
Equipment:
-Dagger: 1 Damage per size (1 total)
-Leather Armor: +1 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:
-Uses the stats of PD in Combat until she is destroyed.

Traits:
Mutated:

Strangely striated blue eyes with overly responsive irises. Metallic gray hair that moves about, generates mild electric shocks, and vibrates to create simple tones, all of which mark this person as a Mutated. They will have a hard time getting people to like them.
(-20 to Diplomacy for any Locals/Elites they interact with, as long as the Opinion on Mutated is at (0/3). -20 to the malus for every point in the negative, +5 for every point in the positive.)

Mutation: "???" - Electric Hairs - (1/10):
Metallic gray hair that can do little more than move about, generate mild electric shocks, vibrate to create simple tones, and provide an ill-defined extra sense that mainly just seems to cause mild headaches... or at least that's all that Aria has been able to discover. But maybe there is more?
(+2 to all rolls made with PD.)

Knight-Pilot:
You have joined the illustrious Elite of the world, one where the entry is life-long service, and the exit is at the end of a weapon. Yours will be a life of war, death, and struggles, bringing hope to despairing hearts, rallying flagging defenders, and protecting those in your shadow. Do not stumble, for the consequences are grave.
(+5 to all rolls after using a Knight in Combat.)

1st Generation Pilgrim:
This person has not been converted to the Pilgrims belief but has been brought up in it from a young age. Their faith has always been a part of their life, guiding their actions even when choosing to leave. People will find it hard to sway their devotion should they remain.
(Actions to subvert Aria roll with a malus.)

We Can Do It!:
From a young age, Aria has been deeply empathetic, caring, and driven. Since joining the Pilgrims, she has grown into a relentlessly friendly and optimistic young woman, shaped by her adoptive family's experiences. With her determined personality, she's picked up "a little bit of everything" at a young age by way of enthusiastically volunteering to assist in any and everything. She picked the brains of anyone willing to let her, though the more curmudgeonly among the Pilgrims find her boundless enthusiasm tiresome. But she will give everything she has in all she does, unfortunately, sometimes beyond that.
(+20 to all actions this Hero is assigned to, -10 for every Turn Relax is not chosen.)

Trauma: Common People Purge Survivor (16/16):
It has been years since the Purge, and you no longer feel overwhelmed or trapped by the feelings of terror and hopelessness as you once did. Instead, you have used that horror you survived as a drive, to see it never repeated, or minimized, for as long as you live. You may occasionally still dream about the screams, the hateful faces, and the smell of burning flesh, but all it does is add to your conviction to see it never repeated.
(-5 to all Actions this Hero is assigned to, can be chosen as a starting character should a Purge happen. +10 to all Actions done by this Hero within Purge Turns.)

To Fling A Light:
Sometimes? Sometimes being willing to help is not enough; doing all you can do will fail, and people will die. You know that. You have seen that. Sometimes, sacrifice is needed. And if you can shoulder that burden so that others won't have to? You will gladly fling a light into the future, at the cost of your life.
(???)
...

..........


...................................!

Sensation.

Light. Feeling. Pain.

Wha-wh.

Tired.

...

..........

.............................!

Sensation again.

Feel sluggish, like under jelly. Why so, sleepy? Why cannot conc-con-c...

........................................

.................

...?

Where? What?

...................

Sensation once more.

Light stabs my open eyes.

No.

Closed eyes. Am I dreaming? What is happening?

Slowly, I force my eyes to open. They respond. Lights stab my eyes, causing me to wince.

PAIN!

PAIN!

Someone screams.

Oh, I am screaming.

Sleep.

.......

.........................

..............

Once more, I wake. There is a moment of clarity. My name is Selene.

Selene Dall, I add with a smile.

I was... hurt? Yes, someone hurt me.

But where am I? Am I dead? No. No, no-no-no. Nononononononononononono!

I cannot be dead! Martyris! SILVIA!

I bolt upright, confused, nauseous; something hurts near my stomach. Light blinds me once more. One of those that are being installed in the Tree, the electric ones.

I look around wildly, searching for my family. I only find one of the nurses looking at me in shock as I start to rise from bed.

"Where is-" is all I can say to him before falling. I hear shouting.

Darkness once more.

.......

..........................

.......................................................

..........................................................................................................

.............................................................................................................................................................................................................................................................................................................................................................................................

My head no longer hurts as I slowly blink open my eyes. The light is still there, but not as glaring; there is no pain in my stomach, and I only feel sleepy. Not like being submerged in honey.

What happened?

Oh, right. I was stabbed.

Looking around, I can see that I am inside one of the Trees medical wing rooms. No one is here. Odd. Someone touches my arm. Looking to the right, I see Martyris. A smile grows on my lips, though it falters as I take in his appearance.

He looks like he hasn't slept for days; his hair is messy, bags under his eyes, and clothes disheveled. "You look like shit," someone says before I realize that it was my voice, sounding hollow, scratchy, and exhausted. He doesn't flinch or react, only continues holding my arm and slowly starts to cry. "You, you... are you-how do you feel?" He finally croaks out, worries evident in his voice.

I chuckle lightly, though I stop as something hurts, making a grimace that sends a wave of panic over Mart's face. "I think I got stabbed, so not very. What happened?" Mart swallows, wiping away his tears, "Someone, we have no idea why, tried to kill you. We managed to catch them, but they refused to speak. The guards took him two days ago." "Wait," I say, weakly holding up my arm. "How many days was I out?" "Only four, you were unconscious and under painkillers almost the entire time, though you woke up shortly before a surgeon from the Healers arrived. He put you back under and patched you back up." He talks nervously, looking me over with concern. "Oh. Well, that's good. Isn't it? They are experts at what they do. So, what can I expect? Can I walk, or do you have to feed me only crackers from now on?" I joke, trying to lighten Mart's mood.

He looks away.

He had never done that.

He had never avoided telling me if there was a problem or if he thought he might say something that would upset me.

Not even when he told me he had dropped the cake I had bought for our anniversary.

"Mart? What is wrong?" I softly ask, taking his hand; he had tensed it into a fist, and I began to interlock our fingers slowly. Slowly, he looks at me, "The assassin hit you hard, though you survived all the damage to your intestines until the surgeon arrived. He says it is a minor miracle that you survived at all, and..." He stops talking, though I know that there is more to it, as a sense of foreboding starts to creep over me. Mart takes another steadying breath, staring straight at me, "He said that the weapon entered your womb twice. He said that we-you... you won't be able to bear children anymore."

It is like something almost breaks.

For two decades, I thought that I would never have any family, that the extent of it would be one or two good friends. I spent those decades convincing myself that it was not so bad. Then Martyris showed up. Even then, I had believed that I would maybe live with him, not that the lovable fool would ask me to marry, doing so in public! Nor his eagerness to have children of his own. Not until Silvia was already on the way.

The joy I felt when looking at her sleeping form, how she laughed, the light in Martyris' eyes when he softly tells her stories that Ms.Dall told him, how he worried about how he would teach her how to read and fight, as she is blind. His excitement and dedication to having another child.

'And now I only-' I think before guilt hits me like a sledgehammer, as I remember Silvias sleeping form, her tail curling this way and that. For one moment, for one terrible moment, the family I already had was not enough, flawed by its small size. It is an ugly thought, not one I ever wish to think again.

'I still have a family,' I think, holding Martyris closer.

'I still have a family.'

***​

Her birth had been one of Destiny.

The night one of Horrors.

It had been a night that heralded the end of an age for the Babak.

The Daughter had been born that fateful night, garbed in the gifts of the Goddess Nek-Ne. She had Her tail, swift and colored like blood. Her ears, sharp, attentive, knowing. Her fangs and claws, to tear and bite, to kill and heal as She saw fit. Her yellow eyes, glowing in the night, seeing all secrets, knowing all truths. As if Nek-Ne had been given flesh and blood, to bring her chosen to their former glory once more. Her birth had been a reason for joy, for celebration; the Goddess had not thrown them away for their failures but had strengthened Her bond to the Babak!

Then Her runes had been cast—nine times, across nine shamans.

And all stood still.

DAWN.
MIGHT.
DIVINITY.
BIRTH.
DEATH.
BEGINNING.
ENDING.
SOUTH.
DESTINY.

The child born that day had not been merely gifted by Her. No, they had received nothing else than Her Daughter, sent to bring new dawn by the might of Her divinity. She would herald the birth of a new age of death, where the Babak would rise, and the south would fall. This would be her destiny, nothing less.

And the Babak would die to see it true. As would Ito, Champion of Her, before the Daugther's birth, now Champion of Her as well. When She grew, he taught her all that he knew, how to hunt the Rust Devils and the Abominations that blighted their lands, how to respect nature and all the gifts within, never to let any part of a hunted being go to waste, under any circumstance. The Daughter learned not merely well; she almost knew more about his duty than he did by the time she greeted her eight cycle.

And then came the moment they all eagerly awaited, her ninth cycle had completed, and she was no longer a child unworthy of a name even despite her heritage, but a girl. As such, hers was the right and privilege to travel the sacred path to the Halls Of AniCo, where the spirit of her Mother resided.

Despite all expectations and all previous experience, the path had been clear, devoid of the monsters which would have tempted and tested the will and might of those walking the sacred way. She arrived, without needing him to protect her in any way, and walked undaunted into the Halls.

There, a miracle occurred, one that he should have perhaps guessed would have happened, but it surprised him nonetheless. Nek-Ne appeared before him and Her Daughter, in all her terrible glory. Unmarred from age, from the failings of mortal flesh, and sin, she stood and judged; she saw the sins of those who had entered and deemed them worthy of living in her presence.

Then she turned to her Daugther and spoke in the true tongue, too pure for anyone but her flesh to hear and understand, too terrible to try and remember. The Goddess shared a secret, an ancient path that had to be traveled, braved, and conquered. One whose secret riches would be the key to the Daughters' destiny, allowing her to be born anew and overcome everything.

The search lasted for years, as kin after kin was lost. The Daughter was almost ready to abandon her destiny in fear of losing the Babak to the monsters' predations that stalked their scouts and the hostile tribes sensing weakness. Even the most faithful to Her cause began to flag, feeling as if they had once more failed their Goddess, even as she had given them one last chance.

Until the Vault had been found.

Until the Daughter drank from the Milk within.

Until she became... more.

Almost all Babak who drank the Milk became... more. More agile, more powerful, more durable, able to heal in minutes what would have taken weeks. Those found pure had been gifted, elevated in Her service. But some were found wanting.

Those who were too weak or marred by sin had been given a new purpose. To weaken the Southlands as the Daugther cleansed and conquered the Wastes in Nek-Ne's name. Ito had been tasked to oversee the weak's efforts to ensure that their last task was done in excellence. To see targets of opportunity killed, the Empire's unity shattered, and their rich lands ripe for the taking.

Ito would have died to see it brought to fruition.

And then they found her.

The wife of a leader within the region they called 'Tessen.' The strong among the weak, foolishly believing that strength can be given and not be earned and taken. These 'Pilgrims' had grown fat and self-assured at their security, so much that they were able to walk amongst their homes without cover. They saw only the works of the weak, the foolish, and the prey to be led to slaughter. So, Ito decided to act, sending some among his kin to sow chaos, to kill the Cloven One, her Spawn, and the Leader the moment they saw a chance.

He acted rashly.

Stupid.

Too sure of himself, as if the victory had already been assured.

For that, Nek-Ne reminded him that her blessings are earned and that she does not suffer the fool.

And now he is here, deep within a dungeon, looking at a woman glaring at him, with hate deep within her eyes.

"Torture is so... ineffective," she said, changing her gaze to another of his kin bound in the same room as all others had been. "it only makes the tortured say whatever is needed to stop the pain. Whether it is true or not, the only thing that counts for the tortured is to stop the pain," she continued, a grin of hate splitting her face apart. "And it may be ineffective at getting information out of the tortured; however, it intimidates like nothing else."

Her gaze shifted back to Ito. "And after what you did to my Deer?"

The room went cold.

"I think that some suffering would not go amiss," she finished, gesturing at a man standing near a wall.

He stepped into the light and slowly set down a fold-up table. On it, he unfolded tools, carefully choosing one, and delicately picking it up.

"My Lady," he affectionately said, "Which one first?"

She pointed at the man to Ito's left.

The man's gaze turned to the man, and he began to chuckle.

There was no humanity in it.

***​

TO: Lord Martyris Dall
From: The Bureau for Internal Security

We thank you for the evidence and information about another subversive element within our great society.

Rest assured that they have been taken care of, and their attempts to weaken the Empire have been halted.

We express our sincerest regrets and apologies for being unable to stop the attempt on the life of Lady Dall and wish for her swift recovery.

However, we must express that the matter is now within the authority of the Bureau, and as such, any further investigations will be disruptive to our efforts.

But we once again express our gratitude for your exemplary adherence to a citizen's duty, as befitting of a member of the Empire's Nobility.

Signed: (The signature is indecipherable.)

***​

It had been a few exciting weeks for PD, from her being accepted into the Pilgrims with a complimentary Oil-Margarita, to a dizzying array of awe and bright eyes wonderment directed at her. Of the multitude of scholars and the scientist Turi, along with Adjudicator Martyris bombarding her with questions about nearly everything. From her thoughts and emotions to what she remembered from the Forest, her past, and everything in general.

Some parts had been somewhat offputting, like the intensity of the learned Pilgrims when she mentioned how empty the air-waves were, with only a few channels being used, quite unlike when the RI had to put restrictions on radio use in place. How they almost went into a frenzy in excitement over her telling them the underlying theory of radio and her promise to try and dig into her Shards to search for more things like it.

And when the initial rush had started to taper off, individual Pilgrims began asking her questions, which ranged from insightful to scary. One Pilgrim, a Mutated with dog-ears, was more excited about the possibility of her being able to be a Knight librarian and builder than the Warmachine she was. He had even wrung a promise out of her to help the scholars with their research, even if it was uncomfortable and boring for her to make all those calculations manually. Another had been more interested in using her Vitae to harvest refined Jewel and Jewel-Muscles but had backed off when she had told him no.

After those, the initial excitement had died down, with the Council debating how they will search for a Pilot and if they should restrict applications in any way. The only people she regularly saw where the mechanics she instructed in the building of the walkways, scaffolding, and gantries. All of which had left PD with free time and quite bored.

As such, she searched her memories and hummed an old tune from Those Before, the earliest memory she knew about. It relaxed her, even as she had to restrict herself from doing so with any Pilots or personnel nearby, back with the RI. But now, among the Pilgrims, she could do so to her heart's content. However, her search was interrupted before she managed to immerse herself in the data, as some annoying radio-static buzzed into her mind, before going still.

And now, brought up and focusing once more on her surroundings, PD saw that a young girl had climbed the walkways, a backpack on her back. Focusing on her, PD could see tiny electric arcs springing around in her grey hair shaped like spikes. Her eyes looked equally strange, with an unnatural blueness to them. Standing up to her full height of 1.82 meters, PD had to recalculate her expected age, though she failed to pin it down much closer than 16-20, as her face and Mutations threw her calculations off. The child(?) dusted herself off with a smile and looked at PD's head, grinning from ear to ear, opening her mouth and inhaling to say something with a raised finger, before stopping in thought. Her finger drooped lightly as she thought harder, before going for a wave, then stopping again. Crossing her arms, the girl tapped her foot on the ground, making a 'hmmmmmm' sound, looking at the ceiling.

Can I help you? PD asked, causing the girl to jump back in fright, only saved from falling due to the reinforced handrail at her back. 'OSHA would only be slightly horrified at that!' PD thought with vindication, secure in her calculations that the girl would not have fallen even if she had body-checked the handrails. Recovering from the shock, the girl began to smile, standing proudly and bowed to PD's face, "Yes, you can! My name is Aria!" before bouncing back to her full height. "It is an honor to meet you, Persevering Defiance!" PD is enough, kiddo. "Well, an honor to meet you, PD!" Aria replied, looking curiously at PD's face.

Why are you here? She asked, prompting Aria to stand straighter, face set in determination, "I wish to apply as your Pilot, if you'd allow it, of course." PD stared at the child before chuckling. Look. You cannot be my Pilot. You are a child, way too young for that. "Adult." Sorry, what? "I am an adult." You are a child. PD said with certainty, before squinting in suspicion at Aria as a small smirk graced her lips.

"Adult." Child. "Adult." Child. "Adult." Child. "Adult." Child. "Child." Adult. "AHA!" Aria shouted in triumph as PD stewed in irritation at falling for that a second time in her life, grumbling indecipherable at the preening Aria. Look, kiddo. PD said, emphasizing the latter word. Your main concern in life should be being caught holding hands in public or your first time. Not what a Knight-Pilot worries about every single day. You have no idea what a Knight-Pilot is.

Aria listened to PD before donning a determined expression. "I know what a Knight-Pilot is. They are the guardians of the innocent, protectors of peace; they bring the light of the Empire to new people. To be a Knight-Pilot is the highest honor one can achieve in life." And Pilots die. PD interrupted Aria, intending to continue gently letting her down from her idealized view of Knight-Pilots. Pilots die, and they die horribly. When the NBC-Shield is cracked, they choke to death on gases or drown in their blood. They melt within the cockpits, are flooded by acid, or die by horrible fast-acting viruses and mutations. Bleeding out as a weapon had penetrated the cockpit, a bolt spearing them to the wall, them being set aflame. Pilots die violently, and they often have no choice but to die slowly. I have seen it multiples times. PD continued listing off how Pilots could die. "I know that," Aria answered softly, having neither moved her eyes or shifted her body while PD talked. "I know that to be a Pilot is to stare a horrible death in the face every time you enter the cockpit and walk out of a hangar." Yet you still wish to be a Pilot? Why? PD said softly, mildly concerned by Arias's reply.

"Because someone will be your Pilot," Aria spoke solemnly, leaning forwards. "Someone will, at the end of all this, enter your cockpit as a Pilot. They will fight against horrors that will haunt their dreams, see the faces of comrades they had been unable to save, hear the screams of those they slay. They will be the first and last line of defense against those who wish to kill the Pilgrims in their homes. They will be blamed for the lives they were unable to save because they were too slow. The people who will die because they chose to evade a strike instead of blocking. And one day, they will enter your cockpit but never leave." PD tilted her head a few degrees after hearing Arias's speech. Those are all reasons to never even think about being a Pilot. Why are those your reasons to be one?

At this, Aria gave PD a serene smile. "Because it is a consequence of what Pilots do. They walk out into danger day after day to see us safe, no matter the cost. Pilots face the horrors of the world so that we won't. To be a Pilot is to bear a burden of responsibility, to uphold civilization by all means. To save people again and again and again. To be a Pilot is to be a beacon of hope. That is why I wish to be a Pilot. Not for fame and glory, the accolades and the respect, but to protect those who can't. To ensure that parents will sleep soundly knowing their children are safe. To ensure that none will have to live with the horror of a dead brother or sister, a missing friend, or mauled neighbors. To be the one who rallies flagging defenders, to carry the light where others won't dare to. I would gladly walk into the darkness if it meant that I would save a single life," she continues with conviction, eyes hard and set to PD's sensors.

PD stared.

And sighed. Okay. That is a pretty convincing reason to be a Pilot. But if words were all it took to do something, then the world would be very different. Can you back those words of you with actions, little girl? Aria began to grin the moment PD had spoken those words, immediately bending down to open her backpack and retrieved a thick bundle of papers bound together. "Yes," she said, undoing the string holding the bundle together before holding them up one by one for PD to see, "Yes, I can."

Both stood there for minutes as Aria held up pages and put them to the bottom of the stack, the other reading and comparing them for any sign of fraud or deception.

Then, Aria ran out of pages in that stack to show to PD, having run out after seventy-eight people who vouched not only for her diligence but for her character in totality.

Leaving the two to stand, staring at each other. One hopeful, the other thoughtful.

And PD made her decision.

Don't make me regret this, kid. I accept.

Aria blinked at that. "What? Wait, no! You cant decide right now," she called out in a panic, waving her hands as if to ward off PD's words- And why not? It is my decision. "Well, yes, but, I mean..." Aria stammered, blinking at PD's sudden decision. "Aren't you going to verify my claims? Or at least look at the others who want to become your Pilot? I pretty much jumped ahead of the line here! And you weren't supposed to accept right away! I mean, what the hell am I supposed to do with those now?" She continued, dropping the stack of recommendations she had gathered to lift a giant pile of papers. What are those? More recommendations? PD asked, scanning and counting 211 pages.

"No, well, yes! They are the recommendations I collected for the eventuality of you not choosing me." There are 211 pages. "Well, sorry, but I had to trim them down to fit all who would try to apply to ride you!" Aria said, looking away when finishing. "I, uh, forgot to buy more paper when I was in town." First: phrasing. Second: just how many are even applying?

"Well, by the last count, about five-hundred."

***​

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)

[ ] The Pilgrims Need You!
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 between feeding starving, hungry people and ensuring that all 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, COE loses 4d100 Influence)

[ ] Establish A Soup-Kitchen - (Choose City) - (Not Mirn)
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, COE loses 1d50 Influence)

[ ] Establish A Poor-House - (Choose City) - (Not Mirn)
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, COE loses 1d100 Influence)

[ ] Expand You Poor Houses - (Choose City)
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. Get to expanding what you have built; the work is not done.
(Turns: 3
Chance: 42%
Cost: 15 Materials, Upkeep: +5 Materials
Reward: Poorhouse - (Expanded), +1 Permanent Recruitment, COE loses 3d30 Influence, +0.15 Goodwill per Turn.)

[ ] 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: 0.75 Material
Reward: +0.01 Goodwill per Turn, 1d5-1 Goodwill, unlocks further actions, COE loses 1d20 Influence)

[ ] 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: +0.85 Material per Hospice
Reward: +0.05 Goodwill per Turn per Hospice, 1d5+1 Goodwill, COE loses 1d30 Influence)

[ ] 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, COE loses 1d40 Influence.)

[ ]A Home away from Home - (Location)
While the Tree of Knowledge is the center and Home of the Pilgrims, many projects and actions to help others 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, COE loses 1d20 Influence.)

[X] Build A School - (Big) - (Mirn) - (3/6 Turns Complete)
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, COE loses 1/3/6/ d 20/40/60 Influence.)

[ ] Build An Orphanage - (Small/Medium/Big) - (Choose City)
Many will question you building this and 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, COE loses 1/3/6/ d 20/40/60 Influence.)

[ ] 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, COE loses 1d20 Influence.)

[ ] Let There Be Lightbulbs
You can put a lightbulb in every single one of your buildings, power it with locally generated electricity, and show just how far you came in a mere 7 Years. That it will cost you is expected, but the sight of light at night, steady and clean, will prove that your ambitions can be realized. Do it so.
(Cost: 96.75 Materials, +0.40 Materials Upkeep to all buildings
Turns: 3
Reward: 2d20 Followers, +3% Piety, -2 to Piety rolls. COE loses 2d25 Influence.)

[ ] Build The Brothel 'Consensual'
While this option had been proposed a few years ago, it had been sidelined for various reasons. With the Pilgrims recognized, it would be viable to discuss this option again. You would only charge an entry fee from patrons while leaving the workers alone to make their deals themselves. Creating a safe place for people to ply this trade, offering medicine, sanitary facilities, and guards would help out those who chose this path or make use of it. People sell their labor and time for money, so punishing those whose work is sex is crazy.
(Turns: 2
Cost: 6 Materials
Reward: 'Consensual,' 2d40 COE damage,+0.01 Goodwill, 2d4-3 Materials income by charging entry from patrons, unlocks an upgrade.)

[ ] Printing Money - Penny Dreadfuls
In these weekly stories, you would publish exploits of the pasts of various Pilgrims with their consent, detailing harrowing dives into the Forest and other ruins, detail how you help people, and the good the Pilgrims do. All wrapped up in entertaining stories for people to enjoy!
(Cost: 12 Materials, Upkeep: 1 Material
Reward: 1d4+4 Income to Miscellaneous Sales, Long-Term effect: ???)
OR
[ ] Printing Money - Smut With Penny Dreadfuls

Choosing this option would see you do the same. However, you would also follow the adventures of Miriam, a cheerful and naive Pilgrim out to help the world, only to be pulled deep into a story about love, life, and new feelings, while stumbling into embarrassing and comical situations due to her poor luck. All while she cannot decide which of her six suitors she will choose, as they do their best to woo her with both mind and body. Pay extra, and it will mostly be the latter.
(Cost: 20 Materials, 1 Goodwill, Upkeep: 2.5 Materials, 0.02 Goodwill
Chance: 90%
Reward: 3d4 Income from Smut, +2 Income to Consensual, Long-Term effect: ???)

[ ] 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)

[ ] Kick 'Em While They're Down! - (2 Turns Remaining)
While the Church Of Eden is busy putting out fires, calming their congregations, and calming down, you will start fires, rile up the congregations, and make them panic. Covertly.
(Chance: 30% (-15% For every use)
Reward: COE loses 2d100 Influence)

[ ] 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, 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 in the rumor mill, 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)

[ ] Repair PD
Well, you now have a Knight who talks, has an attitude and has chosen Aria as her Pilot. The only problem is that PD is badly damaged, and while she assures you that she is capable of repairing herself, it would take too long. Buy the necessary materials and machines to repair her in a single season.
(Cost: 36.90 Materials
Reward: PD is fully repaired.)

[ ] 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.)

[ ] Attack TOP-03 - (Choose Unit/s) - (Choose Enemies you will try to draw into fighting)
Now that you know what you will be attacking, you have to strike.
(Chance: 55%
Reward: Combat Round Initiated.)

[ ] Train The Militia
The world is not safe; even within sturdy walls and behind soldiers' shields, 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, 1 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.)

[ ] Guards! Guards! - (Specify Building)
While the Tree of Knowledge has some security, it doesn't have a dedicated guard. Start training a few Pilgrims as guards so that you don't have to worry about thieves or, even worse, saboteurs.
(Cost: 6.5 Materials, Upkeep: 0.55 Materials
Turns: 1
Reward: Pilgrim Guards are assigned to the building, sharply increased DC for malicious actions against it.)

[X] Make A Man Out Of You! - (The Unbroken) - (Tech-Scouts) - (1/3 Turns Complete)
Now that the Unbroken returned from the Crusade, you can access an experienced and highly trained Unit. See if they can't share some of that experience with your other teams and teach them a thing or two.
(Needed Unit Training: (3/6)
Turns: 3
Reward: +1 Training Level, up to the training Units level, -1.)

[ ] Build An Armory - (Expanded)
Having a building for your arms and armor, where people can swiftly outfit themselves and be ready for defensive or offensive action against attackers, is just plain common sense. You feel that this is the maximum of a militia you could operate without raising suspicion.
(Turns: 3
Cost: 9 Materials
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 both 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 for training people for the worst-case scenarios.
(Turns: 4
Cost: 18 Materials, 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 at a moment's notice. See to establishing proper ways to do so.
(Turns: 2
Cost: 5 Materials
Reward: Lowers malus when switching from ranged to -10.)

[ ] Complete Some Contracts - (Specify Unit)
When you have no use for your Units, you could send them to the adventurer guild to gather both experience and money. You would have to pay an entry fee to the guild first, but buying one for the Pilgrims, in general, would simplify the whole process, instead of buying one for every Unit.
(One-Time Cost: 4 Materials
Chance: 10/50/90%
Reward: 2/4/8d4 Materials.)

[ ] 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, take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize them in a military unit.
(Cost: X(Equipment) Materials, 0.5 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Militia (2/6)

[ ] Sir! The Situation Is As Follows: (Write-In)
(What do you want to accomplish, and how do you go about doing it?)

Learning: Knowledge is Power. (Choose 1 Action, 1 Action Locked)(Artifacts can be attached to one learning action to provide the inherent bonus but are consumed unless unique buildings are present)(Scientists must now be assigned to provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD] will add 1(one) Success to 1(one) active research.)

[ ] Crystal Shard Unlocked - (???/???/???)
Well, you have a shard of the crystal that floats when electricity hits it, electricity, and a bunch of people brimming at the seams to figure out how to harness that weird effect. Not choosing this could result in a horrific revolt by your scholars... they would mostly write complaints every day. Nagging complaints. Where are they getting that much paper anyway?
(Needed: Unusual Crystal Shard (Small)
Chance: 40/00/-40 for 1/2/3 Successes, Successes needed: 3
Reward: Resource "???" can now be utilized, updated Archeology Action.)

[ ] Secret Of The Circuit Pt.2 - (Electronics/Advanced Electronics)
Now that you have the absolute basics of electronics and how to generate them, it is time to look into much more advanced forms. Maybe even in producing your first usable computer! PD shared some insight here.
(Chance: 34/15/-10% for 1/2/3 Successes, Successes needed: 13
Reward: Unlocks/Upgrades Base Action, Unlocks Learning Action, +20% Piety.)

[ ] Primitive Radios - (Electronics/Advanced Electronics)
Perpetual Defiance mentioned offhandedly that 'the frequencies are surprisingly clear.' causing a near revolt by Turi, trying to get PD to spill all she knew about radios and how they worked. Even though she could not provide much more than 'the basics' as she called them, a radio would boost everything. You have to build one now!
(Chance: 17/-34/-84% for 1/2/3 Successes, Successes needed: 7
Reward: Primitive Radios can now be made in the Electronic Workshop, raising its Income.)

[X] Building up Steam - (Advanced Metallurgy/Advanced Alloys/Advanced Mechanics/Mechanics/Advanced Hydraulics/Hydraulics/Advanced Machinery/Machinery) - (5/8 Successes)
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: 19/-6/-31% for 1/2/3 Successes, Successes needed: 8
Reward: Starts the steam-tech Tree (railroads, steam-powered factories/tools/vehicles, safe boilers, etc.

[ ] Agricultural Studies - (Chemicals/Biology)
Something occurred to you the other day. While many people have the needed tools and knowledge to plant crops, there are almost no studies on why some soil is better than others or what type of irrigation is the best for what environment. There is also next to no information on how to maximize yields while minimizing the needed workers. Perhaps you could look into that?
(Chance: 12/06/-01% for 1/2/3 Successes, Successes needed: 12
Reward: Increased Income from your farms, ???)

[ ] Pneumatic Automatic Generatic - (Hydraulic/Machinery/Mechanics/Advanced Hydraulic/Advanced Machinery/Advanced Mechanics)
There are few things more unpleasant than mining. And you have been digging into a cliff for years by now. Something needs to be done about that, either by building outside or inventing tools that make mining less tiresome. Someone suggested using pneumatics, and it's not like you have anything to lose by researching this.
(Chance: -06/-35/-74% for 1/2/3 Successes, Successes needed: 16
Reward: -1 Turn per 4 turns for all Tree of Knowledge actions, +2d4+4 Miscellaneous Sales.)

[ ] Ailments Of The Mind - (Psychology)
As your returned volunteers settle into their lives once more, it has become apparent that something is wrong. Some dislike the close nature of crowds; others are frightened by loud noises or have frequent nightmares. The answer to these changes in behavior may be due to combat stress, but none of the Pilgrims have any idea of what to do to help them. Maybe some inquiries in various libraries and some inspiration from the past may help?
(Cost: One Psychology Artifact
Chance: 25/15/05% for 1/2/3 Successes, Successes Needed: 6
Reward: +1 replenishment per Turn)

[ ] Electric Lances - (Electronics/Weaponry)
Now that you have electricity, you should do something more destructive with it. Figure out how to electrify your weaponry!
(Cost: 4 Materials
Chance: 35/25/15% for 1/2/3 Successes, Successes Needed: 2
Reward: Electric Spear/Maul/Bolt(Crossbow Ammunition))

[ ] Combat Stimms Round 1 - (Medicine/Biology/Chemicals)
The idea and usage of drugs to increase the combat-efficiency of soldiers is not a new idea. The book you found promises to negate many of the inherent risks in drug-usage, meaning that you could start using them for your units. Well, once you can produce them, at least.
(Chance: 30/25/20% for 1/2/3 Successes, Successes Needed: 5
Reward: Basic Combat Drugs, Unlocks Round 2)

[ ] Suger, Spice, And Everything Nice - (Biology/Chemicals)
During the Fall, Humanity lost much knowledge, some important like medical or technological knowledge, and some less obvious. Food preservation was the second type. While there are methods known even now, they come nowhere near the months or years of conservation possible before the Fall or aren't usable for every food type. Analyzing the preservatives found could be the first step towards fixing this.
(Needed Artifact: Food Preservatives
Chance: 45/25/05% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)

[ ] Learning: To Melt and Pour - (Metallurgy)
Another Artefact that, while not directly useful, can still teach much. In this case, how to make better molds to create tools and weapons. Things built like this won't be as detailed or of high quality as when made by a blacksmith but could help develop simpler parts or mass-produce items.
(Needed Artifact: Molds Of Binoculars
Chance: 75/65/55% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep of the Blacksmiths Abode, Reduced costs for equipment.)

[ ] 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 the Mutated is 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: 75/50/35% 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: 95/80/65% 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: 95/80/70% for 1/2/3 Successes, Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] 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: 50/35/20% 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 (Weapons/Mechanics)
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: 90/75/60% 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: 100/95/85% 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: 90/75/60% 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 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: 55/40/30% 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: 95/75/45% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)

[ ] Keeping Iced - (Electrical/Mechanical)
Now that you have a way to keep your food fresh, you should see if you cannot miniaturize the technology and better ways to achieve the same result without massive salt quantities. Or see if there are any other applications, like within your Knight.
(Cost: 10 Materials
Chance: 10/-35/-85% for 1/2/3 Successes, Successes Needed: 5
Reward: Reduced Upkeep of the Storerooms and the Library, further Knight Action unlocked.)

[ ] 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: 70/60/50% 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: 85/65/45% 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: 60/55/50% 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-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-03 - [Locked - Security Systems Active - 6 Caretakers, 4 Sentinels, 1 Minor Bright-Lance Turret identified.]
-TW-01 - Est Artifact-grade: Rare+ [Weapons/Armor] - 3d2 per turn, Max. Yield: 5 Turns. No Danger

-Prepare an Expedition - (SO-01) - (2 Turns) - (House Mirn support: Y) - (1/2 Turns Complete)

[ ] 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)

[ ] 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 the Scouting Unit will take 1d6 casualties 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 know. 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, the Scouting Unit 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? A metric shit-ton of angry Machines, that's what! PD has warned you against going there, as your scouts would have to contend with over a thousand drones!
(Chance: 70%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, the Scouting Unit will die due to being detected and subsequently attacked. If PD is chosen, Combat is initiated.)

[ ] 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 the Scouting Unit 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? PD informed you that massive machines lie beneath, purpose unknown.
(Chance: 42%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the action fails, 34% Chance that the Scouting Unit 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. PD said the RI speculated that they are military and civilian ships.
(Chance: 47%
Turns: 3
Reward: Sites in The Berth are located and mapped.
Warning! If the action fails, 23% Chance that the Scouting Unit will die due to being detected and subsequently attacked)

[ ] Scout The Bonetunnels
PD informed you of a series of tunnels that run deep beneath the surface, filled with dead beings' bones and corpses. Animals, Mutants, and even Machines descend into their depths to die, leaving behind mountains of bones. What could be found here?
(Chance: 22%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the action fails, 19% Chance that the Scouting Unit will die due to being detected and subsequently attacked.)

[ ] Scout The Tenebris Library
PD informed you of the location of an ancient library, called the Tenebris by the RI. It is wholly encapsulated, and no window or light fixture illuminates the inside. Why would you build a library without lights?
(Chance: 58%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the action fails, 74% Chance that the Scouting Unit 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. PD's maps are pretty heavily corrupted, but she has provided some landmarks which may still exist.
(Chance: 07%
Turns: 4
Reward: The Zone can be scavenged.)

[ ] Open The Bunker
The Bunker beneath a section of the Wall has never been opened, and whatever is inside is worth all efforts to open it, without a doubt! Now you only need to find a way to open it without being swarmed by a thousand Mutants and dozens of Machines.
(Chance: 1%, +1%per try
Reward: The Bunker may be scavenged.
Warning: No Boni applies for any reason.)

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

[ ] Create The Crystal-Path
While you have no idea how to replicate the Crystals' strange properties, it would be a good idea to create a safe-ish way to gather more without having to spend months actively preparing. Safe-houses would be a good start.
(Turns: 3
Cost: 6 Materials, 4 Faithful
Chance: 40%
Reward: +2 Tiny Shards each Turn.)

[ ] 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 too 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 long-term 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 - Expanded
Expanding your Medical facilities will someday be required, but for now, it would be massive overkill. Still, it never hurts to have the option in the back of your mind.
(Cost: 40 Materials, Upkeep: 8 Material
Turns: 4
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 Pilgrims before it becomes useless.)

[ ] Metalsmiths Abode - (Expanded)
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. Adding smelters, various tools, and more space for some more smiths would allow you to work with more materials and intricate creations.
(Cost: 20 Materials, Upkeep: 7 Materials
Turns: 4
Reward: Lowered costs for all equipment, increased chances for all research, rolls with advantage for all melee weapons/equipment made of metal, can be upgraded.)

[ ] 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 continuously.)

[X] Light It Up! - (2/4 Turns Complete)
With basic electronics and the generation of electricity now researched, you can build and install lights everywhere! Along with the necessary power grid. Being able to light up the whole Tree will take some time and money, but it will be a statement of how far you have come!
(Cost: 30.40 Materials, +0.14 Upkeep to all Tree Of Knowledge buildings.
Turns: 4
Reward: -3 to Piety Rolls, Raised DC for thieves, 5% Piety, reduced Upkeep for the Library.)

[X] Salt Refinement - Deep Pumps - (2/3 Turns Complete)
One of the problems you are running into is that you have to rely on water-caravans more and more as more Pilgrims join. Digging a deep well into the earth and pumping water above-ground would allow you to ensure that you won't die within a week if you are besieged.
(Cost: 20 Materials
Turns: 3
Reward: +2 Materials through salt sales per Turn, 800 Pilgrims receive water in case of a drought.)

[ ] Electronics Workshop
Now that you can produce electronics, you want to have as many as you possibly can. The problem is that you have to create those by hand, which is a long and complicated process, requiring oversight, expensive materials, and a clean environment. Excavating a space for a Workshop should help you in alleviating many of those problems.
(Cost: 30 Materials, 1 Scientist, 8 Faithful, Upkeep: 8 Materials
Turns: 6
Reward: +20 to all Electronics Research, 4d4 Materials Income (Electronic Sale), increased Chances for Secret Of The Circuit Pt.2.)

[ ] Library - (Basic)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Digging out a large space for a few dozen rows of books would be a good start when making one within the Tree. You would also make space for a bookbinder and a printer to maintain and add to your collection and preserve originals. You can add multiple floors later.
(Cost: 26.50 Materials, Upkeep: 7.65 Materials
Turns: 8
Reward: Provides 1(one) slot for Literature Artifacts, providing a 10% Boost to their bonus.)

[ ] Let's Build A (Write-In)
(What do you want to build, and what should the building provide?)

Holdings: Norqod practically does not exist, and even then does so barely on paper. A lot of work will be needed if you want to make sure that your commission is fulfilled. While labor-intensive for now, you will be able to 'automate' the village unless you want to create unique buildings. (1 Action Locked)

Dig Out A Marketplace
You do not have the space to create a full marketplace while still having it within walls to protect it from the wildlife. Digging into the ground would allow you to circumvent many such problems! Excavated in a '+' shape, three stories deep would enable merchants to purchase stalls and create enough space for civilians and services such as guards or sewers from the start. That the Tree will be the focal point of local commerce is better left unsaid.
(Turns: 4
Cost: 5.50 Materials
Reward: Marketplace, 1/4 requirements built, cheaper/better Merchant Guild actions, +1.5 Materials in Taxes.)

[ ] Build A Wall
Being put into the unique position of building a village has created the need for a wall enveloping its whole. Better start building; this could take a while, especially if you want to have sound construction.
(Turns: 8
Cost: 11.50 Materials
Reward: A Wall, increased DC for attacking the Tree, 1/4 requirements built.)

[X] Prepare Quarters - (1/4 Turns Complete)
People will need somewhere to live, and while you have more than enough space inside the Tree, you were made to understand that that is not an option, as the Tree is a Temple Holding, not a village. Well, better get to the construction.
(Turns: 4
Cost: 6.40 Materials
Reward: Non-Pilgrims will be able to live outside the Tree, +4 Materials due to Taxes, cheaper Adventurer Guild actions, 1/4 requirements built.)

[ ] Build Service-Buildings
The village will need a guard station, at least two guildhalls, a tavern, a well, sewers, an armory, a cemetery, and an 'all-faiths'-shrine...
(Turns: 4
Cost: 4.35 Materials
Reward: The village will function without any problems, +2 Materials from Taxes, 1/4 requirements built.)

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

(0-30 Materials loaned for four turns at 17% interest)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum non-illegal, non-military rare technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Buying Goods In Bulk - (Once Per Turn)
(Reduce Upkeep of one(1) structure by 0.15 Materials, can only be taken once a turn.)

[ ] The Adventurer Guild - (1 Free Action)
-[ ] Guardians For Hire - (Choose Location)

(Cost: +1.5 Materials to Upkeep
Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 7 Materials
Reward: Chosen targets plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 4 Materials
Reward: Chosen targets plans for the next two turns are revealed.)

[ ] The Military - (1 Free Action)
-[ ] Fell Off The Wagons - (Request 1 Piece Of Equipment)

(Cost: variable
Reward: 1 Piece Of Equipment - Military Grade.)
-[ ] War Lessons
(Cost: 2 Material
Reward: +5 to the first two rolls in the next Combat.)

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

(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[ ] Study Sessions - (Locked For 1(one) Turn)
(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.)

[X] 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)
-[X] Suffer Their Arrogance - (3/4 Turns Complete)
(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)

[ ] Forge Clan Vanar-Feer - (1 Action)
- [ ] Made To Order

(Cost: Variable
Reward: Variable
Use: Write what you wish to commission. (Art, weapons, armor, tools, resources, or machines are examples of this.)
-[ ] Commission Repairs
While PD may not like the Vanar-Feer, she has no problem using their machines and materials to repair herself. After inspecting them thoroughly, of course.
(Cost: 28.03 Materials
Turns: 2)
-[ ] Commission The Sandcrete Mixer
(Cost: 20 Materials
Turns: 2)

Heroes: Sometimes, you have to get your own hands dirty. Sometimes you want to relax since leading the Pilgrims rarely leads to a dull moment. (Martyris: Choose 2 Actions, Aria: Choose 1 Action)

[ ] 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 an official religion, and as such, you are allowed to condemn them. Do so.
(Trait Needed: Arbitrator
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.)

[ ] Train Pilot, TRAIN!
Now that you have a Pilot, they need to know what they are doing. While learning by doing is certainly a way to go about it, Humans and Mutated's squishiness tends to block that within the Tree. And fighting without knowing what does what is even worse, even if PD says that she can handle herself if worst comes to worst. You'd preferably not take that risk, thank you very much!
(Trait Needed: Knight-Pilot
Turns: 4
Reward: Aria advances to (2/6) Training.)

[ ] 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, 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: The maximum amount of Faithful is created, according to the available Followers.)

[ ] Relax - (Can Specify What Activity)
All work and no play makes hairs grey and is quite unpleasant.
(Reward: The chosen Hero relaxes, avoiding burnout and bad traits.)

[ ] 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 30.11.20 at 17:00 CET.
Voting will be closed on 02.12.20 at 17:00 CET.
Boni can be assigned until 02.12.20 at 20:00 CET.
I will roll on the 03.12.20 at 17:00 CET if no one has rolled yet.
Updates will be online five days after rolls.
 
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Aria obviously should be assigned to training as a knight-pilot...

@HeroCooky
Would any of the other factions we know of have options for hiring them to help train Aria in the basics? I figure an option for spending Material (or favors?) to reduce the number of turns needed. Unless Perpetual Defiance and Aria are just that good of a team that there wouldn't be any improvements to be had?
 
Aria obviously should be assigned to training as a knight-pilot...

@HeroCooky
Would any of the other factions we know of have options for hiring them to help train Aria in the basics? I figure an option for spending Material (or favors?) to reduce the number of turns needed. Unless Perpetual Defiance and Aria are just that good of a team that there wouldn't be any improvements to be had?
The Military has the option War Lessons. Buying that option would reduce the turn-lenght by 1(one) turn, but not beyond that, as most training is focused on posture, muscle-memory, suppressing instincts like physicaly ducking instead if making the Knight do that, moving about, and developing a feeling for the new body they pilot. Most of that can only be done with time.
 
Alright then, yeah, paying 2 Material to shorten training time from 4 to 3 seems like a good trade to me?

@HeroCooky
Is there a list or guidelines somewhere for what "military-grade equipment" means here?
 
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