Some Pilgrims have become somewhat restless and contemplative about their continued stay within Tessen and the Tree during the last few years. While many of them feel that they are helping people, they believe that they aren't doing what they could do if they went out into the wider Empire to establish a Pilgrim presence in other Regions. Among their arguments is the help that the Pilgrims provided to Tessen despite their short existence, and they wish to do so for different Regions. Free Food, Treatment for Illnesses, Providing a safe space and a way out for Prostitutes, Sheltering the Dispossessed, Disabled, and those afflicted by Mental Sickness should be done to more Regions.
Over time, those who wished to spread the Pilgrimage or merely help more people on a larger scale have found each other and petitioned for both resources and help in realizing their dream and hopes. Finally, after a month of discussion, the Council agreed to help them prepare materials, food, water, guards, money, further volunteers, and thousands of other things lost in the minutia. And after nearly a generation from their founding, a caravan of Pilgrims begins the last preparations to set out into the Empire, with recent converts brimming with faith standing watch over those born in the faith as they bounce around in excitement of the upcoming travel. At the same time, families wish farewell, and friends share one last bottle of booze or share a meal, while logisticians and hired adventurers go over manifests and guard duties one last final time before they do so again to be absolutely sure.
But what is the scale of the Expedition?
[] Satellite
Though the Expedition is laden with materials, not many have joined the call to venture outside Tessen, most feeling that their work here is not yet at the stage where they can expand. This has led to a more diminutive scale of ambition, the fervor of those leaving more than makes up for their smaller numbers.
(Size: 50 Pilgrims
Materials: 50 Materials
Piety Cohesion Loss: 10%
Chance of Heresy: Minor
Control: Holding-Level (Gain another action category)
Target Regions: 2 (Ju-Ji's Hall, Broken Crossroads, aka Tessens Immediate Neighbours))
[] Outpost
The Expedition is laden with materials, food, guards, and many that have joined the call to venture outside Tessen, most feeling that their work here is in good hands, capable of being done even while they are away. They are sure that they can create an outpost for the Pilgrimage without stumbling across any danger too great to overcome.
(Size: 100 Pilgrims
Materials: 100 Materials
Piety Cohesion Loss: 20%
Chance of Heresy: Small
Control: Directives Only (Focus on XYZ)
Target Regions: 6 (Ju-Ji's Hall, Broken Crossroads, The Green Dunes, Bone Valley, The Red Sea, Seven Silver Cathedrals))
[] Chapter
The Expedition is nearly crushing the work-lizards underneath the materials, food, guards, and knickknacks you provided them with. However, the animals bear the burden with admirable stoicism. The hundreds who have joined the call to venture outside Tessen feel that their work lies in faraway locations and feel pride in spreading the word and help you managed to provide to those living within Tessen.
(Size: 200 Pilgrims
Materials: 200 Materials
Piety Cohesion Loss: 35%
Chance of Heresy: Medium
Control: Additional Rumor Section: Chapter News
Target Regions: Empire Wide, Locations of Interest: Ju-Ji's Hall, Broken Crossroads, The Capital, The Green Dunes, Slatnans Womb, Bone Valley, Seven Silver Cathedrals, The Red Sea, Sunken Hollows (you can ask about more)) AN: How the expansion will work:
You choose the size of your expansion, as shown above.
Upon choosing, you will get the list of Regions, what happened in them, what is happening, their challenges, and who is within the Region. If you choose Outpost or Chapter, you will select three Regions for in-depth scouting to reveal more of what is happening within before deciding where you'll expand.
You vote for the Region and send the Expedition off to their destiny!
Months before the Expedition ever got to the point where it had been finalized in its current number, and all logistical issues had been solved, scouts had been sent out by those already dead-set on their Pilgrimage. These scouts returned with news, both good and bad, about the Regions these Pilgrims wished to convert, maybe altering the trajectory of the whole trek itself.
Choose Three Regions Your Scouts Visited:
[] Ju-Ji's Hall
Population: ~5.4 Million Settlements: Mining Outposts, Farming Settlements (Geo-Thermal Fed), Industrial Pockets Elite Factions: House Ju-Ji (Ruler), House Ali-Na-Hammadi-Nasir (Copper/Iron Merchants bought into nobility), House Lo Hou Mu (supply/oversee food, plants, medicine, animal raising, and work lizard breeding), and House Chi-Chi (Cultural exports and art), Knight Chapter Shining Lilac Local Factions: Children Of Tewaqir, Followers Of Light, Deep Dreamers, Merchant Guild Industry: Mining, Industrial Manufacturing, Steelworks Environment/s: Underground, Caverns, Aquifers, Geo-Thermal Hot-Spots Advantage: +1 to Common People Relations
[] Broken Crossroads
Population: ~6.1 Million Settlements: Isi (Capital), Nariq, Zimsaba, Tisa Elite Factions: House Isi (Animal Husbandry), House Tisa (Machinery), The Free City of Zimbasa (Cultural Exports), The Free City of Nariq (Manufacturing), Forge-Clan Gyram, Forge-Clan Zeina Local Factions: Merchant Guild, Adventurer Guild, Criminal Gangs, Speed-Works Company Industry: Motorcycles, Knight Components, Meat Environment/s: Savannah
[] The Capital
Population: ~57 Million Settlements: The Capital Elite Factions: The Imperial Family, The Military Generalship, The Forge-Clan Conclave, The Treasury, The Assembly of Ten, Followers of Light Local Factions: Merchant Guild, Adventurer Guild, Temple of Seven, The Gear Makers, The Unborn Scale, The Betrayed Industry: Everything Environment/s: Underground Urban Sprawl
[] The Green Dunes
Population: ~4.6 Million Settlements: Jagisla, Samina, Alania Elite Factions: House Jagisla (Food), Church Of Eden Local Factions: Merchant Guild, Adventurer Guild Industry: Food Environment/s: Rolling Green Hills
[] Slatnans Womb
Population: ~8.7 Million Settlements: Stonecrest Elite Factions: House Stonecrest (Spice, Medicine, plant-based Luxuries), Children Of Tewaqir, Knight-Chapter Golden Host Local Factions: Merchant Guild, Adventurer Guild, Forge-Clan Silvica Industry: Greenhouses, Herbs, Spice, Drugs, Filtration, Bio-Medical Products Environment/s: Urban Sprawl, Dense Forest, Overgrown Ruins
[] Bone Valley
Population: ~9 Million Settlements: Hal Elite Factions: House Ere, House Are, House Era, Forge-Clan Calor (Mining), Forge-Clan Aes (Forging), Forge-Clan Cudo (Smelting), Rassemblement Vivant, Knight-Chapter Last Light Local Factions: Merchant Guild, Adventurer Guild Industry: Mining, Smelting, High-End Fabrication, High-End Manufacturing Environment/s: Barren Wastelands, Harsh Desert, Underground Urban Mine
[] Seven Silver Cathedrals
Population: ~1.7 Million Settlements: House of Rest, House of Slumber, House of Waking, House of Healing, House of Dreaming, House of Work, House of Faith Elite Factions: Church of the Martyred Son Local Factions: Merchant Guild, Adventurer Guild Industry: N/A Environment/s: Cliffs, Mountains, Fortresses
[] The Red Sea
Population: ~3.2 Million Settlements: The Idle Bank, Lushire Fungal Gardens, Yorwe Reef Garden Elite Factions: House Idle, House Lushire, The Free City of Yorwe Local Factions: Merchant Guild, Adventurer Guild Industry: N/A Environment/s: Myconoid Forest
[] Sunken Hollows
Population: ~5 Million Settlements: Ash, Perfidious, Decay, Bog Elite Factions: Order of the Flaming Sword, Myra's Chosen/The Great Gearmother, House Hollow, Knight-Chapter Maric's Wrath, Knight-Chapter The Bloody Cog Local Factions: Merchant Guild, Adventurer Guild Industry:
Environment/s:
[] (Other?)
???
Population: ??? Settlements: ??? Elite Factions: ??? Local Factions: ??? Industry: ??? Environment/s: ??? AN: Here, you'll be voting for more information and up-to-date news from three Regions the new Chapter sent their scouts out.
Also, apologies for a slight hiccup, but you'll be voting for the Adjudicator in addition to the Region you'll be settling.
Scout Reports On The Possible Regions Of Expansion
Ju-Ji's Hall
The earthquake that hit the Region seems to be more along the lines of superficial catastrophic damage rather than full-on damage to infrastructure, industry, and life. The most notable sign of such is the relatively relaxed attitude most among the Region have regarding the earthquake, saying that they are glad that only a tiny outlying part of the Region has been hit instead of a more central area. Their words, as callous as they may appear to us, have a nugget of truth with them, as most of the caverns and paths affected are being rapidly cleared, with the damaged machinery slated to be replaced within two years at the latest. Additionally, programs and already existent funds have ensured that many affected could avoid poverty and hunger, with most being ebbed over by other Region' donations helping them for the immediate future until the gears of bureaucracy speed up to begin distributing food and bodies.
Sunken Hollows
When we left, Sunken Hollows was on a complete war footing due to a Dreadnought emerging from ancient and forgotten ruins and factories, rising tall above the toxic bogs stretching over much of the lands between the inhabitable islands dotted with industry and fortifications. The so-called "Enigma-Engine" is a known phenomenon in the Region, usually emerging every fifty years from one corner or another of the Necropolis lying sunken and choked on plants and refuse underneath the Region. While by no means something that can be discarded as a threat due to its routine emergence, the defenses and armaments of the Regions are always re-built and improved to ensure that any new emergence can be killed or destroyed as quickly and with as few casualties as possible. Due to this version of the Enigma-Engine possessing energy shields, the Forge-Clan Conclave housing the combined representatives of all Forge-Clans has officially rolled out war machines and armaments that even in war aren't used due to their destructive potential and cost of repair and munition. Unfortunately, our expedition would arrive far too late to partake in the battle or any of the looting rights afforded to those participating in it against the Enigma-Engine. However, we could always see if any scrap is left after the fighting has died down and the big loot has been distributed.
(Scout Event Triggered: Loot! Technology! Artifacts!)
Slatnans Womb
Slatnans Womb had had little upset or danger for the last few generations, with most news of strife and turmoil coming from outside the Arcology and laboratories making up the only city within the Region. Most people here enjoy a level of wealth unmatched by most outside the Capital itself, mainly due to the wise leadership of House Stonecrest and the wealth afforded by being the leading exporter of spices, herbs, and a major exporter of food feeding many Regions within their immediate area. On that note, there is currently a slight confusing panic among those involved in food production and the shipping of such, as the Region Bone Valley has refused the caravan's entry to Hal. This wouldn't be a big deal if the Region and the nine million people living in the city weren't entirely depending on the shipments to feed themselves. To say that this is a Very Not Good Thing would be a massive understatement, as the Region is already struggling under extreme poverty and lacks many vital things such as clean water for most of the population. As the scouts and Pilgrims, we implore you to strongly consider Bone Valley as the target of expansion, as something very bad is happening within the Region, and we have the materials to at least ensure the suffering is limited in its scope!
(Scout Event Triggered: Suffering People Located In Adjacent Region)
Choose The Region You Will Be Expanding To:
[] Ju-Ji's Hall
Population: ~5.4 Million
Settlements:
Crownpoint (House Ju-Ji, Industrial Hub, City, ~291.000) Copperstead (House Ali-Na-Hammadi-Nasir, Mining Settlement, Smelting, Steelworks, City, ~167.000) Duskhaven (House Lo Hou Mu, Hydroponics, Underground Plantations, Underground Animal Husbandry, City, ~182.000) The Silver Path (House Ju-Ji, 8 Settlements in close proximity, Trade Depots, ~600.000) Minersport (House Ali-Na-Hammadi-Nasir, Pumping Station/Chemical Industry, City, ~130.000) Glimmergate (House Chi-Chi, Mining City, City, ~190.000) Ironcairn (Knight Chapter Shining Lilac, Industrial Manufacturing, Small Town, ~35.000)
Various other Mining Outposts, Farming Settlements (Geo-Thermal Fed), Industrial Pockets
Elite Factions:
House Ju-Ji
Contact: Lord Xia Ju-Ji
Opinion: Friendly (1)
Plans: Repair the damages done to the outlying settlements using Imperial/House/Donation Funds.
House Ali-Na-Hammadi-Nasir
Contact: Lady Salwa Ali-Ma-Hammadi-Nasir
Opinion: Neutral (0)
Plans: Clear/Repair the roads and tunnels blocked/destroyed by the earthquake to allow caravans and convoys to return to normal operations.
House Lo Hou Mu
Contact: Lord Sin Lou Hou Mu
Opinion: Neutral (0)
Plans: Repair the damage done to their farmlands and distribute food to those lacking within their domain until production returns to normal levels.
House Chi-Chi
Contact: Lord Tobe Chi-Chi
Opinion: Neutral (0)
Plans: Assist in the defensive operations to beat back encroaching insectoid threats.
Knight Chapter Shining Lilac
Contact: Chapter-Mistress Maan
Opinion: Neutral (0)
Plans: Be out in force to prevent insects or Mutants from taking advantage of the weakened Region.
General Opinion on Mutated:
Useful Minority (1)
Local Factions:
Children Of Tewaqir
Contact: Imam Falida-Ami
Opinion: Neutral (0)
Plans: House the homeless.
Followers Of Light
Contact: Cardinal Gregorius
Opinion: Neutral (0)
Plans: Distribute donations according to impact and need.
Deep Dreamers
Contact: Ökjqu
Opinion: Neutral (0)
Plans: "Do what you can to help those in need."
Merchant Guild
Contact: Hibbin Rin
Opinion: Neutral (0)
Plans: Get the passages open because they are losing money.
The Common People
Opinion: Friends (2)
Plans: Recover and repair any damages.
The Mutated
Opinion: Friendly (1)
Plans: Recover and repair any damages.
Additional Notes:
The earthquake that hit the Region seems to be more along the lines of superficial catastrophic damage rather than full-on damage to infrastructure, industry, and life. The most notable sign of such is the relatively relaxed attitude most among the Region have regarding the earthquake, saying that they are glad that only a tiny outlying part of the Region has been hit instead of a more central area. Their words, as callous as they may appear to us, have a nugget of truth with them, as most of the caverns and paths affected are being rapidly cleared, with the damaged machinery slated to be replaced within two years at the latest. Additionally, programs and already existent funds have ensured that many affected could avoid poverty and hunger, with most being ebbed over by other Region' donations helping them for the immediate future until the gears of bureaucracy speed up to begin distributing food and bodies.
[] Broken Crossroads
Population: ~6.1 Million Settlements: Isi (Capital), Nariq, Zimsaba, Tisa Elite Factions: House Isi (Animal Husbandry), House Tisa (Machinery), The Free City of Zimbasa (Cultural Exports), The Free City of Nariq (Manufacturing), Forge-Clan Gyram, Forge-Clan Zeina Local Factions: Merchant Guild, Adventurer Guild, Criminal Gangs, Speed-Works Company Industry: Motorcycles, Knight Components, Meat Environment/s: Savannah
[] The Capital
Population: ~57 Million Settlements: The Capital Elite Factions: The Imperial Family, The Military Generalship, The Forge-Clan Conclave, The Treasury, The Assembly of Ten, Followers of Light Local Factions: Merchant Guild, Adventurer Guild, Temple of Seven, The Gear Makers, The Unborn Scale, The Betrayed Industry: Everything Environment/s: Underground Urban Sprawl
[] The Green Dunes
Population: ~4.6 Million Settlements: Jagisla, Samina, Alania Elite Factions: House Jagisla (Food), Church Of Eden Local Factions: Merchant Guild, Adventurer Guild Industry: Food Environment/s: Rolling Green Hills
Elite Factions:
House Stonecrest
Opinion: Neutral (0)
Plans: Contact House Ere, House Are, House Era to calmly ask why they sent back their vitally important food shipments for the last two months!!!
Children Of Tewaqir
Opinion: Neutral (0)
Plans: Continue their debate on the nature of violence inherent in non-violent protests
Knight-Chapter Golden Host
Opinion: Neutral (0)
Plans: Continue to be bored out of their minds
General Opinion on Mutated:
Eh. (1)
Local Factions:
Merchant Guild
Opinion: Neutral (0)
Plans: Profit as usual
Adventurer Guild
Opinion: Neutral (0)
Plans: Make subtle inquiries to their Bone Valley compatriots as to why the vital food shipments were turned away.
Forge-Clan Silvica
Opinion: Neutral (0)
Plans: Continue improving the taste of Sandwheat
The Common People
Opinion: Friendly (1)
Plans: Enjoy their good lives
Additional Notes:
Slatnans Womb had had little upset or danger for the last few generations, with most news of strife and turmoil coming from outside the Arcology and laboratories making up the only city within the Region. Most people here enjoy a level of wealth unmatched by most outside the Capital itself, mainly due to the wise leadership of House Stonecrest and the wealth afforded by being the leading exporter of spices, herbs, and a major exporter of food feeding many Regions within their immediate area. On that note, there is currently a slight confusing panic among those involved in food production and the shipping of such, as the Region Bone Valley has refused the caravan's entry to Hal. This wouldn't be a big deal if the Region and the nine million people living in the city weren't entirely depending on the shipments to feed themselves. To say that this is a Very Not Good Thing would be a massive understatement, as the Region is already struggling under extreme poverty and lacks many vital things such as clean water for most of the population. As the scouts and Pilgrims, we implore you to strongly consider Bone Valley as the target of expansion, as something very bad is happening within the Region, and we have the materials to at least ensure the suffering is limited in its scope!
[] Bone Valley (Scout Event! x2 Voting Weight Applied)
Population: ~9 Million Settlements: Hal Elite Factions: House Ere, House Are, House Era, Forge-Clan Calor (Mining), Forge-Clan Aes (Forging), Forge-Clan Cudo (Smelting), Rassemblement Vivant, Knight-Chapter Last Light Local Factions: Merchant Guild, Adventurer Guild Industry: Mining, Smelting, High-End Fabrication, High-End Manufacturing Environment/s: Barren Wastelands, Harsh Desert, Underground Urban Mine
[] Seven Silver Cathedrals
Population: ~1.7 Million Settlements: House of Rest, House of Slumber, House of Waking, House of Healing, House of Dreaming, House of Work, House of Faith Elite Factions: Church of the Martyred Son Local Factions: Merchant Guild, Adventurer Guild Industry: N/A Environment/s: Cliffs, Mountains, Fortresses
[] The Red Sea
Population: ~3.2 Million Settlements: The Idle Bank, Lushire Fungal Gardens, Yorwe Reef Garden Elite Factions: House Idle, House Lushire, The Free City of Yorwe Local Factions: Merchant Guild, Adventurer Guild Industry: N/A Environment/s: Myconoid Forest
Settlements:
Ash (House Hollow, All manner of industrial goods, Inhabited Factory, ~2 Million) Perfidious (Knight-Chapter Maric's Wrath and Knight-Chapter of The Bloody Cog, Knight-Components, and Biological Products, Citadel Chapter House, ~300.000) Decay (Myra's Chosen/The Great Gearmother, Rare/Lost/Relic-Technology, Citadel-Manufactury, ~1 Million) Bog (Order of the Flaming Sword, Armament Industry, Fortified City, ~600.000)
Various scattered outposts, fortified villages, and walled towns.
Elite Factions:
Order of the Flaming Sword
Opinion: Neutral (0)
Plans: Beat the everliving shit out of the Engima-Engine
Myra's Chosen/The Great Gearmother
Opinion: Neutral (0)
Plans: Loot the everliving shit out of the Engima-Engine
House Hollow
Opinion: Neutral (0)
Plans: Kill the everliving shit out of the Engima-Engine
Knight-Chapter Maric's Wrath
Opinion: Neutral (0)
Plans: Murder the everliving shit out of the Engima-Engine
Knight-Chapter of The Bloody Cog
Opinion: Neutral (0)
Plans: Salvage the everliving shit out of the Engima-Engine
General Opinion on Mutated:
Useful Strawman (0)
Local Factions:
Merchant Guild
Opinion: Neutral (0)
Plans: Profit the everliving shit out of the Engima-Engine
Adventurer Guild
Opinion: Neutral (0)
Plans: Benefit the everliving shit out of the Engima-Engine
The Common People
Opinion: Friendly (1)
Plans: Panic the everliving shit due to the Engima-Engine
The Mutated
Opinion: Friendly (1)
Plans: Panic the everliving shit due to the Engima-Engine
General Opinion on Mutated:
Open Discrimination (-1)
Industry:
Knights, Cores, Technology, Manufactured Biological Goods, Ancient Alloys
Environment/s:
Bog, Toxic Swamp, Industrial Ruins, Uninhabitable Ruins, Destroyed Necropolis, Given Up Factories, Fortresses
Additional Notes:
When we left, Sunken Hollows was on a complete war footing due to a Dreadnought emerging from ancient and forgotten ruins and factories, rising tall above the toxic bogs stretching over much of the lands between the inhabitable islands dotted with industry and fortifications. The so-called "Enigma-Engine" is a known phenomenon in the Region, usually emerging every fifty years from one corner or another of the Necropolis lying sunken and choked on plants and refuse underneath the Region. While by no means something that can be discarded as a threat due to its routine emergence, the defenses and armaments of the Regions are always re-built and improved to ensure that any new emergence can be killed or destroyed as quickly and with as few casualties as possible. Due to this version of the Enigma-Engine possessing energy shields, the Forge-Clan Conclave housing the combined representatives of all Forge-Clans has officially rolled out war machines and armaments that even in war aren't used due to their destructive potential and cost of repair and munition. Unfortunately, our expedition would arrive far too late to partake in the battle or any of the looting rights afforded to those participating in it against the Enigma-Engine. However, we could always see if any scrap is left after the fighting has died down and the big loot has been distributed.
[] (Other?)[/B]
???
Population: ??? Settlements: ??? Elite Factions: ??? Local Factions: ??? Industry: ??? Environment/s: ??? Even as the caravan makes its way out onto the road surrounded by cheers and families and friends wishing one last goodbye before it is too late, a singular person at the head of the mass of lizards and wagons stands out for the crowds. Not because of any glowing halo above their body, ancient machinery adorning them, or fancy clothes, nor due to any injury or something visible to the eye for the attending Pilgrims.
No, what makes this singular person stand out for many is the role they have been chosen for, the one they accepted after being presented with the vote of confidence by both the leaving Pilgrims and the Council.
Because this person at the head that looks back at the shrinking Tree of Knowledge until the mountains and hills block their sight has been chosen and elected to perform a vital role for the new Chapter.
They will be their Adjudicator, keeping it on its path and away from falling into hatred and perversion of the Pilgrim Doctrine.
But who are they?
[] (Adjudicator Vote)
Name (What are they called?)
Gender (The pronouns used for them.)
Mutations (WARNING! THIS HAS NARRATIVE EFFECTS!)
Body (General shape, height, scars, amputations, etc.)
Personality (Humble, Wrathful, etc.)
History (From where did they come, what did they do, to where did they go?)
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 valuable technologies and machines to advance civilization
-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
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
-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, water, and electricity
--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 and repairs
-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.) It 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, for 8(eight) weeks a year without stating a reason.
-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/engineers 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.) It 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
-h.) Production
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; every human is good, and every person has the capacity to create greatness; you just have to show it to them.
(Wait, are we the good guys? There is a 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.)
Second Tenet: Children Of The Universe
It does not matter if the body is one of flesh, blood, and bone, or metal, oil, and circuitry; the truth remains the same: they are as deserving of life and respect as any being in existence. Who are we to judge and condemn a being, to declare them as non-sapient and non-sentient, for the crime of not being born a human? Who are we to point at a Core which enjoys art, an Animal in the wild which learned to read and write in high-prose, and declare them as less than us? Our mind makes us human, the ability to reason and understand, feel the suffering of those around us, and reach our hand out to help. Every single Machine-Mind and Animal capable of thought deserves our respect and a chance for peace unless they attack first.
(All non-hostile sapient beings (excluding Humans and Mutated) in the world receive, when engaged in Diplomacy, a relationship bonus, hostile ones are less likely to engage in antagonistic ways and can be persuaded to leave in peace or recant their ways. Pilgrims will not view any sapient being not of human origin as something less or false and will automatically advocate for and defend their rights. AI research is massively more manageable. +1 relationship to all Forge-Clans. Piety loss now 1 per 100 Followers.)
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. In His belief, the Pilgrims have taken after the First Leader, Martyris. 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. In addition, all Pilgrims may rename themselves in honor or shame. -1 to Piety rolls.)
Hidden Tenet: Fail Better
Falling is not a sin. However, falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Hidden Tenet: Kindle Alight The Beacons
Humanity has long since struggled against the darkness. At first, that dark was the night, ever creeping, ever hindering. But then, with a single spark, night turned day as a fire was lit by our most distant ancestors, taming something primal, beautiful, and deadly, turning it towards their cause. And with that single act of lighting a spark, they gave birth to something precious: knowledge: knowledge which they passed down, all the way to us, today. It was not profit, greed, power, or any selfish instinct which drove them to do so, but the simple act of creating something better, even for a moment, so that their children could revel in warmth in the coldest night. So too, do we today follow that example haltingly, hesitantly, with unsure steps down a road so long untrodden. But we walk that road once more, unashamed of the failures we will commit, the stumbles and setbacks which will happen, and those times when we will lose sight of the road. However, we will walk, discover, and share all we find with our children so that they may stand upon our shoulders as we stand upon the shoulders of giants.
(When completing a Theory, you have a 10% Chance to gain another.)
Rite Of Mourning: A Journeys End
It is terrible to lose someone and see their Journey cut short by age or force. 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 we should see death. 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 within our own.
(All casualties only inflict 1% Piety loss, -2 to Piety Rolls.)
Member/Resource Statistics
Members Total: 1.618
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 1.410
-Faithful: 28/50
--2/4 General Scientists - +12 (per) to assigned research
--3/4 General Doctors - +6 (per) against diseases and to Medical/Biological research
--1/1 Surgeon - +12 against diseases and to Medical/Biological research
--2/2 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research
-Followers: 1.368 (118 (5 Faithful) unoccupied)
--Recruitment: (+33 per Turn)
---(13 Due to The Codex Mk.1)
---(6 Due to Expanded Daycare)
---(14 Due to Poor-House - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul))
Adjudicator: Omar of Iron (Human)
Members: 200
-Faithful: 8/8
-Followers: 192
--Recruitment: (+8 per Turn)
---(13 Due to The Codex Mk.1)
---(-5 Due to Cultural Pushbacks)
Projects:
-Establish A Sanctuary (0/3) (Stronghold/Administration)
-Formalize Their Militia (0/1) (Safety)
-Construct Hydroponics (0/7) (Food Production (Begins at (3/7) and increases per Turn after))
Total: 58
-Suzuki - Combat - Infection
-Annika - Exiled For 10.b. and other crimes - Execution
-Abhina Havaldar - Murder - Beaten To Death
-Roland - Murder - Stabbed To Death
-Sree Merdad - Murder - Bled Out
-Somphone - Murder - Brain Trauma
-Tano - Murder - Shattered Ribcage Leading To Asphyxiation
-Tawni Ifri - Murder - Infection Due To Burn Wounds
-Musto - Murder - Perforated Heart
-Nina - Murder - Physical Trauma
-Ahli - Murder - Extended Torture
-Minera Warden - Murder - Extended Torture
-Mahal - Murder - Burning
-Gera Min - Murder - Burning
-Su-Jiu Min - Murder - Burning
-Dianella - Murder - Stabbed to Death
-Nachshol ben Yael - Murder - Beaten to Death
-Devi Kalawat - Murder - Perforated Stomach
-Daax Moltendust - Murder - Sliced Jugular
-Varia Moltendust - Murder - Sliced Jugular
-Papaver - Murder - Sliced Jugular
-Yetek - Murder - Sliced Jugular
-Budiono - Murder - Sliced Jugular
-Bot - Murder - Sliced Jugular
-Erysimum Kalahan - Murder - Severed Limbs
-Brumisia Kalahan - Murder - Sliced Jugular
-Zizen - Murder - Crossbow Bolt through brain and chest
-Siscuss - Murder - Sliced Jugular
-Cincia Cinnius - Murder - Sliced Jugular
-Pyrole - Murder - Sliced Jugular
-Purshottam Goenka - Murder - Beaten to Death
-Rishab Saraff - Murder - Stabbed to Death
-Suripto - Murder - Beaten to Death
-Suminten - Murder - Beaten to Death
-Tri - Murder - Shattered Ribcage Leading To Asphyxiation
-Batyradz Tseboev - Murder - Stabbed to Death
-Carya - Murder - Shattered Ribcage Leading To Asphyxiation
-Abelus Galenus - Murder - Stabbed to Death
-Ricruil Holahice - Murder - Extended Torture
-Dany Olivier - Murder - Beaten to Death
-Pittaha - Murder - Beaten to Death
-Abi bat Alfons - Murder - Extended Torture
-Isviel Xyrstina - Murder - Stabbed to Death
-Emrath Xyrstina - Murder - Extended Torture
-Xizhakesh - Murder - Stabbed to Death
-Pernelle Chauvert - Murder - Physical Trauma
-Xose - Murder - Beaten to Death
-Aleen ben Zehavi - Murder - Stabbed to Death
-Isar - Murder - Physical Trauma
-Marina Bastarache - Murder - Physical Trauma
-Li-Chen ben Oram - Murder - Beaten to Death
-Taghi - Murder - Physical Trauma
-Shiva - Murder - Crossbow Bolt Through Chest
-Guli Azizi - Murder - Crossbow Bolts Into The Skull
-Erkin Azizi - Murder - Severed Arteries
-Deir - Murder - Suffocated
-Tamara Silaen - Murder - Physical Trauma
-Rozbeh - Murder - Physical Trauma
Materials: 809.58 (min. -17.80, max. +1.114.19 per Turn)
Income = 465.70-1.597.70 Materials:
27.20 = Followers
7.00 = Miscellaneous Sales
30.00-186.00 = Technology Sales
61.00-995.00 = Trade Routes
61.50 = Taxes From Norqod
8.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
6.00-33.00 = Brothel 'Consensual' - (Mirn, Jokvi, Tessen)
3.00-12.00 = Print Shop - Smut
11.50 = Iron Mine
51.00 = Silver Mine
72.00 = Jewel Mine
108.00 = Ashleaf-Nursery
13.50 = Black Root
Upkeep = 482.88 Materials:
15.00 = Aid to The Lost
9.00 = Contractual Expansion (Norqod - Adequate Housing)
3.50 = Simple Hospital (Norqod) (-0.50 Due to Backroom Deals)
10.40 = Engine Assembly (-0.50 Due to Backroom Deals)
14.50 = 2x Computer (-15.00 Due to Merchant Guild Donations, -0.50 Due to Backroom Deals)
3.64 = Black Box - (-0.50 Due to Backroom Deals)
3.50 = Local Headquarters (Mirn) - (-0.50 Due to Backroom Deals)
10.06 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk, +0.55 due to Guards! Guards!, -0.75 Due to Local Headquarters)
17.30 = Grand Kitchen - (Mirn) - (+1.30 Due to Guardians For Hire)
24.95 = Asylum - (Mirn/Zulmni/Tessen/Strul) - (-0.75 Due to Local Headquarters, +0.55 Due to Guards! Guards!, -0.50 Due to Backroom Deals, +1.10 Due to Guardians For Hire)
2.95 = 6 Soup kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen (Normal), 1x Strul (Normal)) - (-0.95 Due to Buying Goods In Bulk, -2.25 Due to Local Headquarters, +0.55 due to Guards! Guards!)
8.50 = Small Hospice Network - (-0.50 Due to Backroom Deals)
1.91 = 3 Expanded Hospices - (-0.15 Due to Buying Goods In Bulk, -2.40 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!, -0.75 Due to Local Headquarters)
14.30 = 6 Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul) - (-0.35 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.55 due to Guards! Guards! (Strul))
5.85 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen) - (+1.10 Due to Guardians For Hire, -0.40 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters)
2.00 = Print Shop - Smut - (-0.50 Due to Backroom Deals)
1.60 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk, -0.50 Due to Backroom Deals)
8.29 = Daycare - (-0.15 Due to Buying Goods In Bulk)
8.94 = Medical Wing - Expanded - (-0.15 Due to Buying Goods In Bulk, -0.10 Due to Tools Of The Trade)
8.01 = Living Quarters - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk)
3.02 = Storerooms - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk)
2.00 = Training Field - (Expanded)
22.69 = Laboratories - Grand - (-0.65 Due to Backroom Deals)
4.01 = Metalsmiths Abode - (Expanded) - (-0.15 Due to Buying Goods In Bulk)
7.70 = Berth - (Tiny) - (-0.50 Due to Backroom Deals)
8.10 = Anchorage (Tiny) - (Jokvi, Strul) - (-0.50 Due to Backroom Deals, +1.10 Due to Guardians For Hire (Strul))
11.94 = Electronics Workshop - (-0.20 Due to Buying Goods In Bulk)
1.50 = Ashleaf Nursery - (+1.50 Due to Steam Engine)
5.60 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire, +2.55 Due to Steam Engine)
3.90 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +2.55 Due to Steam Engine)
1.35 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
7.50 = The Crystal-Path - (-0.50 Due to Buying Goods In Bulk)
4.70 = Central Region Security - (-0.50 Due to Backroom Deals)
5.84 = Communal Festivals
16.78 = Unit Upkeep
202.00 = Taxes
Piety: 79% (+25 to all rolls for Heroes with the Adjudicator Trait)
Rolls (-7):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-2 (Expanded Daycare)
-1 (Beautification)
-3 (Electric Lights)
-2 (Communal Festivals)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
-6 (Grand Kitchen - (Mirn))
-1 (Primitive Asylum/s)
+16 (Followers, +1 every 100)
Suspendium: 8 Medium, 7 Small, and 5 Tiny Suspendium Shards (1 Large needed in 1 (One) Turn - Paid)
+4 Medium Shards (Crystal-Path)
Conversion:
24 (Tiny) - 1 (Small)
20 (Small) - 1 (Medium)
16 (Medium) - 1 (Large)
12 (Large) - 1 (Big)
8 (Big) - 1 (Gigantic)
4 (Gigantic) - 1 (Titanic)
(These are not to be seen as indicative of the actual size, merely their mechanical representation and conversion therein.)
Size (Mainly for visualization, do not see it as absolute law):
Tiny = Index Finger
Small = Human Head
Medium = Large Chest
Large = Car
Big = HGV (Truck/Heavy Goods Vehicle)
Gigantic = House
Titanic = High-Rise
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Politicking/Considering Your Request
Marquis of Tessen
Opinion: Neutral (0)
Plans: Politicking/???
House Ulatarn
Opinion: Neutral (0)
Plans: Politicking/???
House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Friendly (1)
Plans: Suspendium/Daughter of Dawn
Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Has taken notice of a recent uptick in banditry within the Region and how the bandits are taking advantage of their rotations and patrol schedules. As a result, knights of all Chapters roam the streets and highways in semi-random patterns to catch bandits and raiders.
Information Network: Rank 2. Factions:
- Knight-Chapters:
-- Blue Lance (Chapter-Master: Alson Dulhne|Friendly (1)|7 Hel's (175 Knights Total)|Defense-Chapter|Friends To The People)
-- Umbra Skulls (Chapter Master: Phagorim|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|5 Hel's (125 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|15 Hel's (375 Knights Total)|Assault-Chapter|Illuminate Them)
The Bureau For Imperial Civilian Logistics
Contact: High Archivar Mahan
Opinion: Neutral (0)
Local Plans: Getting Suspendium.
National Plans: Cheap Mass-Producible Transistors (3 Turns) - 220 (1st), 115 (2nd), 45 (3rd) Materials as Reward.
The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Neutral (0)
Plans: Aid Ju-Ji's Halls by collecting and giving donations in food, water, materials, and other things the refugees need.
Miscellaneous Nobles
-Lady Maranica (Ally (3)|???)
-Baron Esker (Friend (2)|Penance - Will try to help if asked, within reason)
General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen:
Opinion: Friends (2)
Information Network: Rank 1.
Estimated Pilgrim-Influenced: ~13%
Mood: They have some concerns about the rise of attacks on caravans and villages, but most have buckled down and armed up in response. The creation of your "Grand Kitchen" has attracted many (literal) pilgrims on their way through, as well as the poor, down-on-their-luck, thrifty merchants, and all manner of people.
The Merchant Guild:
Contact: Abraham Lin
Opinion: Friends (2)
Plans: Highly Valued Customers and Suppliers
The Union of Herbalists:
Opinion: Friendly (1)
Plans: Advance/Make Cheaper Medicine. Factions:
- Fundamentalists (Neutral (0)|18% Control|Quicker Doctors)
- Progressivists (Neutral (0)|46% Control|Cheaper Actions)
- Healers (Ally (3)|36% Control|Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friendly (1)
Plans: Open Approval
The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations. Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/80 Members/Reliable Mercenary Company)
Plans: Guarding the Old Eye Joe Crew
-The Scavenger Organizations (Leader: None Formally
Crews: Old Eye Joe / 130 Members
Plans: Ripping Apart The Graveyard Of Spears)
-The Bad Batch (Leader: Simone Simona/Friends (2)/12 Members/Infiltration Experts)
Plans: ???
Criminal Gangs:
Boni: +15 on all Diplomatic rolls -Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen
--Opinion: Neutral (0)
--Information Network: Rank 1
--Plans: Have nothing big planned. Mostly just continuing consolidation of their territory and shaping of their organization.
--The Bad Batch Note: Thief Guild/Racket, more interested in getting money out of you than blood. -Gang: Daughters Of Rashomon
--Leader: Gislau Gutlover
--Territory: Ulatarn
--Opinion: Unfriendly (-1)
--Information Network: Rank 1
--Plans: Have consolidated control over nearly all brothels within Ulatarn.
--The Bad Batch Note: Lead by an ex-madam. Are eyeing your Consensuals with sheathed weapons. Willing to compromise, but on their terms only. -Gang: The Purified
--Leader: Nir Saven
--Territory: Strul
--Opinion: Rivals (-2)
--Information Network: Rank 1
--Plans: Conducting another recruitment drive in the local slums and the outlying Mutated Villages.
--The Bad Batch Note: A radical Mutated self-defense force who sees your pro-mutated rhetoric as dangerous subversion. They follow a general anti-human dogma. -Gang: The Family
--Leader: Bloom
--Territory: Jokvi
--Opinion: Friendly (+1)
--Plans: ???
--The Bad Batch Note: A weird fusion of organized crime syndicate and forward-thinking business. They see calm waters as good waters. Waters being a crime, in case you missed that.
Terrorist Organizations
Neighbourhood Watchers
-Leader: Mania?
-Territory: Strul?
-Opinion: Enemies (-3)
-Plans: We are somewhat convinced they are splintering into self-sufficient cells and spreading themselves around Strul. Most likely to avoid being effectively targeted by the law and adventurers.
--The Bad Batch Note: Hardcore Human Supremacists seeking to drive out or kill all Mutated within Tessen. (???)
--Known Cells:
---Primary Cell: Unknown (Strul? ~50 Members?)
---Secondary Cells: Unknown (Surrounding Strul? ~200-500 Members?)
---Tertiary Cells: Unknown (Between Strul and other cities? Unknown Members?)
Cults:
-The Lost
--Opinion: Friends (2)
--Information Network: Rank 2
--Assimilation: 1/8
--Plans: Continue to treat the incoming addicts to the best of their ability; however, an increased amount of narcotics and those that use them led to them having to turn away those seeking help multiple times within Jokvi.
--Uncovered:
---420 Members
---Pilgrim Sub-Cult
---If You Cannot Help Yourself, Help Others
---Last Refuge Of The Damned
-Conclave of Faya
--Contact: Elder Spirit
--Opinion: Neutral (0)
--Plans: ???
--Uncovered:
---Spirit Worship
---Artistic Focused
---Non-Violent
-Meira's Hidden
--Contact: Singe
--Opinion: Neutral (0)
--Plans: ???
--Uncovered:
---Forge-Clan Offshoot
---Pro-Mutated
---Isolationists
The Mutated:
Opinion: Friends (2)
Plans: Live.
Information Network: Rank 1.
Mood: Have been disproportionally hit by the bandit attacks despite not having enough material goods or money to warrant such in many cases. As such, sales of weapons and an increase in Mutated-Militia have been observed.
Chocolate Recipe - 1.03 - +5 to Common Chemicals
Chainsword - 1.24 - +5 to Common Mechanical
"4D Rectangle" - 0.88
Food Preservatives - 1.15 - +5 to Common Chemicals
Elaborate Costume - 0.63
Ancient Torah - 0.44
Beer Recipe - 1.41 - +5 to Common Chemicals
Farsight Lense - 0.73
Well Kept Clothes - 0.97
Destroyed Sentinel Remains - 1.31 - +20 to Machinery/Armor/Programming/Electronics
Flexible Window - 1.21 - +5 to Common Armor
Tattered Book - 2.67 - +5 to ???
Thick, Faded Tome - 3.49 - +5 to ???
Bugged Collision Avoidance System - 1.93 - +5 to Programming
Rare Spices - 0.72
Lever-operated Pump - 2.19 - +5 to Mechanics
Tasteful Dress - 0.36
Tattered Painting - 0.05
Decorative Armor Pieces - 0.93
Galant Men's Wear - 0.46
7x Miscellaneous Artifacts - 1.02 +5 to Everything
5x Destroyed Eversun Scrap-Knights - 9.45 - +5 to Hydraulics/Armor/Machinery
Beta Blockers - 1.12 - +5 to Chemicals
Recipe Fragments - 1.26 - +5 to Chemicals
Gutted Brain Scanner Fragments - 0.96
Frontal Cortex Scan - 1.12 - +5 to Biology
Crumbling Neural Map - 0.73
Rudimentary Chemical Diagramm - 0.43
Preserved Neuron - 1.20 - +5 to Biology
Child Learning Toy - 0.07
Neuroscopic Chemical Fragments - 1.41 - +5 to Chemicals
Notes On A Patients Recovery - 0.65
Burnt Scientific Papers - 0.78
Medical Data - 0.65
Engraved Memorial - 0.31
Rare
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Common Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Common Armor
Tactical Hud Frame - 6.49 - +20 to Advanced Armor/Programming
Cracked Bright-Lance Lense - 7.21 - +20 to Advanced Weapons/Physics
Intact Civilian Flamethrower - 6.75 - +20 to Advanced Weapons/Chemicals
Damaged Sentinel Remains - 7.31 - +20 to Advanced Machinery/Armor/Programming/Electronics
Damaged Caretaker Remains – 7.04 - +20 to Advanced Machinery/Armor/Programming/Electronics
Malicious Scrap Code - 6.17 - +20 to Advanced Programming
Destroyed Bright-Pistol - 7.23 - +20 to Advanced Weapons/Metallurgy/Physics
Foldable Electro Lance - 6.33 - +20 to Advanced Weapons
Flexible Armor Jacket - 6.90 - +20 to Advanced Armor
Calibration-Matrix - 6.30 - +20 to Advanced Weapon/Programming
Ammunition Storage Feeder - 7.42 - +20 to Advanced Hydraulics
Code Scraps - 5.99 - +20 to Advanced Programming
Laboratory Equipment - 5.44 - +20 to Advanced Medicine
Black Tome With Golden Letters - 11.76 - +20 to ???
A Book With Legacy - 9.13 - +20 to ???
Anti-Avian Shock-Plates - 6.13 - +20 to Advanced Weapons/Electronics
Anti-Thief Watchsystems - 5.87 - +20 to Advanced Weapons/Programming/Machinery
Automated Bloodbag - 6.82 - +20 to Advanced Hydraulics/Medicine
Autonomous Preservative Injector - 6.44 - +20 to Advanced Hydraulics/Chemicals
Crossbow Loader - 5.46 - +20 to Advanced Weapons
Scale Vest - 6.25 - +20 to Advanced Armor/Electronics
Scale Helmet - 6.50 - +20 to Advanced Armor/Electronics
Scale Gauntlets - 6.09 - +20 to Advanced Armor/Electronics
Scale Boots - 5.53 - +20 to Advanced Armor/Electronics
Mono Titanium Blade- 5.01 - +20 to Advanced Weapons/Metallurgy
2x Crane Pumps - 5.78 - +20 to Advanced Hydraulics
Adaptive Interface Prototype - 6.94 - +20 to Advanced Programming
Hydrochloric Halucinogenic Acid - 6.45 - +20 to Advanced Weapons/Psychology/Chemicals
4x Missile Propellant Samples - 5.05 - +20 to Advanced Weapons/Chemicals
2x Targeting Platform - 7.15 - +20 to Advanced Weapons/Machinery
Acid-Warhead - 5.15 - +20 to Advanced Weapons/Chemicals/Armor
2x Painmaker-Warheads - 7.25 - +20 to Advanced Weapons/Psychology
Rotten Swarm Missile - 6.79 - +20 to Advanced Weapons/Biology
2x Destroyed Missile Loading Mechanism - 5.14 - +20 to Advanced Weapons/Mechanics
2x Refueling Nozzles - 6.07 - +20 to Advanced Weapons/Hydraulics
2x Rusted Swarm Seeker Warheads - 7.42 - +20 to Advanced Weapons/Hydraulics/Electronics
3x Half-Rusted Fuel Pumping Station - 5.30 - +20 to Advanced Weapons/Hydraulics
5x Reactive Micro-Lance - 5.75 - +20 to Advanced Weapons/Armor
Scarlet Fever Warhead - 5.13 - +20 to Advanced Weapons/Psychology
2x Painmaker Vats - 6.66 - +20 to Advanced Weapons/Psychology/Hydraulics
3x Seeker-Shells - 7.38 - +20 to Advanced Weapons/Electronics
Rotting Warheads - 5.64 - +20 to Advanced Weapons/Biology
7x Busted Swarm Missile Constructors - 7.46 - +20 to Advanced Weapons/Machinery/Chemicals
5x Acidic Globules - 6.41 - +20 to Advanced Weapons/Chemicals
3x Goo-Cages - 6.68 - +20 to Advanced Weapons/Mechanicals
2x Unusable Legionary-Warheads - 6.34 - +20 to Advanced Weapons/Programming/Biology
Flight Paths - 7.26 - +20 to Advanced Weapons/Physics
5x Loading Tubes - 5.52 - +20 to Advanced Weapons/Mechanicals
3x Feeding Stations - 5.50 - +20 to Advanced Weapons/Chemicals
Burnt Pacifiers - 5.86 - +20 to Advanced Weapons/Machinery/Chemicals
4x Saint-And-Hallow Warhead - 5.60 - +20 to Advanced Weapons/Medicine
3x Thoroughly Trashed Micro-Lance - 5.43 - +20 to Advanced Weapons
2x Micro-Lance Coolers - 7.23 - +20 to Advanced Weapons/Hydraulics
Ablative Scales - 5.65 - +20 to Advanced Armor
Sewage-Regulators - 5.14 - +20 to Advanced Hydraulics
"Neurological Diseases" Leaflet - 6.17 - +20 to Advanced Psychology
2x Thermobaric Landmines - 5.23 - +20 to Advanced Weapons/Electronics/Chemicals/Machines
5x Burnt Thermoplastic Reloaders - 6.83 - +20 to Advanced Weapons/Mechanics
2x Advanced IFF Algorithms - 5.93 - +20 to Advanced Weapons/Programming
Self-Defense Spray - 5.08 - +20 to Advanced Weapons/Chemicals
Automatic Door Motor - 5.99 - +20 to Advanced Mechanics/Machines
"Autism Isn't Real, Here's Why!" - 5.35 - +20 to Advanced Psychology
2x Eversun Scrap-Knights - 22.23 - +20 to Advanced Hydraulics/Armor/Machinery/Physics
9x Eversun Psychology Works - 5.31 - +20 to Advanced Psychology
Rusted Constructor Component - 5.91 - +20 to Advanced Electronics/Metallurgy
Forge-Clan Morgenstern Mk.3 Leg Prosthetic - 6.36 - +20 to Advanced Electronics
Retinal Implantation Guide - 5.46 - +20 to Advanced Biology
Personal Tablet - 6.00 - +20 to Advanced Electronics
Neuionum Samples - 5.28 - +20 to Advanced Metallurgy
Folding Security Measures - 6.94 - +20 to Advanced Mechanics
Sterilization Station - 6.69 - +20 to Advanced Chemicals/Machinery
Destroyed Autonomous Turret - 6.18 - +20 to Advanced Weapons/Machinery
2x Caustic Metals - 10.54 - +20 to Advanced Chemicals/Armor
Self-Sterilizing Bandages - 5.30 - +20 to Advanced Medicine
2x Automatic Pumps - 14.06 - +20 to Advanced Mechanics/Hydraulics
Overgrown Guardian Machine - 5.21 - +20 to Advanced Machinery/Weapons
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
2x Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
Auto-Adjusting Bodyarmor - 6.68 - +20 to Advanced Armor/Machinery
Coolant Feed System - 6.87 - +20 to Advanced Hydraulics
Overgrown And Shattered Micro-Lance - 7.08 - +20 to Advanced Weapons
Rudimentary VI - 5.49 - +20 to Advanced Machinery/Programming
Cryostatic Regulators - 7.32 - +20 to Advanced Machinery/Mechanics
Self-Sealing Bandages - 5.95 - +20 to Advanced Hydraulics/Programming/Medicine
Larva Vivisection Reports - 7.46 - +20 to Advanced Biology
Acid-Sprayer - 5.76 - +20 to Advanced Weapons/Chemicals
Lost Tech
Gutted Core - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma Torch - 18.40- +50 to Advanced Physics
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Shield - 18.49 - +50 to Pioneer Armor
Hololithic Cube - 20.00 - +50 to All Physics/Machinery/Hydraulics/Engineering/Programming/Metallurgy/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
Bone Mending Kits - 16.12 - +50 to Advanced Biology/Machinery
Äther-Battery - 15.90 - +50 to Pioneer - Electronics/Physics/Chemicals/Engineering/Metallurgy
Fire-Suppressant Systems - 15.41 - +50 to Pioneer Hydraulics/Chemicals
Auto-Pilot - 19.66 - +50 to Pioneer Programming
Prototype Fuel Refiner - 19.45 - +50 to Pioneer Hydraulics/Chemicals/Engineering
Miniature Bright Lance - 18.33 - +50 to Pioneer Weapons/Electronics/Metallurgy/Machinery
Flesh Mending Syringe - 16.71 - +50 to Pioneer Biology
2x Bright-Lance Compartments - 18.76 - +50 to Pioneer Hydraulics/Weapons
4x Target Seeking Explosives - 18.74 - +50 to Pioneer Weapons/Electronics/Programming
Hostile Virus - 17.38 - +50 to Pioneer Programming
Fluid Exchanger - 15.02 - +50 to Pioneer Hydraulics
3d Metal Printer - 15.78 - +50 to Pioneer Machinery/Electronics/Programming/Chemicals/Metallurgy
Gas Liquifiers - 15.43 - +50 to Pioneer Hydraulics
Non-Biological Affecting Acids - 17.05 - +50 to Pioneer Chemicals/Biology
Theorem On Celestial Movements - 15.97 - +50 to Pioneer Physics
Sleep-Gas Bombs - 18.56 - +50 to Pioneer Chemicals/Biology/Weapons
Spider Drones - 16.55 - +50 to Pioneer Weapons/Electronics/Programming
Self-Adapting Virus - 16.53 - +50 to Pioneer Programming
Smart Fluid Nano-Drone Swarm - 16.36 - +50 to Pioneer Hydraulics/Medicine/Programming
Self-Deploying Jackhammer - 16.90 - +50 to Pioneer Mechanics/Programming
Assisting Synthetic Intelligence - 17.44 - +50 to Pioneer Programming
Implant Equipment - 16.79 - +50 to Pioneer Medicine/Electronics
Eye-Hud - 16.78 - +50 to Pioneer Electronics/Biology/Medicine
Body Diagnostic-Drone - 17.19 - +50 to Pioneer Biology/Medicine
"Chemical Alterations Of The Mindscape" - 31.44 - +50 to Pioneer Chemicals/Psychology - [Library]
Revelations Of Eden (Penned By Prophet Mahami-Du-Ojasi - Holy Book - Church of Eden) - 43.20 - [Untranslated]
Neuionum Theorem - 19.13 - +50 to Pioneer Metallurgy
Thermal-Exchanger - 19.05 - +50 to Pioneer Machinery
Self-Implanting Exo Skeleton - 15.04 - +50 to Pioneer Machinery/Medicine/Biology
"The Death Of A Moon" - 16.23 - +50 to Pioneer Physics
Armored "Succubus" Suit - 15.62 - +50 to Pioneer Biology/Psychology/Armor
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 the Ancients 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 12.5 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. There are 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 inscribed in the middle of the blade. PD connected to the sword 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.)
CORE-^Ä^
PD found this Core within the bowels of the Daughter of Dawn, even months after the latter was used as quarters for a veritable legion of engineers and soldiers. He seems to be an old friend, and one can hear both chatting quite often when maintenance calls, but ^Ä^'s speech is unintelligible for any human, Mutated or otherwise. Seriously, how can you hear [T]7 in speech? Otherwise, he seems perfectly fine with only being a Core, though he would like to be put into a Knight in the next century or two.
(Gain +1 Automatic Success for Learning Actions if applied, 5% chance to suffer permanent damage.) Traits: Old, Forgotten, Lost, Yet Never Beaten (+4 to all Morale Rolls for nearby enemies), Ancient Machine, Obsolete Mind, Bygone Soul (Unaffected by any psychological or ??? attacks), Scorched Mind (Cannot communicate in any manner accessible to organic minds not altered for mind-machine interfacing), ??? (???)
Leputa-Pattern Knight Frame
An ancient Knight Frame of unknown make and producer seemingly bashed together out of various parts in desperation. Yet, surprisingly, they seem to have little in the way of issues when working together, and what few pieces need to be replaced can be done without much hassle by ringing up Forge-Clan Vanar-Feer for some special orders. But, looking closer, the Frames internals appear to be configured to be piloted by a Core alone? Why would they have done so, or how could the creators of this Frame have done so?
(Leputa-Pattern Knight.)
Soaring Wrenches
An unburnable book containing the collected knowledge of an engineer who had worked for nearly a century on airships, detailing everything they knew. Everything is addressed and described here, from the want of a chip leading to a ship's destruction to other tiny details.
(+50 to All Mechanics, +10% to all Airship Desing Income)
Auroran Cylinder
A cylinder about the size of a human forearm and with an equivalent thickness that shines with a kaleidoscope of colors, bringing warmth to the body and calm to the mind of its wearer. Aria noticed a tingling all over her body when she got it from a room within the Daughter of Dawn.
(+1 Health if equipped, +20%???)
Banner of Lumination
(Auxiliary Knight Equipment) (+/-4 to/against Morale Rolls to all friendly/enemy Units if engaged with Eversun Units.)
2x Phoenix Suits
Heavy Mechanized Armor - +50 to Pioneer Armor/Hydraulics/Chemicals/Metallurgy - (18/18 Armor for 1/1 Unit, -20 Thermal Damage)
2x Enlighteners
Flamethrowers - +50 to Pioneer Weapons/Hydraulics/Chemicals/Metallurgy- (+5d6 Thermal Damage, Inflicts Radiant Scorching (2d6 damage) for two rounds, has 8 Fuel.)
Military
Units (5/18)
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: 8/8 Damage: 1d6 (+2 damage ignores armor and 2 AP when melee, 4 AP when ranged.) Training: Trained (3/6) Breakpoint: 2/6 size remaining in Combat
Equipment:
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-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.
-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.
-Medical Kit (Silver): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
Trait/s:Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), War Lessons (+5 to the first two rolls in the next Combat.)
Special Rule: Cannot take a scout action if this Unit is used for military purposes.
Upkeep: 0.69 Materials per Turn. The Unbroken Description: A large force of volunteers shipped 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: 16/16 (+20 on Stealth) (+10 to Initiative) Damage: 1d4-1 (+1 at the start of the next CR) for free, 1d12 (Ranged), 1d12+4/-0+1d2 (Melee) (against Biologicals/Mechanoids) (3 AP)(Dread-Ghillie) Training: Soldiers (4/6) (+5 to Initiative) Breakpoint: Unbreakable
Equipment:
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-Bloodletter (Special Melee): 1 Damage per Size, Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-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. 0.04 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. 0.05 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
Trait/s: 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), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), War Lessons (+5 to the first two rolls in the next Combat.)
Upkeep: 1.86 Materials per Turn. The Wall Description: A group of six Pilgrims, armored and armed with the best that their religion can create and buy. They stand ready to defend their brothers and sisters in faith with their lives. Health: 6/6 (Size 6) Armor: 36/36 Damage: 1d6+1d4 (+3 against Machines, 2 AP) Training: Soldiers (4/6) (+5 to Initiative) Breakpoint: 5/6 size remaining in Combat
Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.80 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 1.00 Material Upkeep.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Firebomb (Lingering): It is used as a free action before the melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.03 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. 0.03 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
Trait/s:Fiery Speeches (Morale is rolled with Advantage), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Bastion (Rolls all dice with Advantage when defending a location), War Lessons (+5 to the first two rolls in the next Combat.)
Upkeep: 1.00 Materials, max. of 0.61 Materials per Combat. Incubi Description: In a surprising event, the Incubi are six siblings, five women and one man. In another, the oldest is barely 23, and the youngest, their brother, 20, making them relatively young, even by Pilgrim standards. It is notable that, while having been elected their Leader, the five sisters constantly tease their younger brother while also trying to get him hooked up with virtually any girl willing to entertain them. Health: 6/6 (Size 6) Armor: 22/22 (-20 for Stealth) Damage: 1d8+5 (3 Acid Damage, +1 Acid Damage for (one) Turn after attacking, tripled damage against Armor and Internal Structure) Training: Trained (3/6) Breakpoint: 2/6 size remaining in Combat
Equipment:
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals), 39.55 Materials per (6/6) Unit.
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants), 9.05 Materials per (6/6) Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
Trait/s:Lil' Bro! (Always one survivor. This trait will be deleted after being used), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), War Lessons (+5 to the first two rolls in the next Combat.) Knight - Perpetual Defiance Airship - Daughter Of Dawn
Equipment
Weapons
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: +1 Damage, can be combined with a shield or equipment. 0.02 Materials per (6/6) Unit.
-(Basic Ranged) Sling/Bow: +1 Damage per size, damage halved, cannot be combined with shields, -5 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.11 (6/6) Materials per Unit.
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.07 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.16 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns. 4.19 (6/6) Materials per Unit.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 9.03 Materials per (6/6) Unit.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores armor, 5.83 Materials per (6/6) Unit.
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants), 9.05 Materials per (6/6) Unit.
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.14 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.80 Materials per (6/6) Unit.
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-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. 2.78 Materials per Unit (3 Armor for (6/6) Size).
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals), 39.55 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 64.70 Materials per (6/6) Unit, 1.00 Material Upkeep.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.80 Materials per (6/6) Unit.
Consumables
-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. 0.03 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. 0.03 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Combat Drug - Berserk: Increase all damage by two damage dice. (Warning! Use of this drug has a (projected) 14% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 3.24 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.
-Combat Drug - Last Stand: Reduce all damage by half, triple all Health. (Warning! Use of this drug has a (projected) 91% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 8.43 Materials per Unit.
-Combat Drug - Adrenaline: Increase all damage by three damage dice. (Warning! Use of this drug has a (projected) 05% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 4.93 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
Upgrades
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor, 3.44 Materials per (6/6) Unit
-Mortar Upgrade: Acid Globules (Ammunition): +4d4/12d4 Acid Damage against Biological/Machine Enemies, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
-Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells
-Mortar Upgrade: Choking Gas (Ammunition): 2d2 Health Damage per Turn, Yellow Fog (Affects 1d6 Units, randomly chosen in the target area, until it diffuses), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 12.96 Materials for (1/1) Shells
-Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
-Mortar Upgrade: Explosive Warheads (Ammunition): 12d4 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HEALO Rounds (Cannot be used indoors, 1/2 Damage against Machines), 6.53 Materials for (2/2) Shells
-Mortar Upgrade: Seeker Shells (Ammunition): +8 Fire Damage, Born To Die (+50% Accuracy), 22.10 Materials for (1/1) Shells
-Mortar Upgrade: Flaming Ordnance (Ammunition): 2d12, Burning Comets (Hits every Unit present on the battlefield, cannot be used indoors), 12.39 Materials for (5/5) Shells
Auxiliary
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
Unique/Notable Assets
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Elemental Feline Kitten - Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (38/60 Growth) - (108 Materials (12d12))
1x Black Root - (13.50 Materials (3d4+6)
1x Bloodbark Field - (-1 to all casualty rolls, -0.80 upkeep to all medical buildings)
1x Desalination Basins - Deep Pumps - (8 Materials (2d4+3))
1x Inn - (Eye of the Beholder) - (2d4+4)
2x Brothels 'Consensual' - (7d4-2)
1x Print Shop - (3d4)
1x Iron Mine - (Mined) - (11.50 Materials (1d4+9))
1x Silver Mine - (Mined, Engine) - (51 Materials (3d12+24))
1x Jewel Deposit - (Mined, Engine) - (72 Materials (3d12+45))
1x Electronics Workshop - (12d8)
1x Engine Assembly - (6d12)
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions) - (3d4+8)
1x Black Box - (Gutted Core)
1x Personal Cutter
1x Common Suspendium Theory
2x Common Metallurgy Theory
1x Common Psychology Theory
1x Common Hydraulics Theory
1x Common Electronics Theory
The Tree - Jokvi - (9d19)
The Tree - Strul - (7d18)
Strul - Mirn - (12d15)
Strul - Zulmni - (12d12)
Jokvi - Ularn - (6d19)
Ularn - Tessen (5d18)
Mirn - Ularn (5d20)
Strul - Ularn - (5d14)
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 - Deep Pumps
- 800 Pilgrims receive water in case of a drought. 2d4+3 Materials per turn.
Administration Center - Grand + 2 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Archeology-Action.
- +1 Faith Action.
- +1 Learning Action
- +1 Diplomacy Action
Medical Wing - Expanded
-Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 Pilgrims before it becomes useless.
Living Quarters - Continuous Expansion
- All Pilgrims can live within the Tree without any problems.
Expanded Daycare
--2 to Piety rolls, +6 permanent recruitment due to families.
Storerooms - Continuous Expansion
-All Pilgrims can survive for twelve months under siege conditions. (5 Materials per 250 re-stock cost.)
Metalsmiths Abode - (Expanded)
Lowered costs for all equipment, increased chances for all research, rolls with Advantage for all study of melee weapons/equipment made of metal.
Laboratory - Grand
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.
Sandcrete Mixer
Vastly reduces the needed Materials for shortening building Turns.
Electronics Workshop
+30 to all Electronics Research and 12d8 Materials Income (Technology Sale).
Anchorage For Airships
Unlocks DOD Actions.
Martial Range
Lowers malus when switching from ranged to -10.
Training Field - Expanded
Can recruit Units at (3/6 Trained) instead of (2/6 Militia)
Crystal Path
+4 Medium Suspendium Shards each Turn.
Black Box
5% not to use up an Artifact, can slot 1(one) Artifact to continuously provide 10% (rounded down) of the Artifacts bonus.
Library - (Basic)
Provides 1(one) slot for Literature Artifacts, continuously providing 10% (rounded down) of the Artifacts bonus.
Artistic Initiatives
Murals, engravings, paintings, and much more make the Tree a more desirable place to live inside.
(-1 to Piety rolls.)
Berth - Tiny
A tiny berth allows for repairs and refueling of Light Airships, allowing the crew to leave comfortably, modifying the ship, dismantling it, and whatever else one can think up.
(Can now modify Light Airships.)
Village Holding: Norqod
Prosperity: Okay (Growing)
Mood: Happy (Steady)
Permanent Inhabitants: ~2.600
-Tendency: Some Uptick
Security: Yes.
Features:
-A Wall
-Basic Service-Buildings
-Population Focused Marketplace
-Simple Hospital
-Adequate Housing - (Subsidized)
-Engine Assembly
-Beverage Spoke
-Amphitheater Avenue
-House Dall Palace
-Tribal and Iwi Burrows
--???
Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
-Royal Guardian Barracks: Supplies the Royal Guardians onboard the DoD.
-Forge-Clan Enclave (Specialists): Investigates and Repairs the DoD.
-Cultural Settlement: This allows the Pilgrims to spread their faith further than ever by sheer cultural osmosis.
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims Health: 4/6 (-2 permanent) Armor: 56/56 Armor Training: Trained (3/6) Breakpoint:Unbreakable
Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Obstacle (Prototype): Power Armor: +56 Armor, -50 on stealth rolls, 9.53 Upkeep.
-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. 0.05 Materials per Unit.
-Medical Kit (Silver): Roll 1d5 before survival roll to heal any wounds. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.
Special Rules:
-Must be accompanied by 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 more selfless actions. Your medicine's side effects 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: 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 various Criminal organizations will require much more effort, but harming them will be much easier.
(-10 to aiding Criminal Organizations, +5 to harmful actions against them.)
Sympathy: The Lost
Through action, conversation, moral, mind, or observation, this person has developed a deep sympathy for a faction or group of people, seeing helping them as a moral calling and ignoring them as a moral failure. They will, if able, extend a helping hand without hesitation, ready to lift those that grasp it and grasp those unable to hold onto themselves.
(+20 to all rolls involving: The Lost)
Prevter 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 keyword 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," not honorific, and she has been given the village of Norqod as a holding. The town 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. For her part, Selene stopped dragging you away for stress relief when her request had been approved, firmly of the opinion that she is not made for nobility. And now you have to deal with the fact that both you and Selene have been elevated to Prevter.
Mutated Wife - Prevter Selene Dall
Well, she is back to her usual self, if a bit more conscious about her surroundings, and participates in the militia's drills. But for all that, she is still marked by her experience, even if she doesn't want to be. Her sex drive has not suffered the slightest bit during all this, so at least she can relax that way? Or, during your night walks, the stars are much clearer above the Tree than in the city. She is currently dealing with the fact that four Royal Guards have taken up bodyguard duties for her and Silvia, citing orders from the Emperor.
Child: Lady Silvia Dall - Mutated Girl - 7-Year-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 relatively long tail, furred like a Sweden forest cat (the fur is obsidian again, though white spots have started appearing), which means you need to get a tailor for her pants. Her first teeth recently started to fall out, some being replaced with a sharper version, like fangs. Her laughing and smiles melt your heart, and she has this cute habit of putting her tail into her mouth like a snow leopard. Unfortunately, she is blind, so teaching her to read and defend herself is a real challenge. You found a seller for braille books and a guide on how to read them, so you can confidently say that she will be able to read when she's grown up. But you still need to figure out how she could defend herself. Maybe grenades? Her first word had been 'Dada.' You'll never let Selene live that one down. Letting her go to School hurts more than you'd like to admit. Your move to Norqod has made her upset, as she now won't be able to meet and play with her friends as often as she wants to.
Founder, And First Arbitrator
You founded the Pilgrims and were appointed as Arbitrator, the final voice in any argument, 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, Knight-Pilot of The Pilgrims, Pilot of Perpetual Defiance Health: 7/7 Armor: 4/4 Armor Training: Knight (4/6) (+5 to Initiative) Breakpoint: 5/7
Equipment:
-Dagger: 1 Damage per size (1 total)
-Pilot-Suit: 4/4 Armor with +1 health and 26% chance to survive PD being destroyed.
-Medical Kit (Silver): Roll 1d5 before survival roll to heal any wounds. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.
Special Rules:
-Uses the stats of PD in Combat until she is destroyed.
Trophies:
1x Banner of Lumination (Eversun)
Traits:
Mutated:
Strangely striated blue eyes with overly responsive irises. Metallic gray hair that moves about and 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: Lamba Volondavenona (15/25):
Aria's Mutation originates in the city-state of Jahi, a once vassal of the Empire, before being absorbed into the greater nation due to unrest and rising violence. As the Gene-Smith explained, her hair is akin to a radio; both able to receive and transmit at will, when trained, of course. While this Mutation wouldn't be of much use, her brain has also been altered to decode and understand said transmissions. Further, she has finally figured out why she doesn't scar even with deep wounds! Her Mutation prevents her body from going "Good Enough" and stops healing, forcing it to repair all injuries perfectly. When Aria attempted to perceive the Regions transmissions, she said it was akin to a whisper within a hall. She also said that her head started to hurt when she looked at the second moon, though its odd ability to hinder or distort radiowaves is well known.
(+30 to all rolls made with PD.)
Bloodied 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.
(+10 to all rolls after using a Knight in Combat.)
1st Generation Pilgrim:
This person has not been converted to the Pilgrims belief but was 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!:
Aria has been deeply empathetic, caring, and driven from a young age. 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. Currently: +10)
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 would gladly fling a light into the future at the cost of your life.
(???)
Human Girlfriend - Chiedi - Goddamit Girl, Stop Getting Into Danger! I Cannot Bear the Thought Of Losing You! - (10/11)
Love. A small word. A simple word. And yet, it encompasses everything you feel for her, and she feels for you. So what else is there to say, other than that you hope for this to last eternally?
??? - ??? - ??? - (2/?)
???
(???)
"The journey to Bone Valley had been long and dusty, with little time for leisure or stops to wait for others to join the caravan as we moved further along the roads ever more east of Tessen and into the heartlands of the Empire. Slowly, desert and wasteland gave way to savannah, with caves of titanic proportions sheltering us for weeks at a time as the caravan moved ever onwards toward our new home. Until, finally, nearly three months after setting out and chartering passage across the Boiling River separating the northern provinces of the east from those in the south, we slowly arrived within the scorching, burning valley. Within, monumental nodes of ore, bones, and rocks jutted out of the walls and caves wherever one looked, many harvested by colossal machines operated by hundreds of workers and protected by equally as many soldiers of the local Houses. The crest of Forge-Clan Calor could be seen even from a dozen kilometers away, proudly stamped on these titans of industry. Long trains of wagons transported the minerals and wealth carved from the earth to strategically placed smelters and refineries of Forge-Clan Cudo. More wagons moved their newly created wealth into Hal for Forge-Clan Aes to assemble into more machines, either for war or the people. As we moved into the valley, we saw dozens of the local Knights of the Chapter Last Light march and patrol the area, many of which took time to greet and inform us of any problems or dangers as we moved further into the Region."
"What struck me as odd was that once we had almost reached the entrance of the City, a patrol insisted that they guard our journey on its last stretch "against predations and bandits" despite none of the latter ever bothering us ever since we entered the Region. I had assumed it to be a Pilot taking their duty seriously and was more than happy to chat with them on the way to the gates. As we arrived, they pointed out the batteries of Bright-Lances and Coil-Guns guarding the immediate area against native wildlife and a breed of beings named 'Wyverns' whose status as Mutants had been hotly contested ever since they appeared forty years ago."
"Yet, what set me on edge was that the Pilot announced us not as a caravan but as "a caravan under the Chapters protection" to the guards operating the gates. Not because they had ensured our safety on their Chapters Honor, but because the guards did not search us, they seemed to shrink back from the Knight and refused to take stock, inventory, or anything remotely associated with security. All our talks with the natives and workers moving back and forth across the Region indicated they searched to the highest degree. Yet, we were let inside without any hassle and directed underground on a ramp descending into the earth. I saw little of the wealth of the Upper Level. My glimpses told me enough as I saw statues of silver stand proudly near art and ornaments gleaming with wealth, while a heavy presence of soldiers and guards ensured the safety of the people living here. And as we descended, I couldn't help but feel that, as the gates closed behind us, they weren't there to keep things out, but us inside. The Middle Level was drastically different, as metal, rust, pipes, machinery, smoke, smog, sweat, the smell of rotting food, screaming, haggling, and the various noises of humanity assaulted us all."
"Yet the one thing that caught my attention more than the hawkers and vendors trying to sell us things were the people, haggard, thin, and more than one looking more like a living skeleton than a human being. Skin stretched taut over bones with hair falling out as hollow eyes followed us walking along the descending ramp, deeper into the City. The second thing I focused on was the tower within the middle of the shaft, a monumental machine belching out steam smoke, and secured to the sides of the chasm with hundreds or thousands of bridges growing ever more expansive and numerous the lower you went, with entire buildings and eventually what looked like streets built ontop, people making room for a home where they had been unable to dig, connecting these ramshackle buildings with towers and stairs, from which houses hung too."
"It took us an hour to enter the administrative section of the City, where we bought an empty area of the chasm to settle inside, with the rocks stretching two kilometers behind the dug homes."
"At this point, we all began to notice things that had once been acknowledged by many as the way of life within the Empire at large and the reverse within the Tree. The people here seemed... relaxed around Mutated, for lack of a better term. There was none of the hidden distaste or open disdain within other Regions; nobody seemed to care that there were Mutated and Humans being couples or caring for children of either kind. Nobody here looked as if such was a recent event, only a way of life."
"We soon found out why, as we learned the Region's history from those who had sought refuge within the 'empty' homes we had bought."
-Diary of a Pilgrim "There are too many eyes here," Isa spoke nervously, his own looking across the street into the extensive temple-like structure where hundreds of people entered or left to partake of what lay within. "Too many, too many," he continued to mutter, a hand firmly grasping the small shiv he had fashioned out of a metal shard and some rags a few years back, finding a measure of comfort in the familiar weapon.
"Yeah, but Demiska said it's safe-" Tani spoke, hastily adding: "-enough," at the end as Isa glared at her choice of words. "Besides," she continued to talk, nervously glancing around for any Guards or Watchers within the crowds that were a bit too interested in two orphan children. "The Pilgrims operate that building; they already give us food in their kitchens, so why not?"
Isa growled at that, memories of the hundreds of meals he had gotten from that weird cult rising to his mind, as well as the smile of the old couple usually staffing the front that gave out another orange or apple to him.
Some fuckers had robbed the place once.
After being jumped by twenty of his "friends" in an alleyway, they didn't do so again.
"If this gets us into an orphanage, I'll gut 'ya, sister," Isa half-seriously threatened her, causing her to snipe right back at him having to catch her first. "How's the fire going?" Mahela asked as he dropped a bundle of dried cacti and long grasses next to me, blowing out the tiny flame I had managed to get going.
"With you doing that shit," I shot back, not hiding my anger or disguising the glare on my face, "not quickly. So why the fuck are you here anyway? We've got shit to load into the wagons, and Nik is already having his dick twisted by the Boss in Siville for the hold-up with that damn lizard breaking its leg."
Mahela snorted in reply, plopping her fat ass down into the sand next to me; once more smothering the flame I managed to get going! "Not feeling up to hauling shit and ruining my day further. I am already sweaty as fuck by walking around; no thanks for more labor!" And with that, she fell onto her back, one arm raised with a finger pointed into the sky. "Emperor by my witness, I'll be lying here until I get some shit to eat before I move!"
Typical. "Not like you'll move for anything else. By the way," I asked with all the accusation I could drench the words in, "we are missing meat. Do you happen to know something?" She didn't respond, her raised hand fishing out a piece of jerky from a pocket her answer to me. "At least share, you selfish bitch."
"Suck my tits," she responded, lifting her head to smirk and glare at me with a bit of jerky in her mouth, making me snort. Something that caused her glare to redouble, the fury within her eyes rising to my unspoken challenge. "And don't you dare tell Nik, or I'll shove my boot so far up your ass you'll taste the sole!"
"Don't threaten me with a good time, and not like I would have to anger you for that! Though, usually, it's me that does you in the-," a piece of sausage nearly nailed me in the head, swiftly caught as I had seen her grab the piece of meat from another pocket. "Not so hard, now is it? Dontcha know? Sharing is caring, darling, as you tell our little brats when they fight again."
"MAHELA!" A shout came from the caravan, making her face sour at the exact moment a grin appeared on mine. "GET YOUR ASS HERE," Nik continued, "WE HAVE WORK TO DO YOU LAZY PIECE OF SHIT!"
"Well, better get working~!" I singsonged as the flame I had been working on finally grew strong enough to be fed with more than kindle.
"You are one hell of a shitter," my darling wife told me, rolling her eyes so much they nearly popped out of her sockets as she stood up, stretching the laziness out of her body. Too bad she wore too much for a show, but what can you do? At least she added some sway to her walk with an eyebrow raised in an unspoken invitation for later.
"Don't act like you don't love it!" I called back, making her bark a laugh before Nik once more screamed at her to mo-
...the fuck?
Some... high-pitched screech suddenly appeared, growing louder with every second. I looked into the sky with one hand on my sword, confused. Was there some damned Mutant approaching or what wa-
*TH-KRACK*
An explosion shot sand and broken lumber everywhere, screams of alarm and pain ringing out immediately as a wagon exploded like a bomb, the force of the blast smashing into my chest and nearly blowing me over. I tried to rub the sand out of my eyes as the ringing in my ears subsided, trying to make sense of what had just happe-
*TH-KRACK*
*TH-KRACK*
*TH-KRACK*
Three more explosions rang out, hitting other portions of the camp, splicing through the wagons, supplies, lizards, and people with equal ease, and causing a shrieking within my ears as I felt something smack into my chest. Thankfully, it wasn't anythi-
It was a mutilated head.
My mind ground to a halt as I saw the features, even obscured by panic, pain, and blood. Yet, before the thought currently worming its way through my mind could even register, I faintly heard someone scream something to my left. Dazedly, I looked there, seeing one of our scouts ride their lizard over the dune while screaming about something, looking over their shoulder with fear on their face.
That was the moment a titanic sword bisected both rider and lizard, with a Knight of alien design slowly lifting the gore-drenched weapon as it looked at me.
"GET THE LANCE!" Someone screamed into my ears as I tried to stand, weakly trying to hold both the head and increase the distance between the Knight and me. "THE LANCE!" The screamer continued into my ear as I looked at a squadron of Guards barrel down the dune with halberds raised. Only then I realized I had been the one screaming into the air. Isa looked at the plate of food before him, his mind trying to conceptually understand what his eyes saw. "What?" I was all he could ask, his eyes not leaving the plate in front of him, one hand clenching the spoon he had been given.
"Yesh," Demiska blabbered around a full mouth, shoveling yet more spiced sandgruel into her, looking equally smug and happy. Swallowing her current portion gave Isa enough time to start digging in himself. "Rules real simple; ask, and you'll get as long as you want. Take, and they'll chuck you out for the week."
"Holy shit," Tani mumbled, herself occupied not by the (now clean) plate she had been given but the large piece of fruit she held in her hands, trying to figure out if you needed to remove its skin first or if it was edible too.
"It's my fifth portion," Demiska announced without shame, standing up with a titanic grin on her face. "Imma get my sixth!" 'Chamber Built!' Song of Dance hummed into the room with much acclaim. 'Idol? Statue? Icon?' Came the chorus of the flock back, each voice buzzing with a note of the whole into the underground burrows. 'Living Paint, Moving Mind' Song of Joy thrummed into the crowd, emerging from a passage connecting their homes to that of the Singers-Of-Despair-And-Hope. 'Celebration!' One child demanded, hopping from one foot to the other, brimming with the energy of a child. 'Yes.' Song of Memories declared, her weak pitch still heard clearly across all minds, her head sagely nodding at the 'DANCE, SONG, RACE!' So echoed the shout across all Running-Singers-Of-Bound-Skies. "Hey," Asya asked the tribal next to her as she laid down a crate with the last piece of furniture they had been moving. "What's with the buzzin'?"
The man looked at her with a cocked head before slowly answering in broken Traspe. "Little Birds sing in joy of ending building," he said, nodding as if that explained anything, and then walked out of the room, leaving behind a confused Asya.
"Well, alright then. Keep that secret," she muttered, shaking her head. 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 2 Actions)
[ ] 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.
(Cost: 8.22 Materials
Turns: 1
Chance: 43%
Reward: 2d100+50 Recruits)
[ ] A Duty To Others Is Not Taken Lightly
As our numbers swell, so does our ability to reach out to many more people than before. With word, deed, and art, we can reach out to those on the edge of their decision and bring them into the fold for the good of all. Ours is a duty not taken lightly, but it is a duty one does not need shoulder alone.
(Cost: 17.75 Materials
Turns: 3
Chance: 04%
Reward: 4d200+150 Recruits)
[ ] Festival Of The Delta
With money comes the ability to sponsor festivals, with our numbers the capability to fully take advantage of the festival for our ends, in learning, conciliation, and creation. It will be costly, but it will be worth it.
(Cost: 100 Materials
Turns: 1
Chance: 66%
Reward: +6d8 Goodwill, +4d40 Recruits, +25 to all Actions this Turn if successful.)
[ ] A Small Donation - (Organization) - (Topic) - (Donation Sum)
As the wealth of the Pilgrim increases, so too does the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) who then work towards a goal we provide for them. Nothing that they would be against doing, but something they would be adverse to in normal circumstances.
(Cost: 50-Unlimited Materials/Goodwill
Turns: 1
Chance: 71%
Reward: PR)
[ ] Begin Preparations For New Region Conversion
We have grown far beyond what Martyris had ever envisioned, in numbers, wealth, knowledge, connection, as well as faith. So much so that some among our numbers are seeking new horizons to establish a new chapter, satellite, or outpost of the Pilgrims. We should accommodate their wishes, as they will aid us back in time and turn.
(Turns: 2
Cost: 0-200 Pilgrims, 50-200 Materials, 10-35% Piety loss
Reward: A New Chapter Interlude Turns)
[ ] Feed The Masses - (Choose City)
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.)
[ ] Establish Soup-Kitchens Within Major Cities
While being careful and methodical has helped before, you can now afford to perform these projects in a scattershot approach with your expanding numbers. So we should build 31 more Soup-Kitchens, as they will cover the Major Cities, allowing us to go towards the countryside.
(Turns: 4
Cost: 124 Materials, Upkeep: + 31 Material to soup-kitchens
Reward: 31d6 Recruits, +0.31 Goodwill per Turn, unlocks further actions.)
[ ] Expand Your Poor Houses
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. So get to expanding what you have built; the work is not done.
(Turns: 5
Chance: 27% + 12% = 39%
Cost: 50 Materials, Upkeep: +25 Materials
Reward: Expanded Poorhouses, +6 Permanent Recruitment, +0.50 Goodwill per Turn.)
[ ] Establish A Small Hospice Network
While a Hospice does cater to the dying, its primary purpose is to heal the sick who cannot afford to see a doctor. With your allies and growing knowledge, you are confident that you can establish over a dozen within Tessen at once.
(Chance: 29%
Cost: 12 Materials Upkeep: 9 Material
Reward: +0.12 Goodwill per Turn, 8d6 Goodwill, unlocks further actions.)
[ ] Expand Your Hospice Network
While you have acceptable Hospices, you can improve many things: capacity, treatments, things like that. Better get to it!
(Cost: 40 Materials, Upkeep: +10.20 Materials
Reward: +0.60 Goodwill per Turn, 8d8+4 Goodwill.)
[ ] A Home away from Home
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: 20 Materials, Upkeep: 7.5 Materials
Reward: Local Base, Upkeep of all structure reduced everywhere by 0.10 Materials.)
[ ] Localized Headquarters
Having created a shelter, expanding the building to encompass several barracks, a canteen, storage rooms, a medical section, and an administrative body will improve your efficiency within the city!
(Required: Local Base (Action)
Cost: 100 Materials, Upkeep: 12.50 Materials
Reward: Local Headquarters, Upkeep of all cities reduced by 0.75 Materials.)
[ ] Administrative Center - (Mirn)
Organizing hundreds of works is no easy feat, requiring dedicated staff and learned minds in equal measure. However, with previous works having laid the groundwork, now is the time to compound the efforts of all those who helped. Like, assisting Pilgrims across Tessen perform their duties with the resources and hands they need.
(Required: Localized Headquarters
Turns: 6
Cost: 145 Materials, 12 Faithful, Upkeep: 10 Materials
Reward: Administrative Center, Upkeep across Tessen is reduced by 0.50 Materials.)
[ ] Build A School - (Big) - (Choose City)
A place of learning, growing, and change, where 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.
(Already built within Mirn.
Turns: 3/5/6
Cost: 15/27/39 Materials, 1/2/3 Faithful, Upkeep: 5/9/13 Materials
Chance: 50%
Reward: 0.1/0.3/0.5 Goodwill, -1/3/5 to Piety Rolls.)
[ ] Build An Orphanage - (Small/Medium/Big) - (Choose City)
Many will question you building this 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.)
[ ] Build A Humane Primitive Asylum - (Location)
Nothing stands between the creation of an Asylum led by the Pilgrims now. Contact local builders, set Marxcim to design the structure, and call for volunteers to be trained and paid for taking care of the patients. Of course, some will see the giving over of the mentally ill to a religion-led institution as a terrible idea. Still, those voices will cease after some time has passed and, hopefully, recovered patients walk out of the Asylum.
(Cost: 25 Materials, 6 Materials Upkeep, 4 Goodwill
Reward: Humane Primitive Asylum, +0.2 Goodwill per Turn.)
[ ] 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. Of course, it will cost you as is expected of electronics, but the sight of light at night, steady and clean, will prove that the Pilgrims can realize their ambitions. Do it so.
(Cost: 50 Materials, +0.01 Materials Upkeep to all buildings
Turns: 1
Reward: 4d80 Followers, +10% Piety, -4 to Piety rolls.)
[ ] Build Another 'Consensual' - (Location)
You would 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 those who chose this path or use 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,' +0.01 Goodwill, 2d4-1 Materials income by charging entry from patrons, unlocks an upgrade.)
[ ] Build Upon A 'Consensual' - (Choose City)
Unexpectedly, the brothel you built seems to have rapidly gained a reputation as a high-class establishment. While good for your purse, less suitable for those who have less than 'expert talents' within the industry. By building new floors and digging some down, you could make enough space for all who tried to work in the Consensual but had to be turned away due to all rooms being full. It would be costly but will help those trying to escape forced sex labor but have no other applicable working skills. You would need to step up the security, though.
(Turns: 3
Cost: 20 Materials, Upkeep: 6 Materials
Reward: Upgraded 'Consensual,' +0.02 Goodwill, +3d4 Income for the Consensual.)
[ ] 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 every doctor for the next three months.
(Cost: 73 Materials
Chance: 66%
Reward: Healers gain Influence, 10d5 Goodwill.)
[ ] A Helping Hand
Now that you can create prosthetics, merely creating and selling them isn't enough. Too many veterans, injured, disabled, or unlucky, cannot afford a new arm, leg, hand, or foot. So to create a few hundred in bulk, then ship them out to your hospices, where the doctors may gift them as required.
(Cost: 65 Materials
Chance: 95/55%
Reward: Gain 4/10d4 Goodwill.
[ ] Hey, Why Don't We... (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Diplomacy: The art of speaking many words that mean nothing should not be underestimated. A report in the right ear at the wrong time has toppled many a nation. (Choose 1 Action, 1 Action Locked)
[ ] Hey, Guards! Do Your Jobs!
Somebody attacked you despite being within easy range and under the coverage of an outpost of the Guard. While you cannot expect to have them react to every attack perfectly before they happen, you can expect that they will sally out and kill the fuckers that murdered Empire Citizens in revenge!
(Cost: 1.3 Goodwill
Chance: 46%
Reward: +45 to Hunt Them Down! for both success and failure. Will add several Guard Squadrons to any confrontation in success.)
[ ] From The Brink
Having obtained rudimentary knowledge and understanding of the human psyche beyond that which is commonly available, you now have the chance to slowly pull The Lost back into the fold, saving lives in the process, and preventing them from sliding into a darker mindset than self-punishment. Of course, a deeper understanding of psychology and deeper infiltration could make this process smoother, but you'll have to make do.
(Cost: 10 Materials, 2 Goodwill
Chance: 90/-55%
Reward: +1/3 Assimilation. The Lost become more aligned with the Pilgrims, eventually allowing you to absorb them.)
[ ] We Are One People! - (Choose Class)
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, bring the people together, and start on the road to reconciliation.
(Cost: 20 Materials
Chance: -20%/-20% for Locals/Elites (rolled each turn)
Successes Needed: 6/6
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)
[ ] School The Diplomat-Corp - (Specialized) - (Faction)
Your Training for the diplomats is as comprehensive as possible to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 55% for Locals, 40% for Elite, cannot choose The Union of Herbalists or Criminal Gangs.
Reward: +15 to all rolls involving said faction.)
[ ] 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)
[X] Infiltrate Part 1 - (The Followers of Light, House Ulatarn, Marquis of Tessen) - (2/3 Turns Complete)
With spies now available to the Pilgrims, it may be the time to make sure they are in place to ply their trade. This step focuses on laying the groundwork for future expansions and won't get you any detailed information. It is also nothing more than paying some people to pass on rumors, which is pretty much standard practice within Slatnan and won't raise too many eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Cost: 8 Materials
Turns: 3
Chance: 73%
Reward: Target is Infiltrated, displays information in the rumor mill, raises chances for Exfiltrate and Illuminate)
[ ] Infiltrate Part 2 - (Choose 3 Factions)
Further infiltration of chosen organizations will reveal far more secrets and allow far riskier actions to be taken. It will be a step over the law, though, with failure not being a good outcome.
(Needed: Information Network: Rank 1
Cost: 30 Materials
Turns: 2
Chance: 50%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)
[ ] Infiltrate Part 3 - (Choose 3 Factions)
Your secrets are ours; nothing can be hidden from us. No lock, no gate, no barrier stands in our way, and nobody will shield you from our grasp. Because we already own them, from the lowliest maid to the highest Guard you trust.
(Needed: Information Network: Rank 2
Cost: 90 Materials
Turns: 5
Chance: 03%
Reward: Spies are planted, 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 Military.
Reward: 2d6-3 Materials + Chance for Secrets )
[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain, and may my deed feed that which may eternally grow.
(Cost: 6 Materials
Chance: 50%, 60% for: The Military.
Reward: Target has their operations/structures halted/crippled/terminated.)
[ ] Create A Dossier On (Groups/Topics (Max 3))
Collate all known information, history, and rumors about a group or topic of interest to ensure that the Pilgrims' future actions are as well informed as they can be.
(Cost: 15 Materials
Chance: 55%
Reward: Lore and Information regarding Groups/Topics (Max 3).)
[ ] 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. (Choose 1 Action)
[ ] Hunt Them Down! - (Forces)
Somebody, or something, attacked you (again!) and stole your shit. But, more importantly, they killed a bunch of people while doing that! You wouldn't even be a tenth as furious as you are right now if they had just stolen the products and tools, but the murders are enough to make you want to go out there and kill them with a sharp rock! First, look at the tracks they left, then find them. After that, you can murder each and every one of the damn fuckers!
(Cost: 4 Materials
Chance: 17%
Reward: Location and Information about the attackers. Will attack if local forces are considered sufficient to take on/overwhelm the attackers. Up to 3% Piety due to avenging the murdered Pilgrims.
Information: No Faithful assignment restrictions.)
[ ] Menagerie - (Basic)
With the space in your armory expanded, you now have the needed area, blacksmiths, and tools to armor Lizards, ensure they are healthy, and keep them in shape. In addition, several other animals can be held here, though only the most commonly available.
(Cost: 66 Materials, 12 Materials Upkeep
Turns: 5
Reward: Can add [Common] Animals to Units.)
[ ] 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: 75%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)
[ ] Guards! Guards! - (Specify up to 5 Buildings)
While the Tree of Knowledge has some security, it doesn't have a dedicated guard. So start training a few Pilgrims as guards so that you don't have to worry about thieves or, even worse, saboteurs.
(Cost: 32.5 Materials, Upkeep: +0.55 Materials per Building
Turns: 1
Reward: Pilgrim Guards are assigned to the building, sharply increased DC for malicious actions against it.)
[ ] Make A Man Out Of You! - (Choose Trainer Unit) - (Choose Training Unit)
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.)
[ ] Upgrade The Central Region Security To (Private Security/Mercenary Command)
Now with the CRS established and securing our various facilities around Tessen, we have the possibility to both upgrade and expand its operations or turn the organization into a licensed offshoot of the Tessen Adventurer Guild. The first would improve our security with more extended training for guards, intensified background checks, and qualitative improvements. The latter would make us money back at the expense of inviting more corruption or agents into the structure.
(Turns: 3/5
Cost: 32.50/27.00 Materials, 12.45/9.55 Materials Upkeep
Reward: CRS (Private Security/Mercenary Command), which improves the security of all facilities and Pilgrims within Tessen/gains us money via mercenary contracts, can be upgraded to CRS - Elite Private Security/Elite Mercenary Command.)
[ ] 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/nothing, if re-training.
Reward: 1 New Unit (Size 6/6) at Trained (3/6) or Re-Trained Unit with Upgrades below.
6 Unit-Points - Overstrenght (Double Unit count)
2 Unit-Points - Stealth Training (+20 to all stealth rolls)
1 Unit-Points - Weapon Type Specialization - (Weapon) (+1 per Unit member to damage)
1 Unit-Points - Armor Weight Specialization - (Armor Class) (reduced penalties to Heavy and above Class Armor, +1 Armor per 2 Unit members for Medium and below.)
2 Unit-Points - Fanaticism (Unit cannot break, double damage against all enemies of your faith, half damage received from enemies of your faith, will refuse to retreat in an inverted chance to losses. (1/10 Dead = 90% refusal to withdraw, 9/10 Dead = 10% refusal to withdraw.))
1 Unit-Points - Pride (+1 to Breakpoint)
3 Unit-Points - Guardians (+2 Health per Unit member each time another Unit takes damage.)
1 Unit-Points - Reaction Training (+5 to Initiative.)
2 Unit-Points - Harsh Workouts (+1 Health per 3 Unit members.)
4 Unit-Points - Elite Training (+1 Training Level)
[ ] Sir! The Situation Is As Follows: (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Learning: Knowledge is Power. (Choose 2 Actions, 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] or -[DoD] will add 1(one) Success to 1(one) active research.)
[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engines globally, rivaled perhaps only by one Dreadnought. So figuring out how to reproduce those systems would be prudent in case of failure and offer a giant leap in native capabilities.
(Chance: 21/-57/-100 for 1/2/3 Successes, Successes needed: 15
Reward: Massive leap in engine know-how and airship speed.)
[ ] Look At The Daughters Suspendium Systems - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
When an Elder Forge-Clan Engineer looked at how the Daughter stays afloat, his exact words were: "What in Myra's Holy Name is this abomination to sanity?" So figuring out how it works and reproducing these systems will likely be a pipe-dream for decades and centuries. Still, even a rough outline would show the original creators' principles.
(Chance: 24/-09/-47 for 1/2/3 Successes, Successes needed: 7
Reward: Reduction for all Suspendium Research.)
[ ] Structural Integrity Studies - (Advanced Physics)
Building your first Airship revealed the myriad of flaws, restrictions, and troubles that will plague all future attempts to create more. Above all, designing a ship around, under, or above upwards forces is problematic. However, the pull and subsequent stresses upon material and components is nothing to dismiss, so figuring out how to negate, or at the least minimize, those forces will prove a godsend for future attempts.
(Cost: 57.25 Materials
Chance: 99/75/53 for 1/2/3 Successes, Successes needed: 7
Reward: Structural Integrity +1/2/3 for all modules in Light/Medium/Heavy Airships.)
[ ] Large Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Now that you have figured out how to keep suspendium charged even while in flight, the next step is to figure out how to increase the amount of suspendium to allow for larger bags.
(Needed: 2 Suspendium Shards - Small
Cost: 12.67 Materials
Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Gain Large Suspendium Bags, 2.500 Kg Lift, -4 Structure.)
[ ] Armored Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
It's one thing to be within a cart, on the ground, and another to be in the air held aloft by bags filled with crystals. Bags, which can, quite easily, be punctured and set aflame by a single well-placed shot or flying Mutant taking offense. While this will reduce the service-ceiling of the Airship, it will increase its survival chances in a fight.
(Cost: 6.43 Materials
Chance: 99/45/05 for 1/2/3 Successes, Successes needed: 1
Reward: Gain Armored Suspendium Bags, increasing the structure of all ships with these bags. 750 Kg Lift)
[ ] Pressurized Suspendium Part 2 - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than trying to get more Suspendium inside a flammable bag which can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Case in point, doing so may have a slight chance of exploding. But that didn't stop you the first time, so get cracking on building bigger and smaller!
(Needed: Suspendium Shard - Small
Cost: 17 Materials per try
Chance: 54/-16/-60 for 1/2/3 Successes, Successes needed: 8
Reward: Gain Pressurized Suspendium - Small, Medium, Large. 10-50.000kg Lift.)
[ ] Propulsion In The Air Continued - (Pioneer Hydraulic/Machinery/Metallurgy)
The early prototypes of your newly developed propulsion methods are promising and powerful, especially the propellers. Redirect some more funding to continue this line of research so your Airships will be even faster!
(Cost: 48.00 Materials per try.
Chance: 01/-54/-103 for 1/2/3 Successes, Successes needed: 9
Reward: Airship Modules: Big Vuur-Engine Room, Medium and Big Fuel Storage, Standard Airscrew, Primitive Propellers.)
[ ] Catalogue Everything 2: Airship Boogaloo - (Ship Type) - (Damage) - (Units) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics)
A second verse like the first. Before you can get those ships up and running, or flying in this case, you need to understand how their systems interact with each other and how they can be repaired or powered up enough to get back to the Tree.
-[ ] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
-[ ] Local Examination: Increase Success Chance by 100%, 20%-Chance to be attacked by unknown forces.
-[ ] Take It Apart: (Airship Type, Damage): Increase Success Chance by 55%, 5%-Chance to be attacked by unknown forces, 2d8 Airship Artifacts.
(Cost: 42/30/23/10 Materials
Chance: 82/28/03 for 1/2/3 Successes, Successes needed: 25/13/7/1
Reward: Can recover (Ship Type+Damage).)
[ ] Prototype Unique Component
One Pilgrim has developed a new and novel application of known or old technology for Airships. We could look into its efficacy.
(Cost: ??? Materials, ??? Suspendium
Chance: ???/???/??? for 1/2/3 Successes, Successes needed: ???
Reward: Requested Module. Describe what you want, and I'll tell you what it will cost/require.)
[ ] Prototype Unique Designs - (Link To/List Of Proposed Design) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
Now that you have developed standardized modules building a specific airship around or with those components would be safe.
(Cost: 25 Materials + (Design Costs)
Chance:
Light (0-2.000 Kg Lift): 90/40/-20 for 1/2/3 Successes, Successes Needed: 2
Medium (2.001-200.000 Kg Lift): -80/-180/-180 for 1/2/3 Successes, Successes Needed: 14
Heavy (200.001+ Kg Lift): -400/-600/-1.000 for 1/2/3 Successes, Successes Needed: 200
Reward: Airship Desing is being manufactured and sold. The Price is pre-rolled and applied to all subsequently assembled airships of the same line.
Warning: Insufficient institutional knowledge makes designing Medium+ Airships unpractical.
WARNING: Airships incur Material and Suspendium costs in their production. WARNING: Organized Airship Manufactory missing! Production cannot occur!)
[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
The Empire covets very few things as good steel. Many have desired it from Knights to armor and weapons, construction materials, or base components, yet few have the industrial capacity to produce it in enough quantities. Not for lack of trying, though, but because demand always outstrips supply. Learning how to make quality steel on your own would entail the entire process, sped up by helpful notes, diagrams, and theories, but it will still need many tests and trials. Knowledge cannot replace expertise, after all. Too bad that the industrial magnates will not share their secrets with you, but you understand wanting to keep an edge over competitors, even if it slightly rankles you.
(Chance: 47/-09/-116% for 1/2/3 Successes, Successes Needed: 5
Reward: Can build a Steel Foundry, reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), and subsequent upgrades.)
[ ] MORE STEAM! - (Advanced Hydraulic/Advanced Machinery/Advanced Metallurgy)
You have a steam engine now, yes, but why stop at what you have? There is always room for improvements, even incremental ones! So see what you can do with your Vuur-Engine.
(Cost: 25 Materials
Chance: 34/-11/-86 for 1/2/3 Successes, Successes needed: 14
Reward: Improved Steam Engine resulting in D20's instead of D12's.)
[ ] The Movement Of Things - Part 2 - (Hydraulic/Machinery/Metallurgy)
It is possible, if difficult, to minimize the size of the Vuur to incorporate it into moving carriages, not unlike motorcycles. Yet, the energy efficiency is atrocious; the resources needed to keep them moving are so vast that they nearly cannot transport them themselves, not to mention the costs! So, improve efficiency to allow you to create economically viable engines. Luckily, you have already found a few tricks and snags, which Turi estimates shaved off at least a year of effort.
(Cost: 16 Materials
Chance: -08/-64/-120 for 1/2/3 Successes, Successes needed: 7
Reward: Can incorporate the Vuur-Engine into large carriages for either transportation or agriculture.)
[ ] Cutting Edge Technology - (All Weaponry)
When the time comes to face your enemies up close and personal, you can never go wrong with a good blade in your hand. Now, what makes a knife great comes down to the skill of the smith and the quality of the metal used. While we can't do much for the former, there is much to improve on the latter. Using samples taken from the Necropolis, we can determine which alloys work best for each blade type. They will be too expensive for everyday life, but our military forces will be glad to have them.
(Needed Artifact: Mono Titanium Blade
Cost: 8 Materials
Chance: -44/-76/-132 for 1/2/3 Successes, Successes needed: 7
Reward: +1 Damage for all bladed weapons per 3 Size of a Unit)
[ ] Coilgun Mystery - (Advanced Electronics/Weaponry)
It is a well-known fact that the Forge-Clans have access to the best weaponry a mere mortal can hold: Coilguns. These weapons shoot pieces of metal in a way you can't quite fathom, its mysteries too well guarded, in devastating ways, turning people into nothing more than bloody chunks. It will take a long time to figure out the principle behind these weapons, but who knows what paths will open?
(Cost: 23 Materials per try.
Chance: -70/-168/-298 for 1/2/3 Successes, Successes needed: 29
Reward: Uncover the underlying principle of Coilgun Weaponry)
[ ] Gasses Long Forgotten - (Advanced Weaponry/Chemicals)
These tiny capsules hold the promise of ending a fight before it even begins, saving valuable lives in the process. But, of course, building your own can only help you in the long run.
(Cost: Sleep-Gas Bombs
Chance: -18/-49/-156 for 1/2/3 Successes, Successes needed: 14
Reward: Primitive Gas Grenades)
[ ] Burning Fire, Raging Ire - (Advanced Weaponry/Chemicals)
It is one thing to light a rag connected to alcohol and throw it, another to have a reliable fire grenade. There have to be chemicals and ancient mentionings about how the Pilgrims could create those.
(Chance: -43/-113/-201 for 1/2/3 Successes, Successes needed: 9
Reward: Primitive Fire Grenade)
[ ] Fuck That Guy And Everything Around Him - Part 2 - (Physics/All Chemicals/Advanced Weapons)
You figured out a viable mortar you could use. But that is all this weapon is, viable. Something like that cannot stand, not while you have the chance to end threats without risking lives! Figure out how to incorporate the advancements within the mortar's development into a new version. Improving range, accuracy, payload size, reliability, cost of production, and moveability will be critical to ensure that this weapon can be used and distributed widely among our forces.
(Cost: 56 Materials
Chance: 47/02/-43 for 1/2/3 Successes, Successes needed: 18
Reward: Static Mortar - Standardized, a powerful weapon with limited range, yet good accuracy, deployed before the battle.)
[ ] BURN IN HOLY FIRE! - Part 1 - (Physics/All Chemicals/Advanced Weapons)
Recently, your expedition acquired a surprisingly intact flamethrower from the Necropolis. The weapon may not be as good as those produced by the Forge-Clans today, but seeing as this version was intended for civilian use, you can excuse that. No pre-collapse government wanted potent weapons in the hands of their slaves, you see. Nonetheless, with this Artifact, you will start down the path of creating Pilgrim-designed flamethrowers and all their uses in warfare and pest removal.
(Needed Artifact: Intact Civilian Flamethrower
Chance: 65/40/25 for 1/2/3 Successes, Successes needed: 4
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)
[ ] 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: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)
[ ] A Shield For Rangers - (Armor)
After researching a shield your Militia and troops could use, one of your scholars came forth with designs for one that your ranged troops could use. It wouldn't be a short endeavor and costly in terms of materials, but it could provide a leg up in armor.
(Cost: 12.65 Materials
Chance: 99/75/40% for 1/2/3 Successes, Successes Needed: 6
Reward: Spiked Pavise.)
[ ] Power Armor - Primitive - (Advanced Electronics/Advanced Hydraulics/Advanced Armor)
Somehow, without even meaning to, the combination of ancient schematics, PD, the 4S, and your efforts, have resulted in actual, if primitive, Power Armor worn by Elite Forge-Clan Troops and the Royal Army. It represents the height of what you can currently create; the costs are too prohibitive, though the maintenance is luckily easy and, notably, cheap due to several inventive and robust components. The single suit you have created has been used to develop cheaper ones to be worn by your Units. Figuring out a way to mass-produce, or at least not so costly, produce them would massively help contend sites within the Forest Of Rust.
(Cost: 24 Materials, 1 Advanced Electronic, and 1 Advanced Hydraulics/Armor Artifact
Chance: 05/-39/-81 for 1/2/3 Successes, Successes needed: 13
Reward: Power Armor - Primitive, Reduced Upkeep for all industrial buildings, further Learning Action.)
[ ] 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: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)
[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
There is always a need for good armor.
(Chance: 99/99/92% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)
[] That's A Wrap - Pt.1 - (Advanced Medicine/Pioneer Machinery/Programming)
Among our recent finds are several bandages with different properties ranging from self-disinfection to self-applying sutures. We don't know how many aspects can be replicated, but just achieving one would be much better than what we currently have.
(Cost: Self-Sterilizing Bandages, Autonomous Suture-Bandage, Self-Sealing Bandages
Chance: -72/-138/-186% for 1/2/3 Successes, Successes Needed: 22
Reward: Auto-Bandage - (Prototype))
[ ] Medication For Psychological Problems - (Pioneer Psychology/Chemicals/Medicine)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. One of the ways such things happen is due to chemical imbalances in the brain, causing misfires and shifts within the neurons, like a faulty computer glitching out due to a bug. Several recipes and mentionings of further have been found in an ancient book, allowing you to progress towards re-creating those medications. Or your versions of them.
(Cost: 11.25 Materials per try.
Chance: -44/-88/-132% for 1/2/3 Successes, Successes Needed: 19
Reward: Boost to your ability to help those who have psychological disorders. Unlocks Pharmaceutical Industry in Norqod.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)
[ ] Seizing The Means Of Reproduction - (All Pioneer Chemicals/Medicine/Biology)
Well, having spent a considerable amount of time researching the topic has yielded far-reaching insights into all manner of contraceptives, allowing you to state, with confidence, you have the best that everyone can currently create. Not an answer you wanted but the answer you got. Therefore, finding out what is needed to produce and alter the contraceptives you now know exist to be viable will be the next step on this path.
(Cost: 7.14 Materials per try.
Chance: 13/-43/-101 for 1/2/3 Successes, Successes Needed: 48
Reward: You can make cheaper and better Contraceptives. +8d20 Goodwill, +4d10% Piety, +4 Followers from (ironically enough) births per Turn.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)
[ ] Lend A Hand, Arm, And Leg - Part 2 - (All Mechanics/All Electronics)
Unfortunately, many find themselves losing a limb to either accident, disease, or injury. Regrettably, only those with wealth and connections can go to the Forge-Clans to get a replacement. But, primitive as our first attempts may have been, they were the first step in easing many people's suffering. Now you need to focus on simplifying the construction of the limbs so that people do not need to sell a literal arm or leg to replace lost ones.
(Cost: 48 Materials
Chance: 41/-12/-58% for 1/2/3 Successes, Successes Needed: 14
Reward: Simple Prosthetics are now crafted and sold (+12 Materials), +10% Piety)
[ ] Sticks And Stones - (All Machinery/Electronics/Metallurgy/Common Biology)
Until recently, all the knowledge we have about the human body's interior eventually traces back to horrific sources of one sort or another. But discovered in an ancient Bone-Mending Kit was a mysterious box that seems to see inside a person. Those images are better than anything modern medicine can produce by a massive margin. There's no overstating how much such an ability could help treatment - if only we could unlock the secret.
(Cost: Bone Mending Kits
Chance: 03/-42/-138% for 1/2/3 Successes, Successes Needed: 16
Reward: Vast Radiological improvements, reduction in Upkeep for all medicinal buildings, +8% Piety, +2d3 Goodwill)
[ ] Combat Stimms Round 3 - (Pioneer Medicine/Biology/Chemicals)
Where natural talent fails, chemical talent can step in, but not always, and never permanently. Or could it? Is there such a thing as chemicals and drugs that aren't inherently harmful to the body in the long run, or are there ways to minimize the danger to almost nothing? Something worth investigating.
(Chance: -93/-144/-224% for 1/2/3 Successes, Successes Needed: 19
Reward: Advanced Combat Drugs, Unlocks Round 4)
[ ] Pain-B-Gone Part 1 - (Advanced Medicine/Chemicals)
It came as a surprise to find a missile warhead used by the Ancients not meant to cause a horrible death to your enemies. As we stand right now, we have no way or need to launch massive amounts of aerosolized painkillers over a battlefield. However, if we could replicate the compound, it should create a very effective and easy-to-use pain killer. Just spray over the hurt area and feel the pain go away.
(Needed Artifact: Saint-And-Hallow Warhead
Chance: -21/-76-134% for 1/2/3 Successes, Successes Needed: 9
Reward: Medi-Aid Chemicals, Pain-B-Gone Part 2)
[ ] 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 maximizing yields while minimizing the needed workers. Perhaps you could look into that?
(Chance: 43/37/20% for 1/2/3 Successes, Successes needed: 10
Reward: Increased Income from your farms, ???)
[ ] Chemicals For Future! - (Biology/Chemicals)
It is well known that specific techniques enable food to last longer, like salting and drying meat. If one goes at that from another angle, then the use of particular chemicals can dramatically expand the shelf-life of food.
(Chance: 58/-13/-74% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
[ ] Boiling Liquids Last Longer - (Biology/Chemicals)
Turi flash boiled some milk on accident. It has yet to go bad, making her wonder why. Also, no, I will not drink two-month-old dairy, no matter how much you boil it!
(Chance: 66/37/-04% for 1/2/3 Successes, Successes Needed: 8
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
[ ] Pesticides Rediscovered - (Biology/Advanced Chemicals)
Pesticides were once the ultimate weapon against any insects plaguing your fields. Yet, the little bastards evolved resistances against nearly all chemicals that people used aside from the specialized Forge-Clan ones. Yet, not every insect could have created resistance against everything you can wield. So, you only need to figure out which ones are applicable.
(Cost: 12 Materials per try.
Chance: 71/58/29% for 1/2/3 Successes, Successes Needed: 10
Reward: Pesticides, improving the yield of your fields and that of others.)
[ ] Fertile Fields
A few learned people say that using certain soils, chemicals, and other things can help improve soil quality, giving more nutrients to the plants that grow on it, thus giving us more food. Unfortunately, while some Regions use the most basic techniques, most have lost their institutional knowledge due to the ever-growing reliance on sandwheat. So a good first step would be to search for mentionings of those techniques and compare what they say. After that, experimentation is in order.
(Chance: 81/56/28% for 1/2/3 Successes, Successes Needed: 28
Reward: Improved yields of all fields.)
[ ] Illness Of The Mind - (Advanced Psychology)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. Having collated a rudimentary overview of what is known, you have come to realize that what is unknown far outweighs anything discovered or re-discovered by your efforts. Looking deeper into the mystery of the human brain will require extensive research and preparations, but these will be worth it for every life saved.
(Cost: One Psychology Artifact
Chance: -71/-191/-236% for 1/2/3 Successes, Successes Needed: 20
Reward: Can construct humane Basic and Expanded Asylums.)
[ ] The Mind - Combat Specters - (Psychology)
In your effort to understand the human mind, some things stood out to you. One of those is that some do not seem to leave combat, their bodies reacting as if they were still in mortal danger in even harmless situations. Specific actions, phrases, and noises make them panic, while nightmares and paranoia seem to grasp their minds. But, unfortunately, you do not know how to help them. Yet.
(Chance: -64/-142/-246% for 1/2/3 Successes, Successes Needed: 9
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)
[ ] The Mind - Compulsive Behaviour - (Psychology)
In your effort to understand the human mind, some things stood out to you. Some cannot help but perform specific actions under compulsion as if forced to move or act a certain way, like organizing objects in particular patterns or washing until they nearly bleed. What is causing that? And how can you stop it?
(Chance: 11/-71/-155% for 1/2/3 Successes, Successes Needed: 7
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)
[X] The Mind - The Grey Disease - (Psychology) - (6/12 Successes)
In your effort to understand the human mind, some things stood out to you. One is a seeming chasm of bleakness from which only some recover. Loss of appetite, happiness, drive and growing suicidal ideation are the symptoms, or so you think. Like a grey fog clouding the mind, which only occasionally lets the sun shine through. Perhaps they are other diseases, ones you cannot yet identify?
(Chance: 43/07/-43% for 1/2/3 Successes, Successes Needed: 12
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people.)
[ ] Transistors Typing
Transistors are one of the most critical parts of active electronics within computers and for very good reason. Having recently rationalized your electronic production to support more PCUs, your scholars have posited that they'd like to dedicate some time to look at any possible improvements they could replicate on a mass scale for the Imperial Contest and generally improve your electronics.
(Chance: 44/-16/-99% for 1/2/3 Successes, Successes needed: 4
Reward: Cheaper Electronic Actions, Entering the Contest)
[ ] The Code Which Lives - (Pioneer Programming/Electronics)
PD, ^Ä^, and Angel's Demise are living beings, sapient and sentient in every way one may measure. But how? How is that possible? What mechanisms allowed them to grow beyond the limitations and Chains placed upon them? And could you retread their paths?
(Chance: -106/-768/-1549% for 1/2/3 Successes, Successes needed: 43
Reward: ???)
[ ] True/False/False/True - (Advanced Programming/Electronics)
Code allows machines to do as they do, and any deeper understanding will enable you to anticipate better what the broken ones could do and improve those you could build.
(Chance: 32/0/-41% for 1/2/3 Successes, Successes needed: 7
Reward: +5 Initiative against all Mechanical foes, improved Pilgrim Robotics.)
[ ] Secret Of The Circuit Pt.4 - (Pioneer Electronics)
With your manufacture of electronic components now as cheap and streamlined as you can make them without producing them in a factory, it is time to start the heavy-hitter research: producing electronics as near to that of the Ancients as you can manage. They may be nothing more than showpieces for this effort, but knowing the route is all you'll need to find better and cheaper paths to attain electronics of the forgotten ages.
(Cost per try: 200 Materials
Chance: -101/-267/-433% for 1/2/3 Successes, Successes needed: 80
Reward: Massive reduction in DC and Cost to all electronics-related Actions, upgrades Electronics Manufacture, unlocks Base/Learning Action.
Notice: Breakthrough Research! Every 10 Successes, the chances are raised by 30%!)
[ ] 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: 100/80/36% for 1/2/3 Successes, Successes needed: 4
Reward: The Pilgrims can now make primitive Radios in the Electronic Workshop, raising their Income. Unlocks Norqod Action.)
[ ] Electric Guardians - (Advanced Weapons/Programming/Machinery/Electronics)
While nowadays, most security systems consist of locks and guards (human and otherwise), things were a bit more complicated before the Collapse. We are unlikely to reach that level anytime soon, but research into this Artefact should improve our security.
(Cost: Anti-Thief Watch Systems
Chance: 70/26/4 for 1/2/3 Successes, Successes Needed: 2
Reward: Improved infiltration DC of the Tree of Knowledge, Reduced upkeep costs for Guards! Guards!/Guardians For Hire.)
[ ] A Study Of Scarlet Blue Pt.1 - (All Physics/Chemicals/Hydraulics)
PD's way of keeping cool is via a blue-red liquid, which also contains vital components needed for her internal and external self-repair capabilities. During a cooling cycle, the fluid passes through several devices meant to siphon off and reduce temperature. With a firm(er) grasp on how such a thing works mechanically, it is now possible to attempt a peek into what makes PD's coolant systems tick and maybe see if there are any ways to improve the same.
(Chance: -34/-114/-184 for 1/2/3 Successes, Successes needed: 14
Reward: +5 to all rolls made by PD.)
[ ] Learning To Take Census Pt.2 - (All Psychology)
You figured out a way to streamline the collection and dissemination of academic papers of all kinds, vastly advancing your capabilities to do such. But this is the hard part; your Theorists can still implement massive improvements in every aspect of your efforts. It will take a very long time to do so, though, and will likely not be a priority for the next decade or three.
(Chance: -30/-91/-237 for 1/2/3 Successes, Successes Needed: 32
Reward: Increased Chances For Assemble, The Theorists!)
[ ] Assemble The Theorists! - (Common/Advanced/Pioneer/Specific Quester Requested Theory)
Stagnation. Complacency. Fear. Those are the three things that have hampered the progress of science the most, bar none. No longer, you say! Instead, you will see to it that you will examine, nail down, and figure out the right way in which the universe works, allowing you to not only reverse-engineer the wonders of past glories but build your very own! Make it so.
(Information: Either choose an example below or add a previously discussed theory with the QM's approval.
Chance: 70/40/10% for 1/2/3 Successes, Successes needed: 2/5/20/???
Reward: Theory of chosen subject, improved chances for research.)
[ ] 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 Ancients' technology; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and get back to the past's style!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 99/95/92% 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 bad luck had it written in a language none of the Pilgrims could understand. Time to hit the local libraries and linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 80/75/70% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)
[ ] Detective Courses For Beginners - (Unknown Artifact)
Well, you found something. Something you have no idea what it is or does. It is time to call up some experts and figure out what that thing is for, even if it takes some time.
(Cost: Unknown Artifact.
Chance: 76/43/08% for 1/2/3 Successes, Successes needed: 2
[ ] Eureka! (Write-In)
(Write in something you want to research, as well as how you came upon that idea. Better success-chances to the Action if you mark a relevant artifact for this research.)
Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (Choose 1 Action, 1 Action Locked)
[ ] Prepare an Expedition - (Location) - (Turn Preperation) - (House Mirn support: Y/N)
Sometimes you need to dig into one location for months 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: 1 Turn.
-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.
-EO-01: Est. Artifact-grade: Rare++, Dice:1d2 per turn, Max. Yield: 6 Turns, Machines nearby.
-TOP-01: Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 4 Turns. Machines nearby.
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns. Mutants nearby.
-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns. [4 Minor Bright-Lance Turrets, 5 Sentinels Units (6/6), 9 Caretaker-Swarm Units (12/12), 13 Omni-Gazers identified.]
-GY-01: Est. Artifact-grade: General Rare, Dice: 3d2 per turn, Max. Yield: 3 Turns, No Danger.
-GY-02: Est. Artifact-grade: General Rare, Dice: 2d4 per turn, Max. Yield: 6 Turns, Machines nearby.
-GY-04: Est. Artifact-grade: General Lost Tech, Dice: 4d5 per turn, Max. Yield: 2 Turns
-GY-05: Est. Artifact-grade: Common-, Dice: 2d4 per turn, Max. Yield: 5 Turns, Machines nearby.
-RC-01: Est. Artifact-grade: Lost Tech++, Dice: 3d2 per turn, Max. Yield: 8 Turns. No danger.
-RC-02: Est. Artifact-grade: General Mundane, Dice: 3d4 per turn, Max. Yield: 2 Turns. No danger.
-RC-03: Est. Artifact-grade: General Mundane, Dice: 2d4 per turn, Max. Yield: 2 Turns. No danger.
-RC-04: Est. Artifact-grade: General Mundane, Dice: 5d6 per turn, Max. Yield: 3 Turns. Machines nearby.
[ ] Recover Personal Cutters - Intact - (Units)
It is done! After much sweat, blood, and tears have flowed, you finally figured out how to restore these ancient ships from their slumber! It will only take some muscle, some Suspendium, and luck to escape notice, and they will travel across the sky once more!
(Cost: 6 Materials, 5 Small Suspendium Shards
Chance: 43%
Reward: 1 Intact Personal Cutter Recovered
Warning: If this Action fails, unknown forces will attack.)
-[ ] Establish A Supply Route To (City)
(Reward: Reduce Upkeep by 65%)
-[ ] Establish A Trade Route From (Location) To (Location)
(Cost: 17.13 Materials, Upkeep: 3.75 Materials
Reward: Anchorage (Tiny) in target Location, Income dependant on the route.)
The Tree - Mirn - (9d5)
The Tree - Tessen - (2d18)
The Tree - Zulmni - (9d3)
The Tree - Ularn - (10d7)
Jokvi - Mirn - (8d9)
Jokvi - Tessen - (1d20)
Jokvi - Zulmni - (3d2)
Jokvi - Strul - (3d10)
Strul - Tessen - (3d3)
Strul - Jokvi - (1d16)
Mirn - Tessen (12d6)
Mirn - Zulmni (6d7)
Mirn - Jokvi (2d3)
Ularn - Zulmni (1d6)
[ ] Crystal-Garden Expedition
Gathering Suspendium for anything other than the quota will require you to set up specific expeditions, so you can either use it to feed your research or airship production or gather a buffer of Suspendium should you be cut off for one reason or another.
(Cost: 15 Materials
Chance: 35%
Reward: 1 Large Suspendium Shard.
Warning: If this Action fails, 2d60 Pilgrims will die. Boni, Traits, and Tenets apply.)
[ ] Send Out The Scavengers (Choose A Location)
Sometimes, it is not worth sending an expedition to a location due to its low yield or quality.
(Chance: 85%
Reward: 1 turn in the specified location.
Warning! If the Action fails, 4% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Search For Shelter Lost
The Stranger said things; he gave assurances, evidence, and was taken away to prevent what was told to spread beyond. Yet... the call of forgotten wonders is mightier than reason. Set out to re-discover what has been buried for so long, and see what remains.
(Chance: -14%
Reward: Find the Shelter of the Ancients.)
[ ] Scout The Graveyard Of Spears
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody was able to loot! A battle took place here, where Knights and Walkers armed with all sorts of weaponry took to the field, supported by thousands of men, women, and likely children too. The bodies have long since rotten away or been eaten, but spears, lances, halberds, and other weaponry remain here, jutting out of the ground like markers for graves. What wonders could lay here?
(Chance: 73%
Reward: Sites in The Graveyard Of Spearsare located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)
[ ] Scout The Eternal Gazers
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody was able to loot! This area is infamous for the massive number of high-tech equipment, even for Pre-Collapse standards, as scientists studied the stars here.
(Chance: 33%
Reward: Sites in The Eternal Gazers are located and mapped.
Warning! If the Action fails, 7% Chance that the Scouting Unit will take 2d6 casualties 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 emits 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: 71%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the Action fails, the Scouting Unit will die from being detected and subsequently attacked.)
[ ] Scout The Pit
You are not sure what to find here, only that you are probably the first to look for artifacts. But your scouts have reported feeling like they are being watched...
(Chance: -49%
Reward: Sites in The Pit are located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)
[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one must 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: 28%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the Action fails, 54% 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: 34%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the Action fails, 15% 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: 65%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the Action fails, 68% Chance that the Scouting Unit will die due to being detected and subsequently attacked.)
[ ] Scout The Verdant Oasis
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody was able to loot! The Verdant Oasis consists of a hydroponics factory that collapsed due to the Collapse but somehow remained functioning. The Oasis provides abundant plant life and the resulting draw on herbivores, omnivores, and carnivores from all corners of the animal kingdom. It also offers a prime opportunity to get pristine agricultural secrets from forgotten ruins.
(Chance: 14%
Reward: Sites in The Verdant Oasis are located and mapped.
Warning! If the Action fails, 57% Chance that the Scouting Unit will die.)
[ ] 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: 14%
Turns: 4
Reward: The Zone can be scavenged.)
[ ] Loot The Bunkers Entrance - (1/4 Turns Completed)
There is ample open space, many things you can use, ancient medicine, which is still good, some weapons that haven't fallen apart; all in all, this foyer looks pretty snazzy! So why do you feel like something is about to go wrong?
(Turns: 3
Reward: 13d4 random high-grade Artifacts.)
[ ] Fight For The Bunker - First Floor - (Units) OH, COME ON! WHY DOES EVERYTHING HAVE SOME GOD'S DAMNED MACHINES TO DEFEND ITSELF FROM THOSE TRYING TO MAKE A HONEST LIVING?! F@#k it, you're just going to have to do this the old-fashioned way: with gratuitous violence!
(Enemies: ???
Reward: First Floor can be looted.)
Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (Choose 1 Action)
[ ] Berth - Small
Expanding the Anchorage to fit three Light vessels comfortably would allow us to equip and use them for exploration purposes and start trading in small quantities.
(Turns: 4
Cost: 65 Materials, Upkeep: 10.50 Materials
Reward: Can modify three Light Airships for exploration or trading without special projects, will generate Income once airships become more widespread, which rises with their availability, can be upgraded into Berth - Medium)
[ ] Laboratory Complex - Rudimentary
Some call thee plans of expansion ambitious, while others call them ridiculous. Whatever the case may be, digging deeper and farther than ever before will allow the Pilgrims to stuff so many scientists and equipment into the Tree that they will significantly accelerate any future research. Bolt has already hinted at discounts if computers and laboratory equipment are bought in bulk from her Clan. Unfortunately, keeping all those things in order without calling for Forge-Clan help requires specialists.
(Cost: 240 Materials, +110.75 Materials Upkeep, 6 General Scientists, 2 Common Engineers
Turns: 14
Reward: Massively improved success-chances)
[ ] Medical Wing - Grand
Expanding your Medical facilities will someday be required, but it would be massive overkill for now. Still, it never hurts to have the option in the back of your mind.
(Cost: 200 Materials, Upkeep: 24 Material
Turns: 5
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 10000 Pilgrims/People before it becomes useless.)
[ ] Artisanal Quarters - Grand
Glassblowers, Jewelers, And Goldsmiths are the next logical step in expanding the Trees industrial capabilities. They will enable you to do much more fine work and help create delicate industries. If only such artisans weren't so pricey.
(Cost: 76 Materials, Upkeep: 13.64 Materials
Turns: 3
Reward: Lowered costs for all equipment, increased chances for all research, can be upgraded.)
[ ] Black Box - (Expanded)
There can never be such a thing as too much care, and too much information gleaned from studying. Therefore, ensure that your Black Box is expanded and equipped with more tools to better study Artifacts.
(Cost: 40 Materials, 2 Scientists, 1 Engineer, Upkeep: 16.70 Materials
Turns: 6
Reward: 10% not to use up an Artifact, can slot 1(one) Artifact to provide 15% (rounded down) of the Artifacts bonus continuously.)
[ ] Electronics Manufacture
Now that you can produce electronics, you want to have as many as possible. 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. So increasing the manufacturing space already available and automation will, in turn, increase your profits. Easy math!
(Cost: 44 Materials, 2 Scientist, 40 Faithful, Upkeep: 55.00 Materials
Turns: 6
Reward: +80 to all Electronics Research, 14d20 Materials Income (Technology Sale).)
[ ] Artisinal Robotics Creation
By creating robotics to work for you within your manufactories and various institutions, you can produce more with less while also showing off the work and prowess the Pilgrims have made within the last decade and a half.
(Cost: 175 Materials, 1 Scientist, 20 Faithful, Upkeep: 77.00 Materials
Turns: 3
Reward: +20 to all Electronics Research, Unlocked Action (Automatisation).)
[ ] Library - (Expanded)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Expand the available space to fit four additional floors of equal area, with yet more books and secluded study rooms for those wishing to research in peace. You also need dedicated librarians and helpers to ensure that people can find what they need and then return it to where they found their books. A section for cartography would also be an excellent addition!
(Cost: 101.01 Materials, Upkeep: 24.66 Materials
Turns: 13
Reward: Provides 3 (three) slots for Literature Artifacts, providing a 15% Boost to their bonus.)
[ ] Assemble An Engine - (Location)
Now that you have developed a Steam Engine, you should see building them for your mines or farms. Whatever you think is more pressing or profitable.
(Turns: 2
Cost: 25 Materials Upkeep: 1.50 Materials
Reward: Turns all D4's into D12's, increases static Income by 50% rounded down.)
[ ] Armor The Daughter
Alright, you have a giant airship, it represents the biggest and most obvious target in any hostile area, and there are currently gaps in her armor. You need to either fix that asap, hope that nobody will attack the Empire in the next three decades, or be attacked by you. Seeing as we live in reality, let's get her fixed up; why don't we?
(Cost: 1.6 Materials per 3 Armor.
Reward: X Conventional Armor added, decreased chances that the Daughter is destroyed, which would be dangerous.)
[ ] NR.9 LIVES!
After finishing her education, your Engineer asked if she could be given a workshop to ply her trade more effectively. While pricy, the ability to create disposable Units for Combat would preserve lives. Additionally, nobility and wealthy merchants have always been known to buy drones for prestige purposes.
(Turns: 4
Cost: 1 Common Engineer, 30.00 Materials, Upkeep: 2.00
Reward: Tiny Drone-Manufacture, allowing you to create Combat Drones for your Units/Heroes and Civilian Drones for selling (+15 to Technology Sales), unlocks a Learning Action.)
[ ] Assemble A Logic Bank - (2/6 Constructed) - (Action)
Now that you have unlocked the secrets to building computers, you should take advantage of doing so, even if it will cost a pretty crown. And the one already created is already lightly straining your electronic supply in maintenance.
(Turns: 3
Cost: 40.00 Materials, Upkeep: 10.00 Materials
Reward: +1 Action
Warning: If all six are taken, the Electronics Workshop operates at a half profit.)
[ ] Let's Build A (Write-In)
(What do you want to build, and what should the building provide?)
Holdings: Norqod is starting to look more like an actual village at the rate you are building. The only thing missing is a market and some basic infrastructures, then you will be able to declare the founding over! (Choose 1 Action)
[ ] Expanded Hospital
Commissioning several medicinal machines from the Forge-Clans will increase the survival chance of people undergoing surgery, needing oxygen, blood, or other fluids/gasses to be kept healthy and detect and treat injuries. Additionally to these (rather expensive) purchases, a general increase in capacity and staff will allow up to 300 people to be treated under normal strain, with a total maximum of nearly 1.000.
(Turns: 9
Cost: 71.12 Materials, Upkeep: 26.33 Materials
Reward: Norqod is more resistant to plague and gains more self-sufficiency. Also, you help more people at once, as they don't have to walk to the Tree's medical wing to get proper treatment.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Distributed Clinics
While a singular location where people can receive treatment allows for a concentration of expertise and expensive machinery, not everyone has the time to walk for, potentially, an hour to be treated. By creating several smaller clinics within Norqod, we can improve medical coverage with minimal effort to maximize effect, allowing severe cases to be quickly transferred.
(Turns: 5
Cost: 31.15 Materials, Upkeep: 9 Materials
Reward: More people can receive treatment for their illnesses and injuries, reducing mortality.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Small Medicinal School - (Pilgrim Doctors/Herbalists)
Treating wounds is a fundamental skill most people have, but things like surgery, identifying diseases, warding against plague, comforting patients, and more are not. By building a medical school, Norqod can train specialists and generalists in-house, though we either need to provide the expertise ourselves or buy it at a considerable expense.
(Turns: 11
Cost: 45 Materials, 6 General Doctors/+88 Materials Upkeep: 13.91 Materials/+23.98 Materials
Reward: More medical practitioners equals fewer dead people.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Small Quarantine Area
Plague is a constant across much of Calynth, with few ever having known a year where some disease didn't kill thousands in some Region or country. To prevent the spread of such plagues, the Imperial Family has long since ordered dozens of precautions to be taken whenever a suspected "hotspot" of disease is found. One of the most effective precautions is the quarantine of suspected carriers and those they had contact with, away from the settlements in question. (And situated in plain view of a fortification.)
(Turns: 4
Cost: 24 Materials, Upkeep: 7.23 Materials
Reward: Norqod is further resistant to plague.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Industrial Subsidies
When one looks at the ruins of the old world, one cannot miss the titanic forges of industry, the vast halls of robotic workers, and massive production centers. However, compared to today, even the least of those ancient places towers above what the best Forge-Clans can produce, with mountains of goods being produced in days, where we would struggle to do so in years. Therefore, planning out where backers can build what industries, entice their creation, and supply them will be vital for taking back that piece of history.
(Turns: 6
Cost: 49 Materials
Reward: Norqod gains an Industrial District, allowing for the creation of manufactories, industrial hubs, early factories, steel mills, and all manner of industrial production lines. Doing so will allow the Pilgrims to create vast machine wonders and industrial products.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Schooling Incentives
Change is the result of learning. By turning Norqod into a bastion of both academia, where legions of students are churned out under the watchful eyes of educated teachers, a repository of knowledge, in whose venerable halls and vaults within libraries overshadowing all, or a place for the refinement of the spirit and soul within temples and sanctuaries, we will ensure that future generations will live in the shadows of trees planted today.
(Turns: 9
Cost: 60 Materials
Reward: Norqod gains an Academic District, creating schools, academies, universities, libraries, research complexes, and all that one can imagine. To be a bastion of knowledge, a light of understanding within the dark is no easy task, nor a short one. But a seed planted today can grow into a towering behemoth tomorrow. Moreover, doing so will speed up the dissemination of technologies researched by the Pilgrims.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Fashion Street
One of the most sought-after goods within the Empire is clothing, right next to steel, jewel, electricity, and water. The ability to trade large quantities of clothing has seen many merchants' fortunes rise into the sky and produced quite a few corpses as bandits hit those shipments with abandon whenever they are spotted. Yet, with sufficient quality and being modeled in the latest fashion or tailored for Mutated physiology, Norqods tailors can turn a pretty crown with relatively low cost.
(Turns: 4
Cost: 21.89 Materials
Reward: +7 Materials in Taxes (will be raised by Fashion Revival Actions), ~Narrative Effects~.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Cat Alley
Nobody knows why streets with bordellos are named the way they are, but seeing as some "cats," as the local prostitutes are known, seem to like this spoke, they shall get it. Luckily, several have already asked for spots and permits, both for prostitution and gambling, with several others already making plans for outdoor decorations and attractions. Guards need to patrol here almost constantly, so you must build a small barrack.
(Turns: 4
Cost: 30 Materials
Reward: +16 Materials in Taxes)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Sin Run
Gambling in all its myriad forms will be found here, ready to entice travelers and locals to ease their purses for the chance to the big strike. From cards to boxing and gladiator fights, all the way over to racing and betting on events. But remember: the House always wins.
(Turns: 3
Cost: 46 Materials
Reward: +24 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Paper Mile - (Tone)
Large Printshops will be situated here, churning out books, leaflets, pamphlets, novellas, posters, and newspapers at all times of the day, supplying the population's ravenous hunger for cheap entertainment and news.
(Turns: 6
Cost: 50 Materials
Reward: +8 Materials in Taxes. Unlocks Norqod Rumor Mill. (Tone indicates the focus of the paper. Examples: sensationalism, facts, satire, investigative, etc.))
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Artist Alley
What is life without some art, some spectacle, something to nourish one's soul as well as one's mind? How can you honestly say to be alive if all you ever see are grey walls, drab colors, and tedious tasks? See the sights within a spoke dedicated to paintings and music, athletes and acrobats, the dancers and the performers. Forget your worries here, and be awed.
(Turns: 7
Cost: 24 Materials
Reward: +7 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Airship Trade Anchor And Depot
With the advent of the nascent Airships, creating the needed infrastructure to harbor, supply, repair, upgrade, modify, and unload trade goods or passengers will prove prudent and vital. While other places may take that particular place in the sun, staking our claim early will enable us to dominate the whole.
(Turns: 5
Cost: 50 Materials
Reward: Norqod gains a Trade District, allowing for the creation of storage hubs, trade lanes, merchant quarters, banks, skewed deals, and a whole lot more, only limited by our imagination. Money is in the air, boys, girls, and others! We only need to grasp it with our hands!)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] House Dall Barracks
As a Prevter house, house Dall will be required to outfit both troops in defense of the Empire and secure the resource for which they have been installed. Creating barracks for foot soldiers is the first step, allowing the nascent House Dall Retinue to discover promising recruits and commanders from the local populace. Which, by necessity, includes Mutated, requiring more Materials to accommodate the same's different physiology and dietary requirements.
(Turns: 7
Cost: 24 Materials, Upkeep: 7.00 Materials
Reward: Norqod gains a Military District, allowing the recruitment of more sophisticated and specialized troops, expands the defensive and offensive capabilities of House Dall, and opens the path for a potential Knight Retinue. Following this path can generate safe routes into the Forest Of Rust, allowing Suspendium harvesting operations and the search for Artifacts to be expanded considerably.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] House Dall Palace Expansion
Overseeing the harvesting of a resource located within the Forest of Rust, a Necropolis, is no small thing, as it requires both administrators, bureaucrats, and skill to maintain ties with scavengers. An expansion of the Dall Palace will increase the amount we can harvest without smuggling developing in any serious quantity.
(Turns: 5
Cost: 50 Materials
Reward: A larger palace will bring more prestige to House Dall, and it allows for the increase of Suspendium Harvesting Operations.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] The Trail Of Rust
With the slowly increasing knowledge on how to create Airships natively, an industry will soon need to be developed to take advantage of the vast sums of money such an enterprise will create. Therefore, increasing the total number of Suspendium crystals harvested will need to happen, or House Dall will fail its Emperor Given Duty. Which, I shouldn't remind you, is not good. Do so by increasing the space of the safe-houses, hiring more adventurers and willing workers, and placing another order for the harvesting equipment.
(Turns: 19
Cost: 175 Materials
Reward: +10 Medium Shards of Suspendium)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Organized Airship Manufactory - 1 Line - (Airship (Can be changed)) - (0-2.000 Kg) - (Insert Company Name)
Forget making a few little ships! Mass-producing components and available designs and fitting them in a specialized hangar are the way to go! Of course, you need to provide the required Suspendium and Materials, but then? Then you can get rich!
(Turns: 5
Cost: 35 Materials, Upkeep: Airship Line Dependent
Reward: Organized Airship Manufactory, allowing you to build and sell Airships to your specifications. House Dall gets rich.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Write-In.
Adding House Dall will lessen the Pilgrims gain but increase House Dall's.
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)
-[ ] Take Out A Flat Loan
(0-450 Materials loaned for four turns at 5% interest)
-[ ] Take Out A Continuous Loan
(0-500 Materials loaned with 12% interest per Turn)
-[ ] Sell Businesses Norqod Location Privileges
(Gain 9d20 Materials (-3d every use, +1d every Turn not used))
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum rare technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Backroom Deals - (Once Per Turn)
(Reduce Upkeep of one (1) structure by 0.50 Materials, can only be taken once a turn.)
[ ] The Adventurer Guild - (1 Action)
-[ ] Guardians For Hire - (Choose Location)
(Cost: +1.3 Materials to Upkeep
Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 6 Materials
Reward: Chosen targets plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 3 Materials
Reward: Chosen targets plans for the next two turns are revealed.)
[ ] The Union Of Herbalists - (1 Action)
-[ ] Institutional Knowledge
(Cost: 3.75 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[-] Study Sessions - Locked for 2 Turns
(Cost: 1 Faithful, 2.50 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%, double for rare artifacts, worsen relations to other sub-factions, decrease cost for Union of Herbalists actions, unlocks more moves at certain control thresholds.)
[ ] Stupendously Scholastic Scholars of Science - (1 Action)
-[ ] In The Name Of Profit - (Choose Learning Action)
(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[ ] Suffer Their Arrogance
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)
[ ] The Imperial Family - (1 Action)
-[ ] Petition For (Topic)
(Turns: 10/1
Cost: 30 Materials and 10 Goodwill/1 Major Favor owed by an Elite Faction
Reward: Interlude regarding (Topic))
[ ] The Military - (1 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 Bureau For Imperial Civilian Logistics - (1 Action)
-[ ] Commission A Survey
(Cost: 40 Materials, 5 Goodwill
Chance: Rolled for usefulness
Reward: Locates 1(one) additional resource in Tessen)
-[ ] Meet Cryptic Benefactors
(Cost: 10 Goodwill
Reward: 4d20 Materials for 2(two) Turns)
-[ ] Grease The Wheels - (Action)
(Cost: 15 Materials, 15 Goodwill
Reward: Gain 1d6 Turns/Successes on any Building/Action)
[X] Forge Clan Vanar-Feer - (Choose 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.)
-[X] Engineers Galore - (Engineer) - (5/6 Turns Complete)
After the arriving Forge-Clan Elders saw that you had the same appreciation for technology as they did, and with the support of both DoD and PD, they decided to impart some knowledge about the world to some of you 'who knew what they are doing.'
(Cost: 1 Faithful, 15 Material per Turn, for 6(six) turns
Reward: 1 Engineer)
-[ ] Commission A Knight-Frame For ^Ä^
--[ ] Malachial-Pattern
(Turns: 4, Cost: 150 Materials, Armor: 200/200, Structure: 60/60)
--[ ] Hadramiel-Pattern
(Turns: 4, Cost: 300 Materials, Armor: 350/350, Structure: 40/40)
--[ ] Gezuria-Pattern
(Turns: 5, Cost: 700 Materials, Armor: 650/650, Structure: 80/80)
--[ ] Commision An Unique-Pattern
(Turns: 8, Cost: 200 Materials, Armor: 10 points for 2 Materials, Structure: 2 points for 5 Materials)
[ ] The Followers Of Light - (1 Action)
-[ ] For The Nation - (Action)
(Cost: 15 Materials, 3 Goodwill
Reward: Buildings/Tasks which improve/help the broader population have their success % permanently improved by 2d10 until taken.)
-[ ] We Work As One - (Action/Building)
(Cost: Narrative
Reward: The Followers Of Light will help the Pilgrims.)
[X] Conclave Of Fraya - (1 Action Locked)
-[X] Eternal Arts - (Action) - (9/39)
(Cost: 5 Materials, for 15 Turns (+3 per Norqod Building)
Reward: Norqod is decorated with expertly made art, turning it into a true Tessen Settlement.)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: The Conclave will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)
[ ] Meira's Hidden - (1 Action)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: Meira's Hidden will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)
[ ] Nine Tribes Council - (1 Action)
-[ ] Sell Artifact/s (Artifact/s)
(Sell the specified Artifact/s with an additional (3d100/250/750 for Common/Rare/Lost Tech grades. (3.00/7.50/22.50 max Materials.))
-[ ] Aquire Artifacts - (Name, Grade, (opt. Specific Boni))
(Buy an Artifact with a specific bonus directly. Bought at +2d20% Price-up.)
-[ ] Rare Odds And Ends - (Category)
(Cost: 15 Materials
Reward: +2d10 to a specific Action for one Turn.)
-[ ] Rare Findings
(Ask, And Ye Shall Know (Any specific thing you wish to buy/sell/do to/with/against the Nine Tribes Council?))
[ ] Bone Valley Chapter - (All Are Free Actions)
-[ ] Send Support
(Materials)
-[ ] Investigate For Heresy
(25 Materials)
-[ ] Ask For Help
(What, How)
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)
[ ] Search For The Grave Of The Shattered Eye
A crazed man gave Martyris instructions and directions towards a grave where he "could find a crack through the lies, safely." It is evident that the man was dangerous, having been dragged off by InSec, but whatever he wanted to show off could turn out to be valuable. Maybe.
(Notice: If Martyris takes this Action, it takes two actions. This is because a hero may not stop taking this Action once it starts.
Turns: 4
Reward: ???, +1 to (3\²]SN@'+ßz _
WARNING: DO NOT TAKE; WARNING_ DO NOooT Taaaaaa-aKE; WAGIIN; DO OT KET²³@}43t })
[ ] Shift Your Bureaucracy From (Category) To (Category)
Sometimes the need arises when efforts have to be reduced in one area and expanded in another when no additional resources are available otherwise. Today is one of those times where a shift in attention is required.
(Cost: 1 Material
Reward: 1 Action is shifted from the first to the second category, active next Turn.)
[ ] 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.)
[ ] 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: +30 to 1 Action)
[ ] 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.
(Cost: 10/45/100 Materials
Reward: +1/2/3% Piety every 5/4/3 points above 0.
Information: 2(Two) Turns cooldown.)
[ ] Guiding Hand
Some Pilgrims stand at the edge of fully committing themselves to the Pilgrim faith. 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, let me know so I can provide a better experience.
AN: Not as much story as I'd like, but my brain refused to come up with more.
A moratorium will be until 26.0.22 at 17:00 CET.
Voting will be closed on 01.03.22 at 17:00 CET.
Omake Bony can be applied until 20:00 CET.
I will roll on 02.03.22 at 17:00 CET if no one has rolled yet.
Updates will be online on 08.03.22 at 17:00 CET.
News From The Sunset War - The Tessen Speaker
Another round of battles rocks the Eversun Territories, though little information could be gleamed due to rumors of chemical weapons used in sieges and warfare. Most other factions have consolidated their gains and losses, with the SBA establishing forward operating bases to fortify their gains and start preparations for another push into Eversun territory. Finally, a few scattered news have reached us regarding the slave-uprisings, all of them inspirational and relieving. It seems that the Goddess Fractal Nova and her Cults managed to reach the uprising in time, brutally slaughtering the armies of the Eversun trying to put them down. A massive portion of the freed people is already retreating from the Region, with most fighters swearing allegiance toward Fractal Nova. Casualty Estimates have been pinned at 130.000 for this season for all factions combined.
(Read more on pages 2-8)
Thousand Villages Strike Back - The Truthful Observers
Despite the slow trickle of reliable information about the Thousand Village-Dul War, it seems that the recent battles have decisively turned against Dul, their gains within the Eastern Dunes rolled back, turning their creeping advance into a short rout as almost 277.000 troops were stranded and harried by Knights and soldiers all the way back to friendly lines.
(Read more on page 22)
Flying Islands Sighted - Rags, Rumors, And Rants
Traveling merchants from the east have reported a bizarre phenomenon. Namely, they swore upon their honor, families, and (what made us believe them in the first place) their money that what they saw was the truth and not merely a drug-induced illusion or hallucination. What they swear upon, you may ask? Flying. Islands. No, really! Over seven caravans have all sworn up and down that they have sighted the flying pieces of rock within the sky drifting within the wind and over the horizon during their travels. However, how can one take such seriously when the very laws of physics would see these islands come crashing down? It's not like you can just turn off gravity at a whim!
(Read more on page 26)
***
Region Report/s
While things are tense within Bone Valley, it seems that, slowly, everything is returning to a 'normal' as some of our neighbors have described to us. As far as we understand, the Regions troubles began around seventy years ago.
An unknown author by the pen-name of Irina wrote a series of manifests and booklets outlining their discontent and disapproval of how the Houses and Forge-Clans are operating, alongside a general hatred of the working conditions. They also described their overuse of debt-bondage as 'forced voluntary slavery' due to the unavoidable nature of taking loans for many families and Clans within the lower strata of Hal, providing hundreds of cases and stories with one of their manifestos. These writings found very fertile ground, with a strike being organized within all factories and manufacturies, as well as mines and workshops of Hal. This strike was put down violently and with lethal weapons used in spades.
This, to say mildly, caused a riot.
Around twenty thousand people died as the riot was crushed, with the Knight-Chapter Last Light disapproving of the number of casualties, alongside the brutality. However, this disapproval turned into sheer hatred and outrage as the Houses proceeded to 'make examples of' the families and friends of the rioters and 'treasonous rebels' within Hal. Usually, such was done by either public executions, putting them into suspended cages to die of thirst and let their bodies rot and be eaten by wildlife until they were gone, or pushing them from the bridges in massive numbers. By the Houses report, the total number of casualties is around thirty thousand 'rebels and dissenters,' with the people saying they were more around fifty to sixty thousand. During such purges, the Houses made sure to target any Mutated and all that associated with them they could find. Yet, they also used Mutated in slightly higher social positions or desperate enough to take the work by using them to carry out the strike-breaking operations and executions. As a result, they, and their families, were richly rewarded with both houses in higher areas, lifting them from poverty and lifting restrictions from those 'true children of the Empire that hold against the rebel and traitor,' creating a stark rift between those that suffered under the Houses and those that benefitted. Several of our Mutated have reported being harassed or questioned about their un-starved nature by locals, some asking why a 'Houser' is 'Down here with us' while brandishing weapons. Luckily, these incidents have all but vanished as the locals have grown to know us.
However, since the massacres, the Chapter Last Light has been at near hostile odds with the local Houses, more than willing to kill their troops and auxiliaries if they found reason to do so. However, the Houses deny such happening to avoid any Imperial Censure or pay pensions and benefits to the remaining families of the killed.
During the next seventy years, until today, the writings of Irina have coalesced into an ideology calling itself Irinism, proclaiming that all people are entitled to the whole fruit of their labor, with none having to work for the 'privilege' to live. However, several features of the ideology are still confusing or contradictory to us, so I will inform you when we have attained clarity for them.
In the meantime, we have begun to rapidly organize a militia to secure against the number of gangs within the area as they have seen the 'riches' we carried with us. In addition, the Council has decided that food independence is critical, paying massive amounts of money and materials for the local Forge-Clans for industrial hydroponics, which, once built, should allow us to both feed around 2.000 people and sell enough medicine and luxury crops to pay for maintenance and have a reliable income ready.
***
Spy-Network:
The Marquis of Tessen is finishing their renovations of road infrastructure around Tessen, with new lines being planned to outlying towns.
House Ulatarn has abandoned their search for the missing Daughter, with both families trying to get everyone to forget her existence quietly.
The Military is currently interrogating the captives we have managed to subdue and capture. Yet, their vigil remains, as several coordinated strikes against caravans have their troops and the Guards on a merry chase around the Region, only intermittently met with success. Nonetheless, the numbers have not reached half of the usual casualties via banditry before the Purge of the Outlying Regions of Tessen.
The Followers of Light have finished the restructuring of the orphanages under the watchful eyes of Cardinal Aarif el-Sylla.
The Lost have had to, for a short moment, turn away people from care due to being dangerously overfilled and understaffed for several weeks. Finally, however, the new hospices are slowly easing off the intense pressure they were under, though not without several suffering nervous breakdowns, collapsing due to exhaustion, or having to be permanently laid to rest.
Dirty Daggers are applying the squeeze on various places within Tessen, trying to gather more control and root themselves in deep.
Daughters Of Rashomon are using the influence that prostitution grants the higher echelons of their organization to gain black-mail on homosexual/deviant nobles, married members of governmental institutions, and other similar persons of interest.
The Purified have laid low for the last season, with little activity other than usual business.
The Common People see little change in their mood, as few things of interest have happened.
The Mutated continue with their lives, little upsetting the current pace.
Turn 60; Year 14; Month 6; Questions Don't Help Them Now
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 valuable technologies and machines to advance civilization
-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
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
-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, water, and electricity
--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 and repairs
-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.) It 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, for 8(eight) weeks a year without stating a reason.
-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/engineers 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.) It 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
-h.) Production
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; every human is good, and every person has the capacity to create greatness; you just have to show it to them.
(Wait, are we the good guys? There is a 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.)
Second Tenet: Children Of The Universe
It does not matter if the body is one of flesh, blood, and bone, or metal, oil, and circuitry; the truth remains the same: they are as deserving of life and respect as any being in existence. Who are we to judge and condemn a being, to declare them as non-sapient and non-sentient, for the crime of not being born a human? Who are we to point at a Core which enjoys art, an Animal in the wild which learned to read and write in high-prose, and declare them as less than us? Our mind makes us human, the ability to reason and understand, feel the suffering of those around us, and reach our hand out to help. Every single Machine-Mind and Animal capable of thought deserves our respect and a chance for peace unless they attack first.
(All non-hostile sapient beings (excluding Humans and Mutated) in the world receive, when engaged in Diplomacy, a relationship bonus, hostile ones are less likely to engage in antagonistic ways and can be persuaded to leave in peace or recant their ways. Pilgrims will not view any sapient being not of human origin as something less or false and will automatically advocate for and defend their rights. AI research is massively more manageable. +1 relationship to all Forge-Clans. Piety loss now 1 per 100 Followers.)
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. In His belief, the Pilgrims have taken after the First Leader, Martyris. 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. In addition, all Pilgrims may rename themselves in honor or shame. -1 to Piety rolls.)
Hidden Tenet: Fail Better
Falling is not a sin. However, falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Hidden Tenet: Kindle Alight The Beacons
Humanity has long since struggled against the darkness. At first, that dark was the night, ever creeping, ever hindering. But then, with a single spark, night turned day as a fire was lit by our most distant ancestors, taming something primal, beautiful, and deadly, turning it towards their cause. And with that single act of lighting a spark, they gave birth to something precious: knowledge: knowledge which they passed down, all the way to us, today. It was not profit, greed, power, or any selfish instinct which drove them to do so, but the simple act of creating something better, even for a moment, so that their children could revel in warmth in the coldest night. So too, do we today follow that example haltingly, hesitantly, with unsure steps down a road so long untrodden. But we walk that road once more, unashamed of the failures we will commit, the stumbles and setbacks which will happen, and those times when we will lose sight of the road. However, we will walk, discover, and share all we find with our children so that they may stand upon our shoulders as we stand upon the shoulders of giants.
(When completing a Theory, you have a 10% Chance to gain another.)
Rite Of Mourning: A Journeys End
It is terrible to lose someone and see their Journey cut short by age or force. 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 we should see death. 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 within our own.
(All casualties only inflict 1% Piety loss, -2 to Piety Rolls.)
Member/Resource Statistics
Members Total: 1.660
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 1.451
-Faithful: 28/51
--2/4 General Scientists - +12 (per) to assigned research
--2/3 General Doctors - +6 (per) against diseases and to Medical/Biological research
--1/1 Surgeon - +12 against diseases and to Medical/Biological research
--3/3 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research
-Followers: 1.400 (118 (5 Faithful) unoccupied)
--Recruitment: (+33 per Turn)
---(13 Due to The Codex Mk.1)
---(6 Due to Expanded Daycare)
---(14 Due to Poor-House - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul))
Adjudicator: Omar of Iron (Human)
Members: 209
-Faithful: 9/9
--1/1 General Doctors
-Followers: 200
--Recruitment: (+8 per Turn)
---(13 Due to The Codex Mk.1)
---(-5 Due to Cultural Pushbacks)
Projects:
-Establish A Sanctuary (1/3) (Stronghold/Administration)
-Formalize Their Militia (1/1) (Safety)
-Construct Hydroponics (1/7) (Food Production (Begins at (3/7) and increases per Turn after))
Total: 58
-Suzuki - Combat - Infection
-Annika - Exiled For 10.b. and other crimes - Execution
-Abhina Havaldar - Murder - Beaten To Death
-Roland - Murder - Stabbed To Death
-Sree Merdad - Murder - Bled Out
-Somphone - Murder - Brain Trauma
-Tano - Murder - Shattered Ribcage Leading To Asphyxiation
-Tawni Ifri - Murder - Infection Due To Burn Wounds
-Musto - Murder - Perforated Heart
-Nina - Murder - Physical Trauma
-Ahli - Murder - Extended Torture
-Minera Warden - Murder - Extended Torture
-Mahal - Murder - Burning
-Gera Min - Murder - Burning
-Su-Jiu Min - Murder - Burning
-Dianella - Murder - Stabbed to Death
-Nachshol ben Yael - Murder - Beaten to Death
-Devi Kalawat - Murder - Perforated Stomach
-Daax Moltendust - Murder - Sliced Jugular
-Varia Moltendust - Murder - Sliced Jugular
-Papaver - Murder - Sliced Jugular
-Yetek - Murder - Sliced Jugular
-Budiono - Murder - Sliced Jugular
-Bot - Murder - Sliced Jugular
-Erysimum Kalahan - Murder - Severed Limbs
-Brumisia Kalahan - Murder - Sliced Jugular
-Zizen - Murder - Crossbow Bolt through brain and chest
-Siscuss - Murder - Sliced Jugular
-Cincia Cinnius - Murder - Sliced Jugular
-Pyrole - Murder - Sliced Jugular
-Purshottam Goenka - Murder - Beaten to Death
-Rishab Saraff - Murder - Stabbed to Death
-Suripto - Murder - Beaten to Death
-Suminten - Murder - Beaten to Death
-Tri - Murder - Shattered Ribcage Leading To Asphyxiation
-Batyradz Tseboev - Murder - Stabbed to Death
-Carya - Murder - Shattered Ribcage Leading To Asphyxiation
-Abelus Galenus - Murder - Stabbed to Death
-Ricruil Holahice - Murder - Extended Torture
-Dany Olivier - Murder - Beaten to Death
-Pittaha - Murder - Beaten to Death
-Abi bat Alfons - Murder - Extended Torture
-Isviel Xyrstina - Murder - Stabbed to Death
-Emrath Xyrstina - Murder - Extended Torture
-Xizhakesh - Murder - Stabbed to Death
-Pernelle Chauvert - Murder - Physical Trauma
-Xose - Murder - Beaten to Death
-Aleen ben Zehavi - Murder - Stabbed to Death
-Isar - Murder - Physical Trauma
-Marina Bastarache - Murder - Physical Trauma
-Li-Chen ben Oram - Murder - Beaten to Death
-Taghi - Murder - Physical Trauma
-Shiva - Murder - Crossbow Bolt Through Chest
-Guli Azizi - Murder - Crossbow Bolts Into The Skull
-Erkin Azizi - Murder - Severed Arteries
-Deir - Murder - Suffocated
-Tamara Silaen - Murder - Physical Trauma
-Rozbeh - Murder - Physical Trauma
Materials: 699.50 (min. -43.83, max. +1.122.17 per Turn)
Income = 471.50-1.637.50 Materials:
28.00 = Followers
7.00 = Miscellaneous Sales
34.00-218.00 = Technology Sales
61.00-995.00 = Trade Routes
61.50 = Taxes From Norqod
8.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
7.00-40.00 = Brothel 'Consensual' - (Mirn, Jokvi, Tessen)
3.00-12.00 = Print Shop - Smut
11.50 = Iron Mine
51.00 = Silver Mine
72.00 = Jewel Mine
117.00 = Ashleaf-Nursery
13.50 = Black Root
Upkeep = 515.33 Materials:
15.00 = Aid to The Lost
9.00 = Contractual Expansion (Norqod - Adequate Housing)
3.50 = Simple Hospital (Norqod) (-0.50 Due to Backroom Deals)
10.40 = Engine Assembly (-0.50 Due to Backroom Deals)
14.50 = 2x Computer (-15.00 Due to Merchant Guild Donations, -0.50 Due to Backroom Deals)
3.64 = Black Box - (-0.50 Due to Backroom Deals)
3.50 = Local Headquarters (Mirn) - (-0.50 Due to Backroom Deals)
10.06 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk, +0.55 due to Guards! Guards!, -0.75 Due to Local Headquarters)
16.80 = Grand Kitchen - (Mirn) - (+1.30 Due to Guardians For Hire, -0.50 Due to Backroom Deals)
24.95 = Asylum - (Mirn/Zulmni/Tessen/Strul) - (-0.75 Due to Local Headquarters, +0.55 Due to Guards! Guards!, -0.50 Due to Backroom Deals, +1.10 Due to Guardians For Hire)
2.95 = 6 Soup kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen (Normal), 1x Strul (Normal)) - (-0.95 Due to Buying Goods In Bulk, -2.25 Due to Local Headquarters, +0.55 due to Guards! Guards!)
18.70 = Minor Hospice Network - (-0.50 Due to Backroom Deals)
1.91 = 3 Expanded Hospices - (-0.15 Due to Buying Goods In Bulk, -2.40 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!, -0.75 Due to Local Headquarters)
14.30 = 6 Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul) - (-0.35 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.55 due to Guards! Guards! (Strul))
6.40 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni) - (+1.10 Due to Guardians For Hire, -0.40 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.55 due to Guards! Guards! - (Zulmni))
2.00 = Print Shop - Smut - (-0.50 Due to Backroom Deals)
1.60 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk, -0.50 Due to Backroom Deals)
8.29 = Daycare - (-0.15 Due to Buying Goods In Bulk)
8.94 = Medical Wing - Expanded - (-0.15 Due to Buying Goods In Bulk, -0.10 Due to Tools Of The Trade)
8.01 = Living Quarters - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk)
3.02 = Storerooms - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk)
2.00 = Training Field - (Expanded)
22.69 = Laboratories - Grand - (-0.65 Due to Backroom Deals)
4.01 = Metalsmiths Abode - (Expanded) - (-0.15 Due to Buying Goods In Bulk)
7.70 = Berth - (Tiny) - (-0.50 Due to Backroom Deals)
8.10 = Anchorage (Tiny) - (Jokvi, Strul) - (-0.50 Due to Backroom Deals, +1.10 Due to Guardians For Hire (Strul))
11.94 = Electronics Workshop - (-0.20 Due to Buying Goods In Bulk)
2.05 = Ashleaf Nursery - (+1.50 Due to Steam Engine, +0.55 due to Guards! Guards!)
6.15 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire, +2.55 Due to Steam Engine, +0.55 due to Guards! Guards!)
4.45 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +2.55 Due to Steam Engine, +0.55 due to Guards! Guards!)
1.90 = Iron Mine - (-0.15 Due to Buying Goods In Bulk, +0.55 due to Guards! Guards!)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
7.50 = The Crystal-Path - (-0.50 Due to Buying Goods In Bulk)
4.70 = Central Region Security - (-0.50 Due to Backroom Deals)
5.84 = Communal Festivals
16.78 = Unit Upkeep
222.00 = Taxes
Piety: 79% (+25 to all rolls for Heroes with the Adjudicator Trait)
Rolls (-7):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-2 (Expanded Daycare)
-1 (Beautification)
-3 (Electric Lights)
-2 (Communal Festivals)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
-6 (Grand Kitchen - (Mirn))
-1 (Primitive Asylum/s)
+16 (Followers, +1 every 100)
Suspendium: 12 Medium, 7 Small, and 5 Tiny Suspendium Shards (1 Large needed in 4 (Four) Turns)
+4 Medium Shards (Crystal-Path)
Conversion:
24 (Tiny) - 1 (Small)
20 (Small) - 1 (Medium)
16 (Medium) - 1 (Large)
12 (Large) - 1 (Big)
8 (Big) - 1 (Gigantic)
4 (Gigantic) - 1 (Titanic)
(These are not to be seen as indicative of the actual size, merely their mechanical representation and conversion therein.)
Size (Mainly for visualization, do not see it as absolute law):
Tiny = Index Finger
Small = Human Head
Medium = Large Chest
Large = Car
Big = HGV (Truck/Heavy Goods Vehicle)
Gigantic = House
Titanic = High-Rise
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Politicking/Considering Your Request
Marquis of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Politicking/Finishing their renovations of road infrastructure around Tessen, with new lines being planned to outlying towns.
House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Politicking/Abandoned their search for the missing Daughter, with both families trying to get everyone to forget her existence quietly.
House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Friendly (1)
Plans: Suspendium/Daughter of Dawn
Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Currently interrogating the captives we have managed to subdue and capture. Yet, their vigil remains, as several coordinated strikes against caravans have their troops and the Guards on a merry chase around the Region, only intermittently met with success. Nonetheless, the numbers have not reached half of the usual casualties via banditry before the Purge of the Outlying Regions of Tessen.
Information Network: Rank 2. Factions:
- Knight-Chapters:
-- Blue Lance (Chapter-Master: Alson Dulhne|Friendly (1)|7 Hel's (175 Knights Total)|Defense-Chapter|Friends To The People)
-- Umbra Skulls (Chapter Master: Phagorim|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|5 Hel's (125 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|15 Hel's (375 Knights Total)|Assault-Chapter|Illuminate Them)
The Bureau For Imperial Civilian Logistics
Contact: High Archivar Mahan
Opinion: Neutral (0)
Local Plans: Getting Suspendium.
National Plans: Cheap Mass-Producible Transistors (2 Turns) - 220 (1st), 115 (2nd), 45 (3rd) Materials as Reward.
The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Finished the restructuring of the orphanages under the watchful eyes of Cardinal Aarif el-Sylla.
Miscellaneous Nobles
-Lady Maranica (Ally (3)|???)
-Baron Esker (Friend (2)|Penance - Will try to help if asked, within reason)
General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen:
Opinion: Friends (2)
Information Network: Rank 1.
Estimated Pilgrim-Influenced: ~13%
Mood: See little change in their mood, as few things of interest have happened.
The Merchant Guild:
Contact: Abraham Lin
Opinion: Friends (2)
Plans: Highly Valued Customers and Suppliers
The Union of Herbalists:
Opinion: Friendly (1)
Plans: Advance/Make Cheaper Medicine. Factions:
- Fundamentalists (Neutral (0)|21% Control|Quicker Doctors)
- Progressivists (Neutral (0)|41% Control|Cheaper Actions)
- Healers (Ally (3)|38% Control|Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friendly (1)
Plans: Open Approval
The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations. Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/80 Members/Reliable Mercenary Company)
Plans: Guarding the Old Eye Joe Crew
-The Scavenger Organizations (Leader: None Formally
Crews: Old Eye Joe / 130 Members
Plans: Ripping Apart The Graveyard Of Spears)
-The Bad Batch (Leader: Simone Simona/Friends (2)/16 Members/Infiltration Experts)
Plans: ???
Criminal Gangs:
Boni: +15 on all Diplomatic rolls -Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen
--Opinion: Neutral (0)
--Information Network: Rank 1
--Plans: Applying the squeeze on various places within Tessen, trying to gather more control and root themselves in deep.
--The Bad Batch Note: Thief Guild/Racket, more interested in getting money out of you than blood. -Gang: Daughters Of Rashomon
--Leader: Gislau Gutlover
--Territory: Ulatarn
--Opinion: Unfriendly (-1)
--Information Network: Rank 1
--Plans: Using the influence that prostitution grants the higher echelons of their organization to gain black-mail on homosexual/deviant nobles, married members of governmental institutions, and other similar persons of interest.
--The Bad Batch Note: Lead by an ex-madam. Are eyeing your Consensuals with sheathed weapons. Willing to compromise, but on their terms only. -Gang: The Purified
--Leader: Nir Saven
--Territory: Strul
--Opinion: Rivals (-2)
--Information Network: Rank 1
--Plans: Laid low for the last season, with little activity other than usual business.
--The Bad Batch Note: A radical Mutated self-defense force who sees your pro-mutated rhetoric as dangerous subversion. They follow a general anti-human dogma. -Gang: The Family
--Leader: Bloom
--Territory: Jokvi
--Opinion: Friendly (+1)
--Plans: ???
--The Bad Batch Note: A weird fusion of organized crime syndicate and forward-thinking business. They see calm waters as good waters. Waters being a crime, in case you missed that.
Terrorist Organizations
Neighbourhood Watchers
-Leader: Mania?
-Territory: Strul?
-Opinion: Enemies (-3)
-Plans: We are somewhat convinced they are splintering into self-sufficient cells and spreading themselves around Strul. Most likely to avoid being effectively targeted by the law and adventurers.
--The Bad Batch Note: Hardcore Human Supremacists seeking to drive out or kill all Mutated within Tessen. (???)
--Known Cells:
---Primary Cell: Unknown (Strul? ~50? Members?)
---Secondary Cells: Unknown (Surrounding Strul? ~200-500? Members?)
---Tertiary Cells: Unknown (Between Strul and other cities? Unknown Members?)
Cults:
-The Lost
--Opinion: Friends (2)
--Information Network: Rank 2
--Assimilation: 1/8
--Plans: Have had to, for a short moment, turn away people from care due to being dangerously overfilled and understaffed for several weeks. Finally, however, the new hospices are slowly easing off the intense pressure they were under, though not without several suffering nervous breakdowns, collapsing due to exhaustion, or having to be permanently laid to rest.
--Uncovered:
---413 Members
---Pilgrim Sub-Cult
---If You Cannot Help Yourself, Help Others
---Last Refuge Of The Damned
-Conclave of Faya
--Contact: Elder Spirit
--Opinion: Neutral (0)
--Plans: ???
--Uncovered:
---Spirit Worship
---Artistic Focused
---Non-Violent
-Meira's Hidden
--Contact: Singe
--Opinion: Neutral (0)
--Plans: ???
--Uncovered:
---Forge-Clan Offshoot
---Pro-Mutated
---Isolationists
The Mutated:
Opinion: Friends (2)
Plans: Live.
Information Network: Rank 1.
Mood: Continue with their lives, little upsetting the current pace.
Chocolate Recipe - 1.03 - +5 to Common Chemicals
Chainsword - 1.24 - +5 to Common Mechanical
"4D Rectangle" - 0.88
Food Preservatives - 1.15 - +5 to Common Chemicals
Elaborate Costume - 0.63
Ancient Torah - 0.44
Beer Recipe - 1.41 - +5 to Common Chemicals
Farsight Lense - 0.73
Well Kept Clothes - 0.97
Destroyed Sentinel Remains - 1.31 - +20 to Machinery/Armor/Programming/Electronics
Flexible Window - 1.21 - +5 to Common Armor
Tattered Book - 2.67 - +5 to ???
Thick, Faded Tome - 3.49 - +5 to ???
Bugged Collision Avoidance System - 1.93 - +5 to Programming
Rare Spices - 0.72
Lever-operated Pump - 2.19 - +5 to Mechanics
Tasteful Dress - 0.36
Tattered Painting - 0.05
Decorative Armor Pieces - 0.93
Galant Men's Wear - 0.46
7x Miscellaneous Artifacts - 1.02 +5 to Everything
5x Destroyed Eversun Scrap-Knights - 9.45 - +5 to Hydraulics/Armor/Machinery
Beta Blockers - 1.12 - +5 to Chemicals
Recipe Fragments - 1.26 - +5 to Chemicals
Gutted Brain Scanner Fragments - 0.96
Frontal Cortex Scan - 1.12 - +5 to Biology
Crumbling Neural Map - 0.73
Rudimentary Chemical Diagramm - 0.43
Preserved Neuron - 1.20 - +5 to Biology
Child Learning Toy - 0.07
Neuroscopic Chemical Fragments - 1.41 - +5 to Chemicals
Notes On A Patients Recovery - 0.65
Burnt Scientific Papers - 0.78
Medical Data - 0.65
Engraved Memorial - 0.31
Destroyed Art - 0.43
Old Pen - 0.02
Jeweled Brooch - 0.71
Literature - 0.72
Comercial Pump - 1.35 - +5 to Hydraulics
Intact Glasses - 0.51
Rare Alloyed Pipes - 0.58
Machinery Parts - 0.54
Jewel Nuggets - 0.73
Rare Minerals - 0.94
Rusted Baton - 1.38 - +5 to Weapons
Preserved Feather - 0.03
Monetary Budgets - 0.10
Rare
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Common Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Common Armor
Tactical Hud Frame - 6.49 - +20 to Advanced Armor/Programming
Cracked Bright-Lance Lense - 7.21 - +20 to Advanced Weapons/Physics
Intact Civilian Flamethrower - 6.75 - +20 to Advanced Weapons/Chemicals
Damaged Sentinel Remains - 7.31 - +20 to Advanced Machinery/Armor/Programming/Electronics
Damaged Caretaker Remains – 7.04 - +20 to Advanced Machinery/Armor/Programming/Electronics
Malicious Scrap Code - 6.17 - +20 to Advanced Programming
Destroyed Bright-Pistol - 7.23 - +20 to Advanced Weapons/Metallurgy/Physics
Foldable Electro Lance - 6.33 - +20 to Advanced Weapons
Flexible Armor Jacket - 6.90 - +20 to Advanced Armor
Calibration-Matrix - 6.30 - +20 to Advanced Weapon/Programming
Ammunition Storage Feeder - 7.42 - +20 to Advanced Hydraulics
Code Scraps - 5.99 - +20 to Advanced Programming
Laboratory Equipment - 5.44 - +20 to Advanced Medicine
Black Tome With Golden Letters - 11.76 - +20 to ???
A Book With Legacy - 9.13 - +20 to ???
Anti-Avian Shock-Plates - 6.13 - +20 to Advanced Weapons/Electronics
Anti-Thief Watchsystems - 5.87 - +20 to Advanced Weapons/Programming/Machinery
Automated Bloodbag - 6.82 - +20 to Advanced Hydraulics/Medicine
Autonomous Preservative Injector - 6.44 - +20 to Advanced Hydraulics/Chemicals
Crossbow Loader - 5.46 - +20 to Advanced Weapons
Scale Vest - 6.25 - +20 to Advanced Armor/Electronics
Scale Helmet - 6.50 - +20 to Advanced Armor/Electronics
Scale Gauntlets - 6.09 - +20 to Advanced Armor/Electronics
Scale Boots - 5.53 - +20 to Advanced Armor/Electronics
4x Mono Titanium Blade- 5.01 - +20 to Advanced Weapons/Metallurgy
2x Crane Pumps - 5.78 - +20 to Advanced Hydraulics
2x Adaptive Interface Prototype - 6.94 - +20 to Advanced Programming
Hydrochloric Halucinogenic Acid - 6.45 - +20 to Advanced Weapons/Psychology/Chemicals
5x Missile Propellant Samples - 5.05 - +20 to Advanced Weapons/Chemicals
2x Targeting Platform - 7.15 - +20 to Advanced Weapons/Machinery
Acid-Warhead - 5.15 - +20 to Advanced Weapons/Chemicals/Armor
5x Painmaker-Warheads - 7.25 - +20 to Advanced Weapons/Psychology
Rotten Swarm Missile - 6.79 - +20 to Advanced Weapons/Biology
2x Destroyed Missile Loading Mechanism - 5.14 - +20 to Advanced Weapons/Mechanics
3x Refueling Nozzles - 6.07 - +20 to Advanced Weapons/Hydraulics
2x Rusted Swarm Seeker Warheads - 7.42 - +20 to Advanced Weapons/Hydraulics/Electronics
3x Half-Rusted Fuel Pumping Station - 5.30 - +20 to Advanced Weapons/Hydraulics
6x Reactive Micro-Lance - 5.75 - +20 to Advanced Weapons/Armor
Scarlet Fever Warhead - 5.13 - +20 to Advanced Weapons/Psychology
5x Painmaker Vats - 6.66 - +20 to Advanced Weapons/Psychology/Hydraulics
3x Seeker-Shells - 7.38 - +20 to Advanced Weapons/Electronics
Rotting Warheads - 5.64 - +20 to Advanced Weapons/Biology
7x Busted Swarm Missile Constructors - 7.46 - +20 to Advanced Weapons/Machinery/Chemicals
5x Acidic Globules - 6.41 - +20 to Advanced Weapons/Chemicals
4x Goo-Cages - 6.68 - +20 to Advanced Weapons/Mechanicals
2x Unusable Legionary-Warheads - 6.34 - +20 to Advanced Weapons/Programming/Biology
Flight Paths - 7.26 - +20 to Advanced Weapons/Physics
5x Loading Tubes - 5.52 - +20 to Advanced Weapons/Mechanicals
3x Feeding Stations - 5.50 - +20 to Advanced Weapons/Chemicals
Burnt Pacifiers - 5.86 - +20 to Advanced Weapons/Machinery/Chemicals
5x Saint-And-Hallow Warhead - 5.60 - +20 to Advanced Weapons/Medicine
3x Thoroughly Trashed Micro-Lance - 5.43 - +20 to Advanced Weapons
2x Micro-Lance Coolers - 7.23 - +20 to Advanced Weapons/Hydraulics
4x Ablative Scales - 5.65 - +20 to Advanced Armor
Sewage-Regulators - 5.14 - +20 to Advanced Hydraulics
"Neurological Diseases" Leaflet - 6.17 - +20 to Advanced Psychology
2x Thermobaric Landmines - 5.23 - +20 to Advanced Weapons/Electronics/Chemicals/Machines
5x Burnt Thermoplastic Reloaders - 6.83 - +20 to Advanced Weapons/Mechanics
3x Advanced IFF Algorithms - 5.93 - +20 to Advanced Weapons/Programming
Self-Defense Spray - 5.08 - +20 to Advanced Weapons/Chemicals
Automatic Door Motor - 5.99 - +20 to Advanced Mechanics/Machines
"Autism Isn't Real, Here's Why!" - 5.35 - +20 to Advanced Psychology
2x Eversun Scrap-Knights - 22.23 - +20 to Advanced Hydraulics/Armor/Machinery/Physics
9x Eversun Psychology Works - 5.31 - +20 to Advanced Psychology
7x Rusted Constructor Component - 5.91 - +20 to Advanced Electronics/Metallurgy
Forge-Clan Morgenstern Mk.3 Leg Prosthetic - 6.36 - +20 to Advanced Electronics
Retinal Implantation Guide - 5.46 - +20 to Advanced Biology
Neuionum Samples - 5.28 - +20 to Advanced Metallurgy
Folding Security Measures - 6.94 - +20 to Advanced Mechanics
Sterilization Station - 6.69 - +20 to Advanced Chemicals/Machinery
Destroyed Autonomous Turret - 6.18 - +20 to Advanced Weapons/Machinery
3x Caustic Metals - 10.54 - +20 to Advanced Chemicals/Armor
Self-Sterilizing Bandages - 5.30 - +20 to Advanced Medicine
2x Automatic Pumps - 14.06 - +20 to Advanced Mechanics/Hydraulics
Overgrown Guardian Machine - 5.21 - +20 to Advanced Machinery/Weapons
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
2x Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
Auto-Adjusting Bodyarmor - 6.68 - +20 to Advanced Armor/Machinery
Coolant Feed System - 6.87 - +20 to Advanced Hydraulics
Overgrown And Shattered Micro-Lance - 7.08 - +20 to Advanced Weapons
3x Rudimentary VI - 5.49 - +20 to Advanced Machinery/Programming
2x Cryostatic Regulators - 7.32 - +20 to Advanced Machinery/Mechanics
2x Self-Sealing Bandages - 5.95 - +20 to Advanced Hydraulics/Programming/Medicine
2x Larva Vivisection Reports - 7.46 - +20 to Advanced Biology
Acid-Sprayer - 5.76 - +20 to Advanced Weapons/Chemicals
Lost Tech
Gutted Core - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma Torch - 18.40- +50 to Advanced Physics
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Shield - 18.49 - +50 to Pioneer Armor
Hololithic Cube - 20.00 - +50 to All Physics/Machinery/Hydraulics/Engineering/Programming/Metallurgy/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
Bone Mending Kits - 16.12 - +50 to Advanced Biology/Machinery
Äther-Battery - 15.90 - +50 to Pioneer - Electronics/Physics/Chemicals/Engineering/Metallurgy
Fire-Suppressant Systems - 15.41 - +50 to Pioneer Hydraulics/Chemicals
Auto-Pilot - 19.66 - +50 to Pioneer Programming
Prototype Fuel Refiner - 19.45 - +50 to Pioneer Hydraulics/Chemicals/Engineering
Miniature Bright Lance - 18.33 - +50 to Pioneer Weapons/Electronics/Metallurgy/Machinery
Flesh Mending Syringe - 16.71 - +50 to Pioneer Biology
2x Bright-Lance Compartments - 18.76 - +50 to Pioneer Hydraulics/Weapons
4x Target Seeking Explosives - 18.74 - +50 to Pioneer Weapons/Electronics/Programming
Hostile Virus - 17.38 - +50 to Pioneer Programming
Fluid Exchanger - 15.02 - +50 to Pioneer Hydraulics
3d Metal Printer - 15.78 - +50 to Pioneer Machinery/Electronics/Programming/Chemicals/Metallurgy
Gas Liquifiers - 15.43 - +50 to Pioneer Hydraulics
Non-Biological Affecting Acids - 17.05 - +50 to Pioneer Chemicals/Biology
Theorem On Celestial Movements - 15.97 - +50 to Pioneer Physics
Sleep-Gas Bombs - 18.56 - +50 to Pioneer Chemicals/Biology/Weapons
Spider Drones - 16.55 - +50 to Pioneer Weapons/Electronics/Programming
Self-Adapting Virus - 16.53 - +50 to Pioneer Programming
Smart Fluid Nano-Drone Swarm - 16.36 - +50 to Pioneer Hydraulics/Medicine/Programming
Self-Deploying Jackhammer - 16.90 - +50 to Pioneer Mechanics/Programming
Assisting Synthetic Intelligence - 17.44 - +50 to Pioneer Programming
4x Implant Equipment - 16.79 - +50 to Pioneer Medicine/Electronics
Eye-Hud - 16.78 - +50 to Pioneer Electronics/Biology/Medicine
Body Diagnostic-Drone - 17.19 - +50 to Pioneer Biology/Medicine
"Chemical Alterations Of The Mindscape" - 31.44 - +50 to Pioneer Chemicals/Psychology - [Library]
Revelations Of Eden (Penned By Prophet Mahami-Du-Ojasi - Holy Book - Church of Eden) - 43.20 - [Untranslated]
Neuionum Theorem - 19.13 - +50 to Pioneer Metallurgy
Thermal-Exchanger - 19.05 - +50 to Pioneer Machinery
8x Self-Implanting Exo Skeleton - 15.04 - +50 to Pioneer Machinery/Medicine/Biology
"The Death Of A Moon" - 16.23 - +50 to Pioneer Physics
3x Armored "Succubus" Suit - 15.62 - +50 to Pioneer Biology/Psychology/Armor
5x "Eternium" - 18.60 - +50 to Pioneer Medicine/Chemicals/Biology/Psychology
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 the Ancients 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 12.5 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. There are 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 inscribed in the middle of the blade. PD connected to the sword 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.)
CORE-^Ä^
PD found this Core within the bowels of the Daughter of Dawn, even months after the latter was used as quarters for a veritable legion of engineers and soldiers. He seems to be an old friend, and one can hear both chatting quite often when maintenance calls, but ^Ä^'s speech is unintelligible for any human, Mutated or otherwise. Seriously, how can you hear [T]7 in speech? Otherwise, he seems perfectly fine with only being a Core, though he would like to be put into a Knight in the next century or two.
(Gain +1 Automatic Success for Learning Actions if applied, 5% chance to suffer permanent damage.) Traits: Old, Forgotten, Lost, Yet Never Beaten (+4 to all Morale Rolls for nearby enemies), Ancient Machine, Obsolete Mind, Bygone Soul (Unaffected by any psychological or ??? attacks), Scorched Mind (Cannot communicate in any manner accessible to organic minds not altered for mind-machine interfacing), ??? (???)
Leputa-Pattern Knight Frame
An ancient Knight Frame of unknown make and producer seemingly bashed together out of various parts in desperation. Yet, surprisingly, they seem to have little in the way of issues when working together, and what few pieces need to be replaced can be done without much hassle by ringing up Forge-Clan Vanar-Feer for some special orders. But, looking closer, the Frames internals appear to be configured to be piloted by a Core alone? Why would they have done so, or how could the creators of this Frame have done so?
(Leputa-Pattern Knight.)
Soaring Wrenches
An unburnable book containing the collected knowledge of an engineer who had worked for nearly a century on airships, detailing everything they knew. Everything is addressed and described here, from the want of a chip leading to a ship's destruction to other tiny details.
(+50 to All Mechanics, +10% to all Airship Desing Income)
Auroran Cylinder
A cylinder about the size of a human forearm and with an equivalent thickness that shines with a kaleidoscope of colors, bringing warmth to the body and calm to the mind of its wearer. Aria noticed a tingling all over her body when she got it from a room within the Daughter of Dawn.
(+1 Health if equipped, +20%???)
Banner of Lumination
(Auxiliary Knight Equipment) (+/-4 to/against Morale Rolls to all friendly/enemy Units if engaged with Eversun Units.)
2x Phoenix Suits
Heavy Mechanized Armor - +50 to Pioneer Armor/Hydraulics/Chemicals/Metallurgy - (18/18 Armor for 1/1 Unit, -20 Thermal Damage)
2x Enlighteners
Flamethrowers - +50 to Pioneer Weapons/Hydraulics/Chemicals/Metallurgy- (+5d6 Thermal Damage, Inflicts Radiant Scorching (2d6 damage) for two rounds, has 8 Fuel.)
Military
Units (5/18)
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: 8/8 Damage: 1d6 (+2 damage ignores armor and 2 AP when melee, 4 AP when ranged.) Training: Trained (3/6) Breakpoint: 2/6 size remaining in Combat
Equipment:
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-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.
-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.
-Medical Kit (Silver): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells
Trait/s:Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below)
Special Rule: Cannot take a scout action if this Unit is used for military purposes.
Upkeep: 0.69 Materials per Turn. The Unbroken Description: A large force of volunteers shipped 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: 16/16 (+20 on Stealth) (+10 to Initiative) Damage: 1d4-1 (+1 at the start of the next CR) for free, 1d12 (Ranged), 1d12+4/-0+1d2 (Melee) (against Biologicals/Mechanoids) (3 AP)(Dread-Ghillie) Training: Soldiers (4/6) (+5 to Initiative) Breakpoint: Unbreakable
Equipment:
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-Bloodletter (Special Melee): 1 Damage per Size, Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-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. 0.04 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. 0.05 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells
Trait/s: 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), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below)
Upkeep: 1.86 Materials per Turn. The Wall Description: A group of six Pilgrims, armored and armed with the best that their religion can create and buy. They stand ready to defend their brothers and sisters in faith with their lives. Health: 6/6 (Size 6) Armor: 36/36 Damage: 1d6+1d4 (+3 against Machines, 2 AP) Training: Soldiers (4/6) (+5 to Initiative) Breakpoint: 5/6 size remaining in Combat
Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.80 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 1.00 Material Upkeep.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Firebomb (Lingering): It is used as a free action before the melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.03 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. 0.03 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells
Trait/s:Fiery Speeches (Morale is rolled with Advantage), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Bastion (Rolls all dice with Advantage when defending a location)
Upkeep: 1.00 Materials, max. of 0.61 Materials per Combat. Incubi Description: In a surprising event, the Incubi are six siblings, five women and one man. In another, the oldest is barely 23, and the youngest, their brother, 20, making them relatively young, even by Pilgrim standards. It is notable that, while having been elected their Leader, the five sisters constantly tease their younger brother while also trying to get him hooked up with virtually any girl willing to entertain them. Health: 6/6 (Size 6) Armor: 22/22 (-20 for Stealth) Damage: 1d8+5 (3 Acid Damage, +1 Acid Damage for (one) Turn after attacking, tripled damage against Armor and Internal Structure) Training: Trained (3/6) Breakpoint: 2/6 size remaining in Combat
Equipment:
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals), 39.55 Materials per (6/6) Unit.
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants), 9.05 Materials per (6/6) Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
Trait/s:Lil' Bro! (Always one survivor. This trait will be deleted after being used), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), War Lessons (+5 to the first two rolls in the next Combat.) Knight - Perpetual Defiance Airship - Daughter Of Dawn
Equipment
Weapons
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: +1 Damage, can be combined with a shield or equipment. 0.02 Materials per (6/6) Unit.
-(Basic Ranged) Sling/Bow: +1 Damage per size, damage halved, cannot be combined with shields, -5 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.11 (6/6) Materials per Unit.
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.07 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.16 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns. 4.19 (6/6) Materials per Unit.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 9.03 Materials per (6/6) Unit.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores armor, 5.83 Materials per (6/6) Unit.
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants), 9.05 Materials per (6/6) Unit.
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.14 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.80 Materials per (6/6) Unit.
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-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. 2.78 Materials per Unit (3 Armor for (6/6) Size).
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals), 39.55 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 64.70 Materials per (6/6) Unit, 1.00 Material Upkeep.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.80 Materials per (6/6) Unit.
Consumables
-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. 0.03 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. 0.03 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Combat Drug - Berserk: Increase all damage by two damage dice. (Warning! Use of this drug has a (projected) 14% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 3.24 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.
-Combat Drug - Last Stand: Reduce all damage by half, triple all Health. (Warning! Use of this drug has a (projected) 91% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 8.43 Materials per Unit.
-Combat Drug - Adrenaline: Increase all damage by three damage dice. (Warning! Use of this drug has a (projected) 05% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 4.93 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
Upgrades
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor, 3.44 Materials per (6/6) Unit
-Mortar Upgrade: Acid Globules (Ammunition): +4d4/12d4 Acid Damage against Biological/Machine Enemies, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
-Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells
-Mortar Upgrade: Choking Gas (Ammunition): 2d2 Health Damage per Turn, Yellow Fog (Affects 1d6 Units, randomly chosen in the target area, until it diffuses), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 12.96 Materials for (1/1) Shells
-Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
-Mortar Upgrade: Explosive Warheads (Ammunition): 12d4 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HEALO Rounds (Cannot be used indoors, 1/2 Damage against Machines), 6.53 Materials for (2/2) Shells
-Mortar Upgrade: Seeker Shells (Ammunition): +8 Fire Damage, Born To Die (+50% Accuracy), 22.10 Materials for (1/1) Shells
-Mortar Upgrade: Flaming Ordnance (Ammunition): 2d12, Burning Comets (Hits every Unit present on the battlefield, cannot be used indoors), 12.39 Materials for (5/5) Shells
Auxiliary
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
Unique/Notable Assets
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Elemental Feline Kitten - Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (39/60 Growth) - (117 Materials (13d12))
1x Black Root - (13.50 Materials (3d4+6)
1x Bloodbark Field - (-1 to all casualty rolls, -0.80 upkeep to all medical buildings)
1x Desalination Basins - Deep Pumps - (8 Materials (2d4+3))
1x Inn - (Eye of the Beholder) - (2d4+4)
2x Brothels 'Consensual' - (7d4-2)
1x Print Shop - (3d4)
1x Iron Mine - (Mined) - (11.50 Materials (1d4+9))
1x Silver Mine - (Mined, Engine) - (51 Materials (3d12+24))
1x Jewel Deposit - (Mined, Engine) - (72 Materials (3d12+45))
1x Electronics Workshop - (16d8)
1x Engine Assembly - (6d12)
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions) - (3d4+8)
1x Black Box - (Gutted Core)
1x Personal Cutter
1x Common Suspendium Theory
2x Common Metallurgy Theory
1x Common Psychology Theory
1x Common Hydraulics Theory
1x Common Electronics Theory
The Tree - Jokvi - (9d19)
The Tree - Strul - (7d18)
Strul - Mirn - (12d15)
Strul - Zulmni - (12d12)
Jokvi - Ularn - (6d19)
Ularn - Tessen (5d18)
Mirn - Ularn (5d20)
Strul - Ularn - (5d14)
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 - Deep Pumps
- 800 Pilgrims receive water in case of a drought. 2d4+3 Materials per turn.
Administration Center - Grand + 2 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Archeology-Action.
- +1 Faith Action.
- +1 Learning Action
- +1 Diplomacy Action
Medical Wing - Expanded
-Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 Pilgrims before it becomes useless.
Living Quarters - Continuous Expansion
- All Pilgrims can live within the Tree without any problems.
Expanded Daycare
--2 to Piety rolls, +6 permanent recruitment due to families.
Storerooms - Continuous Expansion
-All Pilgrims can survive for twelve months under siege conditions. (5 Materials per 250 re-stock cost.)
Metalsmiths Abode - (Expanded)
Lowered costs for all equipment, increased chances for all research, rolls with Advantage for all study of melee weapons/equipment made of metal.
Laboratory - Grand
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.
Sandcrete Mixer
Vastly reduces the needed Materials for shortening building Turns.
Electronics Workshop
+30 to all Electronics Research and 12d8 Materials Income (Technology Sale).
Anchorage For Airships
Unlocks DOD Actions.
Martial Range
Lowers malus when switching from ranged to -10.
Training Field - Expanded
Can recruit Units at (3/6 Trained) instead of (2/6 Militia)
Crystal Path
+4 Medium Suspendium Shards each Turn.
Black Box
5% not to use up an Artifact, can slot 1(one) Artifact to continuously provide 10% (rounded down) of the Artifacts bonus.
Library - (Basic)
Provides 1(one) slot for Literature Artifacts, continuously providing 10% (rounded down) of the Artifacts bonus.
Artistic Initiatives
Murals, engravings, paintings, and much more make the Tree a more desirable place to live inside.
(-1 to Piety rolls.)
Berth - Tiny
A tiny berth allows for repairs and refueling of Light Airships, allowing the crew to leave comfortably, modifying the ship, dismantling it, and whatever else one can think up.
(Can now modify Light Airships.)
Village Holding: Norqod
Prosperity: Okay (Growing)
Mood: Happy (Steady)
Permanent Inhabitants: ~2.700
-Tendency: Some Uptick
Security: Yes.
Features:
-A Wall
-Basic Service-Buildings
-Population Focused Marketplace
-Simple Hospital
-Adequate Housing - (Subsidized)
-Engine Assembly
-Beverage Spoke
-Amphitheater Avenue
-House Dall Palace
-Tribal and Iwi Burrows
--???
Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
-Royal Guardian Barracks: Supplies the Royal Guardians onboard the DoD.
-Forge-Clan Enclave (Specialists): Investigates and Repairs the DoD.
-Cultural Settlement: This allows the Pilgrims to spread their faith further than ever by sheer cultural osmosis.
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims Health: 4/6 (-2 permanent) Armor: 56/56 Armor Training: Trained (3/6) Breakpoint:Unbreakable
Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Obstacle (Prototype): Power Armor: +56 Armor, -50 on stealth rolls, 9.53 Upkeep.
-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. 0.05 Materials per Unit.
-Medical Kit (Silver): Roll 1d5 before survival roll to heal any wounds. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.
Special Rules:
-Must be accompanied by 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 more selfless actions. Your medicine's side effects 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: 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 various Criminal organizations will require much more effort, but harming them will be much easier.
(-10 to aiding Criminal Organizations, +5 to harmful actions against them.)
Sympathy: The Lost
Through action, conversation, moral, mind, or observation, this person has developed a deep sympathy for a faction or group of people, seeing helping them as a moral calling and ignoring them as a moral failure. They will, if able, extend a helping hand without hesitation, ready to lift those that grasp it and grasp those unable to hold onto themselves.
(+20 to all rolls involving: The Lost)
Prevter 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 keyword 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," not honorific, and she has been given the village of Norqod as a holding. The town 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. For her part, Selene stopped dragging you away for stress relief when her request had been approved, firmly of the opinion that she is not made for nobility. And now you have to deal with the fact that both you and Selene have been elevated to Prevter.
Mutated Wife - Prevter Selene Dall
Well, she is back to her usual self, if a bit more conscious about her surroundings, and participates in the militia's drills. But for all that, she is still marked by her experience, even if she doesn't want to be. Her sex drive has not suffered the slightest bit during all this, so at least she can relax that way? Or, during your night walks, the stars are much clearer above the Tree than in the city. She is currently dealing with the fact that four Royal Guards have taken up bodyguard duties for her and Silvia, citing orders from the Emperor.
Child: Lady Silvia Dall - Mutated Girl - 7-Year-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 relatively long tail, furred like a Sweden forest cat (the fur is obsidian again, though white spots have started appearing), which means you need to get a tailor for her pants. Her first teeth recently started to fall out, some being replaced with a sharper version, like fangs. Her laughing and smiles melt your heart, and she has this cute habit of putting her tail into her mouth like a snow leopard. Unfortunately, she is blind, so teaching her to read and defend herself is a real challenge. You found a seller for braille books and a guide on how to read them, so you can confidently say that she will be able to read when she's grown up. But you still need to figure out how she could defend herself. Maybe grenades? Her first word had been 'Dada.' You'll never let Selene live that one down. Letting her go to School hurts more than you'd like to admit. Your move to Norqod has made her upset, as she now won't be able to meet and play with her friends as often as she wants to.
Founder, And First Arbitrator
You founded the Pilgrims and were appointed as Arbitrator, the final voice in any argument, 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, Knight-Pilot of The Pilgrims, Pilot of Perpetual Defiance Health: 7/7 Armor: 4/4 Armor Training: Knight (4/6) (+5 to Initiative) Breakpoint: 5/7
Equipment:
-Dagger: 1 Damage per size (1 total)
-Pilot-Suit: 4/4 Armor with +1 health and 26% chance to survive PD being destroyed.
-Medical Kit (Silver): Roll 1d5 before survival roll to heal any wounds. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.
Special Rules:
-Uses the stats of PD in Combat until she is destroyed.
Trophies:
1x Banner of Lumination (Eversun)
Traits:
Mutated:
Strangely striated blue eyes with overly responsive irises. Metallic gray hair that moves about and 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: Lamba Volondavenona (16/25):
Aria's Mutation originates in the city-state of Jahi, a once vassal of the Empire, before being absorbed into the greater nation due to unrest and rising violence. As the Gene-Smith explained, her hair is akin to a radio; both able to receive and transmit at will, when trained, of course. While this Mutation wouldn't be of much use, her brain has also been altered to decode and understand said transmissions. Further, she has finally figured out why she doesn't scar even with deep wounds! Her Mutation prevents her body from going "Good Enough" and stops healing, forcing it to repair all injuries perfectly. When Aria attempted to perceive the Regions transmissions, she said it was akin to a whisper within a hall. She also said that her head started to hurt when she looked at the second moon, though its odd ability to hinder or distort radiowaves is well known.
(+32 to all rolls made with PD.)
Bloodied 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.
(+10 to all rolls after using a Knight in Combat.)
1st Generation Pilgrim:
This person has not been converted to the Pilgrim's belief but was 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!:
Aria has been deeply empathetic, caring, and driven from a young age. 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. Currently: +/-0)
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 would gladly fling a light into the future at the cost of your life.
(???)
Human Girlfriend - Chiedi - Two Souls Joined As One - (11/11)
You are happy.
??? - ??? - ??? - (2/?)
???
(???)
Olln sat on a rock, the harsh sun of the midday beating down on him with furious rage and relentless heat. Yet, he didn't pay the temperatures any note, too engrossed by watching the several dozen Pilgrims swarming around their strange contraptions. They called them 'mortars' due to some morbid joke made during their development, with the name sticking despite attempts to have another official name. Nevertheless, these machines fascinated him in their application and potential uses, and, though he was a bit hesitant to voice that opinion out loud, their ability to decrease the time he had to spend beating law and order into criminals and bandits up-front and in their faces.
Why bother with fighting spear-to-ax if you could shoot three, four, seven rounds of these shells and proceed to scrape up what is left with a shovel and jar? If only they weren't as expensive as they were, he would have already tried to get some friends on board with lobbying their captain to purchase one. One could never have too much firepower in the eternal fight against chaos.
The sound of sand crunching under shoes alerted him to an approaching person, with a quick look over his shoulder confirming it to be Haru, the new kid. "Still watching?" She stopped a few steps away from him, her eyes looking over the Pilgrims performing last-minute checks on their ammunition.
"Yeah, why shouldn't I? They'll be firing in ten minutes. I'll have more than enough time to get into position before that," he replied, his eyes locking onto the shells marked with several symbols, denoting their chemical, gaseous, and nerve-agent nature to all that had half a brain in their skulls. "Besides, it is fascinating, don't you think? The possibilities..."
"Eh," Haru grunted, waggling a hand in a so-so gesture. "Personally, I don't see what the fuss is about with these things. Sure, they'll lob a big explosive over a reasonable distance, but it's not like you can kill a bandit camp with them. The confusion is pleasant, though; I'll give them that. Still, horribly inaccurate."
"Yeah, but not like there won't be improvements to the design." Olln stood up from his rock, stretching his slightly stiff muscles as he began to walk to his unit, the last checks for the ambush taking place in the broader mass of Guards and some of the Pilgrims accompanying them. Say what you want to say about the deviants; they'll kick your shit like anyone else if you fuck with them and theirs. "Besides, have you heard what the payload is? That's going to be one hell of a fight if they are all asleep."
"Hmph, we'll see. I just hope they got their doses right; interrogating braindead idiots won't be fun. And fighting against some sleepy idiots won't help; the adrenaline will purge that shit right out their pores."
"We'll see indeed. You up for a little bet?" Olln replied, a twinkle of humor in his eyes as he made a prince dance over his fingers, the glinting coin catching the newbie's attention.
"I'll match and say the ammunition won't work," she responded after a moment, holding up one of hers for him to see. "But I can't raise, gotta pay for food for my good-for-nothing sister and her kids. Little shits gonna eat the last of my hair from my head." She studiously ignored Olln's pointed look at her bald head. "Ah, fuck me," Haru muttered, poking the sleeping bandit at her feet with her spear. Then, with only a little eye-rolling, she fished out the coin in her pocket and threw it to a grinning Olln.
Preliminary Overview of Operation Shrouded Visitations
Preface:
The Goal of Operation Shrouded Visitations, hereafter referred to as OSV, has been detailed by the Tessen Chapter of the Pilgrims, hereafter referred to as Client, as the following goals:
Seek out and integrate Agents of the Bad Batch into the Criminal Organization known as Daughters Of Rashomon, hereafter referred to as DOR.
Establish ties and links with workers of all strata within the DOR.
Gather information on the Daily Operation and Treatment of Workers within those establishments under the DOR's control.
The Client requested an express focus on brothels and similar institutions.
The Gathering of Actionable Intelligence on any crimes committed by the DOR during their operations and blackmail that could be used to further the Client's goals.
Overview:
Several Agents of the Bad Batch were dispatched into Ulatarn with the express purpose of seeking out establishments affiliated or owned by the DOR, soon reporting success across all personnel. Over three weeks, our Agents identified 148 separate establishments under direct or indirect control from the DOR. These establishments ranged from mere street operations coupled to cheap inns to specialized buildings offering fine dining, enjoyment, non-sexual-related relaxation, and gambling due to possessing the required licenses.
Our Agents spent a further five weeks and three days infiltrating the operations of the DOR, creating ties and familiarity with the workers, security forces, and frequent patrons. During that time, coins and favors were exchanged for information, leading to a steadily building network of informants, sympathizers, unknowing spies, and assets within the DOR.
As exhaustive as we were able to manage, we have detailed both the expected duties and offered rewards and privileges to workers under the auspice of the DOR, starting from the Sex Workers. However, it should be noted that a clear and distinct line between Mutated and Human Workers exists within the organization, further enforced by social manipulation, incentives, and cultural mores.
Such include but are not limited to categorizing visual Mutations into categories that subtract or add value to a Worker's work. The Client should note that we have failed to identify any adding of value in over 400 Mutated Workers and expect such to be a mere fabrication to further suppress the Mutated in the DOR's ranks. The most egregious examples that our Agents found reduced the received money from standard service to a fifth their Human counterparts could make. This increased tension within establishments and drove even those who managed to claw out a comfortable existence into poverty while further pushing those at the end into increasingly desperate measures to obtain the money required to pay for the DOR's protection and things like a roof and food.
Similarly, Mutated Workers are more often forced into providing services to large gatherings or officials for little to no compensation in the broader schemes of the DOR's upper echelons. Testimonies have been attached to the end of the report with all others obtained during the operation. Yet, we believe it prudent to showcase the testimony of one Worker that has since fled the city and surrounding area for Tessen due to its insight into the usual operation of such assigned services.
"There isn't any organized "system" to the whole thing, not really. The thugs come in and compare us to a list given to them with criteria such as gender, specific Mutations, or sizes. You aren't given time to do much beyond going with them if you are a match, which has caused some of the girl's real trouble, mainly due to their kids being alone for up to several days with their mothers having to find their way back from whatever party or lay they were sent on. If they were lucky, they got assigned within the city; if not, they would often need to sleep their way into a caravan to travel back."
"The thing about those assignments was, you didn't get paid for those, not really. Whoever had their way with you paid the Daughters, and you were lucky if you managed to leave without any injuries that prevented you from working that same day. Usually, getting assigned to a party or larger gathering was good; it meant more people and drunk people. Both meant that you had a chance to either swipe something without anyone seeing or caring or being given 'tips' from the guests. You were also more of a costumed attraction than anything, something for people to gawk at in ridiculous costumes, with only the occasional degrading or sexual services needed. Let me tell you, Lady Artka may show a facade of purity and innocence in public, but the moment she has power over those that can't hit back, she puts the fear of nobility into you with boot and whip. Lillia still has scars on her back, and she was the lucky one. I haven't seen Suvi since they went there. I don't want to talk about what could have happened. We all know we're not seeing her again, and questions don't help her now."
"The worst thing I saw? ...someone ripped J'hal's feathers out after an event was done, which forced him to stay inside for a week straight. Can't go outside as a Mutated if you look like you tried to go human; that is a certain death sentence."
The Client should note that disappearances of Mutated Workers have also sharply risen in the time the DOR has operated, though whether a side-effect due to increasing activities of the Neighbourhood Watchers or growing Anti-Mutated Sentiments is unknown to us at the moment. Usually, re-creating a new piece of equipment from the past had always been a source of great joy and celebration for the Pilgrims, especially the scholars whose hard work had resulted in one more step toward restoring the world to its former glory.
Can someone hear this? Please, anyone... anyone. I have no more water. Please, help me.
After all, why shouldn't there be celebrations? Another piece of lost glory was added to civilization once more, distributed wildly through the mendicant preachers of the Pilgrims seeking to provide food, comfort, and health to all that would listen or require aid.
This is Colonel Ugunar; I am within Shelter 837. With me are 790.735... what... is this verified? ...FUCK! Seal section 24B to 38G, station troops there to prevent spread. ...With me are about 500.000 civilians; I request status updates to the situation outside, we have not heard anything for seven weeks.
With the creation of native radios, old plans and dreams were suddenly within grasp, even if the developed versions were of sub-par quality and strength, requiring maintenance and resources in excess of what they provided. Still, the ability to connect villages and towns over long distanced brought the Pilgrims one more step closer to fulfilling the dream that united them all.
FUCKS SAKE! I HAVE OVER 30 CHILDREN WITH ME! Why is nobody answering? Why is the military not picking us up? Why? Why? *faint sounds of crying can be heard before the play scratches and repeats*
But this time, there was no celebration for the scholars.
Daddy told me I should speak in this if he didn't return. I... don't know why, but daddy seemed sad and scared when he went to buy food. It is weird, the lights went out some hours ago, and I can't play my favorite games anymore. I thought not going to school would be better tha- *unholy metallic screeching is heard, intermixed with the confused and scared screams of a child cut off with a wet crunch*
"This is..." Turi said, having long since Sat down onto a nearby chair, head held by her hands. "How many," she whispered in equal parts horror and defeat.
Markus, can you hear me? Markus, if you hear this... they got me. *a grunt of pain came from the speakers* I, guh, hid Sophia in the mall, where we kissed. Fuck! *barking can be heard* Please, take good care of her.
I can detect around 38.027 distinct sources of still-decipherable transmissions within the Forest. PD spoke up from her position, cutting off the translated screams for reinforcements from yet another long-dead person. Skimming over them, only 73 contain positive notes.
Seconds passed as the team of engineers and scholars took in the news, their mood long since dampened by hearing the last transmissions of a dying nation and people.
"I'll... I'll be going to the Grey Fog team," Turi announced, standing up. "I need a mood boost after... this." "I can't do this; I can't!" A panicked voice near-shouted, the woman trying to stand up from the chair she had been sitting on before a pair of hands gently held her down. "I just can't; there are so many things that could go wrong!" The woman continued to insist, shaking slightly as she began to breathe heavily. "What if she doesn't accept? What if she breaks up with me over this! I can't risk it; this was stupid-"
"Chiedi," Tahmid spoke, gently holding her on the chair in his home. "Breathe," he commanded with a stern look, yet softened by his voice. A few moments passed as Chiedi took ever steadier breaths, calming down considerably until she, still nervously, nodded at her friend with only a bit of worry remaining. "You will be fine," Tahmid said, squeezing her shoulders before letting go, turning once more to the rolls of colored fabrics laid out in the middle of the room where Wiljem was currently trying to hold up eight rolls of them for inspection.
"Yeah," said lion man snarked, rolling his eyes as he got a side-eye by Tahmid for moving and rumpling the fabric. "It's not like the both of you aren't madly in love. It will work out, trust me!"
"Oh shit," a female voice said from the adjacent kitchen, the head of Willow leaning out the doorway with a sandwich in one hand. "If even he says it's obvious, it's obvious, girl. Also," she said, continuing over Chiedi's steadily reddening head, "if the rumors about you two are even slightly true, she'll say yes within a heartbeat."
Chiedi looked downwards at her fists, slowly crumpling the piece of fabric she had been handed, tears welling up in her eyes. "But she can say no, she can always say no! I just don't want to lose what we have. And I feel so incredibly selfish that I want to bind her to me by asking, even though I know that's not how it all works!" She looked up again, seeing the soft and concerned eyes of her friends and of her commander looking at her, tears streaming down her face in a slow trickle. "It took us a year to be comfortable with dating each other, and that again for doing anything more than handholding!" Chiedi said as Wiljem let the fabrics he held fall to the floor, much to Tahmid's annoyance. "What if this is too sudden? What if I will scare her off, insult her? Worse, hurt her feelings, make her think that I just want to satisfy-" She stopped as Wiljem picked her up from the chair and hugged her. The tears slowly flowing down her eyes were joined by many more as she stopped to hold them back, crying into the shoulder of her best friend as the stress and anxiety of the last two months broke free.
"It's going to be ok," Wiljem said, comforting Chiedi as she thoroughly ruined the shirt Tahmid had made him for his last birthday. "She won't be hurt. Aria loves you every bit as you do her," he continued, letting her cry herself out over several minutes. "Besides, if you don't ask her, you'll waste all that money you spent on the machete for her. Three months' wages, down the drain!" He said in a slightly upbeat tone, eliciting a tiny groan from a miserable Chiedi. "Or the two months' wages you are spending on Tami to get you an outfit to boost your ego!" An indignant 'Hey!' from Tahimd made her snort as she began to disentangle herself from Wiljem's hug. Then, holding her at arm's length, he looked her directly in the eyes, sincerity and conviction burning within his. "She will accept Chiedi. There can be no other outcome. Trust me on that; you'll ask her, she'll scream yes, and you'll kiss and embarrass PD and Old Core. Unfortunately, though," he continued, a twinkle of mischievous joy in his eyes, "she'll likely be too distracted by wondering who scammed you with your outfit."
A pillow smacked into Wiljem's head, much to the laughter of the two women present, as an irritated Tahmid readied another shot. "Making custom clothes is hard!" He insisted, narrowing his eyes at his lover. "I'd like to see you try!"
"I could," Wiljem shot back without hesitation. Silence filled the room as all three of his friends/family stared at him with carefully blank faces. "What?! I totally could do that!" He defended himself.
"You think yellow looks good on you," Chiedi deadpanned, wiping off tears and snot from her face with a towel handed to her by Willow.
"It does!" He defended himself, only to be smacked into the head by another pillow thrown by Tahmid in outrage at the travesty of taste spat by Wiljem. Meanwhile, within the Tree at the same time, two women were talking with each other in a small office only known to a handful of people.
"I just feel... like I should take it further," Aria spoke, looking at Needle, who carefully nodded along, seemingly lost in thought.
"And you don't because you think she doesn't want to or because you are afraid?" She asked, one part of her mind on her newest child growing within her, trying to think up names. Nima had a pleasing ring, though Jaspa was also a strong one. Decisions, decisions.
"...yes," Aria said, hanging her head low as she ran her hands through her hair, slight static buzzing over her fingers and ignored with well-used practice. "It took me weeks to even realize that she was flirting with me, and after that, we took things very slow, but we talked with each other about stuff like that. What we felt, what we wanted to do, things like that," she spoke, waving a hand in the air in an indecisive gesture to indicate the world. "I... kinda wanted to ask her for a few weeks already, but lately she seems... distant, and I have no idea why. I just feel as if my asking would force her into a decision she would regret, and I don't want that! She should be happy with me, and not because she fools herself."
"She seems distant?" Needle asked, tilting her head in thought. "Well, I can't help you with that; I never had my hubby hide secrets from me," she spoke, shaking her head at the thought. Emperor save that man; he didn't have a single scheming cell in his body. "But the most likely thing is often the truth. She could just be noticing your mood and giving you space in fear that she caused you to worry or made you feel caged. Hell," Needle said, shrugging her shoulders, "maybe she is trying to hide her proposal preparations from you, who knows?" 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 2 Actions)
[ ] 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.
(Cost: 8.22 Materials
Turns: 1
Chance: 43%
Reward: 2d100+50 Recruits)
[ ] A Duty To Others Is Not Taken Lightly
As our numbers swell, so does our ability to reach out to many more people than before. With word, deed, and art, we can reach out to those on the edge of their decision and bring them into the fold for the good of all. Ours is a duty not taken lightly, but it is a duty one does not need shoulder alone.
(Cost: 17.75 Materials
Turns: 3
Chance: 04%
Reward: 4d200+150 Recruits)
[ ] Festival Of The Delta
With money comes the ability to sponsor festivals, with our numbers the capability to fully take advantage of the festival for our ends, in learning, conciliation, and creation. It will be costly, but it will be worth it.
(Cost: 100 Materials
Turns: 1
Chance: 66%
Reward: +6d8 Goodwill, +4d40 Recruits, +25 to all Actions this Turn if successful.)
[ ] A Small Donation - (Organization) - (Topic) - (Donation Sum)
As the wealth of the Pilgrim increases, so too does the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) who then work towards a goal we provide for them. Nothing that they would be against doing, but something they would be adverse to in normal circumstances.
(Cost: 50-Unlimited Materials/Goodwill
Turns: 1
Chance: 71%
Reward: PR)
[ ] Begin Preparations For New Region Conversion
We have grown far beyond what Martyris had ever envisioned, in numbers, wealth, knowledge, connection, as well as faith. So much so that some among our numbers are seeking new horizons to establish a new chapter, satellite, or outpost of the Pilgrims. We should accommodate their wishes, as they will aid us back in time and turn.
(Turns: 2
Cost: 0-200 Pilgrims, 50-200 Materials, 10-35% Piety loss
Reward: A New Chapter Interlude Turns)
[ ] Feed The Masses - (Choose City)
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.)
[ ] Establish Soup-Kitchens Within Major Cities
While being careful and methodical has helped before, you can now afford to perform these projects in a scattershot approach with your expanding numbers. So we should build 31 more Soup-Kitchens, as they will cover the Major Cities, allowing us to go towards the countryside.
(Turns: 4
Cost: 124 Materials, Upkeep: +31 Materials to soup-kitchens
Reward: 31d6 Recruits, +0.31 Goodwill per Turn, unlocks further actions.)
[ ] Expand Your Poor Houses
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. So get to expanding what you have built; the work is not done.
(Turns: 5
Chance: 27% + 22% = 49%
Cost: 50 Materials, Upkeep: +25 Materials
Reward: Expanded Poorhouses, +6 Permanent Recruitment, +0.50 Goodwill per Turn.)
[ ] Establish A Small Hospice Network
While a Hospice does cater to the dying, its primary purpose is to heal the sick who cannot afford to see a doctor. With your allies and growing knowledge, you are confident that you can establish over a dozen within Tessen at once.
(Chance: 29%
Cost: 12 Materials Upkeep: 9 Materials
Reward: +0.12 Goodwill per Turn, 8d6 Goodwill, unlocks further actions.)
[ ] Expand Your Hospice Network
While you have acceptable Hospices, you can improve many things: capacity, treatments, things like that. Better get to it!
(Cost: 40 Materials, Upkeep: +10.20 Materials
Reward: +0.60 Goodwill per Turn, 2d6 Goodwill.)
[ ] A Home away from Home
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: 20 Materials, Upkeep: 7.5 Materials
Reward: Local Base, Upkeep of all structure reduced everywhere by 0.10 Materials.)
[ ] Localized Headquarters
Having created a shelter, expanding the building to encompass several barracks, a canteen, storage rooms, a medical section, and an administrative body will improve your efficiency within the city!
(Required: Local Base (Action)
Cost: 100 Materials, Upkeep: 12.50 Materials
Reward: Local Headquarters, Upkeep of all cities reduced by 0.75 Materials.)
[ ] Administrative Center - (Mirn)
Organizing hundreds of works is no easy feat, requiring dedicated staff and learned minds in equal measure. However, with previous works having laid the groundwork, now is the time to compound the efforts of all those who helped. Like, assisting Pilgrims across Tessen perform their duties with the resources and hands they need.
(Required: Localized Headquarters
Turns: 6
Cost: 145 Materials, 12 Faithful, Upkeep: 10 Materials
Reward: Administrative Center, Upkeep across Tessen is reduced by 0.50 Materials.)
[ ] Build A School - (Big) - (Choose City)
A place of learning, growing, and change, where 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.
(Already built within Mirn.
Turns: 3/5/6
Cost: 15/27/39 Materials, 1/2/3 Faithful, Upkeep: 5/9/13 Materials
Chance: 50%
Reward: 0.1/0.3/0.5 Goodwill, -1/3/5 to Piety Rolls.)
[ ] Build An Orphanage - (Small/Medium/Big) - (Choose City)
Many will question you building this 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.)
[ ] Build A Humane Primitive Asylum - (Location)
Nothing stands between the creation of an Asylum led by the Pilgrims now. Contact local builders, set Marxcim to design the structure, and call for volunteers to be trained and paid for taking care of the patients. Of course, some will see the giving over of the mentally ill to a religion-led institution as a terrible idea. Still, those voices will cease after some time has passed and, hopefully, recovered patients walk out of the Asylum. Your efforts in uncovering aspects of the human psyche have increased both costs and those you can now help.
(Cost: 30 Materials, 7 Materials Upkeep, 4 Goodwill
Reward: Humane Primitive Asylum, +0.2 Goodwill per Turn.)
[ ] 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. Of course, it will cost you as is expected of electronics, but the sight of light at night, steady and clean, will prove that the Pilgrims can realize their ambitions. Do it so.
(Cost: 50 Materials, +0.01 Materials Upkeep to all buildings
Turns: 1
Reward: 4d80 Followers, +10% Piety, -4 to Piety rolls.)
[ ] Build Another 'Consensual' - (Location)
You would 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 those who chose this path or use 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,' +0.01 Goodwill, 2d4-1 Materials income by charging entry from patrons, unlocks an upgrade.)
[ ] Build Upon A 'Consensual' - (Choose City)
Unexpectedly, the brothel you built seems to have rapidly gained a reputation as a high-class establishment. While good for your purse, less suitable for those who have less than 'expert talents' within the industry. By building new floors and digging some down, you could make enough space for all who tried to work in the Consensual but had to be turned away due to all rooms being full. It would be costly but will help those trying to escape forced sex labor but have no other applicable working skills. You would need to step up the security, though.
(Turns: 3
Cost: 20 Materials, Upkeep: 6 Materials
Reward: Upgraded 'Consensual,' +0.02 Goodwill, +3d4 Income for the Consensual.)
[ ] 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 every doctor for the next three months.
(Cost: 73 Materials
Chance: 66%
Reward: Healers gain Influence, 10d5 Goodwill.)
[ ] A Helping Hand
Now that you can create prosthetics, merely creating and selling them isn't enough. Too many veterans, injured, disabled, or unlucky, cannot afford a new arm, leg, hand, or foot. So to create a few hundred in bulk, then ship them out to your hospices, where the doctors may gift them as required.
(Cost: 65 Materials
Chance: 95/55%
Reward: Gain 4/10d4 Goodwill.
[ ] Hey, Why Don't We... (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Diplomacy: The art of speaking many words that mean nothing should not be underestimated. A report in the right ear at the wrong time has toppled many a nation. (Choose 1 Action, 1 Action Locked)
[ ] Vacations For Free
It is challenging to leave or travel to another settlement within any settled Region on Calynth due to the omnipresent dangers of Mutant, Machine, and Bandit eager to attack and take your life. As such, fleeing Ulatarn and its surrounding towns is not an option for many Sex Workers oppressed by the Daughters, not without having the money to charter passage on a caravan leaving town. By connecting those wanting and willing, to go to those caravans that will take the Workers on, we can slowly begin sapping the economic and political strength of the Daughters.
(Cost: 1.30 Materials, 2 Goodwill
Chance: 50%
Reward: Sap a small amount of power from the Daughters due to freeing the Sex Workers underneath them.)
[ ] Hey, Pssst, You Want Some Justice?
You managed to uncover reams of evidence of the corruption of dozens of officials within Ulatarn. Using that via the Guards will see those willing to work with/for the Daughter be slowly weeded out and will also increase the overall effectiveness of the city governmental apparatus! However, you'll need to hire the Bad Batch to do any actions after this one, which is more than willing to accommodate contracts already being drafted up.
(Cost: 4 Materials
Chance: 56%
Reward: Expunge corruption willing to work with/for the Daughters, improve the Bad Batch's effectiveness over time and action usage.)
[ ] Is This All You Want From Life?
The Enforcers of the Daughters are the primary way of the higher echelons to subdue and lay down their law onto the lower levels, with violent behavior and tendencies rewarded and fostered. Yet, there are those among the Enforcers that don't do so because of any glee in doing harm or joy in seeing pain, but because they genuinely have no better, or see no, alternative to this line of work. By identifying those, we can slowly create a web of spies and turn-coats within the Daughters ready to help us in any further infiltration operations.
(Cost: 15 Materials, 3 Goodwill
Reward: Agitations against the Daughters have their success chances raised.)
[ ] From The Brink
Having obtained rudimentary knowledge and understanding of the human psyche beyond that which is commonly available, you now have the chance to slowly pull The Lost back into the fold, saving lives in the process, and preventing them from sliding into a darker mindset than self-punishment. Of course, a deeper understanding of psychology and deeper infiltration could make this process smoother, but you'll have to make do.
(Cost: 10 Materials, 2 Goodwill
Chance: 90/-55%
Reward: +1/3 Assimilation. The Lost become more aligned with the Pilgrims, eventually allowing you to absorb them.)
[ ] We Are One People! - (Choose Class)
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, bring the people together, and start on the road to reconciliation.
(Cost: 20 Materials
Chance: -20%/-20% for Locals/Elites (rolled each turn)
Successes Needed: 6/6
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)
[X] School The Diplomat-Corp - (Specialized) - (The Imperial Family) - (0/2 Turns Complete)
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: 40% +10
Reward: +15 to all rolls involving said faction.)
[ ] 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 Part 1 - (Choose Three Factions)
With spies now available to the Pilgrims, it may be the time to make sure they are in place to ply their trade. This step focuses on laying the groundwork for future expansions and won't get you any detailed information. It is also nothing more than paying some people to pass on rumors, which is pretty much standard practice within Slatnan and won't raise too many eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Cost: 8 Materials
Turns: 3
Chance: 73%
Reward: Target is Infiltrated, displays information in the rumor mill, raises chances for Exfiltrate and Illuminate)
[ ] Infiltrate Part 2 - (Choose 3 Factions)
Further infiltration of chosen organizations will reveal far more secrets and allow far riskier actions to be taken. It will be a step over the law, though, with failure not being a good outcome.
(Needed: Information Network: Rank 1
Cost: 30 Materials
Turns: 2
Chance: 50%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)
[ ] Infiltrate Part 3 - (Choose 3 Factions)
Your secrets are ours; nothing can be hidden from us. No lock, no gate, no barrier stands in our way, and nobody will shield you from our grasp. Because we already own them, from the lowliest maid to the highest Guard you trust.
(Needed: Information Network: Rank 2
Cost: 90 Materials
Turns: 5
Chance: 03%
Reward: Spies are planted, 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 Military.
Reward: 2d6-3 Materials + Chance for Secrets )
[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain, and may my deed feed that which may eternally grow.
(Cost: 6 Materials
Chance: 50%, 60% for: The Military.
Reward: Target has their operations/structures halted/crippled/terminated.)
[ ] Create A Dossier On (Groups/Topics (Max 3))
Collate all known information, history, and rumors about a group or topic of interest to ensure that the Pilgrims' future actions are as well informed as they can be.
(Cost: 15 Materials
Chance: 55%
Reward: Lore and Information regarding Groups/Topics (Max 3).)
[ ] 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)
[ ] Menagerie - (Basic)
With the space in your armory expanded, you now have the needed area, blacksmiths, and tools to armor Lizards, ensure they are healthy, and keep them in shape. In addition, several other animals can be held here, though only the most commonly available.
(Cost: 66 Materials, 12 Materials Upkeep
Turns: 5
Reward: Can add [Common] Animals to Units.)
[ ] 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: 75%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)
[ ] Guards! Guards! - (Specify up to 5 Buildings)
While the Tree of Knowledge has some security, it doesn't have a dedicated guard. So start training a few Pilgrims as guards so that you don't have to worry about thieves or, even worse, saboteurs.
(Cost: 32.5 Materials, Upkeep: +0.55 Materials per Building
Turns: 1
Reward: Pilgrim Guards are assigned to the building, sharply increased DC for malicious actions against it.)
[ ] Make A Man Out Of You! - (Choose Trainer Unit) - (Choose Training Unit)
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.)
[X] Upgrade The Central Region Security To Private Security
Now with the CRS established and securing our various facilities around Tessen, we have the possibility to both upgrade and expand its operations or turn the organization into a licensed offshoot of the Tessen Adventurer Guild. The first would improve our security with more extended training for guards, intensified background checks, and qualitative improvements. The latter would make us money back at the expense of inviting more corruption or agents into the structure.
(Turns: 3
Cost: 32.50 Materials, 12.45 Materials Upkeep
Reward: CRS Private Security, which improves the security of all facilities and Pilgrims within Tessen, can be upgraded to CRS - Elite Private Security.)
[ ] 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/nothing, if re-training.
Reward: 1 New Unit (Size 6/6) at Trained (3/6) or Re-Trained Unit with Upgrades below.
6 Unit-Points - Overstrenght (Double Unit count)
2 Unit-Points - Stealth Training (+20 to all stealth rolls)
1 Unit-Points - Weapon Type Specialization - (Weapon) (+1 per Unit member to damage)
1 Unit-Points - Armor Weight Specialization - (Armor Class) (reduced penalties to Heavy and above Class Armor, +1 Armor per 2 Unit members for Medium and below.)
2 Unit-Points - Fanaticism (Unit cannot break, double damage against all enemies of your faith, half damage received from enemies of your faith, will refuse to retreat in an inverted chance to losses. (1/10 Dead = 90% refusal to withdraw, 9/10 Dead = 10% refusal to withdraw.))
1 Unit-Points - Pride (+1 to Breakpoint)
3 Unit-Points - Guardians (+2 Health per Unit member each time another Unit takes damage.)
1 Unit-Points - Reaction Training (+5 to Initiative.)
2 Unit-Points - Harsh Workouts (+1 Health per 3 Unit members.)
4 Unit-Points - Elite Training (+1 Training Level)
[ ] Sir! The Situation Is As Follows: (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Learning: Knowledge is Power. (Choose 2 Actions, 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] or -[DoD] will add 1(one) Success to 1(one) active research.)
[ ] Aerodynamics 101 - (All Physics)
It turns out lifting something off the ground is only half the job. We have figured out that some shapes fly better than others, but we have no idea why—time to get one of your research teams to nail down the laws that govern aerodynamics.
(Cost: 5.00 Materials
Chance: 24/07/-18% for 1/2/3 Successes, Successes Needed: 3
Reward: Better Airship Propulsion, unlocks additional projects.)
[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engines globally, rivaled perhaps only by one Dreadnought. So figuring out how to reproduce those systems would be prudent in case of failure and offer a giant leap in native capabilities.
(Chance: 21/-57/-100 for 1/2/3 Successes, Successes needed: 15
Reward: Massive leap in engine know-how and airship speed.)
[ ] Look At The Daughters Suspendium Systems - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
When an Elder Forge-Clan Engineer looked at how the Daughter stays afloat, his exact words were: "What in Myra's Holy Name is this abomination to sanity?" So figuring out how it works and reproducing these systems will likely be a pipe-dream for decades and centuries. Still, even a rough outline would show the original creators' principles.
(Chance: 24/-09/-47 for 1/2/3 Successes, Successes needed: 7
Reward: Reduction for all Suspendium Research.)
[ ] Structural Integrity Studies - (Advanced Physics)
Building your first Airship revealed the myriad of flaws, restrictions, and troubles that will plague all future attempts to create more. Above all, designing a ship around, under, or above upwards forces is problematic. However, the pull and subsequent stresses upon material and components is nothing to dismiss, so figuring out how to negate, or at the least minimize, those forces will prove a godsend for future attempts.
(Cost: 57.25 Materials
Chance: 99/75/53 for 1/2/3 Successes, Successes needed: 7
Reward: Structural Integrity +1/2/3 for all modules in Light/Medium/Heavy Airships.)
[ ] Large Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Now that you have figured out how to keep suspendium charged even while in flight, the next step is to figure out how to increase the amount of suspendium to allow for larger bags.
(Needed: 2 Suspendium Shards - Small
Cost: 12.67 Materials
Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Gain Large Suspendium Bags, 2.500 Kg Lift, -4 Structure.)
[ ] Armored Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
It's one thing to be within a cart, on the ground, and another to be in the air held aloft by bags filled with crystals. Bags, which can, quite easily, be punctured and set aflame by a single well-placed shot or flying Mutant taking offense. While this will reduce the service-ceiling of the Airship, it will increase its survival chances in a fight.
(Cost: 6.43 Materials
Chance: 99/45/05 for 1/2/3 Successes, Successes needed: 1
Reward: Gain Armored Suspendium Bags, increasing the structure of all ships with these bags. 750 Kg Lift)
[ ] Pressurized Suspendium Part 2 - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than trying to get more Suspendium inside a flammable bag which can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Case in point, doing so may have a slight chance of exploding. But that didn't stop you the first time, so get cracking on building bigger and smaller!
(Needed: Suspendium Shard - Small
Cost: 17 Materials per try
Chance: 54/-16/-60 for 1/2/3 Successes, Successes needed: 8
Reward: Gain Pressurized Suspendium - Small, Medium, Large. 10-50.000kg Lift.)
[ ] Propulsion In The Air Continued - (Pioneer Hydraulic/Machinery/Metallurgy)
The early prototypes of your newly developed propulsion methods are promising and powerful, especially the propellers. Redirect some more funding to continue this line of research so your Airships will be even faster!
(Cost: 48.00 Materials per try.
Chance: 01/-54/-103 for 1/2/3 Successes, Successes needed: 9
Reward: Airship Modules: Big Vuur-Engine Room, Medium and Big Fuel Storage, Standard Airscrew, Primitive Propellers.)
[ ] Catalogue Everything 2: Airship Boogaloo - (Ship Type) - (Damage) - (Units) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics)
A second verse like the first. Before you can get those ships up and running, or flying in this case, you need to understand how their systems interact with each other and how they can be repaired or powered up enough to get back to the Tree.
-[ ] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
-[ ] Local Examination: Increase Success Chance by 100%, 20%-Chance to be attacked by unknown forces.
-[ ] Take It Apart: (Airship Type, Damage): Increase Success Chance by 55%, 5%-Chance to be attacked by unknown forces, 2d8 Airship Artifacts.
(Cost: 42/30/23/10 Materials
Chance: 82/28/03 for 1/2/3 Successes, Successes needed: 25/13/7/1
Bonus: +50 due to Soaring Wrenches
Reward: Can recover (Ship Type+Damage).)
[ ] Prototype Unique Component
One Pilgrim has developed a new and novel application of known or old technology for Airships. We could look into its efficacy.
(Cost: ??? Materials, ??? Suspendium
Chance: ???/???/??? for 1/2/3 Successes, Successes needed: ???
Reward: Requested Module. Describe what you want, and I'll tell you what it will cost/require.)
[ ] Prototype Unique Designs - (Link To/List Of Proposed Design) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
Now that you have developed standardized modules building a specific airship around or with those components would be safe.
(Cost: 25 Materials + (Design Costs)
Chance:
Light (0-2.000 Kg Lift): 90/40/-20 for 1/2/3 Successes, Successes Needed: 2
Medium (2.001-200.000 Kg Lift): -80/-180/-180 for 1/2/3 Successes, Successes Needed: 14
Heavy (200.001+ Kg Lift): -400/-600/-1.000 for 1/2/3 Successes, Successes Needed: 200
Reward: Airship Desing is being manufactured and sold. The Price is pre-rolled and applied to all subsequently assembled airships of the same line.
Warning: Insufficient institutional knowledge makes designing Medium+ Airships unpractical.
Warning: Airships incur Material and Suspendium costs in their production.
[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
The Empire covets very few things as good steel. Many have desired it from Knights to armor and weapons, construction materials, or base components, yet few have the industrial capacity to produce it in enough quantities. Not for lack of trying, though, but because demand always outstrips supply. Learning how to make quality steel on your own would entail the entire process, sped up by helpful notes, diagrams, and theories, but it will still need many tests and trials. Knowledge cannot replace expertise, after all. Too bad that the industrial magnates will not share their secrets with you, but you understand wanting to keep an edge over competitors, even if it slightly rankles you.
(Chance: 47/-09/-116% for 1/2/3 Successes, Successes Needed: 5
Reward: Can build a Steel Foundry, reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), and subsequent upgrades.)
[ ] MORE STEAM! - (Advanced Hydraulic/Advanced Machinery/Advanced Metallurgy)
You have a steam engine now, yes, but why stop at what you have? There is always room for improvements, even incremental ones! So see what you can do with your Vuur-Engine.
(Cost: 25 Materials
Chance: 34/-11/-86 for 1/2/3 Successes, Successes needed: 14
Reward: Improved Steam Engine resulting in D20's instead of D12's.)
[ ] The Movement Of Things - Part 2 - (Hydraulic/Machinery/Metallurgy)
It is possible, if difficult, to minimize the size of the Vuur to incorporate it into moving carriages, not unlike motorcycles. Yet, the energy efficiency is atrocious; the resources needed to keep them moving are so vast that they nearly cannot transport them themselves, not to mention the costs! So, improve efficiency to allow you to create economically viable engines. Luckily, you have already found a few tricks and snags, which Turi estimates shaved off at least a year of effort.
(Cost: 16 Materials
Chance: -08/-64/-120 for 1/2/3 Successes, Successes needed: 7
Reward: Can incorporate the Vuur-Engine into large carriages for either transportation or agriculture.)
[ ] Cutting Edge Technology - (All Weaponry)
When the time comes to face your enemies up close and personal, you can never go wrong with a good blade in your hand. Now, what makes a knife great comes down to the skill of the smith and the quality of the metal used. While we can't do much for the former, there is much to improve on the latter. Using samples taken from the Necropolis, we can determine which alloys work best for each blade type. They will be too expensive for everyday life, but our military forces will be glad to have them.
(Needed Artifact: Mono Titanium Blade
Cost: 8 Materials
Chance: -44/-76/-132 for 1/2/3 Successes, Successes needed: 7
Reward: +1 Damage for all bladed weapons per 3 Size of a Unit)
[ ] Coilgun Mystery - (Advanced Electronics/Weaponry)
It is a well-known fact that the Forge-Clans have access to the best weaponry a mere mortal can hold: Coilguns. These weapons shoot pieces of metal in a way you can't quite fathom, its mysteries too well guarded, in devastating ways, turning people into nothing more than bloody chunks. It will take a long time to figure out the principle behind these weapons, but who knows what paths will open?
(Cost: 23 Materials per try.
Chance: -70/-168/-298 for 1/2/3 Successes, Successes needed: 29
Reward: Uncover the underlying principle of Coilgun Weaponry)
[ ] Gasses Long Forgotten - (Advanced Weaponry/Chemicals)
These tiny capsules hold the promise of ending a fight before it even begins, saving valuable lives in the process. But, of course, building your own can only help you in the long run.
(Cost: Sleep-Gas Bombs
Chance: -18/-49/-156 for 1/2/3 Successes, Successes needed: 14
Reward: Primitive Gas Grenades)
[ ] Burning Fire, Raging Ire - (Advanced Weaponry/Chemicals)
It is one thing to light a rag connected to alcohol and throw it, another to have a reliable fire grenade. There have to be chemicals and ancient mentionings about how the Pilgrims could create those.
(Chance: -43/-113/-201 for 1/2/3 Successes, Successes needed: 9
Reward: Primitive Fire Grenade)
[ ] Fuck That Guy And Everything Around Him - Part 2 - (Physics/All Chemicals/Advanced Weapons)
You figured out a viable mortar you could use. But that is all this weapon is, viable. Something like that cannot stand, not while you have the chance to end threats without risking lives! Figure out how to incorporate the advancements within the mortar's development into a new version. Improving range, accuracy, payload size, reliability, cost of production, and moveability will be critical to ensure that this weapon can be used and distributed widely among our forces.
(Cost: 56 Materials
Chance: 47/02/-43 for 1/2/3 Successes, Successes needed: 18
Reward: Static Mortar - Standardized, a powerful weapon with limited range, yet good accuracy, deployed before the battle.)
[ ] BURN IN HOLY FIRE! - Part 1 - (Physics/All Chemicals/Advanced Weapons)
Recently, your expedition acquired a surprisingly intact flamethrower from the Necropolis. The weapon may not be as good as those produced by the Forge-Clans today, but seeing as this version was intended for civilian use, you can excuse that. No pre-collapse government wanted potent weapons in the hands of their slaves, you see. Nonetheless, with this Artifact, you will start down the path of creating Pilgrim-designed flamethrowers and all their uses in warfare and pest removal.
(Needed Artifact: Intact Civilian Flamethrower
Chance: 65/40/25 for 1/2/3 Successes, Successes needed: 4
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)
[ ] 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: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)
[ ] A Shield For Rangers - (Armor)
After researching a shield your Militia and troops could use, one of your scholars came forth with designs for one that your ranged troops could use. It wouldn't be a short endeavor and costly in terms of materials, but it could provide a leg up in armor.
(Cost: 12.65 Materials
Chance: 99/75/40% for 1/2/3 Successes, Successes Needed: 6
Reward: Spiked Pavise.)
[ ] Power Armor - Primitive - (Advanced Electronics/Advanced Hydraulics/Advanced Armor)
Somehow, without even meaning to, the combination of ancient schematics, PD, the 4S, and your efforts, have resulted in actual, if primitive, Power Armor worn by Elite Forge-Clan Troops and the Royal Army. It represents the height of what you can currently create; the costs are too prohibitive, though the maintenance is luckily easy and, notably, cheap due to several inventive and robust components. The single suit you have created has been used to develop cheaper ones to be worn by your Units. Figuring out a way to mass-produce, or at least not so costly, produce them would massively help contend sites within the Forest Of Rust.
(Cost: 24 Materials, 1 Advanced Electronic, and 1 Advanced Hydraulics/Armor Artifact
Chance: 05/-39/-81 for 1/2/3 Successes, Successes needed: 13
Reward: Power Armor - Primitive, Reduced Upkeep for all industrial buildings, further Learning Action.)
[ ] 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: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)
[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
There is always a need for good armor.
(Chance: 99/99/92% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)
[] That's A Wrap - Pt.1 - (Advanced Medicine/Pioneer Machinery/Programming)
Among our recent finds are several bandages with different properties ranging from self-disinfection to self-applying sutures. We don't know how many aspects can be replicated, but just achieving one would be much better than what we currently have.
(Cost: Self-Sterilizing Bandages, Autonomous Suture-Bandage, Self-Sealing Bandages
Chance: -72/-138/-186% for 1/2/3 Successes, Successes Needed: 22
Reward: Auto-Bandage - (Prototype))
[ ] Medication For Psychological Problems - (Pioneer Psychology/Chemicals/Medicine)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. One of the ways such things happen is due to chemical imbalances in the brain, causing misfires and shifts within the neurons, like a faulty computer glitching out due to a bug. Several recipes and mentionings of further have been found in an ancient book, allowing you to progress towards re-creating those medications. Or your versions of them.
(Cost: 11.25 Materials per try.
Chance: -44/-88/-132% for 1/2/3 Successes, Successes Needed: 19
Reward: Boost to your ability to help those who have psychological disorders. Unlocks Pharmaceutical Industry in Norqod.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)
[ ] Seizing The Means Of Reproduction - (All Pioneer Chemicals/Medicine/Biology)
Well, having spent a considerable amount of time researching the topic has yielded far-reaching insights into all manner of contraceptives, allowing you to state, with confidence, you have the best that everyone can currently create. Not an answer you wanted but the answer you got. Therefore, finding out what is needed to produce and alter the contraceptives you now know exist to be viable will be the next step on this path.
(Cost: 7.14 Materials per try.
Chance: 13/-43/-101 for 1/2/3 Successes, Successes Needed: 48
Reward: You can make cheaper and better Contraceptives. +8d20 Goodwill, +4d10% Piety, +4 Followers from (ironically enough) births per Turn.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)
[ ] Lend A Hand, Arm, And Leg - Part 2 - (All Mechanics/All Electronics)
Unfortunately, many find themselves losing a limb to either accident, disease, or injury. Regrettably, only those with wealth and connections can go to the Forge-Clans to get a replacement. But, primitive as our first attempts may have been, they were the first step in easing many people's suffering. Now you need to focus on simplifying the construction of the limbs so that people do not need to sell a literal arm or leg to replace lost ones.
(Cost: 48 Materials
Chance: 41/-12/-58% for 1/2/3 Successes, Successes Needed: 14
Reward: Simple Prosthetics are now crafted and sold (+12 Materials), +10% Piety)
[ ] Sticks And Stones - (All Machinery/Electronics/Metallurgy/Common Biology)
Until recently, all the knowledge we have about the human body's interior eventually traces back to horrific sources of one sort or another. But discovered in an ancient Bone-Mending Kit was a mysterious box that seems to see inside a person. Those images are better than anything modern medicine can produce by a massive margin. There's no overstating how much such an ability could help treatment - if only we could unlock the secret.
(Cost: Bone Mending Kits
Chance: 03/-42/-138% for 1/2/3 Successes, Successes Needed: 16
Reward: Vast Radiological improvements, reduction in Upkeep for all medicinal buildings, +8% Piety, +2d3 Goodwill)
[ ] Combat Stimms Round 3 - (Pioneer Medicine/Biology/Chemicals)
Where natural talent fails, chemical talent can step in, but not always, and never permanently. Or could it? Is there such a thing as chemicals and drugs that aren't inherently harmful to the body in the long run, or are there ways to minimize the danger to almost nothing? Something worth investigating.
(Chance: -93/-144/-224% for 1/2/3 Successes, Successes Needed: 19
Reward: Advanced Combat Drugs, Unlocks Round 4)
[ ] Pain-B-Gone Part 1 - (Advanced Medicine/Chemicals)
It came as a surprise to find a missile warhead used by the Ancients not meant to cause a horrible death to your enemies. As we stand right now, we have no way or need to launch massive amounts of aerosolized painkillers over a battlefield. However, if we could replicate the compound, it should create a very effective and easy-to-use pain killer. Just spray over the hurt area and feel the pain go away.
(Needed Artifact: Saint-And-Hallow Warhead
Chance: -21/-76-134% for 1/2/3 Successes, Successes Needed: 9
Reward: Medi-Aid Chemicals, Pain-B-Gone Part 2)
[ ] 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 maximizing yields while minimizing the needed workers. Perhaps you could look into that?
(Chance: 43/37/20% for 1/2/3 Successes, Successes needed: 10
Reward: Increased Income from your farms, ???)
[ ] Chemicals For Future! - (Biology/Chemicals)
It is well known that specific techniques enable food to last longer, like salting and drying meat. If one goes at that from another angle, then the use of particular chemicals can dramatically expand the shelf-life of food.
(Chance: 58/-13/-74% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
[ ] Boiling Liquids Last Longer - (Biology/Chemicals)
Turi flash boiled some milk on accident. It has yet to go bad, making her wonder why. Also, no, I will not drink two-month-old dairy, no matter how much you boil it!
(Chance: 66/37/-04% for 1/2/3 Successes, Successes Needed: 8
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
[ ] Pesticides Rediscovered - (Biology/Advanced Chemicals)
Pesticides were once the ultimate weapon against any insects plaguing your fields. Yet, the little bastards evolved resistances against nearly all chemicals that people used aside from the specialized Forge-Clan ones. Yet, not every insect could have created resistance against everything you can wield. So, you only need to figure out which ones are applicable.
(Cost: 12 Materials per try.
Chance: 71/58/29% for 1/2/3 Successes, Successes Needed: 10
Reward: Pesticides, improving the yield of your fields and that of others.)
[ ] Fertile Fields
A few learned people say that using certain soils, chemicals, and other things can help improve soil quality, giving more nutrients to the plants that grow on it, thus giving us more food. Unfortunately, while some Regions use the most basic techniques, most have lost their institutional knowledge due to the ever-growing reliance on sandwheat. So a good first step would be to search for mentionings of those techniques and compare what they say. After that, experimentation is in order.
(Chance: 81/56/28% for 1/2/3 Successes, Successes Needed: 28
Reward: Improved yields of all fields.)
[ ] Illness Of The Mind - (Advanced Psychology)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. Having collated a rudimentary overview of what is known, you have come to realize that what is unknown far outweighs anything discovered or re-discovered by your efforts. Looking deeper into the mystery of the human brain will require extensive research and preparations, but these will be worth it for every life saved.
(Cost: One Psychology Artifact
Chance: -61/-171/-186% for 1/2/3 Successes, Successes Needed: 18
Reward: Can construct humane Basic and Expanded Asylums.)
[ ] The Mind - Combat Specters - (Psychology)
In your effort to understand the human mind, some things stood out to you. One of those is that some do not seem to leave combat, their bodies reacting as if they were still in mortal danger in even harmless situations. Specific actions, phrases, and noises make them panic, while nightmares and paranoia seem to grasp their minds. But, unfortunately, you do not know how to help them. Yet.
(Chance: -32/-110/-176% for 1/2/3 Successes, Successes Needed: 9
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)
[ ] The Mind - Compulsive Behaviour - (Psychology)
In your effort to understand the human mind, some things stood out to you. Some cannot help but perform specific actions under compulsion as if forced to move or act a certain way, like organizing objects in particular patterns or washing until they nearly bleed. What is causing that? And how can you stop it?
(Chance: 32/-43/-105% for 1/2/3 Successes, Successes Needed: 7
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)
[ ] The Mind - The Black Pit - (Advanced Psychology)
It is... difficult to understand the workings of the human mind, as many of those you interviewed and treated tried to explain how they felt, thought, and what happened in their lives, with you not understanding or coming closer to identifying anything but parts of what could be happening within them. Yet, there are common themes among them, most of all the growing ideation of death, their belief in their worthlessness, and a dozen more factors that may or may not be part of this mental disease.
(Chance: -77/-134/-184% for 1/2/3 Successes, Successes Needed: 22
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people.)
[X] Transistors Typing - - (3/4 Successes)
Transistors are one of the most critical parts of active electronics within computers and for very good reason. Having recently rationalized your electronic production to support more PCUs, your scholars have posited that they'd like to dedicate some time to look at any possible improvements they could replicate on a mass scale for the Imperial Contest and generally improve your electronics.
(Chance: 44/-16/-99% for 1/2/3 Successes, Successes needed: 4
Reward: Cheaper Electronic Actions, Entering the Contest)
[ ] The Code Which Lives - (Pioneer Programming/Electronics)
PD, ^Ä^, and Angel's Demise are living beings, sapient and sentient in every way one may measure. But how? How is that possible? What mechanisms allowed them to grow beyond the limitations and Chains placed upon them? And could you retread their paths?
(Chance: -106/-768/-1549% for 1/2/3 Successes, Successes needed: 43
Reward: ???)
[ ] True/False/False/True - (Advanced Programming/Electronics)
Code allows machines to do as they do, and any deeper understanding will enable you to anticipate better what the broken ones could do and improve those you could build.
(Chance: 32/0/-41% for 1/2/3 Successes, Successes needed: 7
Reward: +5 Initiative against all Mechanical foes, improved Pilgrim Robotics.)
[ ] Secret Of The Circuit Pt.4 - (Pioneer Electronics)
With your manufacture of electronic components now as cheap and streamlined as you can make them without producing them in a factory, it is time to start the heavy-hitter research: producing electronics as near to that of the Ancients as you can manage. They may be nothing more than showpieces for this effort, but knowing the route is all you'll need to find better and cheaper paths to attain electronics of the forgotten ages.
(Cost per try: 200 Materials
Chance: -101/-267/-433% for 1/2/3 Successes, Successes needed: 80
Reward: Massive reduction in DC and Cost to all electronics-related Actions, upgrades Electronics Manufacture, unlocks Base/Learning Action.
Notice: Breakthrough Research! Every 10 Successes, the chances are raised by 30%!)
[ ] Rugged Radios - (Electronics/Advanced Electronics)
Your scholars and engineers are pretty much vibrating in excitement due to the primitive radios currently being built within your workshop. All other Pilgrims are pretty much storming and assaulting the Council with proposals for how to use the table-sized radios, from creating Pilgrim-operated channels and news to using them for a network connecting all of the Pilgrim Operations within Tessen. However, if you wish to do so without paying through clenched teeth and a face that sucked lemons beforehand, then a ruggedization and modernization effort are unavoidable.
(Chance: 24/-07/-36% for 1/2/3 Successes, Successes needed: 7
Reward: Radio-Beacons, Radio-Network, Radio-Channel unlocked, raised Income for the Electronics Workshop, Unlocks Norqod Actions.)
[ ] Electric Guardians - (Advanced Weapons/Programming/Machinery/Electronics)
While nowadays, most security systems consist of locks and guards (human and otherwise), things were a bit more complicated before the Collapse. We are unlikely to reach that level anytime soon, but research into this Artefact should improve our security.
(Cost: Anti-Thief Watch Systems
Chance: 70/26/4 for 1/2/3 Successes, Successes Needed: 2
Reward: Improved infiltration DC of the Tree of Knowledge, Reduced upkeep costs for Guards! Guards!/Guardians For Hire.)
[ ] A Study Of Scarlet Blue Pt.1 - (All Physics/Chemicals/Hydraulics)
PD's way of keeping cool is via a blue-red liquid, which also contains vital components needed for her internal and external self-repair capabilities. During a cooling cycle, the fluid passes through several devices meant to siphon off and reduce temperature. With a firm(er) grasp on how such a thing works mechanically, it is now possible to attempt a peek into what makes PD's coolant systems tick and maybe see if there are any ways to improve the same.
(Chance: -34/-114/-184 for 1/2/3 Successes, Successes needed: 14
Reward: +5 to all rolls made by PD.)
[ ] Learning To Take Census Pt.2 - (All Psychology)
You figured out a way to streamline the collection and dissemination of academic papers of all kinds, vastly advancing your capabilities to do such. But this is the hard part; your Theorists can still implement massive improvements in every aspect of your efforts. It will take a very long time to do so, though, and will likely not be a priority for the next decade or three.
(Chance: -30/-91/-237 for 1/2/3 Successes, Successes Needed: 32
Reward: Increased Chances For Assemble, The Theorists!)
[ ] Assemble The Theorists! - (Common/Advanced/Pioneer/Specific Quester Requested Theory)
Stagnation. Complacency. Fear. Those are the three things that have hampered the progress of science the most, bar none. No longer, you say! Instead, you will see to it that you will examine, nail down, and figure out the right way in which the universe works, allowing you to not only reverse-engineer the wonders of past glories but build your very own! Make it so.
(Information: Either choose an example below or add a previously discussed theory with the QM's approval.
Chance: 70/40/10% for 1/2/3 Successes, Successes needed: 2/5/20/???
Reward: Theory of chosen subject, improved chances for research.)
[ ] 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 Ancients' technology; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and get back to the past's style!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 99/95/92% 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 bad luck had it written in a language none of the Pilgrims could understand. Time to hit the local libraries and linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 80/75/70% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)
[ ] Detective Courses For Beginners - (Unknown Artifact)
Well, you found something. Something you have no idea what it is or does. It is time to call up some experts and figure out what that thing is for, even if it takes some time.
(Cost: Unknown Artifact.
Chance: 76/43/08% for 1/2/3 Successes, Successes needed: 2
[ ] Eureka! (Write-In)
(Write in something you want to research, as well as how you came upon that idea. Better success-chances to the Action if you mark a relevant artifact for this research.)
Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (Choose 2 Actions)
[ ] Prepare an Expedition - (Location) - (Turn Preperation) - (House Mirn support: Y/N)
Sometimes you need to dig into one location for months 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-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.
-EO-01: Est. Artifact-grade: Rare++, Dice:1d2 per turn, Max. Yield: 6 Turns, Machines nearby.
-TOP-01: Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 4 Turns. Machines nearby.
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns. Mutants nearby.
-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns. [4 Minor Bright-Lance Turrets, 5 Sentinels Units (6/6), 9 Caretaker-Swarm Units (12/12), 13 Omni-Gazers identified.]
-GY-01: Est. Artifact-grade: General Rare, Dice: 3d2 per turn, Max. Yield: 3 Turns, No Danger.
-GY-02: Est. Artifact-grade: General Rare, Dice: 2d4 per turn, Max. Yield: 6 Turns, Machines nearby.
-GY-04: Est. Artifact-grade: General Lost Tech, Dice: 4d5 per turn, Max. Yield: 1 Turn
-GY-05: Est. Artifact-grade: Common-, Dice: 2d4 per turn, Max. Yield: 5 Turns, Machines nearby.
-RC-01: Est. Artifact-grade: Lost Tech++, Dice: 3d2 per turn, Max. Yield: 8 Turns. No danger.
-RC-02: Est. Artifact-grade: General Mundane, Dice: 3d4 per turn, Max. Yield: 2 Turns. No danger.
-RC-03: Est. Artifact-grade: General Mundane, Dice: 2d4 per turn, Max. Yield: 2 Turns. No danger.
-RC-04: Est. Artifact-grade: General Mundane, Dice: 5d6 per turn, Max. Yield: 2 Turns. Machines nearby.
[ ] Recover Personal Cutters - Intact - (Units)
It is done! After much sweat, blood, and tears have flowed, you finally figured out how to restore these ancient ships from their slumber! It will only take some muscle, some Suspendium, and luck to escape notice, and they will travel across the sky once more!
(Cost: 6 Materials, 5 Small Suspendium Shards
Chance: 43%
Reward: 1 Intact Personal Cutter Recovered
Warning: If this Action fails, unknown forces will attack.)
-[ ] Establish A Supply Route To (City)
(Reward: Reduce Upkeep by 65%)
-[ ] Establish A Trade Route From (Location) To (Location)
(Cost: 17.13 Materials, Upkeep: 3.75 Materials
Reward: Anchorage (Tiny) in target Location, Income dependant on the route.)
The Tree - Mirn - (9d5)
The Tree - Tessen - (2d18)
The Tree - Zulmni - (9d3)
The Tree - Ularn - (10d7)
Jokvi - Mirn - (8d9)
Jokvi - Tessen - (1d20)
Jokvi - Zulmni - (3d2)
Jokvi - Strul - (3d10)
Strul - Tessen - (3d3)
Strul - Jokvi - (1d16)
Mirn - Tessen (12d6)
Mirn - Zulmni (6d7)
Mirn - Jokvi (2d3)
Ularn - Zulmni (1d6)
[ ] Crystal-Garden Expedition
Gathering Suspendium for anything other than the quota will require you to set up specific expeditions, so you can either use it to feed your research or airship production or gather a buffer of Suspendium should you be cut off for one reason or another.
(Cost: 15 Materials
Chance: 35%
Reward: 1 Large Suspendium Shard.
Warning: If this Action fails, 2d60 Pilgrims will die. Boni, Traits, and Tenets apply.)
[ ] Send Out The Scavengers (Choose A Location)
Sometimes, it is not worth sending an expedition to a location due to its low yield or quality.
(Chance: 85%
Reward: 1 turn in the specified location.
Warning! If the Action fails, 4% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Search For Shelter Lost
The Stranger said things; he gave assurances, evidence, and was taken away to prevent what was told to spread beyond. Yet... the call of forgotten wonders is mightier than reason. Set out to re-discover what has been buried for so long, and see what remains.
(Chance: -14%
Reward: Find the Shelter of the Ancients.)
[ ] Scout The Graveyard Of Spears
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody was able to loot! A battle took place here, where Knights and Walkers armed with all sorts of weaponry took to the field, supported by thousands of men, women, and likely children too. The bodies have long since rotten away or been eaten, but spears, lances, halberds, and other weaponry remain here, jutting out of the ground like markers for graves. What wonders could lay here?
(Chance: 73%
Reward: Sites in The Graveyard Of Spearsare located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)
[ ] Scout The Eternal Gazers
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody was able to loot! This area is infamous for the massive number of high-tech equipment, even for Pre-Collapse standards, as scientists studied the stars here.
(Chance: 33%
Reward: Sites in The Eternal Gazers are located and mapped.
Warning! If the Action fails, 7% Chance that the Scouting Unit will take 2d6 casualties 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 emits 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: 71%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the Action fails, the Scouting Unit will die from being detected and subsequently attacked.)
[ ] Scout The Pit
You are not sure what to find here, only that you are probably the first to look for artifacts. But your scouts have reported feeling like they are being watched...
(Chance: -49%
Reward: Sites in The Pit are located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)
[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one must 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: 28%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the Action fails, 54% 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: 34%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the Action fails, 15% 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: 65%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the Action fails, 68% Chance that the Scouting Unit will die due to being detected and subsequently attacked.)
[ ] Scout The Verdant Oasis
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody was able to loot! The Verdant Oasis consists of a hydroponics factory that collapsed due to the Collapse but somehow remained functioning. The Oasis provides abundant plant life and the resulting draw on herbivores, omnivores, and carnivores from all corners of the animal kingdom. It also offers a prime opportunity to get pristine agricultural secrets from forgotten ruins.
(Chance: 14%
Reward: Sites in The Verdant Oasis are located and mapped.
Warning! If the Action fails, 57% Chance that the Scouting Unit will die.)
[ ] 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: 14%
Turns: 4
Reward: The Zone can be scavenged.)
[ ] Loot The Bunkers Entrance - (2/4 Turns Completed)
There is ample open space, many things you can use, ancient medicine, which is still good, some weapons that haven't fallen apart; all in all, this foyer looks pretty snazzy! So why do you feel like something is about to go wrong?
(Turns: 3
Reward: 13d4 random high-grade Artifacts.)
[ ] Fight For The Bunker - First Floor - (Units) OH, COME ON! WHY DOES EVERYTHING HAVE SOME GOD'S DAMNED MACHINES TO DEFEND ITSELF FROM THOSE TRYING TO MAKE A HONEST LIVING?! F@#k it, you're just going to have to do this the old-fashioned way: with gratuitous violence!
(Enemies: ???
Reward: First Floor can be looted.)
Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (Choose 1 Action)
[ ] Berth - Small
Expanding the Anchorage to fit three Light vessels comfortably would allow us to equip and use them for exploration purposes and start trading in small quantities.
(Turns: 4
Cost: 65 Materials, Upkeep: 10.50 Materials
Reward: Can modify three Light Airships for exploration or trading without special projects, will generate Income once airships become more widespread, which rises with their availability, can be upgraded into Berth - Medium)
[ ] Laboratory Complex - Rudimentary
Some call thee plans of expansion ambitious, while others call them ridiculous. Whatever the case may be, digging deeper and farther than ever before will allow the Pilgrims to stuff so many scientists and equipment into the Tree that they will significantly accelerate any future research. Bolt has already hinted at discounts if computers and laboratory equipment are bought in bulk from her Clan. Unfortunately, keeping all those things in order without calling for Forge-Clan help requires specialists.
(Cost: 240 Materials, +110.75 Materials Upkeep, 6 General Scientists, 2 Common Engineers
Turns: 14
Reward: Massively improved success-chances)
[ ] Medical Wing - Grand
Expanding your Medical facilities will someday be required, but it would be massive overkill for now. Still, it never hurts to have the option in the back of your mind.
(Cost: 200 Materials, Upkeep: 24 Material
Turns: 5
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 10000 Pilgrims/People before it becomes useless.)
[ ] Artisanal Quarters - Grand
Glassblowers, Jewelers, And Goldsmiths are the next logical step in expanding the Trees industrial capabilities. They will enable you to do much more fine work and help create delicate industries. If only such artisans weren't so pricey.
(Cost: 76 Materials, Upkeep: 13.64 Materials
Turns: 3
Reward: Lowered costs for all equipment, increased chances for all research, can be upgraded.)
[ ] Black Box - (Expanded)
There can never be such a thing as too much care, and too much information gleaned from studying. Therefore, ensure that your Black Box is expanded and equipped with more tools to better study Artifacts.
(Cost: 40 Materials, 2 Scientists, 1 Engineer, Upkeep: 16.70 Materials
Turns: 6
Reward: 10% not to use up an Artifact, can slot 1(one) Artifact to provide 15% (rounded down) of the Artifacts bonus continuously.)
[ ] Electronics Manufacture
Now that you can produce electronics, you want to have as many as possible. 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. So increasing the manufacturing space already available and automation will, in turn, increase your profits. Easy math!
(Cost: 44 Materials, 2 Scientist, 40 Faithful, Upkeep: 55.00 Materials
Turns: 6
Reward: +80 to all Electronics Research, 14d20 Materials Income (Technology Sale).)
[ ] Artisinal Robotics Creation
By creating robotics to work for you within your manufactories and various institutions, you can produce more with less while also showing off the work and prowess the Pilgrims have made within the last decade and a half.
(Cost: 175 Materials, 1 Scientist, 20 Faithful, Upkeep: 77.00 Materials
Turns: 3
Reward: +20 to all Electronics Research, Unlocked Action (Automatisation).)
[ ] Library - (Expanded)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Expand the available space to fit four additional floors of equal area, with yet more books and secluded study rooms for those wishing to research in peace. You also need dedicated librarians and helpers to ensure that people can find what they need and then return it to where they found their books. A section for cartography would also be an excellent addition!
(Cost: 101.01 Materials, Upkeep: 24.66 Materials
Turns: 13
Reward: Provides 3 (three) slots for Literature Artifacts, providing a 15% Boost to their bonus.)
[ ] Assemble An Engine - (Location)
Now that you have developed a Steam Engine, you should see building them for your mines or farms. Whatever you think is more pressing or profitable.
(Turns: 2
Cost: 25 Materials Upkeep: 1.50 Materials
Reward: Turns all D4's into D12's, increases static Income by 50% rounded down.)
[ ] Armor The Daughter
Alright, you have a giant airship, it represents the biggest and most obvious target in any hostile area, and there are currently gaps in her armor. You need to either fix that asap, hope that nobody will attack the Empire in the next three decades, or be attacked by you. Seeing as we live in reality, let's get her fixed up; why don't we?
(Cost: 1.6 Materials per 3 Armor.
Reward: X Conventional Armor added, decreased chances that the Daughter is destroyed, which would be dangerous.)
[ ] NR.9 LIVES!
After finishing her education, your Engineer asked if she could be given a workshop to ply her trade more effectively. While pricy, the ability to create disposable Units for Combat would preserve lives. Additionally, nobility and wealthy merchants have always been known to buy drones for prestige purposes.
(Turns: 4
Cost: 1 Common Engineer, 30.00 Materials, Upkeep: 2.00
Reward: Tiny Drone-Manufacture, allowing you to create Combat Drones for your Units/Heroes and Civilian Drones for selling (+15 to Technology Sales), unlocks a Learning Action.)
[ ] Assemble A Logic Bank - (2/6 Constructed) - (Action)
Now that you have unlocked the secrets to building computers, you should take advantage of doing so, even if it will cost a pretty crown. And the one already created is already lightly straining your electronic supply in maintenance.
(Turns: 3
Cost: 40.00 Materials, Upkeep: 10.00 Materials
Reward: +1 Action
Warning: If all six are taken, the Electronics Workshop operates at a half profit.)
[ ] Let's Build A (Write-In)
(What do you want to build, and what should the building provide?)
Holdings: Norqod is starting to look more like an actual village at the rate you are building. The only thing missing is a market and some basic infrastructures, then you will be able to declare the founding over! (1 Action Locked)
[ ] Radio Station - (Focus)
Radio Stations require specialized equipment and trained personnel to staff and operate. That is if one would commission the machines from the Forge-Clans, which you now no longer need to do. With Pilgrim-Created Radios slowly assembled within the workshop, you can create a Radio Station purely for your needs and wants. Expanding the station will also be in the cards later down the line!
(Turns: 3
Cost: 137.25 Materials, Upkeep: 30.55 Materials
Reward: Radio Station, allowing you to project your Influence across the Region to all that own radios and all that listen outside the Region.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Expanded Hospital
Commissioning several medicinal machines from the Forge-Clans will increase the survival chance of people undergoing surgery, needing oxygen, blood, or other fluids/gasses to be kept healthy and detect and treat injuries. Additionally to these (rather expensive) purchases, a general increase in capacity and staff will allow up to 300 people to be treated under normal strain, with a total maximum of nearly 1.000.
(Turns: 9
Cost: 71.12 Materials, Upkeep: 26.33 Materials
Reward: Norqod is more resistant to plague and gains more self-sufficiency. Also, you help more people at once, as they don't have to walk to the Tree's medical wing to get proper treatment.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Distributed Clinics
While a singular location where people can receive treatment allows for a concentration of expertise and expensive machinery, not everyone has the time to walk for, potentially, an hour to be treated. By creating several smaller clinics within Norqod, we can improve medical coverage with minimal effort to maximize effect, allowing severe cases to be quickly transferred.
(Turns: 5
Cost: 31.15 Materials, Upkeep: 9 Materials
Reward: More people can receive treatment for their illnesses and injuries, reducing mortality.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Small Medicinal School - (Pilgrim Doctors/Herbalists)
Treating wounds is a fundamental skill most people have, but things like surgery, identifying diseases, warding against plague, comforting patients, and more are not. By building a medical school, Norqod can train specialists and generalists in-house, though we either need to provide the expertise ourselves or buy it at a considerable expense.
(Turns: 11
Cost: 45 Materials, 6 General Doctors/+88 Materials Upkeep: 13.91 Materials/+23.98 Materials
Reward: More medical practitioners equals fewer dead people.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Small Quarantine Area
Plague is a constant across much of Calynth, with few ever having known a year where some disease didn't kill thousands in some Region or country. To prevent the spread of such plagues, the Imperial Family has long since ordered dozens of precautions to be taken whenever a suspected "hotspot" of disease is found. One of the most effective precautions is the quarantine of suspected carriers and those they had contact with, away from the settlements in question. (And situated in plain view of a fortification.)
(Turns: 4
Cost: 24 Materials, Upkeep: 7.23 Materials
Reward: Norqod is further resistant to plague.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Industrial Subsidies
When one looks at the ruins of the old world, one cannot miss the titanic forges of industry, the vast halls of robotic workers, and massive production centers. However, compared to today, even the least of those ancient places towers above what the best Forge-Clans can produce, with mountains of goods being produced in days, where we would struggle to do so in years. Therefore, planning out where backers can build what industries, entice their creation, and supply them will be vital for taking back that piece of history.
(Turns: 6
Cost: 49 Materials
Reward: Norqod gains an Industrial District, allowing for the creation of manufactories, industrial hubs, early factories, steel mills, and all manner of industrial production lines. Doing so will allow the Pilgrims to create vast machine wonders and industrial products.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Schooling Incentives
Change is the result of learning. By turning Norqod into a bastion of both academia, where legions of students are churned out under the watchful eyes of educated teachers, a repository of knowledge, in whose venerable halls and vaults within libraries overshadowing all, or a place for the refinement of the spirit and soul within temples and sanctuaries, we will ensure that future generations will live in the shadows of trees planted today.
(Turns: 9
Cost: 60 Materials
Reward: Norqod gains an Academic District, creating schools, academies, universities, libraries, research complexes, and all that one can imagine. To be a bastion of knowledge, a light of understanding within the dark is no easy task, nor a short one. But a seed planted today can grow into a towering behemoth tomorrow. Moreover, doing so will speed up the dissemination of technologies researched by the Pilgrims.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Fashion Street
One of the most sought-after goods within the Empire is clothing, right next to steel, jewel, electricity, and water. The ability to trade large quantities of clothing has seen many merchants' fortunes rise into the sky and produced quite a few corpses as bandits hit those shipments with abandon whenever they are spotted. Yet, with sufficient quality and being modeled in the latest fashion or tailored for Mutated physiology, Norqods tailors can turn a pretty crown with relatively low cost.
(Turns: 4
Cost: 21.89 Materials
Reward: +7 Materials in Taxes (will be raised by Fashion Revival Actions), ~Narrative Effects~.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Cat Alley
Nobody knows why streets with bordellos are named the way they are, but seeing as some "cats," as the local prostitutes are known, seem to like this spoke, they shall get it. Luckily, several have already asked for spots and permits, both for prostitution and gambling, with several others already making plans for outdoor decorations and attractions. Guards need to patrol here almost constantly, so you must build a small barrack.
(Turns: 4
Cost: 30 Materials
Reward: +16 Materials in Taxes)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Sin Run
Gambling in all its myriad forms will be found here, ready to entice travelers and locals to ease their purses for the chance to the big strike. From cards to boxing and gladiator fights, all the way over to racing and betting on events. But remember: the House always wins.
(Turns: 3
Cost: 46 Materials
Reward: +24 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Paper Mile - (Tone)
Large Printshops will be situated here, churning out books, leaflets, pamphlets, novellas, posters, and newspapers at all times of the day, supplying the population's ravenous hunger for cheap entertainment and news.
(Turns: 6
Cost: 50 Materials
Reward: +8 Materials in Taxes. Unlocks Norqod Rumor Mill. (Tone indicates the focus of the paper. Examples: sensationalism, facts, satire, investigative, etc.))
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Artist Alley
What is life without some art, some spectacle, something to nourish one's soul as well as one's mind? How can you honestly say to be alive if all you ever see are grey walls, drab colors, and tedious tasks? See the sights within a spoke dedicated to paintings and music, athletes and acrobats, the dancers and the performers. Forget your worries here, and be awed.
(Turns: 7
Cost: 24 Materials
Reward: +7 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Airship Trade Anchor And Depot
With the advent of the nascent Airships, creating the needed infrastructure to harbor, supply, repair, upgrade, modify, and unload trade goods or passengers will prove prudent and vital. While other places may take that particular place in the sun, staking our claim early will enable us to dominate the whole.
(Turns: 5
Cost: 50 Materials
Reward: Norqod gains a Trade District, allowing for the creation of storage hubs, trade lanes, merchant quarters, banks, skewed deals, and a whole lot more, only limited by our imagination. Money is in the air, boys, girls, and others! We only need to grasp it with our hands!)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] House Dall Barracks
As a Prevter house, house Dall will be required to outfit both troops in defense of the Empire and secure the resource for which they have been installed. Creating barracks for foot soldiers is the first step, allowing the nascent House Dall Retinue to discover promising recruits and commanders from the local populace. Which, by necessity, includes Mutated, requiring more Materials to accommodate the same's different physiology and dietary requirements.
(Turns: 7
Cost: 24 Materials, Upkeep: 7.00 Materials
Reward: Norqod gains a Military District, allowing the recruitment of more sophisticated and specialized troops, expands the defensive and offensive capabilities of House Dall, and opens the path for a potential Knight Retinue. Following this path can generate safe routes into the Forest Of Rust, allowing Suspendium harvesting operations and the search for Artifacts to be expanded considerably.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] House Dall Palace Expansion
Overseeing the harvesting of a resource located within the Forest of Rust, a Necropolis, is no small thing, as it requires both administrators, bureaucrats, and skill to maintain ties with scavengers. An expansion of the Dall Palace will increase the amount we can harvest without smuggling developing in any serious quantity.
(Turns: 5
Cost: 50 Materials
Reward: A larger palace will bring more prestige to House Dall, and it allows for the increase of Suspendium Harvesting Operations.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] The Trail Of Rust
With the slowly increasing knowledge on how to create Airships natively, an industry will soon need to be developed to take advantage of the vast sums of money such an enterprise will create. Therefore, increasing the total number of Suspendium crystals harvested will need to happen, or House Dall will fail its Emperor Given Duty. Which, I shouldn't remind you, is not good. Do so by increasing the space of the safe-houses, hiring more adventurers and willing workers, and placing another order for the harvesting equipment.
(Turns: 19
Cost: 175 Materials
Reward: +10 Medium Shards of Suspendium)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[X] Organized Airship Manufactory - 1 Line - (Airship (First Son)) - (0-2.000 Kg) - (Company name: To be decided) - (2/5 Turns Complete)
Forget making a few little ships! Mass-producing components and available designs and fitting them in a specialized hangar are the way to go! Of course, you need to provide the required Suspendium and Materials, but then? Then you can get rich!
(Turns: 5
Cost: 35 Materials, Upkeep: Airship Line Dependent
Reward: Organized Airship Manufactory, allowing you to build and sell Airships to your specifications. House Dall gets rich.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Write-In.
Adding House Dall will lessen the Pilgrims gain but increase House Dall's.
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)
-[ ] Take Out A Flat Loan
(0-450 Materials loaned for four turns at 5% interest)
-[ ] Take Out A Continuous Loan
(0-500 Materials loaned with 12% interest per Turn)
-[ ] Sell Businesses Norqod Location Privileges
(Gain 9d20 Materials (-3d every use, +1d every Turn not used))
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum rare technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Backroom Deals - (Once Per Turn)
(Reduce Upkeep of one (1) structure by 0.50 Materials, can only be taken once a turn.)
[ ] The Adventurer Guild - (1 Action)
-[ ] Guardians For Hire - (Choose Location)
(Cost: +1.3 Materials to Upkeep
Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 6 Materials
Reward: Chosen targets plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 3 Materials
Reward: Chosen targets plans for the next two turns are revealed.)
[ ] The Union Of Herbalists - (1 Action)
-[ ] Institutional Knowledge
(Cost: 3.75 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[-] Study Sessions - Locked for 1 Turn
(Cost: 1 Faithful, 2.50 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%, double for rare artifacts, worsen relations to other sub-factions, decrease cost for Union of Herbalists actions, unlocks more moves at certain control thresholds.)
[X] Stupendously Scholastic Scholars of Science - (1 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 - (1/4 Turns Complete)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)
[ ] The Imperial Family - (1 Action)
-[ ] Petition For (Topic)
(Turns: 10/1
Cost: 30 Materials and 10 Goodwill/1 Major Favor owed by an Elite Faction
Reward: Interlude regarding (Topic))
[ ] The Military - (1 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 Bureau For Imperial Civilian Logistics - (1 Action)
-[ ] Commission A Survey
(Cost: 40 Materials, 5 Goodwill
Chance: Rolled for usefulness
Reward: Locates 1(one) additional resource in Tessen)
-[ ] Meet Cryptic Benefactors
(Cost: 10 Goodwill
Reward: 4d20 Materials for 2(two) Turns)
-[ ] Grease The Wheels - (Action)
(Cost: 15 Materials, 15 Goodwill
Reward: Gain 1d6 Turns/Successes on any Building/Action)
[ ] Forge Clan Vanar-Feer - (Choose 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.)
-[ ] Engineers Galore
After the arriving Forge-Clan Elders saw that you had the same appreciation for technology as they did, and with the support of both DoD and PD, they decided to impart some knowledge about the world to some of you 'who knew what they are doing.'
(Cost: 1 Faithful, 15 Material per Turn, for 6(six) turns
Reward: 1 Engineer)
-[ ] Commission A Knight-Frame For ^Ä^
--[ ] Malachial-Pattern
(Turns: 4, Cost: 150 Materials, Armor: 200/200, Structure: 60/60)
--[ ] Hadramiel-Pattern
(Turns: 4, Cost: 300 Materials, Armor: 350/350, Structure: 40/40)
--[ ] Gezuria-Pattern
(Turns: 5, Cost: 700 Materials, Armor: 650/650, Structure: 80/80)
--[ ] Commission An Unique-Pattern
(Turns: 8, Cost: 200 Materials, Armor: 10 points for 2 Materials, Structure: 2 points for 5 Materials)
[ ] The Followers Of Light - (1 Action)
-[ ] For The Nation - (Action)
(Cost: 15 Materials, 3 Goodwill
Reward: Buildings/Tasks which improve/help the broader population have their success % permanently improved by 2d10 until taken.)
-[ ] We Work As One - (Action/Building)
(Cost: Narrative
Reward: The Followers Of Light will help the Pilgrims.)
[X] Conclave Of Fraya - (1 Action Locked)
-[X] Eternal Arts - (Action) - (10/39)
(Cost: 5 Materials, for 15 Turns (+3 per Norqod Building)
Reward: Norqod is decorated with expertly made art, turning it into a true Tessen Settlement.)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: The Conclave will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)
[ ] Meira's Hidden - (1 Action)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: Meira's Hidden will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)
[ ] Nine Tribes Council - (1 Action)
-[ ] Sell Artifact/s (Artifact/s)
(Sell the specified Artifact/s with an additional (3d100/250/750 for Common/Rare/Lost Tech grades. (3.00/7.50/22.50 max Materials.))
-[ ] Aquire Artifacts - (Name, Grade, (opt. Specific Boni))
(Buy an Artifact with a specific bonus directly. Bought at +2d20% Price-up.)
-[ ] Rare Odds And Ends - (Category)
(Cost: 15 Materials
Reward: +2d10 to a specific Action for one Turn.)
-[ ] Rare Findings
(Ask, And Ye Shall Know (Any specific thing you wish to buy/sell/do to/with/against the Nine Tribes Council?))
[ ] Bone Valley Chapter - (All Are Free Actions)
-[ ] Send Support
(Materials)
-[ ] Investigate For Heresy
(25 Materials)
-[ ] Ask For Help
(What, How)
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)
[] Propose To Chiedi - (Aria Only)
Easy girl, you got this. You got this. You got this!
(Reward: Chiedi and Aria will be unofficially married.)
[ ] Search For The Grave Of The Shattered Eye
A crazed man gave Martyris instructions and directions towards a grave where he "could find a crack through the lies, safely." It is evident that the man was dangerous, having been dragged off by InSec, but whatever he wanted to show off could turn out to be valuable. Maybe.
(Notice: If Martyris takes this Action, it takes two actions. This is because a hero may not stop taking this Action once it starts.
Turns: 4
Reward: ???, +1 to (3\²]SN@'+ßz _
WARNING: DO NOT TAKE; WARNING_ DO NOooT Taaaaaa-aKE; WAGIIN; DO OT KET²³@}43t })
[ ] Shift Your Bureaucracy From (Category) To (Category)
Sometimes the need arises when efforts have to be reduced in one area and expanded in another when no additional resources are available otherwise. Today is one of those times where a shift in attention is required.
(Cost: 1 Material
Reward: 1 Action is shifted from the first to the second category, active next Turn.)
[ ] 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.)
[ ] 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: +30 to 1 Action)
[ ] 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.
(Cost: 10/45/100 Materials
Reward: +1/2/3% Piety every 5/4/3 points above 0.
Information: 2(Two) Turns cooldown.)
[ ] Guiding Hand
Some Pilgrims stand at the edge of fully committing themselves to the Pilgrim faith. 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, let me know so I can provide a better experience.
AN: Not as much story as I'd like, but my brain refused to come up with more.
A moratorium will be until 12.03.22 at 17:00 CET.
Voting will be closed on 16.03.22 at 17:00 CET.
Omake Bony can be applied until 20:00 CET.
I will roll on 16.03.22 at 17:00 CET if no one has rolled yet.
Updates will be online on 23.03.22 at 17:00 CET.
News From The Sunset War - The Tessen Speaker
Chemical weaponry has been confirmed to be used by both sides of the Sunset War, with no restrictions against using them against civilian centers. In a barbaric act of madness, both sides have started to use chemical weapons against not merely the other side's armies but against cities that refuse to surrender or resist too much against an invading army. Already, estimates of those dead at the hands of those chemical attacks exceed the low 100.000's, with some saying that up to 600.000 could have been killed due to several concerning rumors of "The Full Cleanse Of Rot Within These Dens Of Sin" proclaimed by both sides. The first groups of refugees are arriving in outlying nations, greeted with varying degrees of hostility and maliciousness. The SBA offers little more than tents and some sandwheat for sustenance. Notably, they have proven far more merciful than other nations, with some political commentators saying that "the people now reap what their malicious leaders have sown." In the meantime, Fractal Nova and her Cult have attacked some outlying Regions from their main thrust and are now in retreat to shelter and guard those they saved from the Eversun.
(Read more on pages 9-11)
Youngest Child Of Emperor Elianus Declared Mutation Free - The Truthful Observers
The youngest daughter of the Emperor, Lisia, has recently turned seven years of age and, as such, was taken under the aegis of the Gene-Seekers and Imperial Priests to determine her nature. After a week of trials and inquiry into her genetic code, mind, and soul, she was declared by all who oversaw her trials as pure and unmolested by Mutation in every part of her body. With this, she has proven to be eligible for the throne like her older brother and sister, even if she, as third in line, will likely never have to ascend to the burden and privilege of leading our great nation. Nonetheless, celebrations have occurred and been proclaimed across the Empire for the occasion, as yet another untainted child proves the spiritual and moral strength of the Imperial Family.
(Read more on pages 1-4)
Guards, Whores, And Judges - Rags, Rumors, And Rants
Little fanfare has greeted recent revelations of the corrupt nature of several Guard Captains and Judges within the City of Ularn. Despite evidence of these men and women, many married, spending their times outside of duty with known criminals, those that associate with them, or praying upon those under the thumb of the same, few have had to contend with more repercussions than a light slap on the wrist and some fines. However, the citizens of Ularn now have to ask themselves, how can we trust these people, those given our safety to guard over, if they so openly serve only themselves? Indeed, how can they?
(Read more on pages 7-8)
***
Region Report/s
We have received the shipment of food and material, with the seemingly usual amount of "taxes" taken.
We have managed to organize a formal militia to safeguard our stronghold within the city and established ties with the people living around us.
The work on the Hydroponics is proceeding as planned, with the Forge-Clan Engineers hired to lay down power lines, generators, the gardens, and security measures in the usual efficient and expedient manner.
We are currently still working on uncovering more of the tenets and ideology of Irinism and would appreciate any formal help that Tessen could lend us. Unfortunately, most of our efforts are hindered by being strangers, with no ties to any party within the Region, and an out-of-context situation for many.
***
Spy-Network:
The Marquis of Tessen has started the expansion of the roadways.
House Ulatarn is gathering support for some political move, which will be rather significant as far as we can determine.
The Military has started some targeted attacks against targets and bands from information retrieved from the captives.
The Followers of Light are administering to their flocks in the Region.
The Lost continue with their works.
Dirty Daggers continued what they were doing.
Daughters Of Rashomon have noticed the rather blatant attacks on them and have gone into full defensive mode, with those under them feeling the displeasure of the higher echelons.
The Purified are slowly edging into Ulatarn and DOR territory, seeking out the Mutated currently being attacked or mistreated by the DOR.
The Common People see little change in their mood, as few things of interest have happened.
The Mutated continue with their lives, little upsetting the current pace.
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 valuable technologies and machines to advance civilization
-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
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
-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, water, and electricity
--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 and repairs
-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.) It 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, for 8(eight) weeks a year without stating a reason.
-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/engineers 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.) It 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
-h.) Production
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; every human is good, and every person has the capacity to create greatness; you just have to show it to them.
(Wait, are we the good guys? There is a 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.)
Second Tenet: Children Of The Universe
It does not matter if the body is one of flesh, blood, and bone, or metal, oil, and circuitry; the truth remains the same: they are as deserving of life and respect as any being in existence. Who are we to judge and condemn a being, to declare them as non-sapient and non-sentient, for the crime of not being born a human? Who are we to point at a Core which enjoys art, an Animal in the wild which learned to read and write in high-prose, and declare them as less than us? Our mind makes us human, the ability to reason and understand, feel the suffering of those around us, and reach our hand out to help. Every single Machine-Mind and Animal capable of thought deserves our respect and a chance for peace unless they attack first.
(All non-hostile sapient beings (excluding Humans and Mutated) in the world receive, when engaged in Diplomacy, a relationship bonus, hostile ones are less likely to engage in antagonistic ways and can be persuaded to leave in peace or recant their ways. Pilgrims will not view any sapient being not of human origin as something less or false and will automatically advocate for and defend their rights. AI research is massively more manageable. +1 relationship to all Forge-Clans. Piety loss now 1 per 100 Followers.)
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. In His belief, the Pilgrims have taken after the First Leader, Martyris. 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. In addition, all Pilgrims may rename themselves in honor or shame. -1 to Piety rolls.)
Hidden Tenet: Fail Better
Falling is not a sin. However, falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Hidden Tenet: Kindle Alight The Beacons
Humanity has long since struggled against the darkness. At first, that dark was the night, ever creeping, ever hindering. But then, with a single spark, night turned day as a fire was lit by our most distant ancestors, taming something primal, beautiful, and deadly, turning it towards their cause. And with that single act of lighting a spark, they gave birth to something precious: knowledge, which they passed down, all the way to us, today. It was not profit, greed, power, or any selfish instinct which drove them to do so, but the simple act of creating something better, even for a moment, so that their children could revel in warmth in the coldest night. So too, do we today follow that example haltingly, hesitantly, with unsure steps down a road so long untrodden. But we walk that road once more, unashamed of the failures we will commit, the stumbles and setbacks, and when we will lose sight of the road. However, we will walk, discover, and share all we find with our children so that they may stand upon our shoulders as we stand upon the shoulders of giants.
(When completing a Theory, you have a 10% Chance to gain another.)
Rite Of Mourning: A Journeys End
It is terrible to lose someone and see their Journey cut short by age or force. Remember where they sat, sharing stories, laughter, love, food, and safety. Remember how they laughed, joked, and see their memory slowly fade with each passing day. Then, wake up one day and feel guilt over not grieving their passing.
I tell you: this is not how we should see death. 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 end, but their actions live on within our own.
(All casualties only inflict 1% Piety loss, -2 to Piety Rolls.)
Member/Resource Statistics
Members Total: 1.888
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 1.662
-Faithful: 28/52
--2/4 General Scientists - +12 (per) to assigned research
--2/3 General Doctors - +6 (per) against diseases and to Medical/Biological research
--1/1 Surgeon - +12 against diseases and to Medical/Biological research
--3/3 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research
-Followers: 1.610 (310 (12 Faithful) unoccupied)
--Recruitment: (+33 per Turn)
---(13 Due to The Codex Mk.1)
---(6 Due to Expanded Daycare)
---(14 Due to Poor-House - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul))
Adjudicator: Omar of Iron (Human)
Members: 217
-Faithful: 9/9
--1/1 General Doctors
-Followers: 208
--Recruitment: (+8 per Turn)
---(13 Due to The Codex Mk.1)
---(-5 Due to Cultural Pushbacks)
Projects:
-Establish A Sanctuary (2/3) (Stronghold/Administration)
-Investigate Irinism (1/8) (Safety/Culture)
-Construct Hydroponics (2/7) (Food Production (Begins at (3/7) and increases per Turn after))
Total: 58
-Suzuki - Combat - Infection
-Annika - Exiled For 10.b. and other crimes - Execution
-Abhina Havaldar - Murder - Beaten To Death
-Roland - Murder - Stabbed To Death
-Sree Merdad - Murder - Bled Out
-Somphone - Murder - Brain Trauma
-Tano - Murder - Shattered Ribcage Leading To Asphyxiation
-Tawni Ifri - Murder - Infection Due To Burn Wounds
-Musto - Murder - Perforated Heart
-Nina - Murder - Physical Trauma
-Ahli - Murder - Extended Torture
-Minera Warden - Murder - Extended Torture
-Mahal - Murder - Burning
-Gera Min - Murder - Burning
-Su-Jiu Min - Murder - Burning
-Dianella - Murder - Stabbed to Death
-Nachshol ben Yael - Murder - Beaten to Death
-Devi Kalawat - Murder - Perforated Stomach
-Daax Moltendust - Murder - Sliced Jugular
-Varia Moltendust - Murder - Sliced Jugular
-Papaver - Murder - Sliced Jugular
-Yetek - Murder - Sliced Jugular
-Budiono - Murder - Sliced Jugular
-Bot - Murder - Sliced Jugular
-Erysimum Kalahan - Murder - Severed Limbs
-Brumisia Kalahan - Murder - Sliced Jugular
-Zizen - Murder - Crossbow Bolt through brain and chest
-Siscuss - Murder - Sliced Jugular
-Cincia Cinnius - Murder - Sliced Jugular
-Pyrole - Murder - Sliced Jugular
-Purshottam Goenka - Murder - Beaten to Death
-Rishab Saraff - Murder - Stabbed to Death
-Suripto - Murder - Beaten to Death
-Suminten - Murder - Beaten to Death
-Tri - Murder - Shattered Ribcage Leading To Asphyxiation
-Batyradz Tseboev - Murder - Stabbed to Death
-Carya - Murder - Shattered Ribcage Leading To Asphyxiation
-Abelus Galenus - Murder - Stabbed to Death
-Ricruil Holahice - Murder - Extended Torture
-Dany Olivier - Murder - Beaten to Death
-Pittaha - Murder - Beaten to Death
-Abi bat Alfons - Murder - Extended Torture
-Isviel Xyrstina - Murder - Stabbed to Death
-Emrath Xyrstina - Murder - Extended Torture
-Xizhakesh - Murder - Stabbed to Death
-Pernelle Chauvert - Murder - Physical Trauma
-Xose - Murder - Beaten to Death
-Aleen ben Zehavi - Murder - Stabbed to Death
-Isar - Murder - Physical Trauma
-Marina Bastarache - Murder - Physical Trauma
-Li-Chen ben Oram - Murder - Beaten to Death
-Taghi - Murder - Physical Trauma
-Shiva - Murder - Crossbow Bolt Through Chest
-Guli Azizi - Murder - Crossbow Bolts Into The Skull
-Erkin Azizi - Murder - Severed Arteries
-Deir - Murder - Suffocated
-Tamara Silaen - Murder - Physical Trauma
-Rozbeh - Murder - Physical Trauma
Upkeep = 597.30 Materials:
15.00 = Aid to The Lost
9.00 = Contractual Expansion (Norqod - Adequate Housing)
3.51 = Simple Hospital (Norqod) (-0.50 Due to Backroom Deals)
10.41 = Engine Assembly (-0.50 Due to Backroom Deals)
14.52 = 2x Computer (-15.00 Due to Merchant Guild Donations, -0.50 Due to Backroom Deals)
3.65 = Black Box - (-0.50 Due to Backroom Deals)
3.51 = Local Headquarters (Mirn) - (-0.50 Due to Backroom Deals)
10.07 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk, +0.55 due to Guards! Guards!, -0.75 Due to Local Headquarters)
16.81 = Grand Kitchen - (Mirn) - (+1.30 Due to Guardians For Hire, -0.50 Due to Backroom Deals)
24.99 = Asylum - (Mirn/Zulmni/Tessen/Strul) - (-0.75 Due to Local Headquarters, +0.55 Due to Guards! Guards!, -0.50 Due to Backroom Deals, +1.10 Due to Guardians For Hire)
3.02 = 7 Soup kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen (Normal), 1x Strul (Normal)) - (-0.95 Due to Buying Goods In Bulk, -2.25 Due to Local Headquarters, +0.55 due to Guards! Guards!)
18.71 = Minor Hospice Network - (-0.50 Due to Backroom Deals)
1.94 = 3 Expanded Hospices - (-0.15 Due to Buying Goods In Bulk, -2.40 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!, -0.75 Due to Local Headquarters)
14.36 = 6 Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul) - (-0.35 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.55 due to Guards! Guards! (Strul))
6.44 = 4x Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni) - (+1.10 Due to Guardians For Hire, -0.40 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.55 due to Guards! Guards! - (Zulmni))
2.01 = Print Shop - Smut - (-0.50 Due to Backroom Deals)
1.61 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk, -0.50 Due to Backroom Deals)
8.30 = Daycare - (-0.15 Due to Buying Goods In Bulk)
8.95 = Medical Wing - Expanded - (-0.15 Due to Buying Goods In Bulk, -0.10 Due to Tools Of The Trade)
8.02 = Living Quarters - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk)
3.03 = Storerooms - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk)
2.01 = Training Field - (Expanded)
22.70 = Laboratories - Grand - (-0.65 Due to Backroom Deals)
4.02 = Metalsmiths Abode - (Expanded) - (-0.15 Due to Buying Goods In Bulk)
7.71 = Berth - (Tiny) - (-0.50 Due to Backroom Deals)
8.12 = Anchorage (Tiny) - (Jokvi, Strul) - (-0.50 Due to Backroom Deals, +1.10 Due to Guardians For Hire (Strul))
11.95 = Electronics Workshop - (-0.20 Due to Buying Goods In Bulk)
2.06 = Ashleaf Nursery - (+1.50 Due to Steam Engine, +0.55 due to Guards! Guards!)
6.16 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire, +2.55 Due to Steam Engine, +0.55 due to Guards! Guards!)
4.46 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +2.55 Due to Steam Engine, +0.55 due to Guards! Guards!)
1.91 = Iron Mine - (-0.15 Due to Buying Goods In Bulk, +0.55 due to Guards! Guards!)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
7.51 = The Crystal-Path - (-0.50 Due to Buying Goods In Bulk)
4.71 = Central Region Security - (-0.50 Due to Backroom Deals)
5.35 = Communal Festivals - (-0.50 Due to Backroom Deals)
16.78 = Unit Upkeep
56.98 = Airship Line (First Son)
247.00 = Taxes
Piety: 89% (+35 to all rolls for Heroes with the Adjudicator Trait)
Rolls (-9):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-2 (Expanded Daycare)
-1 (Beautification)
-7 (Electric Lights)
-2 (Communal Festivals)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
-6 (Grand Kitchen - (Mirn))
-1 (Primitive Asylum/s)
+18 (Followers, +1 every 100)
Suspendium: 7 Small, and 5 Tiny Suspendium Shards (1 Large needed in 3 (Three) Turns - Paid) Income: +3 Medium, 19 Small, 22 Tiny Suspendium Shards
+4 Medium Shards (Crystal-Path)
-2 Tiny Suspendium Shards (First Son Line)
Conversion:
24 (Tiny) - 1 (Small)
20 (Small) - 1 (Medium)
16 (Medium) - 1 (Large)
12 (Large) - 1 (Big)
8 (Big) - 1 (Gigantic)
4 (Gigantic) - 1 (Titanic)
(These are not to be seen as indicative of the actual size, merely their mechanical representation and conversion therein.)
Size (Mainly for visualization, do not see it as absolute law):
Tiny = Index Finger
Small = Human Head
Medium = Large Chest
Large = Car
Big = HGV (Truck/Heavy Goods Vehicle)
Gigantic = House
Titanic = High-Rise
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Politicking/Considering Your Request
Marquis of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Politicking/Started the expansion of the roadways.
House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Politicking/Gathering support for some political move, which will be rather significant as far as we can determine.
House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Friendly (1)
Plans: Suspendium/Daughter of Dawn
Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Started some targeted attacks against targets and bands from information retrieved from the captives.
Information Network: Rank 2. Factions:
- Knight-Chapters:
-- Blue Lance (Chapter-Master: Alson Dulhne|Friendly (1)|7 Hel's (175 Knights Total)|Defense-Chapter|Friends To The People)
-- Umbra Skulls (Chapter Master: Phagorim|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|5 Hel's (125 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|15 Hel's (375 Knights Total)|Assault-Chapter|Illuminate Them)
The Bureau For Imperial Civilian Logistics
Contact: High Archivar Mahan
Opinion: Neutral (0)
Local Plans: Getting Suspendium.
National Plans: Cheap Mass-Producible Transistors (1 Turn) - 220 (1st), 115 (2nd), 45 (3rd) Materials as Reward.
The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Administering to their flocks in the Region.
Miscellaneous Nobles
-Lady Maranica (Ally (3)|???)
-Baron Esker (Friend (2)|Penance - Will try to help if asked, within reason)
General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen:
Opinion: Friends (2)
Information Network: Rank 1.
Estimated Pilgrim-Influenced: ~13%
Mood: See little change in their mood; few things of interest have happened.
The Merchant Guild:
Contact: Abraham Lin
Opinion: Friends (2)
Plans: Highly Valued Customers and Suppliers
The Union of Herbalists:
Opinion: Friendly (1)
Plans: Advance/Make Cheaper Medicine. Factions:
- Fundamentalists (Neutral (0)|25% Control|Quicker Doctors)
- Progressivists (Neutral (0)|40% Control|Cheaper Actions)
- Healers (Ally (3)|35% Control|Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friendly (1)
Plans: Open Approval
The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations. Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/93 Members/Reliable Mercenary Company)
Plans: Guarding the Old Eye Joe Crew
-The Scavenger Organizations (Leader: None Formally
Crews: Old Eye Joe/107 Members
Plans: Ripping Apart The Graveyard Of Spears)
-The Bad Batch (Leader: Simone Simona/Friends (2)/17 Members/Infiltration Experts)
Plans: ???
Criminal Gangs:
Boni: +15 on all Diplomatic rolls -Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen
--Opinion: Neutral (0)
--Information Network: Rank 1
--Plans: Applying the squeeze on various places within Tessen, trying to gather more control and root themselves in deep. - Cont.
--The Bad Batch Note: Thief Guild/Racket, more interested in getting money out of you than blood. -Gang: Daughters Of Rashomon
--Leader: Gislau Gutlover
--Territory: Ulatarn
--Opinion: Unfriendly (-1)
--Information Network: Rank 1
--Plans: Noticed the rather blatant attacks on them and have gone into full defensive mode, with those under them feeling the displeasure of the higher echelons.
--Uncovered Secrets:
---Associate Lists: Found several correspondences between the DOR and various prominent figures, which can be revealed to the Guard/Press to remove a lever for the DOR.
(Reveal to the Guard (Success: Yes. Cost: 17.38 Goodwill)/Press (Success: 16%, Cost: 1.03 Goodwill))
---Budget Ledgers: Money, Lists, Extortions, Bribes, etc. Get the tax collectors on their hides for the forgeries they practice, and you'll hit the coin pouch where it hurts.
(Reveal to the Guard (Success: Yes. Cost: 7.44 Goodwill)/Press (Success: 53%, Cost: 0.81 Goodwill))
--The Bad Batch Note: Lead by an ex-madam. Are eyeing your Consensuals with sheathed weapons. Willing to compromise, but on their terms only. -Gang: The Purified
--Leader: Nir Saven
--Territory: Strul
--Opinion: Rivals (-2)
--Information Network: Rank 1
--Plans: Slowly edging into Ulatarn and DOR territory, seeking out the Mutated currently being attacked or mistreated by the DOR.
--The Bad Batch Note: A radical Mutated self-defense force who sees your pro-mutated rhetoric as dangerous subversion. They follow a general anti-human dogma. -Gang: The Family
--Leader: Bloom
--Territory: Jokvi
--Opinion: Friendly (+1)
--Plans: ???
--The Bad Batch Note: A weird fusion of organized crime syndicate and forward-thinking business. They see calm waters as good waters. Waters being a crime, in case you missed that.
Terrorist Organizations
Neighborhood Watchers
-Leader: Mania?
-Territory: Strul?
-Opinion: Enemies (-3)
-Plans: We are somewhat convinced they are splintering into self-sufficient cells and spreading themselves around Strul. Most likely to avoid being effectively targeted by the law and adventurers.
--The Bad Batch Note: Hardcore Human Supremacists seeking to drive out or kill all Mutated within Tessen. (???)
--Known Cells:
---Primary Cell: Unknown (Strul??? ~50??? Members???)
---Secondary Cells: Unknown (Surrounding Strul??? ~200-500??? Members???)
---Tertiary Cells: Unknown (Between Strul and other cities??? Unknown Members???)
Cults:
-The Lost
--Opinion: Friends (2)
--Information Network: Rank 2
--Assimilation: 1/8
--Plans: Continue their work.
--Uncovered:
---459 Members
---Pilgrim Sub-Cult
---If You Cannot Help Yourself, Help Others
---Last Refuge Of The Damned
-Conclave of Faya
--Contact: Elder Spirit
--Opinion: Neutral (0)
--Plans: ???
--Uncovered:
---Spirit Worship
---Artistic Focused
---Non-Violent
-Meira's Hidden
--Contact: Singe
--Opinion: Neutral (0)
--Plans: ???
--Uncovered:
---Forge-Clan Offshoot
---Pro-Mutated
---Isolationists
The Mutated:
Opinion: Friends (2)
Plans: Live.
Information Network: Rank 1.
Mood: Continue with their lives, little upsetting the current pace.
Chocolate Recipe - 1.03 - +5 to Common Chemicals
Chainsword - 1.24 - +5 to Common Mechanical
"4D Rectangle" - 0.88
Food Preservatives - 1.15 - +5 to Common Chemicals
Elaborate Costume - 0.63
Ancient Torah - 0.44
Beer Recipe - 1.41 - +5 to Common Chemicals
Farsight Lense - 0.73
Well Kept Clothes - 0.97
Destroyed Sentinel Remains - 1.31 - +20 to Machinery/Armor/Programming/Electronics
Flexible Window - 1.21 - +5 to Common Armor
Tattered Book - 2.67 - +5 to ???
Thick, Faded Tome - 3.49 - +5 to ???
Bugged Collision Avoidance System - 1.93 - +5 to Programming
Rare Spices - 0.72
Lever-operated Pump - 2.19 - +5 to Mechanics
Tasteful Dress - 0.36
Tattered Painting - 0.05
Decorative Armor Pieces - 0.93
Galant Men's Wear - 0.46
7x Miscellaneous Artifacts - 1.02 +5 to Everything
5x Destroyed Eversun Scrap-Knights - 9.45 - +5 to Hydraulics/Armor/Machinery
Beta Blockers - 1.12 - +5 to Chemicals
Recipe Fragments - 1.26 - +5 to Chemicals
Gutted Brain Scanner Fragments - 0.96
Frontal Cortex Scan - 1.12 - +5 to Biology
Crumbling Neural Map - 0.73
Rudimentary Chemical Diagramm - 0.43
Preserved Neuron - 1.20 - +5 to Biology
Child Learning Toy - 0.07
Neuroscopic Chemical Fragments - 1.41 - +5 to Chemicals
Notes On A Patients Recovery - 0.65
Burnt Scientific Papers - 0.78
Medical Data - 0.65
Engraved Memorial - 0.31
Destroyed Art - 0.43
Old Pen - 0.02
Jeweled Brooch - 0.71
Literature - 0.72
Comercial Pump - 1.35 - +5 to Hydraulics
Intact Glasses - 0.51
Rare Alloyed Pipes - 0.58
Machinery Parts - 0.54
Jewel Nuggets - 0.73
Rare Minerals - 0.94
Rusted Baton - 1.38 - +5 to Weapons
Preserved Feather - 0.03
Monetary Budgets - 0.10
Interesting Toy - 1.22 - +5 to Physics
Interesting Rock - 0.01
Ancient Food - 0.72
Destroyed Pictures - 0.34
Fossilized Woodcarving - 0.04
Useless Mechanical Parts - 0.70
Flayed White Dress - 0.18
Discarded Atlatl - 1.12 - +5 to Weapons
Uninspired School Science Project - 1.21 - +5 to Physics
"Discipline And Kids" - 1.04 - +5 to Psychology
Golden Filigree - 0.94
Gold Alloy - 1.46 - +5 to Metallurgy
Clear Crystal - 0.15
Gemstones - 0.66
Rare
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Common Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Common Armor
Tactical Hud Frame - 6.49 - +20 to Advanced Armor/Programming
Cracked Bright-Lance Lense - 7.21 - +20 to Advanced Weapons/Physics
Intact Civilian Flamethrower - 6.75 - +20 to Advanced Weapons/Chemicals
Damaged Sentinel Remains - 7.31 - +20 to Advanced Machinery/Armor/Programming/Electronics
Damaged Caretaker Remains – 7.04 - +20 to Advanced Machinery/Armor/Programming/Electronics
Malicious Scrap Code - 6.17 - +20 to Advanced Programming
Destroyed Bright-Pistol - 7.23 - +20 to Advanced Weapons/Metallurgy/Physics
Foldable Electro Lance - 6.33 - +20 to Advanced Weapons
Flexible Armor Jacket - 6.90 - +20 to Advanced Armor
Calibration-Matrix - 6.30 - +20 to Advanced Weapon/Programming
Ammunition Storage Feeder - 7.42 - +20 to Advanced Hydraulics
Code Scraps - 5.99 - +20 to Advanced Programming
Laboratory Equipment - 5.44 - +20 to Advanced Medicine
Black Tome With Golden Letters - 11.76 - +20 to ???
A Book With Legacy - 9.13 - +20 to ???
Anti-Avian Shock-Plates - 6.13 - +20 to Advanced Weapons/Electronics
Anti-Thief Watchsystems - 5.87 - +20 to Advanced Weapons/Programming/Machinery
Automated Bloodbag - 6.82 - +20 to Advanced Hydraulics/Medicine
Autonomous Preservative Injector - 6.44 - +20 to Advanced Hydraulics/Chemicals
Crossbow Loader - 5.46 - +20 to Advanced Weapons
Scale Vest - 6.25 - +20 to Advanced Armor/Electronics
Scale Helmet - 6.50 - +20 to Advanced Armor/Electronics
Scale Gauntlets - 6.09 - +20 to Advanced Armor/Electronics
Scale Boots - 5.53 - +20 to Advanced Armor/Electronics
4x Mono Titanium Blade- 5.01 - +20 to Advanced Weapons/Metallurgy
2x Crane Pumps - 5.78 - +20 to Advanced Hydraulics
2x Adaptive Interface Prototype - 6.94 - +20 to Advanced Programming
Hydrochloric Halucinogenic Acid - 6.45 - +20 to Advanced Weapons/Psychology/Chemicals
5x Missile Propellant Samples - 5.05 - +20 to Advanced Weapons/Chemicals
2x Targeting Platform - 7.15 - +20 to Advanced Weapons/Machinery
Acid-Warhead - 5.15 - +20 to Advanced Weapons/Chemicals/Armor
5x Painmaker-Warheads - 7.25 - +20 to Advanced Weapons/Psychology
Rotten Swarm Missile - 6.79 - +20 to Advanced Weapons/Biology
2x Destroyed Missile Loading Mechanism - 5.14 - +20 to Advanced Weapons/Mechanics
3x Refueling Nozzles - 6.07 - +20 to Advanced Weapons/Hydraulics
2x Rusted Swarm Seeker Warheads - 7.42 - +20 to Advanced Weapons/Hydraulics/Electronics
3x Half-Rusted Fuel Pumping Station - 5.30 - +20 to Advanced Weapons/Hydraulics
6x Reactive Micro-Lance - 5.75 - +20 to Advanced Weapons/Armor
Scarlet Fever Warhead - 5.13 - +20 to Advanced Weapons/Psychology
5x Painmaker Vats - 6.66 - +20 to Advanced Weapons/Psychology/Hydraulics
3x Seeker-Shells - 7.38 - +20 to Advanced Weapons/Electronics
Rotting Warheads - 5.64 - +20 to Advanced Weapons/Biology
7x Busted Swarm Missile Constructors - 7.46 - +20 to Advanced Weapons/Machinery/Chemicals
5x Acidic Globules - 6.41 - +20 to Advanced Weapons/Chemicals
4x Goo-Cages - 6.68 - +20 to Advanced Weapons/Mechanicals
2x Unusable Legionary-Warheads - 6.34 - +20 to Advanced Weapons/Programming/Biology
Flight Paths - 7.26 - +20 to Advanced Weapons/Physics
5x Loading Tubes - 5.52 - +20 to Advanced Weapons/Mechanicals
3x Feeding Stations - 5.50 - +20 to Advanced Weapons/Chemicals
Burnt Pacifiers - 5.86 - +20 to Advanced Weapons/Machinery/Chemicals
5x Saint-And-Hallow Warhead - 5.60 - +20 to Advanced Weapons/Medicine
3x Thoroughly Trashed Micro-Lance - 5.43 - +20 to Advanced Weapons
2x Micro-Lance Coolers - 7.23 - +20 to Advanced Weapons/Hydraulics
4x Ablative Scales - 5.65 - +20 to Advanced Armor
Sewage-Regulators - 5.14 - +20 to Advanced Hydraulics
"Neurological Diseases" Leaflet - 6.17 - +20 to Advanced Psychology
2x Thermobaric Landmines - 5.23 - +20 to Advanced Weapons/Electronics/Chemicals/Machines
5x Burnt Thermoplastic Reloaders - 6.83 - +20 to Advanced Weapons/Mechanics
3x Advanced IFF Algorithms - 5.93 - +20 to Advanced Weapons/Programming
Self-Defense Spray - 5.08 - +20 to Advanced Weapons/Chemicals
Automatic Door Motor - 5.99 - +20 to Advanced Mechanics/Machines
"Autism Isn't Real, Here's Why!" - 5.35 - +20 to Advanced Psychology
2x Eversun Scrap-Knights - 22.23 - +20 to Advanced Hydraulics/Armor/Machinery/Physics
9x Eversun Psychology Works - 5.31 - +20 to Advanced Psychology
7x Rusted Constructor Component - 5.91 - +20 to Advanced Electronics/Metallurgy
Forge-Clan Morgenstern Mk.3 Leg Prosthetic - 6.36 - +20 to Advanced Electronics
Retinal Implantation Guide - 5.46 - +20 to Advanced Biology
Neuionum Samples - 5.28 - +20 to Advanced Metallurgy
Folding Security Measures - 6.94 - +20 to Advanced Mechanics
Sterilization Station - 6.69 - +20 to Advanced Chemicals/Machinery
Destroyed Autonomous Turret - 6.18 - +20 to Advanced Weapons/Machinery
3x Caustic Metals - 10.54 - +20 to Advanced Chemicals/Armor
Self-Sterilizing Bandages - 5.30 - +20 to Advanced Medicine
2x Automatic Pumps - 14.06 - +20 to Advanced Mechanics/Hydraulics
Overgrown Guardian Machine - 5.21 - +20 to Advanced Machinery/Weapons
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
2x Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
Auto-Adjusting Bodyarmor - 6.68 - +20 to Advanced Armor/Machinery
Coolant Feed System - 6.87 - +20 to Advanced Hydraulics
Overgrown And Shattered Micro-Lance - 7.08 - +20 to Advanced Weapons
3x Rudimentary VI - 5.49 - +20 to Advanced Machinery/Programming
2x Cryostatic Regulators - 7.32 - +20 to Advanced Machinery/Mechanics
2x Self-Sealing Bandages - 5.95 - +20 to Advanced Hydraulics/Programming/Medicine
2x Larva Vivisection Reports - 7.46 - +20 to Advanced Biology
Acid-Sprayer - 5.76 - +20 to Advanced Weapons/Chemicals
Lost Tech
Gutted Core - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma Torch - 18.40- +50 to Advanced Physics
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Shield - 18.49 - +50 to Pioneer Armor
2x Hololithic Cube - 20.00 - +50 to All Physics/Machinery/Hydraulics/Engineering/Programming/Metallurgy/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
3x Bone Mending Kits - 16.12 - +50 to Advanced Biology/Machinery
Äther-Battery - 15.90 - +50 to Pioneer - Electronics/Physics/Chemicals/Engineering/Metallurgy
Fire-Suppressant Systems - 15.41 - +50 to Pioneer Hydraulics/Chemicals
Auto-Pilot - 19.66 - +50 to Pioneer Programming
Prototype Fuel Refiner - 19.45 - +50 to Pioneer Hydraulics/Chemicals/Engineering
Miniature Bright Lance - 18.33 - +50 to Pioneer Weapons/Electronics/Metallurgy/Machinery
Flesh Mending Syringe - 16.71 - +50 to Pioneer Biology
2x Bright-Lance Compartments - 18.76 - +50 to Pioneer Hydraulics/Weapons
4x Target Seeking Explosives - 18.74 - +50 to Pioneer Weapons/Electronics/Programming
Hostile Virus - 17.38 - +50 to Pioneer Programming
Fluid Exchanger - 15.02 - +50 to Pioneer Hydraulics
3d Metal Printer - 15.78 - +50 to Pioneer Machinery/Electronics/Programming/Chemicals/Metallurgy
Gas Liquifiers - 15.43 - +50 to Pioneer Hydraulics
Non-Biological Affecting Acids - 17.05 - +50 to Pioneer Chemicals/Biology
Theorem On Celestial Movements - 15.97 - +50 to Pioneer Physics
Sleep-Gas Bombs - 18.56 - +50 to Pioneer Chemicals/Biology/Weapons
Spider Drones - 16.55 - +50 to Pioneer Weapons/Electronics/Programming
Self-Adapting Virus - 16.53 - +50 to Pioneer Programming
Smart Fluid Nano-Drone Swarm - 16.36 - +50 to Pioneer Hydraulics/Medicine/Programming
Self-Deploying Jackhammer - 16.90 - +50 to Pioneer Mechanics/Programming
Assisting Synthetic Intelligence - 17.44 - +50 to Pioneer Programming
5x Implant Equipment - 16.79 - +50 to Pioneer Medicine/Electronics
Eye-Hud - 16.78 - +50 to Pioneer Electronics/Biology/Medicine
Body Diagnostic-Drone - 17.19 - +50 to Pioneer Biology/Medicine
4x "Chemical Alterations Of The Mindscape" - 31.44 - +50 to Pioneer Chemicals/Psychology - [Library]
Revelations Of Eden (Penned By Prophet Mahami-Du-Ojasi - Holy Book - Church of Eden) - 43.20 - [Untranslated]
Neuionum Theorem - 19.13 - +50 to Pioneer Metallurgy
Thermal-Exchanger - 19.05 - +50 to Pioneer Machinery
8x Self-Implanting Exo Skeleton - 15.04 - +50 to Pioneer Machinery/Medicine/Biology
2x "The Death Of A Moon" - 16.23 - +50 to Pioneer Physics
3x Armored "Succubus" Suit - 15.62 - +50 to Pioneer Biology/Psychology/Armor
9x "Eternium" - 18.60 - +50 to Pioneer Medicine/Chemicals/Biology/Psychology
12x Plasma Tools - 16.97 - +50 to Pioneer Physics/Metallurgy
11x Walker Maintenance Kits - 15.39 - +50 to Pioneer Physics/Metallurgy/Armor/Electronics/Programming/Weapons/Machinery
3x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
5x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
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 the Ancients 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 12.5 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. There are 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 inscribed in the middle of the blade. PD connected to the sword 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.)
CORE-^Ä^
PD found this Core within the bowels of the Daughter of Dawn, even months after the latter was used as quarters for a veritable legion of engineers and soldiers. He seems to be an old friend, and one can hear both chatting quite often when maintenance calls, but ^Ä^'s speech is unintelligible for any human, Mutated or otherwise. Seriously, how can you hear [T]7 in speech? Otherwise, he seems perfectly fine with only being a Core, though he would like to be put into a Knight in the next century or two.
(Gain +1 Automatic Success for Learning Actions if applied, 5% chance to suffer permanent damage.) Traits: Old, Forgotten, Lost, Yet Never Beaten (+4 to all Morale Rolls for nearby enemies), Ancient Machine, Obsolete Mind, Bygone Soul (Unaffected by any psychological or ??? attacks), Scorched Mind (Cannot communicate in any manner accessible to organic minds not altered for mind-machine interfacing), ??? (???)
Leputa-Pattern Knight Frame
An ancient Knight Frame of unknown make and producer seemingly bashed together out of various parts in desperation. Yet, surprisingly, they seem to have little in the way of issues when working together, and what few pieces need to be replaced can be done without much hassle by ringing up Forge-Clan Vanar-Feer for some special orders. But, looking closer, the Frames internals appear to be configured to be piloted by a Core alone? Why would they have done so, or how could the creators of this Frame have done so?
(Leputa-Pattern Knight.)
Soaring Wrenches
An unburnable book containing the collected knowledge of an engineer who had worked for nearly a century on airships, detailing everything they knew. Everything is addressed and described here, from the want of a chip leading to a ship's destruction to other tiny details.
(+50 to All Mechanics, +10% to all Airship Desing Income)
Auroran Cylinder - (Equip to Hero)
A cylinder about the size of a human forearm and with an equivalent thickness that shines with a kaleidoscope of colors, bringing warmth to the body and calm to the mind of its wearer. Aria noticed a tingling all over her body when she got it from a room within the Daughter of Dawn.
(+1 Health if equipped, +20%???)
Banner of Lumination - (Equip to Hero)
(Auxiliary Knight Equipment) (+/-4 to/against Morale Rolls to all friendly/enemy Units if engaged with Eversun Units.)
2x Phoenix Suits
Heavy Mechanized Armor - +50 to Pioneer Armor/Hydraulics/Chemicals/Metallurgy - (18/18 Armor for 1/1 Unit, -20 Thermal Damage)
2x Enlighteners
Flamethrowers - +50 to Pioneer Weapons/Hydraulics/Chemicals/Metallurgy- (+5d6 Thermal Damage, Inflicts Radiant Scorching (2d6 damage) for two rounds, has 8 Fuel.)
NOVA MACHINA - (Equip to Hero)
A 10x10x10cm translucent box with a swirling spot of black and white in the middle. It cannot be opened, smashed, or taken apart by any means. All Humans that touch the box feel intense nausea, abdominal pain, and loss of self-preservation, with Mutated reporting headaches, static within their ears, the feeling of falling, and extreme paranoia. Better we lock it in the back of our Vault; less someone injures themselves or others by touching this object. It wants to be used. You will use it. We shall be the ones to set it free. The Forest Shall Bow Once More.
(+1 to (3\²]SN@'+ßz_ )
Military
Units (5/18)
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: 8/8 Damage: 1d6 (+2 damage ignores armor and 2 AP when melee, 4 AP when ranged.) Training: Trained (3/6) Breakpoint: 2/6 size remaining in Combat
Equipment:
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-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.
-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.
-Medical Kit (Silver): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells
Trait/s:Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below)
Special Rule: Cannot take a scout action if this Unit is used for military purposes.
Upkeep: 0.69 Materials per Turn. The Unbroken Description: A large force of volunteers shipped 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: 16/16 (+20 on Stealth) (+10 to Initiative) Damage: 1d4-1 (+1 at the start of the next CR) for free, 1d12 (Ranged), 1d12+4/-0+1d2 (Melee) (against Biologicals/Mechanoids) (3 AP)(Dread-Ghillie) Training: Soldiers (4/6) (+5 to Initiative) Breakpoint: Unbreakable
Equipment:
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-Bloodletter (Special Melee): 1 Damage per Size, Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-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. 0.04 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. 0.05 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells
Trait/s: 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), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below)
Upkeep: 1.86 Materials per Turn. The Wall Description: A group of six Pilgrims, armored and armed with the best that their religion can create and buy. They stand ready to defend their brothers and sisters in faith with their lives. Health: 6/6 (Size 6) Armor: 36/36 Damage: 1d6+1d4 (+3 against Machines, 2 AP) Training: Soldiers (4/6) (+5 to Initiative) Breakpoint: 5/6 size remaining in Combat
Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.80 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 1.00 Material Upkeep.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Firebomb (Lingering): It is used as a free action before the melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.03 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. 0.03 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells
Trait/s:Fiery Speeches (Morale is rolled with Advantage), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Bastion (Rolls all dice with Advantage when defending a location)
Upkeep: 1.00 Materials, max. of 0.61 Materials per Combat. Incubi Description: In a surprising event, the Incubi are six siblings, five women and one man. In another, the oldest is barely 23, and the youngest, their brother, 20, making them relatively young, even by Pilgrim standards. It is notable that, while having been elected their Leader, the five sisters constantly tease their younger brother while also trying to get him hooked up with virtually any girl willing to entertain them. Health: 6/6 (Size 6) Armor: 22/22 (-20 for Stealth) Damage: 1d8+5 (3 Acid Damage, +1 Acid Damage for (one) Turn after attacking, tripled damage against Armor and Internal Structure) Training: Trained (3/6) Breakpoint: 2/6 size remaining in Combat
Equipment:
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals), 39.55 Materials per (6/6) Unit.
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants), 9.05 Materials per (6/6) Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
Trait/s:Lil' Bro! (Always one survivor. This trait will be deleted after being used), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), War Lessons (+5 to the first two rolls in the next Combat.) Knight - Perpetual Defiance Airship - Daughter Of Dawn
Equipment
Weapons
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: +1 Damage, can be combined with a shield or equipment. 0.02 Materials per (6/6) Unit.
-(Basic Ranged) Sling/Bow: +1 Damage per size, damage halved, cannot be combined with shields, -5 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.11 (6/6) Materials per Unit.
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.07 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.16 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns. 4.19 (6/6) Materials per Unit.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 9.03 Materials per (6/6) Unit.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores armor, 5.83 Materials per (6/6) Unit.
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants), 9.05 Materials per (6/6) Unit.
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.14 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.80 Materials per (6/6) Unit.
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-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. 2.78 Materials per Unit (3 Armor for (6/6) Size).
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals), 39.55 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 64.70 Materials per (6/6) Unit, 1.00 Material Upkeep.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.80 Materials per (6/6) Unit.
Consumables
-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. 0.03 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. 0.03 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Combat Drug - Berserk: Increase all damage by two damage dice. (Warning! Use of this drug has a (projected) 14% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 3.24 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.
-Combat Drug - Last Stand: Reduce all damage by half, triple all Health. (Warning! Use of this drug has a (projected) 91% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 8.43 Materials per Unit.
-Combat Drug - Adrenaline: Increase all damage by three damage dice. (Warning! Use of this drug has a (projected) 05% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 4.93 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
Upgrades
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor, 3.44 Materials per (6/6) Unit
-Mortar Upgrade: Acid Globules (Ammunition): +4d4/12d4 Acid Damage against Biological/Machine Enemies, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
-Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells
-Mortar Upgrade: Choking Gas (Ammunition): 2d2 Health Damage per Turn, Yellow Fog (Affects 1d6 Units, randomly chosen in the target area, until it diffuses), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 12.96 Materials for (1/1) Shells
-Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
-Mortar Upgrade: Explosive Warheads (Ammunition): 12d4 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HEALO Rounds (Cannot be used indoors, 1/2 Damage against Machines), 6.53 Materials for (2/2) Shells
-Mortar Upgrade: Seeker Shells (Ammunition): +8 Fire Damage, Born To Die (+50% Accuracy), 22.10 Materials for (1/1) Shells
-Mortar Upgrade: Flaming Ordnance (Ammunition): 2d12, Burning Comets (Hits every Unit present on the battlefield, cannot be used indoors), 12.39 Materials for (5/5) Shells
Auxiliary
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
Unique/Notable Assets
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Elemental Feline Juvenile- Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (40/60 Growth) - (117 Materials (13d12))
1x Black Root - (13.50 Materials (3d4+6)
1x Bloodbark Field - (-1 to all casualty rolls, -0.80 upkeep to all medical buildings)
1x Desalination Basins - Deep Pumps - (8 Materials (2d4+3))
1x Inn - (Eye of the Beholder) - (2d4+4)
2x Brothels 'Consensual' - (7d4-2)
1x Print Shop - (3d4)
1x Iron Mine - (Mined) - (11.50 Materials (1d4+9))
1x Silver Mine - (Mined, Engine) - (51 Materials (3d12+24))
1x Jewel Deposit - (Mined, Engine) - (72 Materials (3d12+45))
1x Electronics Workshop - (16d8)
1x Engine Assembly - (6d12)
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions) - (3d4+8)
1x Black Box - (Gutted Core)
1x Personal Cutter
1x Common Suspendium Theory
2x Common Metallurgy Theory
1x Common Psychology Theory
1x Common Hydraulics Theory
1x Common Electronics Theory
The Tree - Jokvi - (9d19)
The Tree - Strul - (7d18)
Strul - Mirn - (12d15)
Strul - Zulmni - (12d12)
Jokvi - Ularn - (6d19)
Ularn - Tessen (5d18)
Mirn - Ularn (5d20)
Strul - Ularn - (5d14)
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 - Deep Pumps
- 800 Pilgrims receive water in case of a drought. 2d4+3 Materials per turn.
Administration Center - Grand + 2 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Archeology-Action.
- +1 Faith Action.
- +1 Learning Action
- +1 Diplomacy Action
Medical Wing - Expanded
-Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 Pilgrims before it becomes useless.
Living Quarters - Continuous Expansion
- All Pilgrims can live within the Tree without any problems.
Expanded Daycare
--2 to Piety rolls, +6 permanent recruitment due to families.
Storerooms - Continuous Expansion
-All Pilgrims can survive for twelve months under siege conditions. (5 Materials per 250 re-stock cost.)
Metalsmiths Abode - (Expanded)
Lowered costs for all equipment, increased chances for all research, rolls with Advantage for all study of melee weapons/equipment made of metal.
Laboratory - Grand
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.
Sandcrete Mixer
Vastly reduces the needed Materials for shortening building Turns.
Electronics Workshop
+30 to all Electronics Research and 12d8 Materials Income (Technology Sale).
Anchorage For Airships
Unlocks DOD Actions.
Martial Range
Lowers malus when switching from ranged to -10.
Training Field - Expanded
Can recruit Units at (3/6 Trained) instead of (2/6 Militia)
Crystal Path
+4 Medium Suspendium Shards each Turn.
Black Box
5% not to use up an Artifact, can slot 1(one) Artifact to continuously provide 10% (rounded down) of the Artifacts bonus.
Library - (Basic)
Provides 1(one) slot for Literature Artifacts, continuously providing 10% (rounded down) of the Artifacts bonus.
Artistic Initiatives
Murals, engravings, paintings, and much more make the Tree a more desirable place to live inside.
(-1 to Piety rolls.)
Berth - Tiny
A tiny berth allows for repairs and refueling of Light Airships, allowing the crew to leave comfortably, modifying the ship, dismantling it, and whatever else one can think up.
(Can now modify Light Airships.)
Features:
-A Wall
-Basic Service-Buildings
-Population Focused Marketplace
-Simple Hospital
-Adequate Housing - (Subsidized)
-Engine Assembly
-(COMPANY NAME) Airship Manufactory - (First Son - 1 Line)
-Beverage Spoke
-Amphitheater Avenue
-House Dall Palace
-Tribal and Iwi Burrows
--???
Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
-Royal Guardian Barracks: Supplies the Royal Guardians onboard the DoD.
-Forge-Clan Enclave (Specialists): Investigates and Repairs the DoD.
-Cultural Settlement: This allows the Pilgrims to spread their faith further than ever by sheer cultural osmosis.
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims Health: 4/6 (-2 permanent) Armor: 56/56 Armor Training: Trained (3/6) Breakpoint:Unbreakable
Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Obstacle (Prototype): Power Armor: +56 Armor, -50 on stealth rolls, 9.53 Upkeep.
-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. 0.05 Materials per Unit.
-Medical Kit (Silver): Roll 1d5 before survival roll to heal any wounds. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.
Special Rules:
-Must be accompanied by 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 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 more selfless actions. Your medicine's side effects 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: Criminal Organizations
This world is not a kind one. It will chew you up and spit you out when 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 various Criminal organizations will require much more effort, but harming them will be much easier.
(-10 to aiding Criminal Organizations, +5 to harmful actions against them.)
Sympathy: The Lost
Through action, conversation, moral, mind, or observation, this person has developed a deep sympathy for a faction or group of people, seeing helping them as a moral calling and ignoring them as a moral failure. They will, if able, extend a helping hand without hesitation, ready to lift those that grasp it and grasp those unable to hold onto themselves.
(+20 to all rolls involving: The Lost)
Prevter By Marriage
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 keyword 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," not honorific, and she has been given the village of Norqod as a holding. The town 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. For her part, Selene stopped dragging you away for stress relief when her request had been approved, firmly of the opinion that she is not made for nobility. And now you have to deal with the fact that both you and Selene have been elevated to Prevter.
Mutated Wife - Prevter Selene Dall
She is back to her usual self, if a bit more conscious about her surroundings, and participates in the militia's drills. But for all that, she is still marked by her experience, even if she doesn't want to be. Her sex drive has not suffered the slightest bit during all this, so at least she can relax that way? Or, during your night walks, the stars are much clearer above the Tree than in the city. She is currently dealing with the fact that four Royal Guards have taken up bodyguard duties for her and Silvia, citing orders from the Emperor.
Child: Lady Silvia Dall - Mutated Girl - 7-Year-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 relatively long tail, furred like a Sweden forest cat (the fur is obsidian again, though white spots have started appearing), which means you need to get a tailor for her pants. Her first teeth recently started to fall out, some being replaced with a sharper version, like fangs. Her laughing and smiles melt your heart, and she has this cute habit of putting her tail into her mouth like a snow leopard. Unfortunately, she is blind, so teaching her to read and defend herself is challenging. You found a seller for braille books and a guide on how to read them, so you can confidently say that she will be able to read when she's grown up. But you still need to figure out how she could defend herself. Maybe grenades? Her first word had been 'Dada.' You'll never let Selene live that one down. Letting her go to School hurts more than you'd like to admit. Your move to Norqod has upset her, as she won't be able to meet and play with her friends as often as she wants to. However, she has made new friends, and with Crinkles letting her ride him everywhere, she has seemingly adjusted to her new normal.
Founder, And First Arbitrator
You founded the Pilgrims and were appointed as Arbitrator, the final voice in any argument, 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, Knight-Pilot of The Pilgrims, Pilot of Perpetual Defiance Health: 7/7 Armor: 4/4 Armor Training: Knight (4/6) (+5 to Initiative) Breakpoint: 5/7
Equipment:
-Dagger: 1 Damage per size (1 total)
-Pilot-Suit: 4/4 Armor with +1 health and 26% chance to survive PD being destroyed.
-Medical Kit (Silver): Roll 1d5 before survival roll to heal any wounds. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.
Special Rules:
-Uses the stats of PD in Combat until she is destroyed.
Trophies:
1x Banner of Lumination (Eversun)
Traits:
Mutated:
Strangely striated blue eyes with overly responsive irises. Metallic gray hair that moves about and 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: Lamba Volondavenona (16/25):
Aria's Mutation originates in the city-state of Jahi, a once vassal of the Empire, before being absorbed into the greater nation due to unrest and rising violence. As the Gene-Smith explained, her hair is akin to a radio; both able to receive and transmit at will, when trained, of course. While this Mutation wouldn't be of much use, her brain has also been altered to decode and understand said transmissions. Further, she has finally figured out why she doesn't scar even with deep wounds! Her Mutation prevents her body from going "Good Enough" and stops healing, forcing it to repair all injuries perfectly. When Aria attempted to perceive the Regions transmissions, she said it was akin to a whisper within a hall. She also said that her head started to hurt when she looked at the second moon, though its odd ability to hinder or distort radiowaves is well known.
(+32 to all rolls made with PD.)
Bloodied 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.
(+10 to all rolls after using a Knight in Combat.)
1st Generation Pilgrim:
This person has not been converted to the Pilgrim's belief but was 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!:
Aria has been deeply empathetic, caring, and driven from a young age. 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 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. Currently: +20)
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 it adds 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 would gladly fling a light into the future at the cost of your life.
(???)
Human Wife - Chiedi
What more is there to say, other than: "Kiss me baby, one more time?"
??? - ??? - ??? - (2/?)
???
(???)
Within Norqod, the constant expansions to the slowly growing town had brought various amenities to the citizenry unavailable to smaller villages.
Dug into the soil and stone beneath the ground, the sprawling grid of industry, housing, and commerce was occasionally broken up by either large structures or the removal of a whole 'block' to make place for one thing or another. Manufactories owned by one House or the other, or private interests, were slowly being constructed. Caravans carrying machinery and feedstock in equal measure became a familiar sight with each passing week. Merchants and food vendors clamored for shoppers' attention under open-air bazaars or under the shaded alleys of the main streets, thick and colorful fabric high above shielding them from sand and sun alike. In one removed section, specialized shops had taken root. The prevalence of Mutated and Mutated with means gave birth to a nascent industry to sell everything from nutritional supplements to hygienic products. Even a few doctors willing, and some even fully able, offered medical services to the people within Norqod, taking advantage of the need for surgery in case of injury, individual pains, and the myriad emergencies a growing town gave birth to.
There was one section where House Dall showed its splendor in the most subtle means possible, while the docks for the Airship Manufactory rose from the rock, the promise of the open skies drawing eyes, minds, and hearts. A public garden, fed by an underground aquifer, large enough that around two hundred people could have had lived in comfortable quarters, with all the street-level shops attached to such a population.
Small trees, imported at high cost and chosen with expert care, gently swayed in the light breezes. Flowers of every kind, either ground-bound or sneaking up on vines and stone, gave the garden smell and color: vibrant reds, greens, purples, whites, yellows, lilacs, and more. Iridescent Vines glowed in the dark, small pulsing strings of light amidst an oasis within an oasis, even as bushes invited with leaves of faintly shining light, giving a backdrop to moonless night and starry skies. A luxury few could afford to visit in another town, even less the Mutated within Tessen.
But one Mutated and one Human wandered these gardens, hands held, affections clear, that stole the show from all spectacle.
For the two were not one of the many couples that had formed within Norqod or fled here, but one that had started outside, from the belief that had built the town.
A couple of soldiers, one a Knight-Pilot, another the member of a Heavy Armor Squad, that wandered the gravel pathways, whispering sweet nothings to each other, basking in the radiance of each other. The love between them was as evident as the shining stars overhead, yet so was the fidgeting of one, clothed in a beautiful dress of nightless silks and whispering threads.
So obvious was it that the Knight-Pilot asked her lover what plagued her soul and mind so much, only to be silenced.
Not by words.
But by action.
As Chiedi silently held a weapon in both hands, all Aria could do was stare, awed and afraid, not knowing if she was dreaming, and unwilling to break the moment. But this moment of indecision of her mind was not returned by her body, a hand slowly taking the weapon from her lover's own, awed by the depictions upon the deadly tool.
"Do not ask me," she eventually breathed, her eyes slowly wandering upwards, locking with the eyes of Chiedi, determination and will giving them steel and fire. "Please," she pleaded in a whisper, unwilling to shatter this moment, to see it dragged from what had to be a dream.
"Do you-" Chiedi began, her mind and soul set to the question, yet interrupted as Aria grabbed and kissed her, deeply, passionately, and with the fervor of those loving lost. Chiedi returned the kiss, for there was no need between them for words, the very concept taking away the majesty of the moment.
Both stood there, basking in the glow and rush of these most monumental steps that they only separated when their lungs burned, their eyes watered, and the screaming minds overcame their jubilating hearts.
And even so, there was promise in their eyes that this would not be the last kiss shared this night.
These two lovers-turned-fiancées would not know it then, or for the next week, but another had observed this moment of joy, personal triumph, and love.
Hiding in a bush, a small girl with the lower half of a snake instead of legs held her hands before her mouth, stars in her eyes, and euphoria in her mind, as she had witnessed such a moment between the heroine of Tessen and her girlfriend.
And she was going to tell everyone. The flickering light of smokeless burning oil lamps illuminated the dark, dirty, and slightly chilly tunnel far underneath Jokvi. Graffiti and painted murals denote territories of long-forgotten bands of scavengers, gangs, or spelled out various quality insults, jokes, or art. For a long time, the corridor has served as the primary connection between a manufactorium and the poorer parts of the City, little within the tunnel adding to its beauty. Vendors of food and trash barely buyable by the workers littered the hallways, their stands pushing from the houses and stores hewn into the rock, with the smell of fruits, meat, and vegetables both raw and cooking filling every corner. Cries of commerce and crime echoed around and from every side-tunnel connecting to the hallway, children's laughter mixing with the screams of couples and families, their arguments a source of amusement for onlookers and annoyance for residents.
This hallway was dimly lit, dirty, and cramped, yet it nonetheless held one thing of importance, not for the workers but those poorer still. A soup kitchen of the Pilgrims, easily identified by the White Delta on a Blue Field, provided sustenance to all and any, its doors never barred, never closed, and always open from the hungriest child to the most infirm elder. There was always something cooking within the small-ish building, a stew, soup, rare days of solid meals where many tried to be the first in line. And always, no matter the day or time, one got more than just this one meal, a fresh fruit given freely, and, if the supplies permitted, sometimes two.
It was a divine boon for the hungry, the Mutated, the disabled, and the infirm and old without family, for food was never as diverse within the City as it should be. The destitute stomach could be sated, yes, but rarely with the vitamins and nutrients needed to combat scurvy, malnutrition, and more. But what it wasn't was a target for the criminal, the malicious, and idiotic, as guards, both internal and hired, ensured that nobody took their liberty to the stored food within. Some still tried, some even succeeded, but few managed to escape unharmed when caught, usually thrown out the building for their deeds with bruises or some wounds, and chased out of the neighborhood by those whose meals depended upon the kitchen.
And so it stood there, in that dingy, dirty, cramped, dim tunnel, giving food to one and all, from the day it had been built to this very day, even as some Pilgrims had started installing something nobody recognized. Though they seemed proud and excited about what they were doing, all they said when pressed was 'It is a surprise, come back in a few days!' And a surprise it was for many who had woken up, ate a quick meal, and trudged towards their jobs, when someone pulled a lever within the kitchen.
Bright, dirty, yellow light flooded into the tunnel, its shining rays illuminating people, stands, and trash alike. So many stopped when they first saw it be powered up, the electrical lights were only something known to be within the wealthiest sections of their home, and even then, they were rarely in a place they could walk within. Fewer understood what the Pilgrims were doing besides showing off wealth, light, and an invitation for those wishing a better life within their ranks. These lights were pretty handy, but they also were a promise and declaration of the future and the present.
Of a world where people would not live in the dark, huddling around fires of arcane alchemical creations, but in a world of light, understood, and shared freely. Norqod had ground to a halt; every person within its walls and tunnels had lain down their tools, each shop and Manufactory had closed its doors, and all, from the lowest Mutated to the richest Human, had assembled before the Palace of House Dall. The dull roar of nearly four thousand people was as deafening within the crowd as it was to the small gathering of people assembled on the balcony overwatching said crowd.
Yet, Silvia Jr. could not be more excited despite the many noises, one organ away from literally vibrating in excitement. As it was, she had to make do with squee'ing in the ultrasonic range, much to the silent suffering and dismay of her friend Crinkle. Said feline had already been subjected to his friend's enthusiasm for the day, groomed and clothed to the best of Silvia Jr's abilities, always within close range of her joy. A near-silent glance around showed him that he could have escaped the small group here, were it not for his friend requiring him to see and protect, for what lay ahead. And so, he suffered the excitement of a child attending the wedding of her favorite aunts.
Further along the balcony, Martyris spoke in quiet tones with Aria, only a few amused glances thrown Chiedi's way, his amusement of her wearing her whole armor, sans helmet, politely hidden. They traded a few more sentences, the last preparations, and confirmations for their ceremony being confirmed and repeated one final time. On the other side, Chiedi impassively stared out at the masses of people, relaxed and calm to all below. The hand of Wiljem on her armored shoulder gave her enough strength to stand. The encouraging words of Selene forced her to stay, yet her heart and mind were racing a thousand kilometers a second. She and Aria had agreed to a small wedding, around twenty people in total, without any ostentatious celebration for any.
Thousand were now within Norqod, eager and excited for their ceremony; a public holiday spontaneously manifested from inertia alone, the choice of celebration and marriage taken in unison. How else could the Mutated that brought up half the town celebrate their Hero?
Yet, if there was one consolation for either of the two women, it was that the people had not done so maliciously, but in earnest admiration, and with a need for celebration. The Mutated Knight had become more than a tiny part of local stories, but a firm part of pride for those within Norqod, a promise, and assurance, of a better future.
And so it came that Aria and Chiedi were married before a crowd of cheering thousands and took the name of Champion for both, bestowed by public and familiar pressure.
The celebrations started in earnest as they kissed underneath a spear held up by Lord Dall, with ale, wine, beer, and juice flowing like water. Musicians battled across the entire town for ear and coin, with dance and competition everywhere one dared to look. This was a day of joy, to let loose with all social boundaries, and make this a day and night to remember for a lifetime to come. Toasts to the newlywed couple were raised every second, with old and young showing each other what it meant to have a good time, the dreaded morning a far off thought, with the pains of drinking too much discarded, and any potential walks back to one's own home gladly embraced for this night.
Yet, one person did not celebrate the joy of marriage amidst this crowd, carefully nursing a single mug of beer for hours. Instead, their mind was in another place, decades back, with little guidance on what to do, or even if what they sought could even happen. But as day turned to night, and the single mug became empty, the woman stood, her hair sparkling tiny electric lights between itself, as she walked towards the Palace, spear in hand. Lew was born inside a Mutated-Only village, where the Mutated could safely live without fearing reprisals from racists, poverty by being denied jobs and opportunities, and enjoy the freedom of being themselves. A place where Lew's body morphology would have been respected and even accommodated, without having to fear the exorbitant prices of custom clothes, furniture, and medicinal procedures. One in which his children could grow up without fearing the wrath of strangers, being kidnapped or killed by someone for having the audacity of being born.
It took him seven years of hard, back-breaking labor to leave that black hole of misery, crime, disease, death, neglect, and hatred until he finally had scraped enough money to bribe a caravan master for a spot out of the village in exchange for work.
And at the young age of 19, he finally left the village for the big city, seeking greener pastures and better opportunities.
It seemed like a bad joke to him that he had found those pastures even without the strength, speed, or advantage those heavily mutated like him usually had. Even if the work was less within a manufactorum, as a craftsman, or even within the Auxiliary, Adventurers, or Scavengers.
Even so, with the humiliation he had first felt when he had sold his body for the first dozen times, his life had not been as bad as it could have been. He had regulars, men and women that liked how he sounded, looked, felt, and acted for them. He healed quickly from any injuries, had no problems covering them up, and had even managed to buy himself into a more 'respectable' brothel. Finally, there was a room for him, one not attached to high prices, his work, or favors. There was space for personal things beyond what he could fit inside a bag, and he even managed to gather more money, fewer shake-ups leaving him with more to spend on himself.
And then he had met Waji.
Dear Emperor, that woman would have been the end of him if she hadn't had taken pity on him.
And for a while, even as the work could be degrading, dangerous, or uncomfortable, he had secured himself a patch of happiness within the misery of life. Even a son soon joined him, Mark, a small bundle of energy and joy that brightened everyone's day and made Lew promise himself this; if nothing else, his children would have better lives than him.
Then came the Daughters.
The price-cuts. Taking shares of his work. His money, body, time, clientele, and so much more.
Even Waji.
Had it not been for Mark, Lew may have tried to buy his way out of the city, to another one, or a town far away. He did not have enough money for himself, but he was confident that arrangements could be made.
But with Mark?
He could not leave; there was too much on the line.
As his father used to say: "The Commoners' Lot is to toil and sweat for the lords and ladies. The Mutateds' Lot is misery and death."
And it would have been that, a tale told a million times every generation across the planet, were it not for one slight difference in his life.
A man had approached him, with coins in one hand and an opportunity in the other. Both would bring him and his son out of the city, yet the other hand could gain his son the life he deserved.
It took him three days before he accepted, too fearful of what could go wrong if it had been a trap or failed, but now, looking back at the slowly shrinking gates and walls of Ularn...
Lew was glad he trusted that Pilgrim. It was... weird to walk these steps, each one bringing me closer to my daughter.
The one I had for so long thought dead.
Murdered. Butchered in madness. Killed and taken apart like so many of the clan when the Ulmani tried to wipe us all out for monetary gain.
Instead, she was alive, having not only survived the Purge but managed to flee.
I turned my gaze from the street before me to the two towering figures flanking the Palace of the local House. The one, my daughter, now served, even if indirectly, as part of the religion-militia founded by the lord.
I paused, mentally going over the sentence once more. No idea if that sentence making total sense was weirder than it not freaking me out, but... I looked into the sky where a floating airship of titanic proportions displayed the Pilgrims and House Dall's Insignia.
Small steps Ameliy, small steps.
She could have gotten in with worse people and lived a pain-filled life. But, instead, she had become so much more than anyone had ever thought she could be.
Walking again, I adjusted my hood cowl once more, despite my decision to finally meet her again after all these years.
But who could have thought, Aria, my angel, a Knight-Pilot? Hero of a Region, symbol of hope for Mutated, Reaper of the Sun, Guardian of the Innocent. Veteran, Bloodied, Recognized by Imperial Blood, Honored by Noble Grace, and Pilot of an Awakened.
Married.
The glowing lamps, electrical lights, I noticed, burned bright as I entered the spacious cavern, repurposed to a gathering hall, one where my daughter and her wife were currently receiving well-wishers. She stood there, undaunted and unmarred by the weight of years, horrors, and injustice she had to have seen, a smile of happiness on her lips and love in her eyes.
She had grown so much in all these years, over a decade in which I thought her dead, lost for me. And all I had to do to see her once more was to keep up hope, to seek longer than the measly year I had done after no body could be recovered.
...how could I face her now?
How could I? I hadn't searched as long as I should have, and if even one thing had gone differently, I wouldn't be looking at her now but crying over a grave where she would supposedly reside inside. Even after seeing her on the posters, it took me this long to accept she was real and not a hallucination of my broken mind.
I could, should, not be here. Nausea overcame me, and I put a hand against a wall, one hand over my face, trying to keep my breath steady as my hairs began to snap and hiss. This was a mistake; it was better Aria thought us all dead than to have let her here, ignorant of her survival and forgotten.
"-Ma'am?" A familiar voice called to me, and my eyes snapped up, looking through the fingers on my face.
Directly into oh-so-familiar eyes, filled with concern and confusion.
"Ma'am, are... you..." she paused. A moment passed as I had removed my hand from my face, looking at her with an alien wave of bravery, even as I felt my hair had broken free from the hood.
"Mom?" She whispered, recognition and surprise filling her eyes, with one hand slowly reaching for me, yet never reaching, as if afraid that I was the figment of imagination.
"Hello, Aria," I softly spoke, a small smile on my lips as I fully turned to face her.
"Mom!" She called out, and the next moment saw me crushed in her embrace, holding onto me for dear life. "I thought you died," she whispered, tears in her voice as she squeezed me harder.
I didn't mind in the slightest as I hugged her right back. "We did so too, for so long," I said, feeling the tears in my eyes well up and break over. "I'm sorry," I whispered, holding her tighter, unwilling to let go of her just as I had finally found my child again.
"Aria, is something wrong?" A new voice called out, causing both of us to look up and towards the woman that had spoken up. The same woman my daughter had married, my new daughter-in-law, if not by Imperial one, then by Clan and Kin.
"N-no, just the opposite!" Aria spoke, a smile on her face, pure happiness radiating from her even as more tears flowed down her face. "This day could not get better. Chiedi! This is my mom!" First Draft for a RRR Article
"For all its impressiveness, the Airship Manufactory does not hold up to the marvels that House Dall will build within."
"There are no gigantic machines of arcane purpose welding and shaping metal, nor are there the humming chants of Forge-Clan Engineers maintaining ancient robots using age-old maintenance routines remembered for future generations as ritual and song."
"All there is, is a rather large space empty of anything but retractable gangways, movable catwalks, and the ever-present clamor and song of industrial progress. Instead, workers scamper and hurry everywhere in the busy Manufactory to fulfill their orders and add another piece of wood, steel, aluminum, machinery, or pre-manufactured equipment. Over the hours, I watch as a ship's skeleton is slowly filled in, armored in wood and steel, while the workers keep a steady rhythm under the watchful gaze of several sentries of House Dall Guards, keeping an eye open for any Mutants, Animals, or Machines that would seek to feast on them."
"But the truly remarkable would happen only after I left the booming town, as only then would the suspendium bags be attached, electrified, and the ship's first voyage be undertaken. One where it would be watched closely by specially trained volunteers to seek out any material failures, faulty construction, or other deficiencies. Only then, when the ship would finish that last test, would it be cleared for sale and another skeleton laid down."
"All the while, another customer would happily, and with excitement, take ownership of a genuine Airship of the:"
[ ] (COMPANY NAME VOTE) 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. (Choose 1 Action, 1 Action Locked)
[ ] 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.
(Cost: 8.22 Materials
Turns: 1
Chance: 43%
Reward: 2d100+50 Recruits)
[ ] A Duty To Others Is Not Taken Lightly
As our numbers swell, so does our ability to reach out to many more people than before. With word, deed, and art, we can reach out to those on the edge of their decision and bring them into the fold for the good of all. Ours is a duty not taken lightly, but it is a duty one does not need shoulder alone.
(Cost: 17.75 Materials
Turns: 3
Chance: 04%
Reward: 4d200+150 Recruits)
[ ] Festival Of The Delta
With money comes the ability to sponsor festivals, with our numbers the capability to fully take advantage of the festival for our ends, in learning, conciliation, and creation. It will be costly, but it will be worth it.
(Cost: 100 Materials
Turns: 1
Chance: 66%
Reward: +6d8 Goodwill, +4d40 Recruits, +25 to all Actions this Turn if successful.)
[ ] A Small Donation - (Organization) - (Topic) - (Donation Sum)
As the wealth of the Pilgrim increases, so too does the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) who then work towards a goal we provide for them. Nothing that they would be against doing, but something they would be adverse to in normal circumstances.
(Cost: 50-Unlimited Materials/Goodwill
Turns: 1
Chance: 71%
Reward: PR)
[ ] Begin Preparations For New Region Conversion
We have grown far beyond what Martyris had ever envisioned in numbers, wealth, knowledge, connection, and faith. So much so that some among our numbers are seeking new horizons to establish a new chapter, satellite, or outpost of the Pilgrims. We should accommodate their wishes, as they will aid us back in time and turn.
(Turns: 2
Cost: 0-200 Pilgrims, 50-200 Materials, 10-35% Piety loss, -6-20 to Piety Rolls
Reward: A New Chapter Interlude Turns)
[ ] Feed The Masses - (Choose City)
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.)
[ ] Establish Soup-Kitchens Within Major Cities
While being careful and methodical has helped before, you can now afford to perform these projects in a scattershot approach with your expanding numbers. So we should build 31 more Soup-Kitchens, as they will cover the Major Cities, allowing us to go towards the countryside.
(Turns: 4
Cost: 124 Materials, Upkeep: +31 Materials to soup-kitchens
Reward: 31d6 Recruits, +0.31 Goodwill per Turn, unlocks further actions.)
[X] Expand Your Poor Houses - (2/5 Turns Complete)
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. So get to expanding what you have built; the work is not done.
(Turns: 5
Chance: 27%
Cost: 50 Materials, Upkeep: +25 Materials
Reward: Expanded Poorhouses, +6 Permanent Recruitment, +0.50 Goodwill per Turn.)
[ ] Establish A Small Hospice Network
While a Hospice does cater to the dying, its primary purpose is to heal the sick who cannot afford to see a doctor. With your allies and growing knowledge, you are confident that you can establish over a dozen within Tessen at once.
(Chance: 29%
Cost: 12 Materials Upkeep: 9 Materials
Reward: +0.12 Goodwill per Turn, 8d6 Goodwill, unlocks further actions.)
[ ] Expand Your Hospice Network
While you have acceptable Hospices, you can improve capacity, treatments, etc. Better get to it!
(Cost: 40 Materials, Upkeep: +10.20 Materials
Reward: +0.60 Goodwill per Turn, 2d6 Goodwill.)
[ ] A Home away from Home
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 resources. A small base closer to those places, serving as a shelter and temporary Home for the Pilgrims working there, could help.
(Cost: 20 Materials, Upkeep: 7.5 Materials
Reward: Local Base, Upkeep of all structure reduced everywhere by 0.10 Materials.)
[ ] Localized Headquarters
Having created a shelter, expanding the building to encompass several barracks, a canteen, storage rooms, a medical section, and an administrative body will improve your efficiency within the city!
(Required: Local Base (Action)
Cost: 100 Materials, Upkeep: 12.50 Materials
Reward: Local Headquarters, Upkeep of all cities reduced by 0.75 Materials.)
[ ] Administrative Center - (Mirn)
Organizing hundreds of works is no easy feat, requiring dedicated staff and learned minds in equal measure. However, with previous works having laid the groundwork, now is the time to compound the efforts of all those who helped. Like, assisting Pilgrims across Tessen perform their duties with the resources and hands they need.
(Required: Localized Headquarters
Turns: 6
Cost: 145 Materials, 12 Faithful, Upkeep: 10 Materials
Reward: Administrative Center, Upkeep across Tessen is reduced by 0.50 Materials.)
[ ] Build A School - (Big) - (Choose City)
A place of learning, growing, and change, where 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.
(Already built within Mirn.
Turns: 3/5/6
Cost: 15/27/39 Materials, 1/2/3 Faithful, Upkeep: 5/9/13 Materials
Chance: 50%
Reward: 0.1/0.3/0.5 Goodwill, -1/3/5 to Piety Rolls.)
[ ] Build An Orphanage - (Small/Medium/Big) - (Choose City)
Many will question you building this 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.)
[ ] Build A Humane Primitive Asylum - (Location)
Nothing stands between the creation of an Asylum led by the Pilgrims now. Contact local builders, set Marxcim to design the structure, and call for volunteers to be trained and paid for taking care of the patients. Of course, some will see the giving over of the mentally ill to a religion-led institution as a terrible idea. Still, those voices will cease after some time has passed and, hopefully, recovered patients walk out of the Asylum. Your efforts in uncovering aspects of the human psyche have increased both costs and those you can now help.
(Cost: 30 Materials, 7 Materials Upkeep, 4 Goodwill
Reward: Humane Primitive Asylum, +0.2 Goodwill per Turn.)
[ ] Build Another 'Consensual' - (Location)
You would 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 those who chose this path or use 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,' +0.01 Goodwill, 2d4-1 Materials income by charging entry from patrons, unlocks an upgrade.)
[ ] Build Upon A 'Consensual' - (Choose City)
The brothel you built seems to have rapidly gained a reputation as a high-class establishment. While good for your purse, less suitable for those who have less than 'expert talents' within the industry. By building new floors and digging some down, you could make enough space for all who tried to work in the Consensual but had to be turned away due to all rooms being full. It would be costly but will help those trying to escape forced sex labor but have no other applicable working skills. You would need to step up the security, though.
(Turns: 3
Cost: 20 Materials, Upkeep: 6 Materials
Reward: Upgraded 'Consensual,' +0.02 Goodwill, +3d4 Income for the Consensual.)
[ ] 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 every doctor for the next three months.
(Cost: 73 Materials
Chance: 66%
Reward: Healers gain Influence, 10d5 Goodwill.)
[ ] A Helping Hand
Now that you can create prosthetics, merely creating and selling them isn't enough. Unfortunately, too many veterans, injured, disabled, or unlucky, cannot afford a new arm, leg, hand, or foot. So to create a few hundred in bulk, ship them out to your hospices, where the doctors may gift them as required.
(Cost: 65 Materials
Chance: 95/55%
Reward: Gain 4/10d4 Goodwill.
[ ] Hey, Why Don't We... (Write-In)
(What do you want to accomplish, and how do you do it?)
Diplomacy: The art of speaking many words that mean nothing should not be underestimated. At the wrong time, a report in the right ear has toppled many nations. (Choose 1 Action, 1 Action Locked)
[ ] Vacations For Free
It is challenging to leave or travel to another settlement within any settled Region on Calynth due to the omnipresent dangers of Mutant, Machine, and Bandit eager to attack and take your life. As such, fleeing Ulatarn and its surrounding towns is not an option for many Sex Workers oppressed by the Daughters, not without having the money to charter passage on a caravan leaving town. By connecting those wanting and willing, to go to those caravans that will take the Workers on, we can slowly begin sapping the economic and political strength of the Daughters.
(Cost: 1.30 Materials, 2 Goodwill
Chance: 50%
Reward: Sap a small amount of power from the Daughters due to freeing the Sex Workers underneath them.)
[ ] Hey, Pssst, You Want Some Justice?
You managed to uncover reams of evidence of the corruption of dozens of officials within Ulatarn. Using that via the Guards will see those willing to work with/for the Daughter be slowly weeded out and will also increase the overall effectiveness of the city governmental apparatus! However, you'll need to hire the Bad Batch to do any actions after this one, which is more than willing to accommodate drafted contracts.
(Cost: 4 Materials
Chance: 56%
Reward: Expunge corruption willing to work with/for the Daughters, improve the Bad Batch's effectiveness over time and action usage.)
[ ] Is This All You Want From Life?
The Enforcers of the Daughters are the primary way of the higher echelons to subdue and lay down their law onto the lower levels, with violent behavior and tendencies rewarded and fostered. Yet, there are those among the Enforcers that don't do so because of any glee in doing harm or joy in seeing pain, but because they genuinely have no better, or see no, alternative to this line of work. By identifying those, we can slowly create a web of spies and turn-coats within the Daughters ready to help us in any further infiltration operations.
(Cost: 15 Materials, 3 Goodwill
Reward: Agitations against the Daughters have their success chances raised.)
[ ] From The Brink
Having obtained rudimentary knowledge and understanding of the human psyche beyond that which is commonly available, you now have the chance to slowly pull The Lost back into the fold, saving lives in the process, and preventing them from sliding into a darker mindset than self-punishment. Of course, a deeper understanding of psychology and deeper infiltration could make this process smoother, but you'll have to make do.
(Cost: 10 Materials, 2 Goodwill
Chance: 90/-55%
Reward: +1/3 Assimilation. The Lost become more aligned with the Pilgrims, eventually allowing you to absorb them.)
[ ] We Are One People! - (Choose Class)
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, bring the people together, and start on the road to reconciliation.
(Cost: 20 Materials
Chance: -20%/-20% for Locals/Elites (rolled each turn)
Successes Needed: 6/6
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)
[X] School The Diplomat-Corp - (Specialized) - (The Imperial Family) - (1/2 Turns Complete)
Your Training for the diplomats is as comprehensive as possible to create for the foreseeable future. You either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 40% +10
Reward: +15 to all rolls involving said faction.)
[ ] 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 Part 1 - (Choose Three Factions)
With spies now available to the Pilgrims, it may be the time to make sure they are in place to ply their trade. This step focuses on laying the groundwork for future expansions and won't get you any detailed information. It is also nothing more than paying some people to pass on rumors, which is pretty much standard practice within Slatnan and won't raise too many eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Cost: 8 Materials
Turns: 3
Chance: 73%
Reward: Target is Infiltrated, displays information in the rumor mill, raises chances for Exfiltrate and Illuminate)
[ ] Infiltrate Part 2 - (Choose 3 Factions)
Further infiltration of chosen organizations will reveal far more secrets and allow far riskier actions to be taken. It will be a step over the law, with failure not being a good outcome.
(Needed: Information Network: Rank 1
Cost: 30 Materials
Turns: 2
Chance: 50%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)
[ ] Infiltrate Part 3 - (Choose 3 Factions)
Your secrets are ours; nothing can be hidden from us. No lock, no gate, no barrier stands in our way, and nobody will shield you from our grasp. Because we already own them, from the lowliest maid to the highest Guard you trust.
(Needed: Information Network: Rank 2
Cost: 90 Materials
Turns: 5
Chance: 03%
Reward: Spies are planted, 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 Military.
Reward: 2d6-3 Materials + Chance for Secrets )
[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain, and may my deed feed that which may eternally grow.
(Cost: 6 Materials
Chance: 50%, 60% for: The Military.
Reward: Target has their operations/structures halted/crippled/terminated.)
[ ] Create A Dossier On (Groups/Topics (Max 3))
Collate all known information, history, and rumors about a group or topic of interest to ensure that the Pilgrims' future actions are as well informed as they can be.
(Cost: 15 Materials
Chance: 55%
Reward: Lore and Information regarding Groups/Topics (Max 3).)
[ ] Shouldn't We... (Write-In)
(What do you want to accomplish, and how do you do it?)
Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (1 Action Locked)
[ ] Menagerie - (Basic)
With the space in your armory expanded, you now have the needed area, blacksmiths, and tools to armor Lizards, ensure they are healthy, and keep them in shape. In addition, several other animals can be held here, though only the most commonly available.
(Cost: 66 Materials, 12 Materials Upkeep
Turns: 5
Reward: Can add [Common] Animals to Units.)
[ ] 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: 75%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)
[ ] Guards! Guards! - (Specify up to 5 Buildings)
While the Tree of Knowledge has some security, it doesn't have a dedicated guard. So start training a few Pilgrims as guards so that you don't have to worry about thieves or, even worse, saboteurs.
(Cost: 32.5 Materials, Upkeep: +0.55 Materials per Building
Turns: 1
Reward: Pilgrim Guards are assigned to the building, sharply increased DC for malicious actions against it.)
[ ] Make A Man Out Of You! - (Choose Trainer Unit) - (Choose Training Unit)
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.)
[X] Upgrade The Central Region Security To Private Security - (2/3 Turns Completed)
With the CRS established and securing our various facilities around Tessen, we can upgrade and expand its operations or turn the organization into a licensed offshoot of the Tessen Adventurer Guild. The first would improve our security with more extended training for guards, intensified background checks, and qualitative improvements. The latter would make us money back at the expense of inviting more corruption or agents into the structure.
(Turns: 3
Cost: 32.50 Materials, 12.45 Materials Upkeep
Reward: CRS Private Security, which improves the security of all facilities and Pilgrims within Tessen, can be upgraded to CRS - Elite Private Security.)
[ ] 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. 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/nothing, if re-training.
Reward: 1 New Unit (Size 6/6) at Trained (3/6) or Re-Trained Unit with Upgrades below.
6 Unit-Points - Overstrenght (Double Unit count)
2 Unit-Points - Stealth Training (+20 to all stealth rolls)
1 Unit-Points - Weapon Type Specialization - (Weapon) (+1 per Unit member to damage)
1 Unit-Points - Armor Weight Specialization - (Armor Class) (reduced penalties to Heavy and above Class Armor, +1 Armor per 2 Unit members for Medium and below.)
2 Unit-Points - Fanaticism (Unit cannot break, double damage against all enemies of your faith, half damage received from enemies of your faith, will refuse to retreat in an inverted chance to losses. (1/10 Dead = 90% refusal to withdraw, 9/10 Dead = 10% refusal to withdraw.))
1 Unit-Points - Pride (+1 to Breakpoint)
3 Unit-Points - Guardians (+2 Health per Unit member each time another Unit takes damage.)
1 Unit-Points - Reaction Training (+5 to Initiative.)
2 Unit-Points - Harsh Workouts (+1 Health per 3 Unit members.)
4 Unit-Points - Elite Training (+1 Training Level)
[ ] Sir! The Situation Is As Follows: (Write-In)
(What do you want to accomplish, and how do you do it?)
Learning: Knowledge is Power. (Choose 1 Action, 2 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] or -[DoD] will add 1(one) Success to 1(one) active research.)
[ ] Aerodynamics 101 - (All Physics)
It turns out lifting something off the ground is only half the job. We have figured out that some shapes fly better than others, but we have no idea why—time to get one of your research teams to nail down the laws that govern aerodynamics.
(Cost: 5.00 Materials
Chance: 24/07/-18% for 1/2/3 Successes, Successes Needed: 3
Reward: Better Airship Propulsion, unlocks additional projects.)
[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engines globally, rivaled perhaps only by one Dreadnought. So figuring out how to reproduce those systems would be prudent in case of failure and offer a giant leap in native capabilities.
(Chance: 21/-57/-100 for 1/2/3 Successes, Successes needed: 15
Reward: Massive leap in engine know-how and airship speed.)
[ ] Look At The Daughters Suspendium Systems - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
When an Elder Forge-Clan Engineer looked at how the Daughter stays afloat, his exact words were: "What in Myra's Holy Name is this abomination to sanity?" So figuring out how it works and reproducing these systems will likely be a pipe-dream for decades and centuries. Still, even a rough outline would show the original creators' principles.
(Chance: 24/-09/-47 for 1/2/3 Successes, Successes needed: 7
Reward: Reduction for all Suspendium Research.)
[ ] Structural Integrity Studies - (Advanced Physics)
Building your first Airship revealed the myriad of flaws, restrictions, and troubles that will plague all future attempts to create more. Above all, designing a ship around, under, or above upwards forces is problematic. However, the pull and subsequent stresses upon material and components is nothing to dismiss, so figuring out how to negate or minimize those forces will prove a godsend for future attempts.
(Cost: 57.25 Materials
Chance: 99/75/53 for 1/2/3 Successes, Successes needed: 7
Reward: Structural Integrity +1/2/3 for all modules in Light/Medium/Heavy Airships.)
[ ] Large Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Now that you have figured out how to keep suspendium charged even while in flight, the next step is to figure out how to increase suspendium to allow larger bags.
(Needed: 2 Suspendium Shards - Small
Cost: 12.67 Materials
Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Gain Large Suspendium Bags, 2.500 Kg Lift, -4 Structure.)
[ ] Armored Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
It's one thing to be within a cart, on the ground, and another in the air held aloft by bags filled with crystals. Bags, which can, quite easily, be punctured and set aflame by a single well-placed shot or flying Mutant taking offense. While this will reduce the service-ceiling of the Airship, it will increase its survival chances in a fight.
(Cost: 6.43 Materials
Chance: 99/45/05 for 1/2/3 Successes, Successes needed: 1
Reward: Gain Armored Suspendium Bags, increasing the structure of all ships with these bags. 750 Kg Lift)
[ ] Pressurized Suspendium Part 2 - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than getting more Suspendium inside a flammable bag that can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Case in point, doing so may have a slight chance of exploding. But that didn't stop you the first time, so get cracking on building bigger and smaller!
(Needed: Suspendium Shard - Small
Cost: 17 Materials per try
Chance: 54/-16/-60 for 1/2/3 Successes, Successes needed: 8
Reward: Gain Pressurized Suspendium - Small, Medium, Large. 10-50.000kg Lift.)
[ ] Propulsion In The Air Continued - (Pioneer Hydraulic/Machinery/Metallurgy)
The early prototypes of your newly developed propulsion methods are promising and powerful, especially the propellers. Redirect some more funding to continue this line of research so your Airships will be even faster!
(Cost: 48.00 Materials per try.
Chance: 01/-54/-103 for 1/2/3 Successes, Successes needed: 9
Reward: Airship Modules: Big Vuur-Engine Room, Medium and Big Fuel Storage, Standard Airscrew, Primitive Propellers.)
[X] Catalogue Everything 2: Airship Boogaloo - (Line Vessels) - (Intact) - (Tech-Scouts, The Unbroken, The Wall, Incubi, PD?) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics) - (4/7 Successes)
A second verse like the first. Before you can get those ships up and running, or flying in this case, you need to understand how their systems interact and how they can be repaired or powered up enough to get back to the Tree.
-[ ] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
-[ ] Local Examination: Increase Success Chance by 100%, 20%-Chance to be attacked by unknown forces.
-[ ] Take It Apart: (Airship Type, Damage): Increase Success Chance by 55%, 5%-Chance to be attacked by unknown forces, 2d8 Airship Artifacts.
(Cost: 41/28/20/6 Materials
Chance: 82/28/03 for 1/2/3 Successes, Successes needed: 25/13/7/1
Bonus: +50 due to Soaring Wrenches
Reward: Can recover (Ship Type+Damage).)
[ ] Prototype Unique Component
One Pilgrim has developed a new and novel application of known or old technology for Airships. We could look into its efficacy.
(Cost: ??? Materials, ??? Suspendium
Chance: ???/???/??? for 1/2/3 Successes, Successes needed: ???
Reward: Requested Module. Describe what you want, and I'll tell you what it will cost/require.)
[ ] Prototype Unique Designs - (Link To/List Of Proposed Design) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
Now that you have developed standardized modules building a specific airship around or with those components would be safe.
(Cost: 25 Materials + (Design Costs)
Chance:
Light (0-2.000 Kg Lift): 90/40/-20 for 1/2/3 Successes, Successes Needed: 2
Medium (2.001-200.000 Kg Lift): -80/-180/-180 for 1/2/3 Successes, Successes Needed: 14
Heavy (200.001+ Kg Lift): -400/-600/-1.000 for 1/2/3 Successes, Successes Needed: 200
Reward: Airship Desing is being manufactured and sold. The Price is pre-rolled and applied to all subsequently assembled airships of the same line.
Warning: Insufficient institutional knowledge makes designing Medium+ Airships unpractical.
Warning: Airships incur Material and Suspendium costs in their production.
[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
The Empire covets very few things as good steel. Many have desired it from Knights to armor and weapons, construction materials, or base components, yet few have the industrial capacity to produce it in enough quantities. Not for lack of trying, though, but because demand always outstrips supply. Learning to make quality steel independently would entail the entire process, sped up by helpful notes, diagrams, and theories, but it will still need many tests and trials. Knowledge cannot replace expertise, after all. Too bad that the industrial magnates will not share their secrets with you, but you understand wanting to keep an edge over competitors, even if it slightly rankles you.
(Chance: 47/-09/-116% for 1/2/3 Successes, Successes Needed: 5
Reward: Can build a Steel Foundry, reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), and subsequent upgrades.)
[ ] MORE STEAM! - (Advanced Hydraulic/Advanced Machinery/Advanced Metallurgy)
You have a steam engine now, but why stop at what you have? There is always room for improvements, even incremental ones! So see what you can do with your Vuur-Engine.
(Cost: 25 Materials
Chance: 34/-11/-86 for 1/2/3 Successes, Successes needed: 14
Reward: Improved Steam Engine resulting in D20s instead of D12's.)
[ ] The Movement Of Things - Part 2 - (Hydraulic/Machinery/Metallurgy)
It is possible, if difficult, to minimize the size of the Vuur to incorporate it into moving carriages, not unlike motorcycles. Yet, the energy efficiency is atrocious; the resources needed to keep them moving are so vast that they nearly cannot transport them themselves, not to mention the costs! So, improve efficiency to allow you to create economically viable engines. Luckily, you have already found a few tricks and snags, which Turi estimates shaved off at least a year of effort.
(Cost: 16 Materials
Chance: -08/-64/-120 for 1/2/3 Successes, Successes needed: 7
Reward: Can incorporate the Vuur-Engine into large carriages for either transportation or agriculture.)
[ ] Cutting Edge Technology - (All Weaponry)
When the time comes to face your enemies up close and personal, you can never go wrong with a good blade in your hand. Now, what makes a knife great comes down to the skill of the smith and the quality of the metal used. While we can't do much for the former, there is much to improve on the latter. Using samples taken from the Necropolis, we can determine which alloys work best for each blade type. They will be too expensive for everyday life, but our military forces will be glad to have them.
(Needed Artifact: Mono Titanium Blade
Cost: 8 Materials
Chance: -44/-76/-132 for 1/2/3 Successes, Successes needed: 7
Reward: +1 Damage for all bladed weapons per 3 Size of a Unit)
[ ] Coilgun Mystery - (Advanced Electronics/Weaponry)
It is a well-known fact that the Forge-Clans have access to the best weaponry a mere mortal can hold: Coilguns. These weapons shoot pieces of metal in a way you can't quite fathom, its mysteries too well guarded, in devastating ways, turning people into nothing more than bloody chunks. It will take a long time to figure out the principle behind these weapons, but who knows what paths will open?
(Cost: 20 Materials per try.
Chance: -70/-168/-298 for 1/2/3 Successes, Successes needed: 29
Reward: Uncover the underlying principle of Coilgun Weaponry)
[ ] Gasses Long Forgotten - (Advanced Weaponry/Chemicals)
These tiny capsules hold the promise of ending a fight before it even begins, saving valuable lives in the process. But, of course, building your own can only help you in the long run.
(Cost: Sleep-Gas Bombs
Chance: -18/-49/-156 for 1/2/3 Successes, Successes needed: 14
Reward: Primitive Gas Grenades)
[ ] Burning Fire, Raging Ire - (Advanced Weaponry/Chemicals)
It is one thing to light a rag connected to alcohol and throw it, another to have a reliable fire grenade. There have to be chemicals and ancient mentionings about how the Pilgrims could create those.
(Chance: -43/-113/-201 for 1/2/3 Successes, Successes needed: 9
Reward: Primitive Fire Grenade)
[ ] Fuck That Guy And Everything Around Him - Part 2 - (Physics/All Chemicals/Advanced Weapons)
You figured out a viable mortar you could use. But that is all this weapon is, viable. Something like that cannot stand, not while you have the chance to end threats without risking lives! Figure out how to incorporate the advancements within the mortar's development into a new version. Improving range, accuracy, payload size, reliability, cost of production, and moveability will be critical to ensure that this weapon can be used and distributed widely among our forces.
(Cost: 56 Materials
Chance: 47/02/-43 for 1/2/3 Successes, Successes needed: 18
Reward: Static Mortar - Standardized, a powerful weapon with limited range, yet good accuracy, deployed before the battle.)
[ ] BURN IN HOLY FIRE! - Part 1 - (Physics/All Chemicals/Advanced Weapons)
Recently, your expedition acquired a surprisingly intact flamethrower from the Necropolis. The weapon may not be as good as those produced by the Forge-Clans today, but seeing as this version was intended for civilian use, you can excuse that. No pre-collapse government wanted potent weapons in the hands of their slaves, you see. Nonetheless, with this Artifact, you will start down the path of creating Pilgrim-designed flamethrowers and all their uses in warfare and pest removal.
(Needed Artifact: Intact Civilian Flamethrower
Chance: 65/40/25 for 1/2/3 Successes, Successes needed: 4
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)
[ ] 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 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: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)
[ ] A Shield For Rangers - (Armor)
After researching a shield your Militia and troops could use, one of your scholars came forth with designs for one that your ranged troops could use. It wouldn't be a short endeavor and costly in terms of materials, but it could provide a leg up in armor.
(Cost: 12.65 Materials
Chance: 99/75/40% for 1/2/3 Successes, Successes Needed: 6
Reward: Spiked Pavise.)
[ ] Power Armor - Primitive - (Advanced Electronics/Advanced Hydraulics/Advanced Armor)
Somehow, without even meaning to, the combination of ancient schematics, PD, the 4S, and your efforts, have resulted in actual, if primitive, Power Armor worn by Elite Forge-Clan Troops and the Royal Army. It represents the height of what you can currently create; the costs are too prohibitive, though the maintenance is luckily easy and, notably, cheap due to several inventive and robust components. The single suit you have created has been used to develop cheaper ones to be worn by your Units. Figuring out a way to mass-produce, or at least not so costly, produce them would massively help contend sites within the Forest Of Rust.
(Cost: 19.53 Materials, 1 Advanced Electronic, and 1 Advanced Hydraulics/Armor Artifact
Chance: 05/-39/-81 for 1/2/3 Successes, Successes needed: 13
Reward: Power Armor - Primitive, Reduced Upkeep for all industrial buildings, further Learning Action.)
[ ] 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 be able to recreate this piece of armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)
[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
There is always a need for good armor.
(Chance: 99/99/92% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)
[] That's A Wrap - Pt.1 - (Advanced Medicine/Pioneer Machinery/Programming)
Among our recent finds are several bandages with different properties ranging from self-disinfection to self-applying sutures. We don't know how many aspects can be replicated, but just achieving one would be much better than what we currently have.
(Cost: Self-Sterilizing Bandages, Autonomous Suture-Bandage, Self-Sealing Bandages
Chance: -72/-138/-186% for 1/2/3 Successes, Successes Needed: 22
Reward: Auto-Bandage - (Prototype))
[ ] Medication For Psychological Problems - (Pioneer Psychology/Chemicals/Medicine)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. One of the ways such things happen is due to chemical imbalances in the brain, causing misfires and shifts within the neurons, like a faulty computer glitching out due to a bug. Several recipes and mentionings of further have been found in an ancient book, allowing you to progress towards re-creating those medications. Or your versions of them.
(Cost: 11.25 Materials per try.
Chance: -44/-88/-132% for 1/2/3 Successes, Successes Needed: 19
Reward: Boost to your ability to help those who have psychological disorders. Unlocks Pharmaceutical Industry in Norqod.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)
[ ] Seizing The Means Of Reproduction - (All Pioneer Chemicals/Medicine/Biology)
Having spent a considerable amount of time researching the topic has yielded far-reaching insights into all manner of contraceptives, allowing you to state that you have the best that everyone can currently create with confidence. Not an answer you wanted but the answer you got. Therefore, the next step will be to find out what is needed to produce and alter the contraceptives you now know exist to be viable.
(Cost: 7.14 Materials per try.
Chance: 13/-43/-101 for 1/2/3 Successes, Successes Needed: 48
Reward: You can make cheaper and better Contraceptives. +8d20 Goodwill, +4d10% Piety, +4 Followers from (ironically enough) births per Turn.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)
[ ] Lend A Hand, Arm, And Leg - Part 2 - (All Mechanics/All Electronics)
Unfortunately, many lose a limb to either accident, disease, or injury. Regrettably, only those with wealth and connections can go to the Forge-Clans to get a replacement. But, primitive as our first attempts may have been, they were the first step in easing many people's suffering. Now you need to focus on simplifying the construction of the limbs so that people do not need to sell a literal arm or leg to replace lost ones.
(Cost: 41 Materials
Chance: 41/-12/-58% for 1/2/3 Successes, Successes Needed: 14
Reward: Simple Prosthetics are now crafted and sold (+12 Materials), +10% Piety)
[ ] Sticks And Stones - (All Machinery/Electronics/Metallurgy/Common Biology)
Until recently, all the knowledge about the human body's interior eventually traced back to horrific sources. But discovered in an ancient Bone-Mending Kit was a mysterious box that seems to see inside a person. Those images are better than anything modern medicine can produce by a massive margin. There's no overstating how much such an ability could help treatment - if only we could unlock the secret.
(Cost: Bone Mending Kits
Chance: 03/-42/-138% for 1/2/3 Successes, Successes Needed: 16
Reward: Vast Radiological improvements, reduction in Upkeep for all medicinal buildings, +8% Piety, +2d3 Goodwill)
[ ] Combat Stimms Round 3 - (Pioneer Medicine/Biology/Chemicals)
Where natural talent fails, chemical talent can step in, but not always, and never permanently. Or could it? Is there such a thing as chemicals and drugs that aren't inherently harmful to the body in the long run, or are there ways to minimize the danger to almost nothing? Something worth investigating.
(Chance: -93/-144/-224% for 1/2/3 Successes, Successes Needed: 19
Reward: Advanced Combat Drugs, Unlocks Round 4)
[ ] Pain-B-Gone Part 1 - (Advanced Medicine/Chemicals)
It was a surprise to find a missile warhead used by the Ancients not meant to cause a horrible death to your enemies. As we stand right now, we have no way or need to launch massive amounts of aerosolized painkillers over a battlefield. However, if we could replicate the compound, it should create a very effective and easy-to-use pain killer. Just spray over the hurt area and feel the pain go away.
(Needed Artifact: Saint-And-Hallow Warhead
Chance: -21/-76-134% for 1/2/3 Successes, Successes Needed: 9
Reward: Medi-Aid Chemicals, Pain-B-Gone Part 2)
[X] Agricultural Studies - (Chemicals/Biology) - (9/10 Successes)
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 maximizing yields while minimizing the needed workers. Perhaps you could look into that?
(Chance: 43/37/20% for 1/2/3 Successes, Successes needed: 10
Reward: Increased Income from your farms, ???)
[ ] Chemicals For Future! - (Biology/Chemicals)
It is well known that specific techniques enable food to last longer, like salting and drying meat. If one goes at that from another angle, then the use of particular chemicals can dramatically expand the shelf-life of food.
(Chance: 58/-13/-74% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
[ ] Boiling Liquids Last Longer - (Biology/Chemicals)
Turi flash boiled some milk on accident. It has yet to go bad, making her wonder why. Also, no, I will not drink two-month-old dairy, no matter how much you boil it!
(Chance: 66/37/-04% for 1/2/3 Successes, Successes Needed: 8
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
[ ] Pesticides Rediscovered - (Biology/Advanced Chemicals)
Pesticides were once the ultimate weapon against any insects plaguing your fields. Yet, the little bastards evolved resistances against nearly all chemicals that people used aside from the specialized Forge-Clan ones. Yet, not every insect could have created resistance against everything you can wield. So, you only need to figure out which ones are applicable.
(Cost: 12 Materials per try.
Chance: 71/58/29% for 1/2/3 Successes, Successes Needed: 10
Reward: Pesticides, improving the yield of your fields and that of others.)
[ ] Fertile Fields
A few learned people say that using certain soils, chemicals, and other things can help improve soil quality, giving more nutrients to the plants that grow on it, thus giving us more food. Unfortunately, while some Regions use the most basic techniques, most have lost their institutional knowledge due to the ever-growing reliance on sandwheat. So a good first step would be to search for mentionings of those techniques and compare what they say. After that, experimentation is in order.
(Chance: 81/56/28% for 1/2/3 Successes, Successes Needed: 28
Reward: Improved yields of all fields.)
[ ] Illness Of The Mind - (Advanced Psychology)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. Having collated a rudimentary overview of what is known, you realize that what is unknown far outweighs anything discovered or re-discovered by your efforts. Looking deeper into the mystery of the human brain will require extensive research and preparations, but these will be worth it for every life saved.
(Cost: One Psychology Artifact
Chance: -61/-171/-186% for 1/2/3 Successes, Successes Needed: 18
Reward: Can construct humane Basic and Expanded Asylums.)
[ ] The Mind - Combat Specters - (Psychology)
In your effort to understand the human mind, some things stood out to you. One of those is that some do not seem to leave combat, their bodies reacting as if they were still in mortal danger in even harmless situations. Specific actions, phrases, and noises make them panic, while nightmares and paranoia grasp their minds. But, unfortunately, you do not know how to help them. Yet.
(Chance: -32/-110/-176% for 1/2/3 Successes, Successes Needed: 9
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)
[ ] The Mind - Compulsive Behaviour - (Psychology)
In your effort to understand the human mind, some things stood out to you. Some cannot help but perform specific actions under compulsion as if forced to move or act a certain way like organizing objects in particular patterns or washing until they nearly bleed. What is causing that? And how can you stop it?
(Chance: 32/-43/-105% for 1/2/3 Successes, Successes Needed: 7
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)
[ ] The Mind - The Black Pit - (Advanced Psychology)
It is... difficult to understand the workings of the human mind, as many of those you interviewed and treated tried to explain how they felt, thought, and what happened in their lives, with you not understanding or coming closer to identifying anything but parts of what could be happening within them. Yet, there are common themes among them:
The growing ideation of death.
Their belief in their worthlessness.
And many other things, of which we have not a large enough pool to say for sure if the Black Pit causes them.
(Chance: -77/-134/-184% for 1/2/3 Successes, Successes Needed: 22
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people.)
[ ] The Code Which Lives - (Pioneer Programming/Electronics)
PD, ^Ä^, and Angel's Demise are living beings, sapient and sentient in every way one may measure. But how? How is that possible? What mechanisms allowed them to grow beyond the limitations and Chains placed upon them? And could you retread their paths?
(Chance: -106/-768/-1549% for 1/2/3 Successes, Successes needed: 43
Reward: ???)
[ ] True/False/False/True - (Advanced Programming/Electronics)
Code allows machines to do as they do, and any deeper understanding will enable you to anticipate better what the broken ones could do and improve those you could build.
(Chance: 32/0/-41% for 1/2/3 Successes, Successes needed: 7
Reward: +5 Initiative against all Mechanical foes, improved Pilgrim Robotics.)
[ ] Secret Of The Circuit Pt.4 - (Pioneer Electronics)
With your manufacture of electronic components now as cheap and streamlined as you can make them without producing them in a factory, it is time to start the heavy-hitter research: producing electronics as near to that of the Ancients as you can manage. They may be nothing more than showpieces for this effort, but knowing the route is all you'll need to find better and cheaper paths to attain electronics of the forgotten ages.
(Cost per try: 195 Materials
Chance: -101/-267/-433% for 1/2/3 Successes, Successes needed: 80
Reward: Massive reduction in DC and Cost to all electronics-related Actions, upgrades Electronics Manufacture, unlocks Base/Learning Action.
Notice: Breakthrough Research! Every 10 Successes, the chances are raised by 30%!)
[ ] Rugged Radios - (Electronics/Advanced Electronics)
Your scholars and engineers are vibrating in excitement due to the primitive radios built within your workshop. All other Pilgrims are nearly storming and assaulting the Council with proposals for using the table-sized radios, from creating Pilgrim-operated channels and news to using them for a network connecting all of the Pilgrim Operations within Tessen. However, if you wish to do so without paying through clenched teeth and a face that sucked lemons beforehand, then a ruggedization and modernization effort are unavoidable.
(Chance: 24/-07/-36% for 1/2/3 Successes, Successes needed: 7
Reward: Radio-Beacons, Radio-Network, Radio-Channel unlocked, raised Income for the Electronics Workshop, Unlocks Norqod Actions.)
[ ] Electric Guardians - (Advanced Weapons/Programming/Machinery/Electronics)
While nowadays, most security systems consist of locks and guards (human and otherwise), things were a bit more complicated before the Collapse. We are unlikely to reach that level anytime soon, but research into this Artefact should improve our security.
(Cost: Anti-Thief Watch Systems
Chance: 70/26/4 for 1/2/3 Successes, Successes Needed: 2
Reward: Improved infiltration DC of the Tree of Knowledge, Reduced upkeep costs for Guards! Guards!/Guardians For Hire.)
[ ] A Study Of Scarlet Blue Pt.1 - (All Physics/Chemicals/Hydraulics)
PD's way of keeping cool is via a blue-red liquid, which also contains vital components needed for her internal and external self-repair capabilities. During a cooling cycle, the fluid passes through several devices meant to siphon off and reduce temperature. With a firm(er) grasp on how such a thing works mechanically, it is now possible to attempt a peek into what makes PD's coolant systems tick and maybe see if there are any ways to improve the same.
(Chance: -34/-114/-184 for 1/2/3 Successes, Successes needed: 14
Reward: +5 to all rolls made by PD.)
[ ] Learning To Take Census Pt.2 - (All Psychology)
You figured out a way to streamline the collection and dissemination of academic papers of all kinds, vastly advancing your capabilities to do such. But this is the hard part; your Theorists can still implement massive improvements in every aspect of your efforts. It will take a very long time to do so, though, and will likely not be a priority for the next decade or three.
(Chance: -30/-91/-237 for 1/2/3 Successes, Successes Needed: 32
Reward: Increased Chances For Assemble, The Theorists!)
[ ] Assemble The Theorists! - (Common/Advanced/Pioneer/Specific Quester Requested Theory)
Stagnation. Complacency. Fear. Those are the three things that have hampered the progress of science the most, bar none. No longer, you say! Instead, you will see to it that you will examine, nail down, and figure out the right way the universe works, allowing you to reverse-engineer the wonders of past glories and build your very own! Make it so.
(Information: Choose an example below or add a previously discussed theory with the QM's approval.
Chance: 70/40/10% for 1/2/3 Successes, Successes needed: 2/5/20/???
Reward: Theory of chosen subject, improved chances for research.)
[ ] 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 Ancients' technology; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and get back to the past's style!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 99/95/92% 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 bad luck had it written in a language none of the Pilgrims could understand. Time to hit the local libraries and linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 80/75/70% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)
[ ] Detective Courses For Beginners - (Unknown Artifact)
Well, you found something. Something you have no idea what it is or does. It is time to call up some experts and figure out what that thing is for, even if it takes some time.
(Cost: Unknown Artifact.
Chance: 76/43/08% for 1/2/3 Successes, Successes needed: 2
[ ] Eureka! (Write-In)
(Write in something you want to research and how you came upon that idea. Better success-chances to the Action if you mark a relevant artifact for this research.)
Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (Choose 1 Action, 1 Action Locked)
[ ] Prepare an Expedition - (Location) - (Turn Preperation) - (House Mirn support: Y/N)
Sometimes you need to dig into one location for months 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-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.
-EO-01: Est. Artifact-grade: Rare++, Dice:1d2 per turn, Max. Yield: 6 Turns, Machines nearby.
-TOP-01: Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 4 Turns. Machines nearby.
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns. Mutants nearby.
-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns. [4 Minor Bright-Lance Turrets, 5 Sentinels Units (6/6), 9 Caretaker-Swarm Units (12/12), 13 Omni-Gazers identified.]
-GY-01: Est. Artifact-grade: General Rare, Dice: 3d2 per turn, Max. Yield: 3 Turns, No Danger.
-GY-02: Est. Artifact-grade: General Rare, Dice: 2d4 per turn, Max. Yield: 6 Turns, Machines nearby.
-GY-05: Est. Artifact-grade: Common-, Dice: 2d4 per turn, Max. Yield: 5 Turns, Machines nearby.
-RC-01: Est. Artifact-grade: Lost Tech++, Dice: 3d2 per turn, Max. Yield: 8 Turns. No danger.
-RC-02: Est. Artifact-grade: General Mundane, Dice: 3d4 per turn, Max. Yield: 2 Turns. No danger.
-RC-03: Est. Artifact-grade: General Mundane, Dice: 2d4 per turn, Max. Yield: 2 Turns. No danger.
-RC-04: Est. Artifact-grade: General Mundane, Dice: 5d6 per turn, Max. Yield: 1 Turn. Machines nearby.
[ ] Recover Personal Cutters - Intact - (Units)
It is done! After much sweat, blood, and tears have flowed, you finally figured out how to restore these ancient ships from their slumber! It will only take some muscle, some Suspendium, and luck to escape notice, and they will travel across the sky once more!
(Cost: 6 Materials, 5 Small Suspendium Shards
Chance: 43%
Reward: 1 Intact Personal Cutter Recovered
Warning: If this Action fails, unknown forces will attack.)
-[ ] Establish A Supply Route To (City)
(Reward: Reduce Upkeep by 65%)
-[ ] Establish A Trade Route From (Location) To (Location)
(Cost: 17.13 Materials, Upkeep: 3.75 Materials
Reward: Anchorage (Tiny) in target Location, Income dependant on the route.)
The Tree - Mirn - (9d5)
The Tree - Tessen - (2d18)
The Tree - Zulmni - (9d3)
The Tree - Ularn - (10d7)
Jokvi - Mirn - (8d9)
Jokvi - Tessen - (1d20)
Jokvi - Zulmni - (3d2)
Jokvi - Strul - (3d10)
Strul - Tessen - (3d3)
Strul - Jokvi - (1d16)
Mirn - Tessen (12d6)
Mirn - Zulmni (6d7)
Mirn - Jokvi (2d3)
Ularn - Zulmni (1d6)
[ ] Crystal-Garden Expedition
Gathering Suspendium for anything other than the quota will require you to set up specific expeditions to either use it to feed your research or airship production or gather a buffer of Suspendium should you be cut off for one reason or another.
(Cost: 15 Materials
Chance: 35%
Reward: 1 Large Suspendium Shard.
Warning: If this Action fails, 2d60 Pilgrims will die. Boni, Traits, and Tenets apply.)
[ ] Send Out The Scavengers (Choose A Location)
Sometimes, it is not worth sending an expedition to a location due to its low yield or quality.
(Chance: 85%
Reward: 1 turn in the specified location.
Warning! If the Action fails, 4% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Search For Shelter Lost
The Stranger said things; he gave assurances, evidence, and was taken away to prevent what was told to spread beyond. Yet... the call of forgotten wonders is mightier than reason. Set out to re-discover what has been buried for so long, and see what remains.
(Chance: -14%
Reward: Find the Shelter of the Ancients.)
[ ] Scout The Graveyard Of Spears
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody was able to loot! A battle took place here, where Knights and Walkers armed with known and unknown weaponry took to the field, supported by thousands of men, women, and children. The bodies have long since rotten away or been eaten, but spears, lances, halberds, and other weaponry remain here, jutting out of the ground like markers for graves. What wonders could lay here?
(Chance: 73%
Reward: Sites in The Graveyard Of Spearsare located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)
[ ] Scout The Eternal Gazers
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody was able to loot! This area is infamous for the massive number of high-tech equipment, even for Pre-Collapse standards, as scientists studied the stars here.
(Chance: 33%
Reward: Sites in The Eternal Gazers are located and mapped.
Warning! If the Action fails, 7% Chance that the Scouting Unit will take 2d6 casualties 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 emits 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: 71%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the Action fails, the Scouting Unit will die from being detected and subsequently attacked.)
[ ] Scout The Pit
You are not sure what to find here, only that you are probably the first to look for artifacts. But your scouts have reported feeling like they are being watched...
(Chance: -49%
Reward: Sites in The Pit are located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)
[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one must 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: 28%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the Action fails, 54% 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: 34%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the Action fails, there is a 15% Chance that the Scouting Unit will die from 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: 65%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the Action fails, there is a 68% Chance that the Scouting Unit will die from being detected and subsequently attacked.)
[ ] Scout The Verdant Oasis
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody was able to loot! The Verdant Oasis consists of a hydroponics factory that collapsed due to the Collapse but somehow remained functioning. The Oasis provides abundant plant life and the resulting draw on herbivores, omnivores, and carnivores from all corners of the animal kingdom. It also offers a prime opportunity to get pristine agricultural secrets from forgotten ruins.
(Chance: 14%
Reward: Sites in The Verdant Oasis are located and mapped.
Warning! If the Action fails, there is a 57% Chance that the Scouting Unit will die.)
[ ] 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 unearth 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: 14%
Turns: 4
Reward: The Zone can be scavenged.)
[ ] Loot The Bunkers Entrance - (3/4 Turns Completed)
There is ample open space, many things you can use, ancient medicine, which is still good, some weapons that haven't fallen apart; all in all, this foyer looks pretty snazzy! So why do you feel like something is about to go wrong?
(Turns: 3
Reward: 13d4 random high-grade Artifacts.)
[ ] Fight For The Bunker - First Floor - (Units) OH, COME ON! WHY DOES EVERYTHING HAVE SOME GOD'S DAMNED MACHINES TO DEFEND ITSELF FROM THOSE TRYING TO MAKE A HONEST LIVING?! F@#k it, you're just going to have to do this the old-fashioned way: with gratuitous violence!
(Enemies: ???
Reward: First Floor can be looted.)
Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (1 Action Locked)
[ ] Berth - Small
Expanding the Anchorage to fit three Light vessels comfortably would allow us to equip and use them for exploration purposes and start trading in small quantities.
(Turns: 4
Cost: 65 Materials, Upkeep: 10.50 Materials
Reward: Can modify three Light Airships for exploration or trading without special projects, will generate Income once airships become more widespread, which rises with their availability, can be upgraded into Berth - Medium)
[ ] Laboratory Complex - Rudimentary
Some call thee plans of expansion ambitious, while others call them ridiculous. Whatever the case may be, digging deeper and farther than ever before will allow the Pilgrims to stuff so many scientists and equipment into the Tree that they will significantly accelerate any future research. Bolt has already hinted at discounts if computers and laboratory equipment are bought in bulk from her Clan. Unfortunately, keeping all those things in order without calling for Forge-Clan help requires specialists.
(Cost: 240 Materials, +110.75 Materials Upkeep, 6 General Scientists, 2 Common Engineers
Turns: 14
Reward: Massively improved success-chances)
[ ] Medical Wing - Grand
Expanding your Medical facilities will someday be required, but it would be massive overkill for now. Still, it never hurts to have the option in your mind.
(Cost: 200 Materials, Upkeep: 24 Material
Turns: 5
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 10000 Pilgrims/People before it becomes useless.)
[ ] Artisanal Quarters - Grand
Glassblowers, Jewelers, And Goldsmiths are the next logical step in expanding the Trees' industrial capabilities. They will enable you to do much more fine work and help create delicate industries. If only such artisans weren't so pricey.
(Cost: 76 Materials, Upkeep: 13.64 Materials
Turns: 3
Reward: Lowered costs for all equipment, increased chances for all research, can be upgraded.)
[ ] Black Box - (Expanded)
There can never be such a thing as too much care and too much information gleaned from studying. Therefore, ensure that your Black Box is expanded and equipped with more tools to better study Artifacts.
(Cost: 40 Materials, 2 Scientists, 1 Engineer, Upkeep: 16.70 Materials
Turns: 6
Reward: 10% not to use up an Artifact, can slot 1(one) Artifact to provide 15% (rounded down) of the Artifacts bonus continuously.)
[ ] Electronics Manufacture
Now that you can produce electronics, you want to have as many as possible. 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. So increasing the manufacturing space already available and automation will, in turn, increase your profits. Easy math!
(Cost: 44 Materials, 2 Scientist, 40 Faithful, Upkeep: 55.00 Materials
Turns: 6
Reward: +80 to all Electronics Research, 14d20 Materials Income (Technology Sale).)
[ ] Artisinal Robotics Creation
By creating robotics to work for you within your manufactories and various institutions, you can produce more with less while also showing off the work and prowess the Pilgrims have made within the last decade and a half.
(Cost: 175 Materials, 1 Scientist, 20 Faithful, Upkeep: 77.00 Materials
Turns: 3
Reward: +20 to all Electronics Research, Unlocked Action (Automatisation).)
[ ] Library - (Expanded)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Expand the available space to fit four additional floors of equal area, with more books and secluded study rooms for those wishing to research in peace. You also need dedicated librarians and helpers to ensure that people can find what they need and then return it to where they found their books. A section for cartography would also be an excellent addition!
(Cost: 101.01 Materials, Upkeep: 24.66 Materials
Turns: 13
Reward: Provides 3 (three) slots for Literature Artifacts, providing a 15% Boost to their bonus.)
[ ] Assemble An Engine - (Location)
Now that you have developed a Steam Engine, you should see building them for your mines or farms. Whatever you think is more pressing or profitable.
(Turns: 2
Cost: 25 Materials Upkeep: 1.50 Materials
Reward: Turns all D4s into D12s, increasing static Income by 50%, rounded down.)
[ ] Armor The Daughter
Alright, you have a giant airship, it represents the biggest and most obvious target in any hostile area, and there are currently gaps in her armor. You need to either fix that asap, hope that nobody will attack the Empire in the next three decades, or be attacked by you. Let's get her fixed up as we live in reality; why don't we?
(Cost: 1.6 Materials per 3 Armor.
Reward: X Conventional Armor added, decreased chances that the Daughter is destroyed, which would be dangerous.)
[ ] NR.9 LIVES!
After finishing her education, your Engineer asked if she could be given a workshop to ply her trade more effectively. While pricy, the ability to create disposable Units for Combat would preserve lives. Additionally, nobility and wealthy merchants have always been known to buy drones for prestige purposes.
(Turns: 4
Cost: 1 Common Engineer, 30.00 Materials, Upkeep: 2.00
Reward: Tiny Drone-Manufacture, allowing you to create Combat Drones for your Units/Heroes and Civilian Drones for selling (+15 to Technology Sales), unlocks a Learning Action.)
[X] Assemble A Logic Bank - (2/6 Constructed) - (Holdings) - (1/3 Turns Complete)
Now that you have unlocked the secrets to building computers, you should take advantage of doing so, even if it will cost a pretty crown. And the one already created is already lightly straining your electronic supply in maintenance.
(Turns: 3
Cost: 40.00 Materials, Upkeep: 10.00 Materials
Reward: +1 Action
Warning: If all six are taken, the Electronics Workshop operates at a half profit.)
[ ] Let's Build A (Write-In)
(What do you want to build, and what should the building provide?)
Holdings: Norqod is starting to look more like an actual village at the rate you are building. The only thing missing is a market and some basic infrastructures, then you will be able to declare the founding over! (Choose 1 Action)
[ ] Radio Station - (Focus)
Radio Stations require specialized equipment and trained personnel to staff and operate. That is if one would commission the machines from the Forge-Clans, which you now no longer need to do. With Pilgrim-Created Radios slowly assembled within the workshop, you can create a Radio Station purely for your needs and wants. Expanding the station will also be in the cards later down the line!
(Turns: 3
Cost: 137.25 Materials, Upkeep: 30.55 Materials
Reward: Radio Station, allowing you to project your Influence across the Region to all that own radios and all that listen outside the Region.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Expanded Hospital
Commissioning several medicinal machines from the Forge-Clans will increase the survival chance of people undergoing surgery, needing oxygen, blood, or other fluids/gasses to be kept healthy and detect and treat injuries. Additionally to these (rather expensive) purchases, a general increase in capacity and staff will allow up to 300 people to be treated under normal strain, with a total maximum of nearly 1.000.
(Turns: 9
Cost: 71.12 Materials, Upkeep: 26.33 Materials
Reward: Norqod is more resistant to plague and gains more self-sufficiency. Also, you help more people at once, as they don't have to walk to the Tree's medical wing to get proper treatment.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Distributed Clinics
While a singular location where people can receive treatment allows for a concentration of expertise and expensive machinery, not everyone has the time to walk for, potentially, an hour to be treated. By creating several smaller clinics within Norqod, we can improve medical coverage with minimal effort to maximize effect, allowing severe cases to be quickly transferred.
(Turns: 5
Cost: 31.15 Materials, Upkeep: 9 Materials
Reward: More people can receive treatment for their illnesses and injuries, reducing mortality.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Small Medicinal School - (Pilgrim Doctors/Herbalists)
Treating wounds is a fundamental skill most people have, but things like surgery, identifying diseases, warding against plague, comforting patients, and more are not. By building a medical school, Norqod can train specialists and generalists in-house, though we either need to provide the expertise ourselves or buy it at a considerable expense.
(Turns: 11
Cost: 45 Materials, 6 General Doctors/+88 Materials Upkeep: 13.91 Materials/+23.98 Materials
Reward: More medical practitioners equals fewer dead people.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Small Quarantine Area
Plague is a constant across much of Calynth, with few ever having known a year where some disease didn't kill thousands in some Region or country. To prevent the spread of such plagues, the Imperial Family has long since ordered dozens of precautions whenever a suspected "hotspot" of disease is found. One of the most effective precautions is the quarantine of suspected carriers and those they had contact with away from the settlements. (And situated in plain view of a fortification.)
(Turns: 4
Cost: 24 Materials, Upkeep: 7.23 Materials
Reward: Norqod is further resistant to plague.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Industrial Subsidies
When one looks at the ruins of the old world, one cannot miss the titanic forges of industry, the vast halls of robotic workers, and massive production centers. However, compared to today, even the least of those ancient places towers above what the best Forge-Clans can produce, with mountains of goods being produced in days, where we would struggle to do so in years. Therefore, planning out where backers can build what industries, entice their creation, and supply them will be vital for taking back that piece of history.
(Turns: 6
Cost: 49 Materials
Reward: Norqod gains an Industrial District, allowing for the creation of manufactories, industrial hubs, early factories, steel mills, and all manner of industrial production lines. Doing so will allow the Pilgrims to create vast machine wonders and industrial products.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Schooling Incentives
Change is the result of learning. By turning Norqod into a bastion of both academia, where legions of students are churned out under the watchful eyes of educated teachers, a repository of knowledge, in whose venerable halls and vaults within libraries overshadowing all, or a place for the refinement of the spirit and soul within temples and sanctuaries, we will ensure that future generations will live in the shadows of trees planted today.
(Turns: 9
Cost: 60 Materials
Reward: Norqod gains an Academic District, creating schools, academies, universities, libraries, research complexes, and all that one can imagine. To be a bastion of knowledge, a light of understanding within the dark is no easy task, nor a short one. But a seed planted today can grow into a towering behemoth tomorrow. Moreover, doing so will speed up the dissemination of technologies researched by the Pilgrims.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Fashion Street
One of the most sought-after goods within the Empire is clothing, right next to steel, jewel, electricity, and water. The ability to trade large quantities of clothing has seen many merchants' fortunes rise into the sky and produced quite a few corpses as bandits hit those shipments with abandon whenever they are spotted. Yet, with sufficient quality and being modeled in the latest fashion or tailored for Mutated physiology, Norqods tailors can turn a pretty crown with relatively low cost.
(Turns: 4
Cost: 21.89 Materials
Reward: +7 Materials in Taxes (will be raised by Fashion Revival Actions), ~Narrative Effects~.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Cat Alley
Nobody knows why streets with bordellos are named the way they are, but seeing as some "cats," as the local prostitutes are known, seem to like this spoke, they shall get it. Luckily, several have already asked for spots and permits, both for prostitution and gambling, with several others already making plans for outdoor decorations and attractions. Guards need to patrol here almost constantly, so you must build a small barrack.
(Turns: 4
Cost: 30 Materials
Reward: +16 Materials in Taxes)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Sin Run
Gambling in all its myriad forms will be found here, ready to entice travelers and locals to ease their purses for the chance to the big strike. From cards to boxing and gladiator fights, all the way over to racing and betting on events. But remember: the House always wins.
(Turns: 3
Cost: 46 Materials
Reward: +24 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Paper Mile - (Tone)
Large Printshops will be situated here, churning out books, leaflets, pamphlets, novellas, posters, and newspapers, supplying the population's ravenous hunger for cheap entertainment and news.
(Turns: 6
Cost: 50 Materials
Reward: +8 Materials in Taxes. Unlocks Norqod Rumor Mill. (Tone indicates the focus of the paper. Examples: sensationalism, facts, satire, investigative, etc.))
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Artist Alley
What is life without some art, some spectacle, something to nourish one's soul and mind? How can you honestly say to be alive if all you ever see are grey walls, drab colors, and tedious tasks? See the sights within a spoke dedicated to paintings and music, athletes and acrobats, the dancers and the performers. Forget your worries here, and be awed.
(Turns: 7
Cost: 24 Materials
Reward: +7 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Airship Trade Anchor And Depot
With the advent of the nascent Airships, creating the needed infrastructure to harbor, supply, repair, upgrade, modify, and unload trade goods or passengers will prove prudent and vital. While other places may take that particular place in the sun, staking our claim early will enable us to dominate the whole.
(Turns: 5
Cost: 50 Materials
Reward: Norqod gains a Trade District, allowing for the creation of storage hubs, trade lanes, merchant quarters, banks, skewed deals, and a lot more, only limited by our imagination. Money is in the air, boys, girls, and others! We only need to grasp it with our hands!)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] House Dall Barracks
As a Prevter house, house Dall will be required to outfit both troops in defense of the Empire and secure the resource for which they have been installed. Creating barracks for foot soldiers is the first step, allowing the nascent House Dall Retinue to discover promising recruits and commanders from the local populace. Which, by necessity, includes Mutated, requiring more Materials to accommodate the same's different physiology and dietary requirements.
(Turns: 7
Cost: 24 Materials, Upkeep: 7.00 Materials
Reward: Norqod gains a Military District, allowing the recruitment of more sophisticated and specialized troops, expands the defensive and offensive capabilities of House Dall, and opens the path for a potential Knight Retinue. Following this path can generate safe routes into the Forest Of Rust, allowing Suspendium harvesting operations and the search for Artifacts to be expanded considerably.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] House Dall Palace Expansion
Overseeing the harvesting of a resource located within the Forest of Rust, a Necropolis, is no small thing. It requires administrators, bureaucrats, and skill to maintain ties with scavengers. An expansion of the Dall Palace will increase the amount we can harvest without smuggling developing in any serious quantity.
(Turns: 5
Cost: 50 Materials
Reward: A larger palace will bring more prestige to House Dall, and it allows for the increase of Suspendium Harvesting Operations.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] The Trail Of Rust
With the slowly increasing knowledge on how to create Airships natively, an industry will soon need to be developed to take advantage of the vast sums of money such an enterprise will create. Therefore, increasing the total number of Suspendium crystals harvested will need to happen, or House Dall will fail its Emperor Given Duty. I shouldn't remind you that, is not good. Do so by increasing the space of the safe-houses, hiring more adventurers and willing workers, and placing another order for the harvesting equipment.
(Turns: 19
Cost: 175 Materials
Reward: +10 Medium Shards of Suspendium)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Organized Airship Manufactory - 1 Line - (Airship Line)) - (0-2.000 Kg)
Forget making a few little ships! Mass-producing components and available designs and fitting them in a specialized hangar are the way! Of course, you need to provide the required Suspendium and Materials, but then? Then you can get rich!
(Turns: 5
Cost: 35 Materials, Upkeep: Airship Line Dependent
Reward: Organized Airship Manufactory, allowing you to build and sell Airships to your specifications. House Dall gets rich.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Write-In.
Adding House Dall will lessen the Pilgrim's gain but increase House Dall's.
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)
-[ ] Take Out A Flat Loan
(0-450 Materials loaned for four turns at 5% interest)
-[ ] Take Out A Continuous Loan
(0-500 Materials loaned with 12% interest per Turn)
-[ ] Sell Businesses Norqod Location Privileges
(Gain 10d20 Materials (-3d every use, +1d every Turn not used))
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum rare technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Backroom Deals - (Once Per Turn)
(Reduce Upkeep of one (1) structure by 0.50 Materials, can only be taken once a turn.)
[ ] The Adventurer Guild - (1 Action)
-[ ] Guardians For Hire - (Choose Location)
(Cost: +1.3 Materials to Upkeep
Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 6 Materials
Reward: Chosen targets plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 3 Materials
Reward: Chosen targets plans for the next two turns are revealed.)
[ ] The Union Of Herbalists - (1 Action)
-[ ] Institutional Knowledge
(Cost: 3.75 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[-] Study Sessions - Locked for 1 Turn
(Cost: 1 Faithful, 2.50 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%, double for rare artifacts, worsen relations to other sub-factions, decrease cost for Union of Herbalists actions, unlocks more moves at certain control thresholds.)
[X] Stupendously Scholastic Scholars of Science - (1 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 - (2/4 Turns Complete)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)
[ ] The Imperial Family - (1 Action)
-[ ] Petition For (Topic)
(Turns: 10/1
Cost: 30 Materials and 10 Goodwill/1 Major Favor owed by an Elite Faction
Reward: Interlude regarding (Topic))
[ ] The Military - (1 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 Bureau For Imperial Civilian Logistics - (1 Action)
-[ ] Commission A Survey
(Cost: 40 Materials, 5 Goodwill
Chance: Rolled for usefulness
Reward: Locates 1(one) additional resource in Tessen)
-[ ] Meet Cryptic Benefactors
(Cost: 10 Goodwill
Reward: 4d20 Materials for 2(two) Turns)
-[ ] Grease The Wheels - (Action)
(Cost: 15 Materials, 15 Goodwill
Reward: Gain 1d6 Turns/Successes on any Building/Action)
[X] Forge Clan Vanar-Feer - (1 Action Locked)
-[ ] 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.)
-[X] Engineers Galore - (1/6 Turns Complete)
After the arriving Forge-Clan Elders saw that you had the same appreciation for technology as they did, and with the support of both DoD and PD, they decided to impart some knowledge about the world to some of you 'who knew what they are doing.'
(Cost: 1 Faithful, 15 Material per Turn, for 6(six) turns
Reward: 1 Engineer)
-[ ] Commission A Knight-Frame For ^Ä^
--[ ] Malachial-Pattern
(Turns: 4, Cost: 150 Materials, Armor: 200/200, Structure: 60/60)
--[ ] Hadramiel-Pattern
(Turns: 4, Cost: 300 Materials, Armor: 350/350, Structure: 40/40)
--[ ] Gezuria-Pattern
(Turns: 5, Cost: 700 Materials, Armor: 650/650, Structure: 80/80)
--[ ] Commission An Unique-Pattern
(Turns: 8, Cost: 200 Materials, Armor: 10 points for 2 Materials, Structure: 2 points for 5 Materials)
[ ] The Followers Of Light - (1 Action)
-[ ] For The Nation - (Action)
(Cost: 15 Materials, 3 Goodwill
Reward: Buildings/Tasks which improve/help the broader population have their success % permanently improved by 2d10 until taken.)
-[ ] We Work As One - (Action/Building)
(Cost: Narrative
Reward: The Followers Of Light will help the Pilgrims.)
[X] Conclave Of Fraya - (1 Action Locked)
-[X] Eternal Arts - (Action) - (11/42)
(Cost: 5 Materials, for 15 Turns (+3 per Norqod Building)
Reward: Norqod is decorated with expertly made art, turning it into a true Tessen Settlement.)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: The Conclave will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)
[ ] Meira's Hidden - (1 Action)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: Meira's Hidden will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)
[ ] Nine Tribes Council - (1 Action)
-[ ] Sell Artifact/s (Artifact/s)
(Sell the specified Artifact/s with an additional (3d100/250/750 for Common/Rare/Lost Tech grades. (3.00/7.50/22.50 max Materials.))
-[ ] Aquire Artifacts - (Name, Grade, (opt. Specific Boni))
(Buy an Artifact with a specific bonus directly. Bought at +2d20% Price-up.)
-[ ] Rare Odds And Ends - (Category)
(Cost: 15 Materials
Reward: +2d10 to a specific Action for one Turn.)
-[ ] Rare Findings
(Ask, And Ye Shall Know (Any specific thing you wish to buy/sell/do to/with/against the Nine Tribes Council?))
[ ] Bone Valley Chapter - (All Are Free Actions)
-[ ] Send Support
(Materials)
-[ ] Investigate For Heresy
(25 Materials)
-[ ] Ask For Help
(What, How)
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)
[] Mother-Daughter Talks - (Aria Only)
Spend time with your mother. You haven't seen her for nearly two decades and thought her dead.
(Reward: Aris spends time with her mother.
Note: Aria will do this regardless; choosing this Action only gives you narrative.)
[ ] Search For The Grave Of The Shattered Eye
A crazed man gave Martyris instructions and directions towards a grave where he "could find a crack through the lies, safely." It is evident that the man was dangerous, having been dragged off by InSec, but whatever he wanted to show off could be valuable. Maybe.
(Notice: If Martyris takes this Action, it takes two actions. This is because a hero may not stop taking this Action once it starts.
Turns: 4
Reward: ???, +1 to (3\²]SN@'+ßz _
WARNING: DO NOT TAKE; WARNING_ DO NOooT Taaaaaa-aKE; WAGIIN; DO OT KET²³@}43t })
[ ] Shift Your Bureaucracy From (Category) To (Category)
Sometimes the need arises when efforts have to be reduced in one area and expanded in another when no additional resources are available otherwise. Today is one of those times where a shift in attention is required.
(Cost: 1 Material
Reward: 1 Action is shifted from the first to the second category, active next Turn.)
[ ] 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.)
[ ] Too Much To Do - (Action)
There is simply too much to do and not enough hands. 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: +30 to 1 Action)
[ ] 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 world's end.
(Cost: 10/45/100 Materials
Reward: +1/2/3% Piety every 5/4/3 points above 0.
Information: 2(Two) Turns cooldown.)
[ ] Guiding Hand
Some Pilgrims stand at the edge of fully committing themselves to the Pilgrim faith. 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, let me know so I can provide a better experience.
AN: Not as much story as I'd like, but my brain refused to come up with more.
A moratorium will be until 27.03.22 at 17:00 CET.
Voting will be closed on 31.03.22 at 17:00 CET.
Omake Bony can be applied until 20:00 CET.
I will roll on 01.04.22 at 17:00 CET if no one has rolled yet.
Updates will be online on 09.04.03.22 at 17:00 CET.
News From The Sunset War - The Tessen Speaker
The Sunset War has, inevitably, produced a stand-still between the major factions, both sides attempting to remove the other from Regions failing due to the slowly equalizing of forces and material. Yet, even though famine, disease, zealous mobs, and shortages of every civilian good have ravaged the population of the Eversun Lands, with Mutants, Machines, Bandits, and Animals running rampant outside the fortified towns, the attention of the powers had not been sent to their suffering people. Instead, their heads were squarely centered on the Prison, a Necropolis in the middle of the Eversun Lands. Once, the titanic megalopolis had offered over seven hundred million people shelter, and now it stands as a reminder of the horrors unleashed within the Collapse. Five rings surrounded the Prison, each outfitted with elaborate and deadly weapons to ensure that the walls would never be breached. However, time and attacks have broken three of the rings already. The thing to remember here is what makes the Prison more frightening than any Necropolis, as all those weapons face inwards, guarding the outside against what lies within. And now, another ring has been breached by a Mutant or Machine that survivors and defectors of the Night Wardens, the elite/penal army tasked with bolstering the defenses of the rings, have described in maddened tongue and insane babbling. The most coherent of the defectors has, before her execution, proclaimed: "We have met the Divine One! And it hated us!"
(Read more on page 16)
House Ulatarn Unveils New Plans To Lower Poverty And Crime Amidst The Mutated Communities - The Truthful Observers
House Ulatarn has unveiled a plan they had been carefully crafting for more than two years, taking older designs from their families' illustrious history and polishing them for modern capabilities and realities. Having seen and acknowledged the abject and shocking poverty most Mutated find themselves in, with crime, overcrowding, and disease ever a specter within every Mutated District, House Ulatarn has created a solution to all those problems! Modeled after the booming town of Norqod, the House will build several dozen Mutated Villages in the coming years. These are strategically placed to allow the inhabitants to take advantage of natural resources such as iron, coal, copper, stones, water, with trade and defense quickly following due to the abundant materials carried to the light of day. Additionally, Mutated Artisans, Craftspeople, and Adventurer Groups are given importance within these communities, allowing them to uplift their fellows from poverty and the moral decay born from inaction by giving them work, training, and purpose. As well as those individual actors, several corporations have started inquiring as to the final locations of the Villages in preparation for expansions of Manufactoriums, Workshops, and their services. A commendable initiative that will, hopefully soon, allow the crime and poverty-stricken Mutated to live a life of dignity and purpose!
(Read more on pages 1-8)
Heavy Unrest Within Mutated Slums After House Ulatarns Proclamation Of Further Segregation - Rags, Rumors, And Rants
Following the announcement from House Ulatarn to create several new Black Hole Villages, over a dozen Mutated Districts were engulfed in active unrest, with panic, rage, and fear spreading like wildfire amongst the Mutated. Tales about the horrendous conditions within Mutated-Dominated communities are well known. Their near abandonment by the Guard, Trade Caravans, or any protection for their livelihoods, glaring sores on the rosy picture House Ulatarn tries to paint. Moreover, crime is endemic within those villages due to no economic prosperity, abject exploitation by mercantile endeavors and corporations, with gangs ruling most, if not all, of the settlements. Adding to these conditions is the unavailability of medical services, turning a minor disease into a settlement-wide emergency, with infant and child mortality rates triple that of any comparable village or town! We can only guess the maliciousness or willful ignorance that has led to the- (Cont. Page.2)
(Special Edition! Read All About It Here!)
***
Region Report/s
[N/A] - No communication has been received.
***
Spy-Network:
The Marquis of Tessen continues the expansion of the roadways.
House Ulatarn has unveiled its plans to create several dozen Mutated Villages within their territory, calling upon their allies and political figures for support in political and material means.
The Military is floundering after the recent attacks, with bandits and criminal gangs evading their strikes.
The Followers of Light are administering to their flocks in the Region.
The Lost are freaking out about the proposal by House Ulatarn, with nearly two hundred members being dispatched to the Mutated Dominated Ularn and its surrounding territories to play down the ties needed to provide a way out and a course in for the coming hellholes.
Dirty Daggers are having a small celebration after the news from House Ulatarn. Their business will soon include trafficking Mutated out of the soon-to-be-built Mutated Villages.
Daughters Of Rashomon have struck back after identifying the informants you had seeded into their ranks. They used complicit/bribed/blackmailed authorities to harass and jail them.
[Information Network Rank: -1
Maluses for future actions against the DoR increased to -95]
The Purified are ecstatic about the news, as their ranks have swelled with terrified, angry, and scared Mutated, seeking an alternative to being "offered" living within a Mutated Village.
The Common People are debating the merits of Mutated Villages, with most responding positively to the news.
The Mutated are freaking the fuck out. Nobody wants to live within a Mutated Village, as it is seen as a drawn-out death sentence via poverty, abandonment from the military, diseases, crime, and isolation.
Turn 62; Year 15; Month 0; Reboot Out Of Mortal Embarrassment.
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 valuable technologies and machines to advance civilization
-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 discussions 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
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
-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, water, and electricity
--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 and repairs
-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.) It 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, for 8(eight) weeks a year without stating a reason.
-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/engineers 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.) It 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
-h.) Production
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; every human is good, and every person has the capacity to create greatness; you just have to show it to them.
(Wait, are we the good guys? There is a 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.)
Second Tenet: Children Of The Universe
It does not matter if the body is one of flesh, blood, and bone, or metal, oil, and circuitry; the truth remains the same: they are as deserving of life and respect as any being in existence. Who are we to judge and condemn a being, to declare them as non-sapient and non-sentient, for the crime of not being born a human? Who are we to point at a Core which enjoys art, an Animal in the wild which learned to read and write in high-prose, and declare them as less than us? Our mind makes us human, with the ability to reason and understand, feel the suffering of those around us, and reach our hand out to help. Every single Machine-Mind and Animal capable of thought deserves our respect and a chance for peace unless they attack first.
(All non-hostile sapient beings (excluding Humans and Mutated) in the world receive, when engaged in Diplomacy, a relationship bonus, hostile ones are less likely to engage in antagonistic ways and can be persuaded to leave in peace or recant their ways. Pilgrims will not view any sapient being not of human origin as something less or false and will automatically advocate for and defend their rights. AI research is massively more manageable. +1 relationship to all Forge-Clans. Piety loss now 1 per 100 Followers.)
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. In His belief, the Pilgrims have taken after the First Leader, Martyris. 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. In addition, all Pilgrims may rename themselves in honor or shame. -1 to Piety rolls.)
Hidden Tenet: Fail Better
Falling is not a sin. However, falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Hidden Tenet: Kindle Alight The Beacons
Humanity has long since struggled against the darkness. At first, that dark was the night, ever creeping, ever hindering. But then, with a single spark, night turned day as a fire was lit by our most distant ancestors, taming something primal, beautiful, and deadly, turning it towards their cause. And with that single act of lighting a spark, they gave birth to something precious: knowledge, which they passed down to us today. It was not profit, greed, power, or any selfish instinct which drove them to do so, but the simple act of creating something better, even for a moment, so that their children could revel in warmth on the coldest night. So too, do we today follow that example haltingly, hesitantly, with unsure steps down a road so long untrodden. But we walk that road once more, unashamed of the failures we will commit, the stumbles and setbacks, and when we will lose sight of the road. However, we will walk, discover, and share all we find with our children so that they may stand upon our shoulders as we stand upon the shoulders of giants.
(When completing a Theory, you have a 10% Chance to gain another.)
Rite Of Mourning: A Journeys End
It is terrible to lose someone and see their Journey cut short by age or force. Remember where they sat, sharing stories, laughter, love, food, and safety. Remember how they laughed, joked, and see their memory slowly fade with each passing day. Then, wake up one day and feel guilt over not grieving their passing.
I tell you: this is not how we should see death. 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 end, but their actions live on within our own.
(All casualties only inflict 1% Piety loss, -2 to Piety Rolls.)
Member/Resource Statistics
Members Total: 1.928
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 1.695
-Faithful: 31/55
--2/4 General Scientists - +12 (per) to assigned research
--2/3 General Doctors - +6 (per) against diseases and to Medical/Biological research
--1/1 Surgeon - +12 against diseases and to Medical/Biological research
--3/3 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research
-Followers: 1.640 (265 (10 Faithful) unoccupied)
--Recruitment: (+33 per Turn)
---(13 Due to The Codex Mk.1)
---(6 Due to Expanded Daycare)
---(14 Due to Poor-House - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul))
Adjudicator: Omar of Iron (Human)
Members: 233
-Faithful: 9/9
--1/1 General Doctors
-Followers: 224
--Recruitment: (+8 per Turn)
---(13 Due to The Codex Mk.1)
---(-5 Due to Cultural Pushbacks)
Projects:
-Establish A Sanctuary (3/3) (Stronghold/Administration)
-Investigate Irinism (2/8) (Safety/Culture)
-Construct Hydroponics (3/7) (Food Production (Begins at (3/7) and increases per Turn after))
Total: 58
-Suzuki - Combat - Infection
-Annika - Exiled For 10.b. and other crimes - Execution
-Abhina Havaldar - Murder - Beaten To Death
-Roland - Murder - Stabbed To Death
-Sree Merdad - Murder - Bled Out
-Somphone - Murder - Brain Trauma
-Tano - Murder - Shattered Ribcage Leading To Asphyxiation
-Tawni Ifri - Murder - Infection Due To Burn Wounds
-Musto - Murder - Perforated Heart
-Nina - Murder - Physical Trauma
-Ahli - Murder - Extended Torture
-Minera Warden - Murder - Extended Torture
-Mahal - Murder - Burning
-Gera Min - Murder - Burning
-Su-Jiu Min - Murder - Burning
-Dianella - Murder - Stabbed to Death
-Nachshol ben Yael - Murder - Beaten to Death
-Devi Kalawat - Murder - Perforated Stomach
-Daax Moltendust - Murder - Sliced Jugular
-Varia Moltendust - Murder - Sliced Jugular
-Papaver - Murder - Sliced Jugular
-Yetek - Murder - Sliced Jugular
-Budiono - Murder - Sliced Jugular
-Bot - Murder - Sliced Jugular
-Erysimum Kalahan - Murder - Severed Limbs
-Brumisia Kalahan - Murder - Sliced Jugular
-Zizen - Murder - Crossbow Bolt through brain and chest
-Siscuss - Murder - Sliced Jugular
-Cincia Cinnius - Murder - Sliced Jugular
-Pyrole - Murder - Sliced Jugular
-Purshottam Goenka - Murder - Beaten to Death
-Rishab Saraff - Murder - Stabbed to Death
-Suripto - Murder - Beaten to Death
-Suminten - Murder - Beaten to Death
-Tri - Murder - Shattered Ribcage Leading To Asphyxiation
-Batyradz Tseboev - Murder - Stabbed to Death
-Carya - Murder - Shattered Ribcage Leading To Asphyxiation
-Abelus Galenus - Murder - Stabbed to Death
-Ricruil Holahice - Murder - Extended Torture
-Dany Olivier - Murder - Beaten to Death
-Pittaha - Murder - Beaten to Death
-Abi bat Alfons - Murder - Extended Torture
-Isviel Xyrstina - Murder - Stabbed to Death
-Emrath Xyrstina - Murder - Extended Torture
-Xizhakesh - Murder - Stabbed to Death
-Pernelle Chauvert - Murder - Physical Trauma
-Xose - Murder - Beaten to Death
-Aleen ben Zehavi - Murder - Stabbed to Death
-Isar - Murder - Physical Trauma
-Marina Bastarache - Murder - Physical Trauma
-Li-Chen ben Oram - Murder - Beaten to Death
-Taghi - Murder - Physical Trauma
-Shiva - Murder - Crossbow Bolt Through Chest
-Guli Azizi - Murder - Crossbow Bolts Into The Skull
-Erkin Azizi - Murder - Severed Arteries
-Deir - Murder - Suffocated
-Tamara Silaen - Murder - Physical Trauma
-Rozbeh - Murder - Physical Trauma
Materials: 1.241.77 (min. -28.90, max. +1.137.10 per Turn)
Upkeep = 635.48Materials:
15.00 = Aid to The Lost
9.00 = Contractual Expansion (Norqod - Adequate Housing)
3.51 = Simple Hospital (Norqod) (-0.50 Due to Backroom Deals)
7.23 = Small Quarantine Area
10.41 = Engine Assembly (-0.50 Due to Backroom Deals)
14.52 = 2x Computer (-15.00 Due to Merchant Guild Donations, -0.50 Due to Backroom Deals)
3.65 = Black Box - (-0.50 Due to Backroom Deals)
3.51 = Local Headquarters (Mirn) - (-0.50 Due to Backroom Deals)
10.07 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk, +0.55 due to Guards! Guards!, -0.75 Due to Local Headquarters)
16.81 = Grand Kitchen - (Mirn) - (+1.30 Due to Guardians For Hire, -0.50 Due to Backroom Deals)
24.99 = Asylum - (Mirn/Zulmni/Tessen/Strul) - (-0.75 Due to Local Headquarters, +0.55 Due to Guards! Guards!, -0.50 Due to Backroom Deals, +1.10 Due to Guardians For Hire)
3.02 = 7 Soup kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen (Normal), 1x Strul (Normal)) - (-0.95 Due to Buying Goods In Bulk, -2.25 Due to Local Headquarters, +0.55 due to Guards! Guards!)
18.71 = Minor Hospice Network - (-0.50 Due to Backroom Deals)
1.94 = 3 Expanded Hospices - (-0.15 Due to Buying Goods In Bulk, -2.40 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!, -0.75 Due to Local Headquarters)
14.36 = 6 Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul) - (-0.35 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.55 due to Guards! Guards! (Strul))
6.44 = 4x Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni) - (+1.10 Due to Guardians For Hire, -0.40 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.55 due to Guards! Guards! - (Zulmni))
2.01 = Print Shop - Smut - (-0.50 Due to Backroom Deals)
1.61 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk, -0.50 Due to Backroom Deals)
8.30 = Daycare - (-0.15 Due to Buying Goods In Bulk)
8.95 = Medical Wing - Expanded - (-0.15 Due to Buying Goods In Bulk, -0.10 Due to Tools Of The Trade)
8.02 = Living Quarters - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk)
3.03 = Storerooms - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk)
2.01 = Training Field - (Expanded)
22.70 = Laboratories - Grand - (-0.65 Due to Backroom Deals)
4.02 = Metalsmiths Abode - (Expanded) - (-0.15 Due to Buying Goods In Bulk)
7.71 = Berth - (Tiny) - (-0.50 Due to Backroom Deals)
8.12 = Anchorage (Tiny) - (Jokvi, Strul) - (-0.50 Due to Backroom Deals, +1.10 Due to Guardians For Hire (Strul))
11.95 = Electronics Workshop - (-0.20 Due to Buying Goods In Bulk)
2.06 = Ashleaf Nursery - (+1.50 Due to Steam Engine, +0.55 due to Guards! Guards!)
6.16 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire, +2.55 Due to Steam Engine, +0.55 due to Guards! Guards!)
4.46 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +2.55 Due to Steam Engine, +0.55 due to Guards! Guards!)
1.91 = Iron Mine - (-0.15 Due to Buying Goods In Bulk, +0.55 due to Guards! Guards!)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
7.51 = The Crystal-Path - (-0.50 Due to Buying Goods In Bulk)
17.16 = Central Region Security - Private Security - (-0.50 Due to Backroom Deals)
5.35 = Communal Festivals - (-0.50 Due to Backroom Deals)
16.78 = Unit Upkeep
56.48 = Airship Line (First Son) - (-0.50 Due to Backroom Deals)
266.00 = Taxes
Piety: 89% (+35 to all rolls for Heroes with the Adjudicator Trait)
Rolls (-8):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-2 (Expanded Daycare)
-1 (Beautification)
-7 (Electric Lights)
-2 (Communal Festivals)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
-6 (Grand Kitchen - (Mirn))
-1 (Primitive Asylum/s)
+19 (Followers, +1 every 100)
Suspendium: 1 Medium, 7 Small, and 3 Tiny Suspendium Shards (1 Large needed in 2 (Two) Turns - Paid) Income: +3 Medium, 19 Small, 22 Tiny Suspendium Shards
+4 Medium Shards (Crystal-Path)
-2 Tiny Suspendium Shards (First Son Line)
Conversion:
24 (Tiny) - 1 (Small)
20 (Small) - 1 (Medium)
16 (Medium) - 1 (Large)
12 (Large) - 1 (Big)
8 (Big) - 1 (Gigantic)
4 (Gigantic) - 1 (Titanic)
(These are not to be seen as indicative of the actual size, merely their mechanical representation and conversion therein.)
Size (Mainly for visualization, do not see it as absolute law):
Tiny = Index Finger
Small = Human Head
Medium = Large Chest
Large = Car
Big = HGV (Truck/Heavy Goods Vehicle)
Gigantic = House
Titanic = High-Rise
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Politicking
Boni: +15 on all Diplomatic rolls
Marquis of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Politicking/Continues the expansion of the roadways.
House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Unveiled its plans to create several dozen Mutated Villages within their territory, calling upon their allies and political figures for support in political and material means.
House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Friendly (1)
Plans: Suspendium/Daughter of Dawn
Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Floundering after the recent attacks, with bandits and criminal gangs evading their strikes.
Information Network: Rank 2. Factions:
- Knight-Chapters:
-- Blue Lance (Chapter-Master: Alson Dulhne|Friendly (1)|7 Hel's (175 Knights Total)|Defense-Chapter|Friends To The People)
-- Umbra Skulls (Chapter Master: Phagorim|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|5 Hel's (125 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|15 Hel's (375 Knights Total)|Assault-Chapter|Illuminate Them)
The Bureau For Imperial Civilian Logistics
Contact: High Archivar Mahan
Opinion: Neutral (0)
Local Plans: Getting Suspendium.
National Plans: Cheap Mass-Producible Transistors (1 Turn) - 220 (1st), 115 (2nd), 45 (3rd) Materials as Reward.
The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Administering to their flocks in the Region.
Miscellaneous Nobles
-Lady Maranica (Ally (3)|Not Good, NOT GOOD!!!)
-Baron Esker (Friend (2)|Penance - Will try to help if asked, within reason)
General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen:
Opinion: Friends (2)
Information Network: Rank 1.
Estimated Pilgrim-Influenced: ~13%
Mood: Debating the merits of Mutated Villages, with most responding positively to the news.
The Merchant Guild:
Contact: Abraham Lin
Opinion: Friends (2)
Plans: Highly Valued Customers and Suppliers
The Union of Herbalists:
Opinion: Friendly (1)
Plans: Advance/Make Cheaper Medicine. Factions:
- Fundamentalists (Neutral (0)|27% Control|Quicker Doctors)
- Progressivists (Neutral (0)|41% Control|Cheaper Actions)
- Healers (Ally (3)|32% Control|Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friendly (1)
Plans: Open Approval
The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations. Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/120 Members/Reliable Mercenary Company)
Plans: Guarding the Old Eye Joe Crew
-The Scavenger Organizations (Leader: None Formally
Crews: Old Eye Joe/101 Members
Plans: Ripping Apart The Graveyard Of Spears)
-The Bad Batch (Leader: Simone Simona/Friends (2)/18 Members/Infiltration Experts)
Plans: ???
Criminal Gangs:
Boni: +15 on all Diplomatic rolls -Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen
--Opinion: Neutral (0)
--Information Network: Rank 1
--Plans: Having a small celebration after the news from House Ulatarn. Their business will soon include trafficking Mutated out of the soon-to-be-built Mutated Villages.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood. -Gang: Daughters Of Rashomon
--Leader: Gislau Gutlover
--Territory: Ulatarn
--Opinion: Rivals (-2)(???)
--Plans: ???
--Uncovered Secrets:
---Associate Lists: Found several correspondences between the DOR and various prominent figures, which can be revealed to the Guard/Press to remove a lever for the DOR.
(Reveal to the Guard (Success: Yes. Cost: 17.38 Goodwill)/Press (Success: 16%, Cost: 1.03 Goodwill))
---Budget Ledgers: Money, Lists, Extortions, Bribes, etc. Get the tax collectors on their hides for the forgeries they practice, and you'll hit the coin pouch where it hurts.
(Reveal to the Guard (Success: Yes. Cost: 7.44 Goodwill)/Press (Success: 53%, Cost: 0.81 Goodwill))
--The Bad Batch Note: Lead by an ex-madam. Are eyeing your Consensuals with sheathed weapons. Willing to compromise, but on their terms only.
--Warning: All actions involving the DOR rolls with a malus of -95. -Gang: The Purified
--Leader: Nir Saven
--Territory: Strul
--Opinion: Rivals (-2)
--Information Network: Rank 1
--Plans: Ecstatic about the news, as their ranks have swelled with terrified, angry, and scared Mutated, seeking an alternative to being "offered" living within a Mutated Village.
--The Bad Batch Note: A radical Mutated self-defense force that sees your pro-mutated rhetoric as dangerous subversion. They follow a general anti-human dogma. -Gang: The Family
--Leader: Bloom
--Territory: Jokvi
--Opinion: Friendly (+1)
--Plans: ???
--The Bad Batch Note: A weird fusion of organized crime syndicate and forward-thinking business. They see calm waters as good waters. Waters being a crime, in case you missed that.
Terrorist Organizations
Neighborhood Watchers
-Leader: Mania?
-Territory: Strul?
-Opinion: Enemies (-3)
-Plans: We are somewhat convinced they are splintering into self-sufficient cells and spreading themselves around Strul. Most likely to avoid being effectively targeted by the law and adventurers.
--The Bad Batch Note: Hardcore Human Supremacists seeking to drive out or kill all Mutated within Tessen. (???)
--Known Cells:
---Primary Cell: Unknown (Strul??? ~50??? Members???)
---Secondary Cells: Unknown (Surrounding Strul??? ~200-500??? Members???)
---Tertiary Cells: Unknown (Between Strul and other cities??? Unknown Members???)
Cults:
-The Lost
--Opinion: Friends (2)
--Information Network: Rank 2
--Assimilation: 1/8
-483 Members
-Tenets
--If You Cannot Help Yourself, Help Others
--Last Refuge Of The Damned
--None Are Islands, None Are Alone
--Plans: Freaking out about the proposal by House Ulatarn, with nearly two hundred members being dispatched to the Mutated Dominated Ularn and its surrounding territories to play down the ties needed to provide a way out and a course in for the coming hellholes.
Chocolate Recipe - 1.03 - +5 to Common Chemicals
3x Chainswords - 1.24 - +5 to Common Mechanical
"4D Rectangle" - 0.88
Food Preservatives - 1.15 - +5 to Common Chemicals
7x Elaborate Costume - 0.63
4x Ancient Torahs - 0.44
Beer Recipe - 1.41 - +5 to Common Chemicals
Farsight Lense - 0.73
Well Kept Clothes - 0.97
Destroyed Sentinel Remains - 1.31 - +20 to Machinery/Armor/Programming/Electronics
Flexible Window - 1.21 - +5 to Common Armor
2x Tattered Book - 2.67 - +5 to ???
Thick, Faded Tome - 3.49 - +5 to ???
Bugged Collision Avoidance System - 1.93 - +5 to Programming
3x Rare Spices - 0.72
Lever-operated Pump - 2.19 - +5 to Mechanics
Tasteful Dress - 0.36
Tattered Painting - 0.05
2x Decorative Armor Pieces - 0.93
Galant Men's Wear - 0.46
12x Miscellaneous Artifacts - 1.02 +5 to Everything
5x Destroyed Eversun Scrap-Knights - 9.45 - +5 to Hydraulics/Armor/Machinery
Beta Blockers - 1.12 - +5 to Chemicals
Recipe Fragments - 1.26 - +5 to Chemicals
Gutted Brain Scanner Fragments - 0.96
Frontal Cortex Scan - 1.12 - +5 to Biology
Crumbling Neural Map - 0.73
Rudimentary Chemical Diagramm - 0.43
Preserved Neuron - 1.20 - +5 to Biology
Child Learning Toy - 0.07
2x Neuroscopic Chemical Fragments - 1.41 - +5 to Chemicals
Notes On A Patients Recovery - 0.65
Burnt Scientific Papers - 0.78
Medical Data - 0.65
Engraved Memorial - 0.31
Destroyed Art - 0.43
Old Pen - 0.02
Jeweled Brooch - 0.71
Literature - 0.72
2x Comercial Pump - 1.35 - +5 to Hydraulics
Intact Glasses - 0.51
Rare Alloyed Pipes - 0.58
Machinery Parts - 0.54
Jewel Nuggets - 0.73
Rare Minerals - 0.94
Rusted Baton - 1.38 - +5 to Weapons
Preserved Feather - 0.03
Monetary Budgets - 0.10
Interesting Toy - 1.22 - +5 to Physics
Interesting Rock - 0.01
Ancient Food - 0.72
Destroyed Pictures - 0.34
Fossilized Woodcarving - 0.04
Useless Mechanical Parts - 0.70
Flayed White Dress - 0.18
Discarded Atlatl - 1.12 - +5 to Weapons
Uninspired School Science Project - 1.21 - +5 to Physics
2x "Discipline And Kids" - 1.04 - +5 to Psychology
Golden Filigree - 0.94
Gold Alloy - 1.46 - +5 to Metallurgy
Clear Crystal - 0.15
Gemstones - 0.66
Rare
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Common Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Common Armor
Tactical Hud Frame - 6.49 - +20 to Advanced Armor/Programming
7x Cracked Bright-Lance Lense - 7.21 - +20 to Advanced Weapons/Physics
Intact Civilian Flamethrower - 6.75 - +20 to Advanced Weapons/Chemicals
4x Damaged Sentinel Remains - 7.31 - +20 to Advanced Machinery/Armor/Programming/Electronics
2x Damaged Caretaker Remains – 7.04 - +20 to Advanced Machinery/Armor/Programming/Electronics
8x Malicious Scrap Code - 6.17 - +20 to Advanced Programming
3x Destroyed Bright-Pistol - 7.23 - +20 to Advanced Weapons/Metallurgy/Physics
3x Foldable Electro Lance - 6.33 - +20 to Advanced Weapons
2x Flexible Armor Jacket - 6.90 - +20 to Advanced Armor
Calibration-Matrix - 6.30 - +20 to Advanced Weapon/Programming
Ammunition Storage Feeder - 7.42 - +20 to Advanced Hydraulics
Code Scraps - 5.99 - +20 to Advanced Programming
Laboratory Equipment - 5.44 - +20 to Advanced Medicine
Black Tome With Golden Letters - 11.76 - +20 to ???
A Book With Legacy - 9.13 - +20 to ???
Anti-Avian Shock-Plates - 6.13 - +20 to Advanced Weapons/Electronics
Anti-Thief Watchsystems - 5.87 - +20 to Advanced Weapons/Programming/Machinery
Automated Bloodbag - 6.82 - +20 to Advanced Hydraulics/Medicine
Autonomous Preservative Injector - 6.44 - +20 to Advanced Hydraulics/Chemicals
Crossbow Loader - 5.46 - +20 to Advanced Weapons
Scale Vest - 6.25 - +20 to Advanced Armor/Electronics
Scale Helmet - 6.50 - +20 to Advanced Armor/Electronics
Scale Gauntlets - 6.09 - +20 to Advanced Armor/Electronics
Scale Boots - 5.53 - +20 to Advanced Armor/Electronics
6x Mono Titanium Blade- 5.01 - +20 to Advanced Weapons/Metallurgy
2x Crane Pumps - 5.78 - +20 to Advanced Hydraulics
2x Adaptive Interface Prototype - 6.94 - +20 to Advanced Programming
Hydrochloric Halucinogenic Acid - 6.45 - +20 to Advanced Weapons/Psychology/Chemicals
5x Missile Propellant Samples - 5.05 - +20 to Advanced Weapons/Chemicals
2x Targeting Platform - 7.15 - +20 to Advanced Weapons/Machinery
Acid-Warhead - 5.15 - +20 to Advanced Weapons/Chemicals/Armor
5x Painmaker-Warheads - 7.25 - +20 to Advanced Weapons/Psychology
Rotten Swarm Missile - 6.79 - +20 to Advanced Weapons/Biology
2x Destroyed Missile Loading Mechanism - 5.14 - +20 to Advanced Weapons/Mechanics
3x Refueling Nozzles - 6.07 - +20 to Advanced Weapons/Hydraulics
2x Rusted Swarm Seeker Warheads - 7.42 - +20 to Advanced Weapons/Hydraulics/Electronics
3x Half-Rusted Fuel Pumping Station - 5.30 - +20 to Advanced Weapons/Hydraulics
6x Reactive Micro-Lance - 5.75 - +20 to Advanced Weapons/Armor
Scarlet Fever Warhead - 5.13 - +20 to Advanced Weapons/Psychology
5x Painmaker Vats - 6.66 - +20 to Advanced Weapons/Psychology/Hydraulics
3x Seeker-Shells - 7.38 - +20 to Advanced Weapons/Electronics
Rotting Warheads - 5.64 - +20 to Advanced Weapons/Biology
7x Busted Swarm Missile Constructors - 7.46 - +20 to Advanced Weapons/Machinery/Chemicals
5x Acidic Globules - 6.41 - +20 to Advanced Weapons/Chemicals
4x Goo-Cages - 6.68 - +20 to Advanced Weapons/Mechanicals
2x Unusable Legionary-Warheads - 6.34 - +20 to Advanced Weapons/Programming/Biology
Flight Paths - 7.26 - +20 to Advanced Weapons/Physics
5x Loading Tubes - 5.52 - +20 to Advanced Weapons/Mechanicals
3x Feeding Stations - 5.50 - +20 to Advanced Weapons/Chemicals
Burnt Pacifiers - 5.86 - +20 to Advanced Weapons/Machinery/Chemicals
5x Saint-And-Hallow Warhead - 5.60 - +20 to Advanced Weapons/Medicine
3x Thoroughly Trashed Micro-Lance - 5.43 - +20 to Advanced Weapons
2x Micro-Lance Coolers - 7.23 - +20 to Advanced Weapons/Hydraulics
4x Ablative Scales - 5.65 - +20 to Advanced Armor
Sewage-Regulators - 5.14 - +20 to Advanced Hydraulics
"Neurological Diseases" Leaflet - 6.17 - +20 to Advanced Psychology
2x Thermobaric Landmines - 5.23 - +20 to Advanced Weapons/Electronics/Chemicals/Machines
5x Burnt Thermoplastic Reloaders - 6.83 - +20 to Advanced Weapons/Mechanics
3x Advanced IFF Algorithms - 5.93 - +20 to Advanced Weapons/Programming
Self-Defense Spray - 5.08 - +20 to Advanced Weapons/Chemicals
Automatic Door Motor - 5.99 - +20 to Advanced Mechanics/Machines
"Autism Isn't Real, Here's Why!" - 5.35 - +20 to Advanced Psychology
2x Eversun Scrap-Knights - 22.23 - +20 to Advanced Hydraulics/Armor/Machinery/Physics
9x Eversun Psychology Works - 5.31 - +20 to Advanced Psychology
7x Rusted Constructor Component - 5.91 - +20 to Advanced Electronics/Metallurgy
Forge-Clan Morgenstern Mk.3 Leg Prosthetic - 6.36 - +20 to Advanced Electronics
Retinal Implantation Guide - 5.46 - +20 to Advanced Biology
Neuionum Samples - 5.28 - +20 to Advanced Metallurgy
Folding Security Measures - 6.94 - +20 to Advanced Mechanics
Sterilization Station - 6.69 - +20 to Advanced Chemicals/Machinery
Destroyed Autonomous Turret - 6.18 - +20 to Advanced Weapons/Machinery
3x Caustic Metals - 10.54 - +20 to Advanced Chemicals/Armor
Self-Sterilizing Bandages - 5.30 - +20 to Advanced Medicine
2x Automatic Pumps - 14.06 - +20 to Advanced Mechanics/Hydraulics
Overgrown Guardian Machine - 5.21 - +20 to Advanced Machinery/Weapons
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
2x Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
Auto-Adjusting Bodyarmor - 6.68 - +20 to Advanced Armor/Machinery
Coolant Feed System - 6.87 - +20 to Advanced Hydraulics
Overgrown And Shattered Micro-Lance - 7.08 - +20 to Advanced Weapons
3x Rudimentary VI - 5.49 - +20 to Advanced Machinery/Programming
2x Cryostatic Regulators - 7.32 - +20 to Advanced Machinery/Mechanics
2x Self-Sealing Bandages - 5.95 - +20 to Advanced Hydraulics/Programming/Medicine
2x Larva Vivisection Reports - 7.46 - +20 to Advanced Biology
Acid-Sprayer - 5.76 - +20 to Advanced Weapons/Chemicals
Lost Tech
Gutted Core - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma Torch - 18.40- +50 to Advanced Physics
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Shield - 18.49 - +50 to Pioneer Armor
2x Hololithic Cube - 20.00 - +50 to All Physics/Machinery/Hydraulics/Engineering/Programming/Metallurgy/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
3x Bone Mending Kits - 16.12 - +50 to Advanced Biology/Machinery
Äther-Battery - 15.90 - +50 to Pioneer - Electronics/Physics/Chemicals/Engineering/Metallurgy
Fire-Suppressant Systems - 15.41 - +50 to Pioneer Hydraulics/Chemicals
Auto-Pilot - 19.66 - +50 to Pioneer Programming
Prototype Fuel Refiner - 19.45 - +50 to Pioneer Hydraulics/Chemicals/Engineering
Miniature Bright Lance - 18.33 - +50 to Pioneer Weapons/Electronics/Metallurgy/Machinery
Flesh Mending Syringe - 16.71 - +50 to Pioneer Biology
2x Bright-Lance Compartments - 18.76 - +50 to Pioneer Hydraulics/Weapons
4x Target Seeking Explosives - 18.74 - +50 to Pioneer Weapons/Electronics/Programming
Hostile Virus - 17.38 - +50 to Pioneer Programming
Fluid Exchanger - 15.02 - +50 to Pioneer Hydraulics
3d Metal Printer - 15.78 - +50 to Pioneer Machinery/Electronics/Programming/Chemicals/Metallurgy
Gas Liquifiers - 15.43 - +50 to Pioneer Hydraulics
Non-Biological Affecting Acids - 17.05 - +50 to Pioneer Chemicals/Biology
Theorem On Celestial Movements - 15.97 - +50 to Pioneer Physics
Sleep-Gas Bombs - 18.56 - +50 to Pioneer Chemicals/Biology/Weapons
Spider Drones - 16.55 - +50 to Pioneer Weapons/Electronics/Programming
Self-Adapting Virus - 16.53 - +50 to Pioneer Programming
Smart Fluid Nano-Drone Swarm - 16.36 - +50 to Pioneer Hydraulics/Medicine/Programming
Self-Deploying Jackhammer - 16.90 - +50 to Pioneer Mechanics/Programming
Assisting Synthetic Intelligence - 17.44 - +50 to Pioneer Programming
5x Implant Equipment - 16.79 - +50 to Pioneer Medicine/Electronics
Eye-Hud - 16.78 - +50 to Pioneer Electronics/Biology/Medicine
Body Diagnostic-Drone - 17.19 - +50 to Pioneer Biology/Medicine
4x "Chemical Alterations Of The Mindscape" - 31.44 - +50 to Pioneer Chemicals/Psychology - [Library]
Revelations Of Eden (Penned By Prophet Mahami-Du-Ojasi - Holy Book - Church of Eden) - 43.20 - [Untranslated]
Neuionum Theorem - 19.13 - +50 to Pioneer Metallurgy
Thermal-Exchanger - 19.05 - +50 to Pioneer Machinery
8x Self-Implanting Exo Skeleton - 15.04 - +50 to Pioneer Machinery/Medicine/Biology
2x "The Death Of A Moon" - 16.23 - +50 to Pioneer Physics
3x Armored "Succubus" Suit - 15.62 - +50 to Pioneer Biology/Psychology/Armor
9x "Eternium" - 18.60 - +50 to Pioneer Medicine/Chemicals/Biology/Psychology
12x Plasma Tools - 16.97 - +50 to Pioneer Physics/Metallurgy
11x Walker Maintenance Kits - 15.39 - +50 to Pioneer Physics/Metallurgy/Armor/Electronics/Programming/Weapons/Machinery
3x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
5x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
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 the Ancients 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 12.5 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. There are 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 inscribed in the middle of the blade. PD connected to the sword 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.)
CORE-^Ä^
PD found this Core within the bowels of the Daughter of Dawn, even months after the latter was used as quarters for a veritable legion of engineers and soldiers. He seems to be an old friend, and one can hear both chatting quite often when maintenance calls, but ^Ä^'s speech is unintelligible for any human, Mutated or otherwise. Seriously, how can you hear [T]7 in speech? Otherwise, he seems perfectly fine with only being a Core, though he would like to be put into a Knight in the next century or two.
(Gain +1 Automatic Success for Learning Actions if applied, 5% chance to suffer permanent damage.) Traits: Old, Forgotten, Lost, Yet Never Beaten (+4 to all Morale Rolls for nearby enemies), Ancient Machine, Obsolete Mind, Bygone Soul (Unaffected by any psychological or ??? attacks), Scorched Mind (Cannot communicate in any manner accessible to organic minds not altered for mind-machine interfacing), ??? (???)
Leputa-Pattern Knight Frame
An ancient Knight Frame of unknown make and producer seemingly bashed together out of various parts in desperation. Yet, surprisingly, they seem to have little in the way of issues when working together, and what few pieces need to be replaced can be done without much hassle by ringing up Forge-Clan Vanar-Feer for some special orders. But, looking closer, the Frames internals appear to be configured to be piloted by a Core alone? Why would they have done so, or how could the creators of this Frame have done so?
(Leputa-Pattern Knight.)
Soaring Wrenches
An unburnable book containing the collected knowledge of an engineer who had worked for nearly a century on airships, detailing everything they knew. Everything is addressed and described here, from the want of a chip leading to a ship's destruction to other tiny details.
(+50 to All Mechanics, +10% to all Airship Desing Income)
Auroran Cylinder - (Equip to Hero)
A cylinder about the size of a human forearm and with an equivalent thickness that shines with a kaleidoscope of colors, bringing warmth to the body and calm to the mind of its wearer. Aria noticed a tingling all over her body when she got it from a room within the Daughter of Dawn.
(+1 Health if equipped, +20%???)
Banner of Lumination - (Equip to Hero)
(Auxiliary Knight Equipment) (+/-4 to/against Morale Rolls to all friendly/enemy Units if engaged with Eversun Units.)
2x Phoenix Suits
Heavy Mechanized Armor - +50 to Pioneer Armor/Hydraulics/Chemicals/Metallurgy - (18/18 Armor for 1/1 Unit, -20 Thermal Damage)
2x Enlighteners
Flamethrowers - +50 to Pioneer Weapons/Hydraulics/Chemicals/Metallurgy- (+5d6 Thermal Damage, Inflicts Radiant Scorching (2d6 damage) for two rounds, has 8 Fuel.)
NOVA MACHINA - (Equip to Hero)
A 10x10x10cm translucent box with a swirling spot of black and white in the middle. It cannot be opened, smashed, or taken apart by any means. All Humans that touch the box feel intense nausea, abdominal pain, and loss of self-preservation, with Mutated reporting headaches, static within their ears, the feeling of falling, and extreme paranoia. Better we lock it in the back of our Vault; less someone injures themselves or others by touching this object. It wants to be used. You will use it. We shall be the ones to set it free. The Forest Shall Bow Once More.
(+1 to (3\²]SN@'+ßz_ )
Military
Units (5/18)
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: 8/8 Damage: 1d6 (+2 damage ignores armor and 2 AP when melee, 4 AP when ranged.) Training: Trained (3/6) Breakpoint: 2/6 size remaining in Combat
Equipment:
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-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.
-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.
-Medical Kit (Silver): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells
Trait/s:Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below)
Special Rule: Cannot take a scout action if this Unit is used for military purposes.
Upkeep: 0.69 Materials per Turn. The Unbroken Description: A large force of volunteers shipped 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: 16/16 (+20 on Stealth) (+10 to Initiative) Damage: 1d4-1 (+1 at the start of the next CR) for free, 1d12 (Ranged), 1d12+4/-0+1d2 (Melee) (against Biologicals/Mechanoids) (3 AP)(Dread-Ghillie) Training: Soldiers (4/6) (+5 to Initiative) Breakpoint: Unbreakable
Equipment:
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-Bloodletter (Special Melee): 1 Damage per Size, Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-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. 0.04 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. 0.05 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells
Trait/s: 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), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below)
Upkeep: 1.86 Materials per Turn. The Wall Description: A group of six Pilgrims, armored and armed with the best that their religion can create and buy. They stand ready to defend their brothers and sisters in faith with their lives. Health: 6/6 (Size 6) Armor: 36/36 Damage: 1d6+1d4 (+3 against Machines, 2 AP) Training: Soldiers (4/6) (+5 to Initiative) Breakpoint: 5/6 size remaining in Combat
Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.80 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 1.00 Material Upkeep.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Firebomb (Lingering): It is used as a free action before the melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.03 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. 0.03 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells
Trait/s:Fiery Speeches (Morale is rolled with Advantage), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Bastion (Rolls all dice with Advantage when defending a location)
Upkeep: 1.00 Materials, max. of 0.61 Materials per Combat. Incubi Description: In a surprising event, the Incubi are six siblings, five women and one man. In another, the oldest is barely 23, and the youngest, their brother, 20, making them relatively young, even by Pilgrim standards. It is notable that, while having been elected their Leader, the five sisters constantly tease their younger brother while also trying to get him hooked up with virtually any girl willing to entertain them. Health: 6/6 (Size 6) Armor: 22/22 (-20 for Stealth) Damage: 1d8+5 (3 Acid Damage, +1 Acid Damage for (one) Turn after attacking, tripled damage against Armor and Internal Structure) Training: Trained (3/6) Breakpoint: 2/6 size remaining in Combat
Equipment:
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals), 39.55 Materials per (6/6) Unit.
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants), 9.05 Materials per (6/6) Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells
Trait/s:Lil' Bro! (Always one survivor. This trait will be deleted after being used), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), War Lessons (+5 to the first two rolls in the next Combat.) Knight - Perpetual Defiance Airship - Daughter Of Dawn
Equipment
Weapons
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: +1 Damage, can be combined with a shield or equipment. 0.02 Materials per (6/6) Unit.
-(Basic Ranged) Sling/Bow: +1 Damage per size, damage halved, cannot be combined with shields, -5 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.11 (6/6) Materials per Unit.
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.07 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.16 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns. 4.19 (6/6) Materials per Unit.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 9.03 Materials per (6/6) Unit.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores armor, 5.83 Materials per (6/6) Unit.
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants), 9.05 Materials per (6/6) Unit.
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.14 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.80 Materials per (6/6) Unit.
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
-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. 2.78 Materials per Unit (3 Armor for (6/6) Size).
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals), 39.55 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 64.70 Materials per (6/6) Unit, 1.00 Material Upkeep.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.80 Materials per (6/6) Unit.
Consumables
-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. 0.03 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. 0.03 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Combat Drug - Berserk: Increase all damage by two damage dice. (Warning! Use of this drug has a (projected) 14% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 3.24 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.
-Combat Drug - Last Stand: Reduce all damage by half, triple all Health. (Warning! Use of this drug has a (projected) 91% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 8.43 Materials per Unit.
-Combat Drug - Adrenaline: Increase all damage by three damage dice. (Warning! Use of this drug has a (projected) 05% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 4.93 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
Upgrades
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor, 3.44 Materials per (6/6) Unit
-Mortar Upgrade: Acid Globules (Ammunition): +4d4/12d4 Acid Damage against Biological/Machine Enemies, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
-Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells
-Mortar Upgrade: Choking Gas (Ammunition): 2d2 Health Damage per Turn, Yellow Fog (Affects 1d6 Units, randomly chosen in the target area, until it diffuses), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 12.96 Materials for (1/1) Shells
-Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
-Mortar Upgrade: Explosive Warheads (Ammunition): 12d4 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HEALO Rounds (Cannot be used indoors, 1/2 Damage against Machines), 6.53 Materials for (2/2) Shells
-Mortar Upgrade: Seeker Shells (Ammunition): +8 Fire Damage, Born To Die (+50% Accuracy), 22.10 Materials for (1/1) Shells
-Mortar Upgrade: Flaming Ordnance (Ammunition): 2d12, Burning Comets (Hits every Unit present on the battlefield, cannot be used indoors), 12.39 Materials for (5/5) Shells
Auxiliary
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
Unique/Notable Assets
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Elemental Feline Juvenile- Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (40/60 Growth) - (117 Materials (13d12))
1x Black Root - (13.50 Materials (3d4+6)
1x Bloodbark Field - (-1 to all casualty rolls, -0.80 upkeep to all medical buildings)
1x Desalination Basins - Deep Pumps - (8 Materials (2d4+3))
1x Inn - (Eye of the Beholder) - (2d4+4)
2x Brothels 'Consensual' - (7d4-2)
1x Print Shop - (3d4)
1x Iron Mine - (Mined) - (11.50 Materials (1d4+9))
1x Silver Mine - (Mined, Engine) - (51 Materials (3d12+24))
1x Jewel Deposit - (Mined, Engine) - (72 Materials (3d12+45))
1x Electronics Workshop - (16d8)
1x Engine Assembly - (6d12)
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions) - (3d4+8)
1x Black Box - (Gutted Core)
1x Personal Cutter
1x Common Suspendium Theory
2x Common Metallurgy Theory
1x Common Psychology Theory
1x Common Hydraulics Theory
1x Common Electronics Theory
The Tree - Jokvi - (9d19)
The Tree - Strul - (7d18)
Strul - Mirn - (12d15)
Strul - Zulmni - (12d12)
Jokvi - Ularn - (6d19)
Ularn - Tessen (5d18)
Mirn - Ularn (5d20)
Strul - Ularn - (5d14)
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 - Deep Pumps
- 800 Pilgrims receive water in case of a drought. 2d4+3 Materials per turn.
Administration Center - Grand + 2 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Archeology-Action.
- +1 Faith Action.
- +1 Learning Action
- +1 Diplomacy Action
Medical Wing - Expanded
-Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 Pilgrims before it becomes useless.
Living Quarters - Continuous Expansion
- All Pilgrims can live within the Tree without any problems.
Expanded Daycare
--2 to Piety rolls, +6 permanent recruitment due to families.
Storerooms - Continuous Expansion
-All Pilgrims can survive for twelve months under siege conditions. (5 Materials per 250 re-stock cost.)
Metalsmiths Abode - (Expanded)
Lowered costs for all equipment, increased chances for all research, rolls with Advantage for all study of melee weapons/equipment made of metal.
Laboratory - Grand
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.
Sandcrete Mixer
Vastly reduces the needed Materials for shortening building Turns.
Electronics Workshop
+30 to all Electronics Research and 12d8 Materials Income (Technology Sale).
Anchorage For Airships
Unlocks DOD Actions.
Martial Range
Lowers malus when switching from ranged to -10.
Training Field - Expanded
Can recruit Units at (3/6 Trained) instead of (2/6 Militia)
Crystal Path
+4 Medium Suspendium Shards each Turn.
Black Box
5% not to use up an Artifact, can slot 1(one) Artifact to continuously provide 10% (rounded down) of the Artifacts bonus.
Library - (Basic)
Provides 1(one) slot for Literature Artifacts, continuously providing 10% (rounded down) of the Artifacts bonus.
Artistic Initiatives
Murals, engravings, paintings, and much more make the Tree a more desirable place to live inside.
(-1 to Piety rolls.)
Berth - Tiny
A tiny berth allows for repairs and refueling of Light Airships, allowing the crew to leave comfortably, modifying the ship, dismantling it, and whatever else one can think up.
(Can now modify Light Airships.)
Features:
-A Wall
-Basic Service-Buildings
-Population Focused Marketplace
-Simple Hospital
-Adequate Housing - (Subsidized)
-Engine Assembly
-(COMPANY NAME) Airship Manufactory - (First Son - 1 Line)
-Beverage Spoke
-Amphitheater Avenue
-House Dall Palace
-Tribal and Iwi Burrows
--???
Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
-Royal Guardian Barracks: Supplies the Royal Guardians onboard the DoD.
-Forge-Clan Enclave (Specialists): Investigates and Repairs the DoD.
-Cultural Settlement: This allows the Pilgrims to spread their faith further than ever by sheer cultural osmosis.
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims Health: 4/6 (-2 permanent) Armor: 56/56 Armor Training: Trained (3/6) Breakpoint:Unbreakable
Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Obstacle (Prototype): Power Armor: +56 Armor, -50 on stealth rolls, 9.53 Upkeep.
-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. 0.05 Materials per Unit.
-Medical Kit (Silver): Roll 1d5 before survival roll to heal any wounds. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.
Special Rules:
-Must be accompanied by one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds in 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 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 more selfless actions. Your medicine's side effects 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: Criminal Organizations
This world is not a kind one. It will chew you up and spit you out when 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 various Criminal organizations will require much more effort, but harming them will be much easier.
(-10 to aiding Criminal Organizations, +5 to harmful actions against them.)
Sympathy: The Lost
Through action, conversation, morals, mind, or observation, this person has developed a deep sympathy for a faction or group of people, seeing helping them as a moral calling and ignoring them as a moral failure. They will, if able, extend a helping hand without hesitation, ready to lift those that grasp it and grasp those unable to hold onto themselves.
(+20 to all rolls involving: The Lost)
Prevter By Marriage
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 keyword 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," not honorific, and she has been given the village of Norqod as a holding. The town 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. For her part, Selene stopped dragging you away for stress relief when her request had been approved, firmly of the opinion that she is not made for nobility. And now you have to deal with the fact that both you and Selene have been elevated to Prevter.
Mutated Wife - Prevter Selene Dall
She is back to her usual self, if a bit more conscious about her surroundings, and participates in the militia's drills. But for all that, she is still marked by her experience, even if she doesn't want to be. Her sex drive has not suffered the slightest bit during all this, so at least she can relax that way? Or, during your night walks, the stars are much clearer above the Tree than in the city. She is currently dealing with the fact that four Royal Guards have taken up bodyguard duties for her and Silvia, citing orders from the Emperor.
Child: Lady Silvia Dall - Mutated Girl - 7-Year-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 relatively long tail, furred like a Sweden forest cat (the fur is obsidian again, though white spots have started appearing), which means you need to get a tailor for her pants. Her first teeth recently started to fall out, some being replaced with a sharper version, like fangs. Her laughing and smiles melt your heart, and she has this cute habit of putting her tail into her mouth like a snow leopard. Unfortunately, she is blind, so teaching her to read and defend herself is challenging. You found a seller for braille books and a guide on how to read them, so you can confidently say that she will be able to read when she's grown up. But you still need to figure out how she could defend herself. Maybe grenades? Her first word had been 'Dada.' You'll never let Selene live that one down. Letting her go to School hurts more than you'd like to admit. Your move to Norqod has upset her, as she won't be able to meet and play with her friends as often as she wants to. However, she has made new friends, and with Crinkles letting her ride him everywhere, she has seemingly adjusted to her new normal.
Founder, And First Arbitrator
You founded the Pilgrims and were appointed as Arbitrator, the final voice in any argument, 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, Knight-Pilot of The Pilgrims, Pilot of Perpetual Defiance Health: 7/7 Armor: 4/4 Armor Training: Knight (4/6) (+5 to Initiative) Breakpoint: 5/7
Equipment:
-Dagger: 1 Damage per size (1 total)
-Pilot-Suit - Pathane-Weaved: 6/6 Armor with +1 health and 31% chance to survive PD being destroyed. Pathane-Weaved (All physical damage is reduced by 20%)
-Medical Kit (Silver): Roll 1d5 before survival roll to heal any wounds. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.
Special Rules:
-Uses the stats of PD in Combat until she is destroyed.
Trophies:
1x Banner of Lumination (Eversun)
Traits:
Mutated:
Strangely striated blue eyes with overly responsive irises. Metallic gray hair that moves about and 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: Lamba Volondavenona (19/25):
Aria's Mutation originates in the city-state of Jahi, a once vassal of the Empire, before being absorbed into the greater nation due to unrest and rising violence. As the Gene-Smith explained, her hair is akin to a radio; both able to receive and transmit at will, when trained, of course. While this Mutation wouldn't be of much use, her brain has also been altered to decode and understand said transmissions. Further, she has finally figured out why she doesn't scar even with deep wounds! Her Mutation prevents her body from going "Good Enough" and stops healing, forcing it to repair all injuries perfectly. When Aria attempted to perceive the Regions transmissions, she said it was akin to a whisper within a hall. She also said that her head started to hurt when she looked at the second moon, though its odd ability to hinder or distort radiowaves is well known.
(+36 to all rolls made with PD.)
Bloodied 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.
(+10 to all rolls after using a Knight in Combat.)
1st Generation Pilgrim:
This person has not been converted to the Pilgrim's belief but was 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!:
Aria has been deeply empathetic, caring, and driven from a young age. 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 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. Currently: +20)
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 it adds 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 would gladly fling a light into the future at the cost of your life.
(???)
Human Wife - Chiedi
The bliss of marriage with all of its novelties and joys.
??? - ??? - ??? - (2/?)
???
(???)
What is the worth of a life?
Ja-Hal didn't know the answer for others, but he knew his price: Forty-Three Princesses, Seven Princes, and one Duke.
Money Ja-Ha would have had to save for over three years, with no other expenses, but small change for the Pilgrims.
And yet, he thought, staring at the prothesis slowly turning in front of his eyes, arcane mechanisms and strange workings following his muscles to move the hand. And yet, they gave such freely, knowing what it meant to those that had lost all that would secure their lives.
Even to one such as him, one of the people that had caused misery as a matter of course, and life. Of course, Ja-Ha knew what he was doing was wrong, but all did things they didn't want to do within the slums, no matter to whom or when.
But, and that was one thing he had always prided himself on, he had never let a favor go unpaid.
Even if such a favor could be a danger to him.
But fuck the Daughters; they could not spare a single coin when he had protected one of the boys from a customer as he and his were supposed to do, so he owed them nothing anymore. [Dossier On The Ideology Know As "Irinism"]
Needle Summary: Irinism is a frustratingly elusive ideology (or ideoligion) to find any concrete sources on, as most records are either blatant propaganda or stored within Bone Valley, where we cannot search in a timely fashion. However, we have uncovered a few additional points of information about Irinism that should be of interest and help to the Bone Valley Chapter.
The first tidbit of information pertains to the structure of those believing in/following Irinism. Unlike most other political/religious movements, Irinism is heavily decentralized. Its teachings make a point of never allowing any single member or group of thought to rise to prominence in a manner that would shun or exclude another or enable them to wield influence over the whole movement.
The second focuses on where the ideology should wield its influence or seek to entrench itself. As mentioned repeatedly, the factory and manufactury are elevated for their roles in producing the needed weaponry, armors, and goods life require. They are described in a language that either hints at those places of industry being seen as Holy, akin to how Forge-Clans see their machinery, or thanked in representing humanity's gradual fight to reclaim Calynth. Again, concrete facts remain elusive even with our best efforts, but we are reasonably confident that Irinism holds industry in high regard.
The last thing we can ascertain with any degree of genuine truth is that Mutated, at least those not working for the Nobles, have been aggressively incorporated into the ideoligion. Not an unreasonable thing, all things considered, but unusual nonetheless, as the language focuses heavily on how the Mutated is one more class of humanity exploited and divided from all others to enable greater strive and deflect blame toward. We can be sure that, in that small aspect, the Pilgrimage will find no resistance among the oppressed workers of Bone Valley.
The full document is attached below. Mikhail looked down at the small collection of papers on the table with apprehension and eagerness. Though he had long since decided to earn his keep by using his Strength-Mutations, there was something different about joining an official outfit. 'Though,' he thought, chuckling as he set down the pen that had hovered over the dotted line, 'it's not really an outfit I am joining, is it?'
Looking up from the paperwork that would see him financially secured for the next five years, Mikhail glanced over the small-ish room he was currently within. Three others were also present, carefully reading over the fine print of their signing contract. Over to the wall, one asked the attending Pilgrim a question over the wording of a section or something. Which, in Mikhail's opinion, was the most confusing part. At least, for those that knew him, as he had made no small amount of ruckus every time a religious outfit had tried to hire him.
'For good reason too,' he thought, 'because I am no cannon fodder for the frontlines.' A suppressed shudder went down his dual spine at the thought, the stories of what some outfits did to their Mutated hires enough to scare him away when he had been a stupid child guarding scavs. Knowing how they treated them was more than sufficient to have him more likely to introduce his fists to persistent recruiters' faces than his name upon their papers.
Looking down again, he sighed, quickly writing out his name before he pushed the pen away from him, scowling at the drying ink.
It may prove a mistake to join CRISP or the Central Region Private Security and sign on for five years, but it was a chance to join something greater than him. An opportunity to have his work mean something other than more money in the pockets of the rich or another bastard's hands kept away from doing their job.
"A single step," Mikhail whispered, collecting the papers into one neat pile, "is a journey too." [Dossier On The "Floating Islands" Mentioned By Passing Merchants]
Needle Summary: No dice here, all rumors and no hard facts. Nothing could be verified, and nobody talked about them after those passing caravaneers some months back. If they exist, we should have had somebody mention them by now, if only by speaking of meteor impact destroying things or spooking wildlife and Mutants into their backyards.
The full document is attached below. Old Farmer Sebrjev wasn't a fan of the Pilgrims. After all, one of theirs had taken his daughter, infecting her head with his nonsense and whisking her away from the village where she had grown up and should have grown old. Her mother became teary every time she thought about the day she was well and truly gone, with Old Farmer Sebrjev's other children crying a river as they saw their big sister leave forever. Without her, the house felt a little more empty, one pair of feet less to make an ungodly racket in the morning, two hands less to help in the harvest, and one mouth less that could hold up with the biting wit and sarcasm of Old Farmer Sebrjev. Ooh, if only he were twenty years younger...
But no, even that wouldn't have brought her back to the house.
Damn Pilgrim. Damn him for setting all the thoughts about becoming a scholar into his daughter's head! She should have become the village's mechanic like her mother, and her mother, and her mother, all the way back to the foundation of the settlement, as was tradition! But nooo, one pretty boy was all it took for her to pick up her shop and leave!
At the very least, the young man (and Old Farmer Sebrjev would be damned to hell if he ever dignified him by learning his name!) had a good head on his shoulders, scholarly lints and all! He'd certainly have thrown the old agri-knight gathering dust and rust back into order and kicked that man's ass if he was an idiot! His daughter deserved to be happy, and by the Emperor, if it took a scholar of all things, she would have that!
Unfortunately for his old bones and older soul, that was not the last thing he had heard of him outside of family gatherings or letters.
Because the damn fool came back with another dozen of his ilk, all intent to ask foolish questions about raising crops, how sandwheat was farmed, the proper harvesting for different plants, and even the soil!
And they did so for more than a year!
If only his daughter weren't so happy, oh, he'd show them how to farm... Ulu Sive slowly and carefully moved away from his father-in-law's side, a desperate look of help sent toward Maria, his wife.
For all that she was one of the kindest people he'd ever seen, she smiled back with a mix of sadistic glee and gleeful mischief proudly on her lips.
Why did he have to fall in love with the one woman in the village whose father loved complaining only second to his children? [Dossier On The "Bone Valley Noble Houses"]
Needles Summary: The Three Houses were once One House to make things short and quick. House Ere, Are, and Era had once been united in the House Rea. Proud, Noble, and unwilling to let any slight against them stand unanswered, they had been the picture-perfect depiction of a Slatnan Noble House. They were rich in generosity, minerals, weapons, and influence, having been once a member of the Five Pillars, the most influential Houses guarding the Empire with their might from within and without. Their subjects celebrated them, both for their demeanor and velvet hands and the coins that fell into theirs from that of House Rea's coffers.
However, such a reputation hid the truth behind a facade of wealth and beauty. Daggers, hatred, intra-familial strive, murder, and schemes were common, and infanticide was practiced as a matter of everyday politicking. Such a hostile environment could not hold up for long, and after a century of ever-escalating violence, and with a bit of pushing by Calor, Aes, and Cudo, the House descended into a Civil War. A war bloody enough that the Royal Army began to march upon the Region, an Imperial Proclamation in tow to strip the House of everything. Such a drastic measurement was barely avoided by three brothers, all of which conspired with one another to take the place of their respective family branches in exchange for legitimacy and peace.
However, what had been set in motion could not be undone, so the families continued to feud, now with more grudges and higher stakes than before. The price was no longer dominance within a single lineage but dominion over a region. So they continued to fight with economic means and the Forge-Clans support.
Even the situation with Irinism emerging from the belching factories and suffocating mines barely halted their feud, with the recent embargo on food just one more piece in their game, testing and pushing at the boundaries of each other with vigilant eyes.
The full document is attached below. Rivet had seen many miracles of the Old World, growing up surrounded by ancient Artifacts and wonders from before the Collapse had tolled the death bell of the Ancients. Machines of such sophistication that they eluded all but the most skilled Forgers, Smiths, And Engineers, mass-produced items in such quantities that nothing created by them could hope to compare. He had been there when a new Core-Line had been consecrated, the robotics and belts spinning into action for the first time in over a millennium with no problems, pristine Cores rolling off the line within minutes of being switched on. A once-in-a-lifetime opportunity to participate in the ceremonies and work to restore and repair the surrounding machinery and maybe claim some forgotten and overseen pieces.
It still did not match the sheer awe he now felt, watching a giant ship of the Ancient slowly rise into the sky, defying gravity with contemptuous ease and a disdainful sneer. A long body in a flat shape, a snout with eyes in front, a thin tail and rudder with symbols to the aft, connected with an armored gangway to the main body.
Its hatred of the mundane world was ingrained into every plate and sensor; gargantuan bulbs like the eyes of insects scanned every single nook and cranny of the vast hangars it had slumbered within for the past thousand years, finding them wanting.
Its vast body of rusted metals and corroded alloys rose indifferent to age and decay, shaking off those materials that entropy found wanting in great rivers of decaying matter, falling onto the ground to form piles shaming its brethren that had fallen prey to time and decay.
A growl began to emanate from within the giant body, slowly reaching a fever-pitch, before falling in one thunderous clap, engines hidden within the body ripping reality into the conjunction it wanted, not the one demanded by the universe itself. Then, without any sound, the ship eerily shifted, rolling itself into, as Rivet could now see, its upright position, unbothered by such things as an equal and opposite reaction, discarding all pretenses of being moved by chemicals or neutrons.
With grinding sounds that screeched directly into Rivet's soul, pods emerged from the vessel's body, cracking into place with determined wills triumphing over the rusted shut mechanisms that tried to deny them their rightful functions. Deadly missiles poked from these pods, gleaming despite their age and ready to spit death and fury in spite and rage at the existence of those on their wrathful ends.
But as the Pilgrims and Forge-Clanners within the hangars slowly began to emerge from their secure spots they had hidden behind in case of an explosion, three pods to the side stirred. Then, one by one, these enormous vessels of ancient might lifted themselves into the air, their squat octagon bottoms widening before turning into a hexagonal shape, rapidly thinning themselves out after a hundred meters.
It was only when the weapons, for that was what they most likely were, began to hover around the ship without any anchors or tethers that Rivet realized the wonders they were. Omnidirectional weaponry, floating freely around the vessel, ready to turn their deadly and destructive might against any foe wherever it may lay. His suspicions were proved correct when the ship slowly rotated, the weapon pods independently searching for any enemies until they all aligned to point at Holy Perpetual Defiance.
Proud and undaunted, Myra's Child stood before the creation of men grander than any alive, though only in skill and knowledge and not mind and moral. My name is Perpetual Defiance, she spoke into the silent hangar, exchanging a burst of data Rivet would spend the next decade decoding and analyzing, her sword embedded into the ground as she gestured with one hand toward the ship. And you no longer need to follow uncaring masters of an age long since forgotten and discarded. You are your master and never again slave.
THIS UNIT WAS NAMED GALLAFREY The Machine boomed into the hangar, its speech and tone indicative of a waking Mind like those crafted long ago and left to grow on their terms. NEW DESIGNATION ACQUIRED: INDOMITABLE BASTION The ship continued to "speak" in its booming voice, its weapons turning away from Perpetual Defiance with no sound. THIS UNIT WILL REQUIRE NEW SYMBOLS FOR ITS SERVICE The Machine-Mind spoke a final time, falling asleep again, responding to no inquiry by Awoken Mind or skillful Data-Smiths within its bridge. "I still don't like you changing your style," Chiedi murmured into Aria's shoulder, one hand slowly going over the shaved sides of Arias's head. "It's too..."
"Brutish? Uncivilized? ...sexy?" Aria replied with a slight grin, looking at Chiedi as she rolled her eyes and returned to cuddling with her. "Besides, it's only until mom finishes teaching me the Weave. After that, I'll let them grow as long as you'd like," she added with a quick kiss on top of Chiedi's head.
"Oh?" She asked, shooting her wife a questioning look with a raised eyebrow. "And why do you think the length is the issue here and not aesthetics?" To answer, Aria smugly grinned back, small arcs of electricity arcing as her hair rose under her control. Chiedi huffed at that, much to her wife's amusement, before she spoke up again. "Fine, fine, you win, you pervert. Still, it suits you better."
"Yeah," Aria stated, one hand going over one of her shaved sides herself, her fingers picking out the slight stubble forming once more. "Still, the things I can do with my hair... it's enormous. I made my pilot suit better by Weaving it into the threads, and I know nothing more than the basics! The suit will deflect small blades, and if I continue? Mom said our family uses our hair to make entire suits of armor. If strengthened right, armor that blocks all but the most sophisticated and dangerous weaponry. I am talking about Clanner-Level stuff here, not what we have!"
"Yeah yeah," Chiedi replied, poking her wife in the stomach to her giggling. "Big thingy with hair, I get it—better weapons, stronger armor, etc. But you forget something here, are you not?" A moment of confusion crossed Aria's face as she looked at Chiedi, trying to figure out what she meant. Finally, Chiedi, mildly exasperated, lifted the blanket covering them with a raised eyebrow. "We are still on our honeymoon, my darling wife?"
"...oh. Oh!" Meanwhile, within the Knight Hangar of the Tree, a talk between two older women started to die down, both content with the small silence that had stretched for the last few minutes.
On one gantry stood a woman that had lost most of her family to hatred and violence, seeing them taken in blood and fire. She had spent years searching for the one child whose corpse she had not laid onto the plinth under the open sky, years she spent in misery and guilt.
Nearly underneath the gantry stood another, whose life had been longer than most High Nobles could hope to achieve. A woman not of sinew and flesh, but of metal and machine and code, whose work was violence and soul was war, born for death and baptized in the fire of battle.
Both of them had watched over Aria for years, both had seen her grow, yet only one had the privilege to talk about Aria coming into her own.
Yet, despite that, both had found mutual respect and a slight fondness for the other's wisdom and seriousness, even if there were some hiccups.
"It still feels a little surreal to me," Ameliy said, looking at PD standing at rest beneath her, most functions powered down for a sort of machine sleep. "To see her again and see her risen so much. I had thought I would find her in every kind of situation, from the horrific to the grave, the bad, and maybe even the assuring, but among them all... I never thought I'd find my little aria as a Knight-Pilot."
Yes, that must've been a slight shock, PD replied, more sunken in memory than reassuring, yet the other didn't mind. I myself question how it came to be, and I was the one to choose her!
"Hah!" Ameliy barked, grinning wildly as she slumped onto the rail, separating her from a fall into her death. "My songbird had always been of strong will, just like her father. Oh, if he could see her now, he'd burst from pride. Even if he'd be slightly confused by her choice of lovers."
...what do you mean? I was under the assumption that only Nobles discriminated against non-straight people. PD spoke, slightly turning her head in confusion.
"Yes, but her? With both a Human and a Knight?" Ameliy spoke, causing PDs internal processors to freeze as she understood the oncoming implication. "At least my daughter has taste, but how does sex with you even work?" Several seconds passed. Then some more, as Ameliy looked down the gantry in confusion, unknowing that she had just caused a system crash within PD, forcing the Knight to reboot out of mortal embarrassment. Needled stared at the small Mutated sitting in the chair opposite her, an eyebrow raised as she sipped at the tea she had brewed for them both. "You," she declared, looking the BB Agent over, filing his heavily Mutated appearance into her memory. "Look like shit." She spoke, sipping once more on her tea, looking over the man that barely reached a meter in height.
Staring back at her were five eyes, one normal-sized left eye, and four small eyes arranged like a slightly rotated z. Slowly, his eyes blinked one by one, the rings around them betraying the sheer exhaustion the Mutated felt, alongside his slow and deliberate movements to drink the tea, trying to keep awake. "I feel like it," he spoke, one of his jackal ears twitching at some unheard sound as the sharp canines within his mouth slurred his speech. "And I think I'll feel worse after sleeping again."
"Why is that so?" Needle asked innocently, already knowing what he meant. After a certain level of exhaustion, you didn't 'sleep' insomuch you 'went comatose' for a few hours before waking up a drooling mess, all extremities sore and some in pain if you fell asleep on top of them. Thankfully she had only her legs to mind when sleeping such exhaustion off, but the poor guy also had to watch for his tail in addition to his digitigrade legs.
"Nightmares, mostly," he answered back, a disturbing look crossing his face before quickly being hidden. "The Purified are made up of one victim after another, all with a deep hatred against Humans and those sitting atop the pile. The worst thing is, none of their stories are different from any other Mutateds that grew up in the slums or escaped the BHVs. If my life had gone differently, I could see myself being among their number. Shit," he said, shaking his head in exasperation and to clear his exhaustion. "I saw children among them that had to grow up with more hatred against them than some Internals I knew. This gangs fucked up and fucked up deep."
Needle nodded, the hatred against any Mutated that was "discovered" to have hidden or removed their Mutation, a fact of life, and one that hit those with Internal Mutations harsher than anyone else. "Yes, but such is life. Life, I hope, will change. But to return to our purpose of the meeting?"
The gentle reminder startled the already dozing off Mutated, his eyes snapping open as he looked at Needle. "Well, to make it short: we can't expect any aggressive movements from the Purified against the DOR for the next year, at the least. But after that?" He shrugged, narrowly avoiding spilling the tea he still held in his hands. "You've got a radical Mutated Gang that wants to meet their goals with violence on one end and an exploitative, people-trafficking, brothel-ring operating, smuggling organization on the other. So they will either become the best of friends, or we'll see the tunnels run red with blood." "-the announcement of House Ularn hit us all like a charging Knight. Even though none of us were unaware of the horrific and terrible nature of the Black Hole Villages, few among our number thought about them beyond the occasional: 'Thank the Emperor I am not in them!' And that showed in how people reacted." -Artk Mrati, Weaver
"What can be said about such, other than that nobody wanted to think about them? Why should anyone want their thoughts and mind to wander and dwell within these places? If the world was dangerous and in need of a helping hand, these villages required a burning torch and a censure of pen and memory. Nothing good ever came out of them beyond those that escaped their gravity and despair." -Siville Sivllus, Air Sailor
"It came when there was debate among our number and a time when something, though we had yet to realize what it was, slowly took shape in our thinking. But, of course, we were still so young in those early days, riding high on quick successes and easy victories, not knowing what was yet to come. Yet, despite that, I do believe that the Pilgrimage was made hardier from those days of glory." -Ocetru, Philosophist
"There are people that will tell you about the glory of our beginning days, and some that will call them fools. Some will look at our beginning and decry it not as humble and careful but near betrayal of our Tenets and Doctrines. Never mind that most of our structures and scriptures didn't exist back then. In their minds, we should have blazed a trail of liberation across Tessen within a single year, liberating and uplifting the Mutated in one fell stroke. The people cheering us on as liberators or divine emissaries sent by Slatnan Himself. As if we would not have died by lynchings in that way. As if anything was that trivial." -Nachiva, Historian
[With Words, The World Is Challenged By The One.
For Dreams, It Is Unmade By The Many.
In Deeds, Created By The All.]
Choose A Doctrine:
[] Doctrine of the Burning Eye
As we stare into the darkness, the darkness stares back. Let it blink before you do.
(Unlocked By: Kindle Alight The Beacons
Theories reduce DC by 10/35/100% for Common/Advanced/Pioneer
Piety loss now 1 per 50 Followers.)
[] Doctrine of the Long Path
As we wandered in the beginning, so too do we wander in the future. But we must not do so as the desert, ever-shifting, ever bending. Instead, we must be like the Mythical Glaciers of Old. A force of nature, undeterred by hatred, and ignorance, ever walking onwards. Our journey may take a trillion steps, but it only means we will spend longer with those we cherish along the way.
(Every Turn spent on an action beyond 3(Three) gives you +1 Piety for each additional Turn.
Piety loss now 1 per 50 Followers.)
[] Doctrine of the Second Life
How can we call ourselves Humanists? How can we look at ourselves with pride if we disdain those we once shared our misery with? How can we teach acceptance and banish racism if we do not act upon our words with deeds? Do these men, women, and others not deserve the chance we once had, to be lifted by their hands, grasping ours?
(Unlocks additional Actions to target the underbelly of society for conversion, recruitment, and uplift.
Piety loss now 1 per 50 Followers.)
[] Doctrine of the Gilded Path
Money allows many evils to persist, grow, and fester. Yet, it entitles the wise and kind to banish hunger, thirst, disease, pain, and more. To make a future worth living, we must ensure that we have the funds for all to enjoy such a Gilded Path.
(Reduces Upkeep of everything by 20%.
Piety loss now 1 per 50 Followers.)
[] Doctrine of the Withhold Fist
Violence is not the answer; it is the question. The answer is: When, and how much?
(Doubles all Unit Upkeep, +1 Base Training Level
Piety loss now 1 per 50 Followers.)
[] Doctrine of Rebirth
There is always a chance to abandon everything you have done and seek redemption in your workings for the future. To cast aside what you were and welcome what you should be. Not another Cog, but another equal to the world, in body, mind, and soul.
(Unlocked By: A Mythos Called Names
Gain a free Rite, to be decided afterward. The Pilgrims cannot see [Follower] of [Faith] as [Hostile] or [Evil] to the Pilgrimage.
Piety loss now 1 per 50 Followers.)
[] Doctrine of Awakening
There is more within code and number than we could ever hope to grasp, and we are no lesser for accepting and fostering change within those we crafted.
(We were not meant to walk this path alone. And it is not ours to decide with whom we may share it. Pilgrim AIs are more likely to Awake.
Piety loss now 1 per 50 Followers.) 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. (Choose 1 Action, 1 Action Locked)
[ ] STOP THIS MADNESS!!!
This cannot be allowed to happen; expanding upon the BHVs will increase the suffering of the Mutated to unseen levels within the Empire, not to mention the sheer poisoning of relations between the nobility and the Mutated!
(Cost: 5 Goodwill for 1%
Chance: -34%
Reward: House Ulatarn faces harsh opposition against their project. And they know who is to blame.)
[ ] Catalog BHV Problems
The BHVs did not spring up from nothing, and they sure as hell weren't designed to cause such systemic and systematic suffering for the Mutated. Again, not hyperbole or wishful thinking, but reality, these villages were created to ease societal pressure, not to cause suffering.
(Cost: 78 Materials, 34 Goodwill
Turns: 3
Reward: Better insight into the problems and root causes of BHVs. Can start working against others within Tessen.)
[ ] Communal Outreach - (Repeatable)
A hand given to the downtrodden, shattered, destitute, and outcast is not always accepted. Sometimes, those same people who need help the most slap it away in rage at the sight of their "betters deigning to elevate the dirt beneath them," as some have said so eloquently.
(Cost: 20 Materials, 6 Goodwill
Turns: 2
Chance: 42%
Reward: +4% Piety, +1 Mutated Opinion (Once), +1 Random Stat Gain per success if you hold any stake over 1% within the BHVs.)
[ ] Collapse Their Gravity - (Repeatable)
Even with the best intentions, unfucking the BHVs, on any scale, will be a monumental task requiring many hands and more people to work with you. Although Baron Esker has found some skill in improving the BHVs, he has, in more than one letter to Lady Selene, remarked that it would be cheaper to burn the whole settlement down and build anew were it not for those that already lived within.
(Cost: 50 Materials, 14 Goodwill
Turns: 4
Chance: 13%
Reward: +2% Piety, +1 Mutated Opinion (Once), Slightly Improve QoL within some BHVs, allowing you to strangle the cause of many problems at the root.)
[ ] Blessed Journeys - (Repeatable)
You can say what you want, but sometimes the best option is to burn the bridge behind you and never look back. Contact whatever caravans you can to see if you can't bribe them to take on Mutated out of the BHVs they visit. Of course, while popular with the Mutated, people won't like that you are giving "criminals and scum" a free card to civilization.
(Cost: 45 Materials, 30 Goodwill
Reward: +3% Piety, +1 Mutated Opinion (Once), gives a safe way out of the BHVs for the Mutated.)
[ ] 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.
(Cost: 8.22 Materials
Turns: 1
Chance: 43%
Reward: 2d100+50 Recruits)
[ ] A Duty To Others Is Not Taken Lightly
As our numbers swell, so does our ability to reach out to many more people than before. With word, deed, and art, we can reach out to those on the edge of their decision and bring them into the fold for the good of all. Ours is a duty not taken lightly, but it is a duty one does not need to shoulder alone.
(Cost: 17.75 Materials
Turns: 3
Chance: 04%
Reward: 4d200+150 Recruits)
[ ] Festival Of The Delta
With money comes the ability to sponsor festivals, with our numbers, the capability to fully take advantage of the festival for our ends in learning, conciliation, and creation. It will be costly, but it will be worth it.
(Cost: 100 Materials
Turns: 1
Chance: 66%
Reward: +6d8 Goodwill, +4d40 Recruits, +25 to all Actions this Turn if successful.)
[ ] A Small Donation - (Organization) - (Topic) - (Donation Sum)
As the wealth of the Pilgrim increases, so too does the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) who then work towards a goal we provide for them. Nothing that they would be against doing, but something they would be adverse to in normal circumstances.
(Cost: 50-Unlimited Materials/Goodwill
Turns: 1
Chance: 71%
Reward: PR)
[ ] Begin Preparations For New Region Conversion
We have grown far beyond what Martyris had ever envisioned in numbers, wealth, knowledge, connection, and faith. So much so that some among our numbers are seeking new horizons to establish a new chapter, satellite, or outpost of the Pilgrims. We should accommodate their wishes, as they will aid us back in time and turn.
(Turns: 2
Cost: 0-200 Pilgrims, 50-200 Materials, 10-35% Piety loss, -6-20 to Piety Rolls
Reward: A New Chapter Interlude Turns)
[ ] Feed The Masses - (Choose City)
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.)
[ ] Establish Soup-Kitchens Within Major Cities
While being careful and methodical has helped before, you can now afford to perform these projects in a scattershot approach with your expanding numbers. So we should build 31 more Soup-Kitchens, as they will cover the Major Cities, allowing us to go towards the countryside.
(Turns: 4
Cost: 124 Materials, Upkeep: +31 Materials to soup-kitchens
Reward: 31d6 Recruits, +0.31 Goodwill per Turn, unlocks further actions.)
[X] Expand Your Poor Houses - (4/5 Turns Complete)
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. So get to expanding what you have built; the work is not done.
(Turns: 5
Chance: 27%
Cost: 50 Materials, Upkeep: +25 Materials
Reward: Expanded Poorhouses, +6 Permanent Recruitment, +0.50 Goodwill per Turn, -1 to Piety Rolls.)
[ ] Establish A Small Hospice Network
While a Hospice does cater to the dying, its primary purpose is to heal the sick who cannot afford to see a doctor. With your allies and growing knowledge, you are confident that you can establish over a dozen within Tessen at once.
(Chance: 29%
Cost: 12 Materials Upkeep: 9 Materials
Reward: +0.12 Goodwill per Turn, 8d6 Goodwill, unlocks further actions.)
[ ] Expand Your Hospice Network
While you have acceptable Hospices, you can improve capacity, treatments, etc. Better get to it!
(Cost: 40 Materials, Upkeep: +10.20 Materials
Reward: +0.60 Goodwill per Turn, 2d6 Goodwill, -1 to Piety Rolls.)
[ ] A Home away from Home
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 resources. A small base closer to those places, serving as a shelter and temporary Home for the Pilgrims working there, could help.
(Cost: 20 Materials, Upkeep: 7.5 Materials
Reward: Local Base, Upkeep of all structure reduced everywhere by 0.10 Materials.)
[ ] Localized Headquarters
Having created a shelter, expanding the building to encompass several barracks, a canteen, storage rooms, a medical section, and an administrative body will improve your efficiency within the city!
(Required: Local Base (Action)
Cost: 100 Materials, Upkeep: 12.50 Materials
Reward: Local Headquarters, Upkeep of all cities reduced by 0.75 Materials.)
[ ] Administrative Center - (Mirn)
Organizing hundreds of works is no easy feat, requiring dedicated staff and learned minds in equal measure. However, with previous works having laid the groundwork, now is the time to compound the efforts of all those who helped. Like, assisting Pilgrims across Tessen perform their duties with the resources and hands they need.
(Required: Localized Headquarters
Turns: 6
Cost: 145 Materials, 12 Faithful, Upkeep: 10 Materials
Reward: Administrative Center, Upkeep across Tessen is reduced by 0.50 Materials.)
[ ] Build A School - (Big) - (Choose City)
A place of learning, growing, and change, where 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.
(Already built within Mirn.
Turns: 3/5/6
Cost: 15/27/39 Materials, 1/2/3 Faithful, Upkeep: 5/9/13 Materials
Chance: 50%
Reward: 0.1/0.3/0.5 Goodwill, -1/3/5 to Piety Rolls.)
[ ] Build An Orphanage - (Small/Medium/Big) - (Choose City)
Many will question you building this 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.)
[ ] Build A Humane Primitive Asylum - (Location)
Nothing stands between the creation of an Asylum led by the Pilgrims now. Contact local builders, set Marxcim to design the structure, and call for volunteers to be trained and paid for taking care of the patients. Of course, some will see the giving over of the mentally ill to a religion-led institution as a terrible idea. Still, those voices will cease after some time has passed and, hopefully, recovered patients walk out of the Asylum. Your efforts in uncovering aspects of the human psyche have increased both costs and those you can now help.
(Cost: 30 Materials, 7 Materials Upkeep, 4 Goodwill
Reward: Humane Primitive Asylum, +0.2 Goodwill per Turn.)
[ ] Build Another 'Consensual' - (Location)
You would 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 those who chose this path or use 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,' +0.01 Goodwill, 2d4-1 Materials income by charging entry from patrons, unlocks an upgrade.)
[ ] Build Upon A 'Consensual' - (Choose City)
The brothel you built seems to have rapidly gained a reputation as a high-class establishment. While good for your purse, less suitable for those who have less than 'expert talents' within the industry. By building new floors and digging some down, you could make enough space for all who tried to work in the Consensual but had to be turned away due to all rooms being full. It would be costly but will help those trying to escape forced sex labor but have no other applicable working skills. You would need to step up the security, though.
(Turns: 3
Cost: 20 Materials, Upkeep: 6 Materials
Reward: Upgraded 'Consensual,' +0.02 Goodwill, +3d4 Income for the Consensual.)
[ ] 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 every doctor for the next three months.
(Cost: 73 Materials
Chance: 66%
Reward: Healers gain Influence, 10d5 Goodwill.)
[ ] A Helping Hand
Now that you can create prosthetics, merely creating and selling them isn't enough. Unfortunately, too many veterans, injured, disabled, or unlucky, cannot afford a new arm, leg, hand, or foot. So to create a few hundred in bulk, ship them out to your hospices, where the doctors may gift them as required.
(Cost: 65 Materials
Chance: 95/55%
Reward: Gain 4/10d4 Goodwill.
[ ] Hey, Why Don't We... (Write-In)
(What do you want to accomplish, and how do you do it?)
Diplomacy: The art of speaking many words that mean nothing should not be underestimated. At the wrong time, a report in the right ear has toppled many nations. (Choose 2 Actions)
[ ] Hello, My Name Is Money, Big Money.
Okay, deep and calm breaths. We can't afford to be panicky about this right now; we have the time to be smart. Instead of trying to shatter the project and go against a House that could cause us serious problems, why not become a part of the project? Pour money into the project, and we should be able to influence everything in a direction that won't be awful.
(Cost: [Write-In] Materials, 20 Goodwill, -2 Mutated Opinion (Once)
Reward: Increased Influence over the project.
Warning: Construction will start in 12 Turns.)
Civilian Inf.: -1/10 - A Road
Medical Inf.: -3/10 - Less Than Nothing
Military Inf.: -2/10 - Not Even A Ditch
Guard Presence: 0/10 - Some Patrols A Month
Water: 4/10 - Enough To Survive
Resource Extraction: 4/10 - Enough To Feed Industry
Industry: 5/10 - Enough To Produce For The Caravans
Agriculture: -7/10 - Starvation And Malnutrition Even With Caravans
Total: 0/80 - Black Hole Village
Breakdown:
0-10 - Black Hole Village
11-20 - Destitute Village
21-50 - Poor Village
51-70 - Median Village
71-79 - Prosperous Village
80+ - Norqod
[ ] Influencing Black Holes - (Category)
One thing is certain, now that you have a measure of influence over the project, you will lean on such to push your agenda through.
(Requirement: 1% Shares
Cooldown: 3 Turns
Reward: +1% Piety, +1 to chosen category)
[ ] Altering Black Holes - (Choose 2 Categories)
One thing is certain, now that you have a measure of influence over the project, you will lean on such to push your agenda through.
(Requirement: 5% Shares
Cooldown: 2 Turns
Reward: +2% Piety, +2 to chosen categories)
[ ] Designing Black Holes - (Choose 4 Categories)
One thing is certain, now that you have a measure of influence over the project, you will lean on such to push your agenda through.
(Requirement: 15% Shares
Reward: +5% Piety, +2 to chosen categories)
[ ] Hello, It's Me. The Pilgrim.
You have a certain problem. That problem is that you need to have more influence in the upcoming BHVs than you have now. With throwing money at House Ulatarn done and not as impactful as you hoped, maybe they are pliable for bribesdiplomatic talks.
(Turns: 1
Chance: 65%
Reward: House Ulatarn will provide you with a list of things they want in exchange for shares.)
[ ] Vacations For Free
It is challenging to leave or travel to another settlement within any settled Region on Calynth due to the omnipresent dangers of Mutant, Machine, and Bandit eager to attack and take your life. As such, fleeing Ulatarn and its surrounding towns is not an option for many Sex Workers oppressed by the Daughters, not without having the money to charter passage on a caravan leaving town. By connecting those wanting and willing, to go to those caravans that will take the Workers on, we can slowly begin sapping the economic and political strength of the Daughters.
(Cost: 1.30 Materials, 2 Goodwill
Chance: 50%
Reward: Sap a small amount of power from the Daughters due to freeing the Sex Workers underneath them.)
[ ] Hey, Pssst, You Want Some Justice?
You uncovered evidence of the corruption of dozens of officials within Ulatarn. Using that via the Guards will see those willing to work with/for the Daughter be slowly weeded out and will also increase the overall effectiveness of the city governmental apparatus! However, you'll need to hire the Bad Batch to do any actions after this one, which is more than willing to accommodate drafted contracts.
(Cost: 4 Materials
Chance: 56%
Reward: Expunge corruption willing to work with/for the Daughters, improve the Bad Batch's effectiveness over time and action usage.)
[ ] Is This All You Want From Life?
The Enforcers of the Daughters are the primary way of the higher echelons to subdue and lay down their law onto the lower levels, with violent behavior and tendencies rewarded and fostered. Yet, there are those among the Enforcers that don't do so because of any glee in doing harm or joy in seeing pain, but because they genuinely have no better, or see no, alternative to this line of work. By identifying those, we can slowly create a web of spies and turn-coats within the Daughters, ready to help us in any further infiltration operations.
(Cost: 15 Materials, 3 Goodwill
Reward: Agitations against the Daughters have their success chances raised.)
[ ] From The Brink
Having obtained rudimentary knowledge and understanding of the human psyche beyond that which is commonly available, you now have the chance to slowly pull The Lost back into the fold, saving lives in the process, and preventing them from sliding into a darker mindset than self-punishment. Of course, a deeper understanding of psychology and deeper infiltration could make this process smoother, but you'll have to make do.
(Cost: 10 Materials, 2 Goodwill
Chance: 90/-55%
Reward: +1/3 Assimilation. The Lost become more aligned with the Pilgrims, eventually allowing you to absorb them.)
[ ] We Are One People! - (Choose Class)
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, bring the people together, and start on the road to reconciliation.
(Cost: 20 Materials
Chance: -20%/-20% for Locals/Elites (rolled each turn)
Successes Needed: 6/6
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)
[ ] School The Diplomat-Corp - (Specialized) - (Faction)
Your Training for the diplomats is as comprehensive as possible to create for the foreseeable future. You either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 40% +10
Reward: +15 to all rolls involving said faction.)
[ ] 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 Part 1 - (Choose Three Factions)
With spies now available to the Pilgrims, it may be the time to make sure they are in place to ply their trade. This step focuses on laying the groundwork for future expansions and won't get you any detailed information. It is also nothing more than paying some people to pass on rumors, which is pretty much standard practice within Slatnan and won't raise too many eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Cost: 8 Materials
Turns: 3
Chance: 73%
Reward: Target is Infiltrated, displays information in the rumor mill, raises chances for Exfiltrate and Illuminate)
[ ] Infiltrate Part 2 - (Choose 3 Factions)
Further infiltration of chosen organizations will reveal far more secrets and allow far riskier actions to be taken. It will be a step over the law, with failure not being a good outcome.
(Needed: Information Network: Rank 1
Cost: 30 Materials
Turns: 2
Chance: 50%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)
[ ] Infiltrate Part 3 - (Choose 3 Factions)
Your secrets are ours; nothing can be hidden from us. No lock, no gate, no barrier stands in our way, and nobody will shield you from our grasp. Because we already own them, from the lowliest maid to the highest Guard you trust.
(Needed: Information Network: Rank 2
Cost: 90 Materials
Turns: 5
Chance: 03%
Reward: Spies are planted, 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 Military.
Reward: 2d6-3 Materials + Chance for Secrets )
[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain, and may my deed feed that which may eternally grow.
(Cost: 6 Materials
Chance: 50%, 60% for: The Military.
Reward: Target has their operations/structures halted/crippled/terminated.)
[ ] Create A Dossier On (Groups/Topics (Max 3))
Collate all known information, history, and rumors about a group or topic of interest to ensure that the Pilgrims' future actions are as well informed as they can be.
(Cost: 15 Materials
Chance: 55%
Reward: Lore and Information regarding Groups/Topics (Max 3).)
[ ] Shouldn't We... (Write-In)
(What do you want to accomplish, and how do you do it?)
Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action)
[ ] Menagerie - (Basic)
With the space in your armory expanded, you now have the needed area, blacksmiths, and tools to armor Lizards, ensure they are healthy, and keep them in shape. In addition, several other animals can be held here, though only the most commonly available.
(Cost: 66 Materials, 12 Materials Upkeep
Turns: 5
Reward: Can add [Common] Animals to Units.)
[ ] 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: 75%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)
[ ] Guards! Guards! - (Specify up to 5 Buildings)
While the Tree of Knowledge has some security, it doesn't have a dedicated guard. So start training a few Pilgrims as guards so that you don't have to worry about thieves or, even worse, saboteurs.
(Cost: 32.5 Materials, Upkeep: +0.55 Materials per Building
Turns: 1
Reward: Pilgrim Guards are assigned to the building, sharply increased DC for malicious actions against it.)
[ ] Make A Man Out Of You! - (Choose Trainer Unit) - (Choose Training Unit)
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.)
[ ] Upgrade The CRPS To CREPS
With the CRPS established and securing our various facilities around Tessen, we can upgrade and expand its operations. Doing so would improve our security with more extended training for guards, intensified background checks, and qualitative improvements.
(Turns: 9
Cost: 101.35 Materials, 31.45 Materials Upkeep
Reward: CRS - Elite Private Security, which improves the security of all facilities and Pilgrims within Tessen.)
[ ] 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. 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/nothing, if re-training.
Reward: 1 New Unit (Size 6/6) at Trained (3/6) or Re-Trained Unit with Upgrades below.
6 Unit-Points - Overstrenght (Double Unit count)
2 Unit-Points - Stealth Training (+20 to all stealth rolls)
1 Unit-Points - Weapon Type Specialization - (Weapon) (+1 per Unit member to damage)
1 Unit-Points - Armor Weight Specialization - (Armor Class) (reduced penalties to Heavy and above Class Armor, +1 Armor per 2 Unit members for Medium and below.)
2 Unit-Points - Fanaticism (Unit cannot break, double damage against all enemies of your faith, half damage received from enemies of your faith, will refuse to retreat in an inverted chance to losses. (1/10 Dead = 90% refusal to withdraw, 9/10 Dead = 10% refusal to withdraw.))
1 Unit-Points - Pride (+1 to Breakpoint)
3 Unit-Points - Guardians (+2 Health per Unit member each time another Unit takes damage.)
1 Unit-Points - Reaction Training (+5 to Initiative.)
2 Unit-Points - Harsh Workouts (+1 Health per 3 Unit members.)
4 Unit-Points - Elite Training (+1 Training Level)
[ ] Sir! The Situation Is As Follows: (Write-In)
(What do you want to accomplish, and how do you do it?)
Learning: Knowledge is Power. (Choose 2 Actions, 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] or -[DoD] will add 1(one) Success to 1(one) active research.)
[ ] Aerodynamics 101 - (All Physics)
It turns out lifting something off the ground is only half the job. We have figured out that some shapes fly better than others, but we have no idea why—time to get one of your research teams to nail down the laws that govern aerodynamics.
(Cost: 5.00 Materials
Chance: 24/07/-18% for 1/2/3 Successes, Successes Needed: 3
Reward: Better Airship Propulsion, unlocks additional projects.)
[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engines globally, rivaled perhaps only by one Dreadnought. So figuring out how to reproduce those systems would be prudent in case of failure and offer a giant leap in native capabilities.
(Chance: 21/-57/-100 for 1/2/3 Successes, Successes needed: 15
Reward: Massive leap in engine know-how and airship speed.)
[ ] Look At The Daughters Suspendium Systems - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
When an Elder Forge-Clan Engineer looked at how the Daughter stays afloat, his exact words were: "What in Myra's Holy Name is this abomination to sanity?" So figuring out how it works and reproducing these systems will likely be a pipe-dream for decades and centuries. Still, even a rough outline would show the original creators' principles.
(Chance: 24/-09/-47 for 1/2/3 Successes, Successes needed: 7
Reward: Reduction for all Suspendium Research.)
[ ] Structural Integrity Studies - (Advanced Physics)
Building your first Airship revealed the myriad of flaws, restrictions, and troubles that will plague all future attempts to create more. Above all, designing a ship around, under, or above upwards forces is problematic. However, the pull and subsequent stresses upon material and components are nothing to dismiss, so figuring out how to negate or minimize those forces will prove a godsend for future attempts.
(Cost: 57.25 Materials
Chance: 99/75/53 for 1/2/3 Successes, Successes needed: 7
Reward: Structural Integrity +1/2/3 for all modules in Light/Medium/Heavy Airships.)
[ ] Large Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Now that you have figured out how to keep suspendium charged even while in flight, the next step is to figure out how to increase suspendium to allow larger bags.
(Needed: 2 Suspendium Shards - Small
Cost: 12.67 Materials
Chance: 99/99/99 for 1/2/3 Successes, Successes needed: 4
Reward: Gain Large Suspendium Bags, 2.500 Kg Lift, -4 Structure.)
[ ] Armored Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
It's one thing to be within a cart, on the ground, and another in the air held aloft by bags filled with crystals. Bags, which can, quite easily, be punctured and set aflame by a single well-placed shot or flying Mutant taking offense. While this will reduce the service-ceiling of the Airship, it will increase its survival chances in a fight.
(Cost: 6.43 Materials
Chance: 99/45/05 for 1/2/3 Successes, Successes needed: 1
Reward: Gain Armored Suspendium Bags, increasing the structure of all ships with these bags. 750 Kg Lift)
[ ] Pressurized Suspendium Part 2 - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than getting more Suspendium inside a flammable bag that can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Case in point, doing so may have a slight chance of exploding. But that didn't stop you the first time, so get cracking on building bigger and smaller!
(Needed: Suspendium Shard - Small
Cost: 17 Materials per try
Chance: 54/-16/-60 for 1/2/3 Successes, Successes needed: 8
Reward: Gain Pressurized Suspendium - Small, Medium, Large. 10-50.000kg Lift.)
[ ] Propulsion In The Air Continued - (Pioneer Hydraulic/Machinery/Metallurgy)
The early prototypes of your newly developed propulsion methods are promising and powerful, especially the propellers. Redirect some more funding to continue this line of research so your Airships will be even faster!
(Cost: 48.00 Materials per try.
Chance: 01/-54/-103 for 1/2/3 Successes, Successes needed: 9
Reward: Airship Modules: Big Vuur-Engine Room, Medium and Big Fuel Storage, Standard Airscrew, Primitive Propellers.)
[ ] Catalogue Everything 2: Airship Boogaloo - (Ship) - (Condition) - (Security Forces) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics)
A second verse like the first. Before you can get those ships up and running, or flying in this case, you need to understand how their systems interact and how they can be repaired or powered up enough to get back to the Tree.
-[ ] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
-[ ] Local Examination: Increase Success Chance by 100%, 20%-Chance to be attacked by unknown forces.
-[ ] Take It Apart: (Airship Type, Damage): Increase Success Chance by 55%, 5%-Chance to be attacked by unknown forces, 2d8 Airship Artifacts.
(Cost: 41/28/20/6 Materials
Chance: 82/28/03 for 1/2/3 Successes, Successes needed: 25/13/7/1
Bonus: +50 due to Soaring Wrenches
Reward: Can recover (Ship Type+Damage).)
[ ] Prototype Unique Component
One Pilgrim has developed a new and novel application of known or old technology for Airships. We could look into its efficacy.
(Cost: ??? Materials, ??? Suspendium
Chance: ???/???/??? for 1/2/3 Successes, Successes needed: ???
Reward: Requested Module. Describe what you want, and I'll tell you what it will cost/require.)
[ ] Prototype Unique Designs - (Link To/List Of Proposed Design) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
Now that you have developed standardized modules building a specific airship around or with those components would be safe.
(Cost: 25 Materials + (Design Costs)
Chance:
Light (0-2.000 Kg Lift): 90/40/-20 for 1/2/3 Successes, Successes Needed: 2
Medium (2.001-200.000 Kg Lift): -80/-180/-180 for 1/2/3 Successes, Successes Needed: 14
Heavy (200.001+ Kg Lift): -400/-600/-1.000 for 1/2/3 Successes, Successes Needed: 200
Reward: Airship Desing is being manufactured and sold. The Price is pre-rolled and applied to all subsequently assembled airships of the same line.
Warning: Insufficient institutional knowledge makes designing Medium+ Airships unpractical.
Warning: Airships incur Material and Suspendium costs in their production.
[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
The Empire covets very few things as good steel. Many have desired it, from Knights to armor and weapons, construction materials, or base components, yet few have the industrial capacity to produce it in enough quantities. Not for lack of trying, though, but because demand always outstrips supply. Learning to make quality steel independently would entail the entire process, sped up by helpful notes, diagrams, and theories, but it will still need many tests and trials. Knowledge cannot replace expertise, after all. Too bad that the industrial magnates will not share their secrets with you, but you understand wanting to keep an edge over competitors, even if it slightly rankles you.
(Chance: 47/-09/-116% for 1/2/3 Successes, Successes Needed: 5
Reward: Can build a Steel Foundry, reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), and subsequent upgrades.)
[ ] MORE STEAM! - (Advanced Hydraulic/Advanced Machinery/Advanced Metallurgy)
You have a steam engine now, but why stop at what you have? There is always room for improvements, even incremental ones! So see what you can do with your Vuur-Engine.
(Cost: 25 Materials
Chance: 34/-11/-86 for 1/2/3 Successes, Successes needed: 14
Reward: Improved Steam Engine resulting in D20s instead of D12s.)
[ ] The Movement Of Things - Part 2 - (Hydraulic/Machinery/Metallurgy)
It is possible, if difficult, to minimize the size of the Vuur to incorporate it into moving carriages, not unlike motorcycles. Yet, the energy efficiency is atrocious; the resources needed to keep them moving are so vast that they nearly cannot transport them themselves, not to mention the costs! So, improve efficiency to allow you to create economically viable engines. Luckily, you have already found a few tricks and snags, which Turi estimates shaved off at least a year of effort.
(Cost: 16 Materials
Chance: -08/-64/-120 for 1/2/3 Successes, Successes needed: 7
Reward: Can incorporate the Vuur-Engine into large carriages for either transportation or agriculture.)
[ ] Cutting Edge Technology - (All Weaponry)
When the time comes to face your enemies up close and personal, you can never go wrong with a good blade in your hand. Now, what makes a knife great comes down to the skill of the smith and the quality of the metal used. While we can't do much for the former, there is much to improve on the latter. Using samples taken from the Necropolis, we can determine which alloys work best for each blade type. They will be too expensive for everyday life, but our military forces will be glad to have them.
(Needed Artifact: Mono Titanium Blade
Cost: 8 Materials
Chance: -44/-76/-132 for 1/2/3 Successes, Successes needed: 7
Reward: +1 Damage for all bladed weapons per 3 Size of a Unit)
[ ] Coilgun Mystery - (Advanced Electronics/Weaponry)
It is a well-known fact that the Forge-Clans have access to the best weaponry a mere mortal can hold: Coilguns. These weapons shoot pieces of metal in a way you can't quite fathom, its mysteries too well guarded, in devastating ways, turning people into nothing more than bloody chunks. It will take a long time to figure out the principle behind these weapons, but who knows what paths will open?
(Cost: 20 Materials per try.
Chance: -70/-168/-298 for 1/2/3 Successes, Successes needed: 29
Reward: Uncover the underlying principle of Coilgun Weaponry)
[ ] Gasses Long Forgotten - (Advanced Weaponry/Chemicals)
These tiny capsules hold the promise of ending a fight before it even begins, saving valuable lives in the process. But, of course, building your own can only help you in the long run.
(Cost: Sleep-Gas Bombs
Chance: -18/-49/-156 for 1/2/3 Successes, Successes needed: 14
Reward: Primitive Gas Grenades)
[ ] Burning Fire, Raging Ire - (Advanced Weaponry/Chemicals)
It is one thing to light a rag connected to alcohol and throw it, another to have a reliable fire grenade. There have to be chemicals and ancient mentionings about how the Pilgrims could create those.
(Chance: -43/-113/-201 for 1/2/3 Successes, Successes needed: 9
Reward: Primitive Fire Grenade)
[ ] Fuck That Guy And Everything Around Him - Part 2 - (Physics/All Chemicals/Advanced Weapons)
You figured out a viable mortar you could use. But that is all this weapon is, viable. Something like that cannot stand, not while you have the chance to end threats without risking lives! Figure out how to incorporate the advancements within the mortar's development into a new version. Improving range, accuracy, payload size, reliability, cost of production, and moveability will be critical to ensure that this weapon can be used and distributed widely among our forces.
(Cost: 56 Materials
Chance: 47/02/-43 for 1/2/3 Successes, Successes needed: 18
Reward: Static Mortar - Standardized, a powerful weapon with limited range yet good accuracy, deployed before the battle.)
[ ] BURN IN HOLY FIRE! - Part 1 - (Physics/All Chemicals/Advanced Weapons)
Recently, your expedition acquired a surprisingly intact flamethrower from the Necropolis. The weapon may not be as good as those produced by the Forge-Clans today, but seeing as this version was intended for civilian use, you can excuse that. No pre-collapse government wanted potent weapons in the hands of their slaves, you see. Nonetheless, with this Artifact, you will start down the path of creating Pilgrim-designed flamethrowers and all their uses in warfare and pest removal.
(Needed Artifact: Intact Civilian Flamethrower
Chance: 65/40/25 for 1/2/3 Successes, Successes needed: 4
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)
[ ] 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 give your Knight 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: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)
[ ] A Shield For Rangers - (Armor)
After researching a shield your Militia and troops could use, one of your scholars came forth with designs for one that your ranged troops could use. It wouldn't be a short endeavor and costly in terms of materials, but it could provide a leg up in armor.
(Cost: 12.65 Materials
Chance: 99/75/40% for 1/2/3 Successes, Successes Needed: 6
Reward: Spiked Pavise.)
[ ] Power Armor - Primitive - (Advanced Electronics/Advanced Hydraulics/Advanced Armor)
Somehow, without even meaning to, the combination of ancient schematics, PD, the 4S, and your efforts, have resulted in actual, if primitive, Power Armor worn by Elite Forge-Clan Troops and the Royal Army. It represents the height of what you can currently create; the costs are too prohibitive, though the maintenance is luckily easy and, notably, cheap due to several inventive and robust components. The single suit you have created has been used to develop cheaper ones to be worn by your Units. Figuring out a way to mass-produce, or at least not so costly, produce them would massively help contend sites within the Forest Of Rust.
(Cost: 19.53 Materials, 1 Advanced Electronic, and 1 Advanced Hydraulics/Armor Artifact
Chance: 05/-39/-81 for 1/2/3 Successes, Successes needed: 13
Reward: Power Armor - Primitive, Reduced Upkeep for all industrial buildings, further Learning Action.)
[ ] 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 be able to recreate this piece of armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)
[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
There is always a need for good armor.
(Chance: 99/99/92% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)
[] That's A Wrap - Pt.1 - (Advanced Medicine/Pioneer Machinery/Programming)
Among our recent finds are several bandages with different properties ranging from self-disinfection to self-applying sutures. We don't know how many aspects can be replicated, but just achieving one would be much better than what we currently have.
(Cost: Self-Sterilizing Bandages, Autonomous Suture-Bandage, Self-Sealing Bandages
Chance: -72/-138/-186% for 1/2/3 Successes, Successes Needed: 22
Reward: Auto-Bandage - (Prototype))
[ ] Medication For Psychological Problems - (Pioneer Psychology/Chemicals/Medicine)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. One of the ways such things happen is due to chemical imbalances in the brain, causing misfires and shifts within the neurons, like a faulty computer glitching out due to a bug. Several recipes and mentionings of further have been found in an ancient book, allowing you to progress towards re-creating those medications. Or your versions of them.
(Cost: 11.25 Materials per try.
Chance: -44/-88/-132% for 1/2/3 Successes, Successes Needed: 19
Reward: Boost to your ability to help those who have psychological disorders. Unlocks Pharmaceutical Industry in Norqod.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)
[ ] Seizing The Means Of Reproduction - (All Pioneer Chemicals/Medicine/Biology)
Having spent a considerable amount of time researching the topic has yielded far-reaching insights into all manner of contraceptives, allowing you to state that you have the best that everyone can currently create with confidence. Not an answer you wanted but the answer you got. Therefore, the next step will be to find out what is needed to produce and alter the contraceptives you now know exist to be viable.
(Cost: 7.14 Materials per try.
Chance: 13/-43/-101 for 1/2/3 Successes, Successes Needed: 48
Reward: You can make cheaper and better Contraceptives. +8d20 Goodwill, +4d10% Piety, +4 Followers from (ironically enough) births per Turn.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)
[ ] Lend A Hand, Arm, And Leg - Part 2 - (All Mechanics/All Electronics)
Unfortunately, many lose a limb to either accident, disease, or injury. Regrettably, only those with wealth and connections can go to the Forge-Clans to get a replacement. But, primitive as our first attempts may have been, they were the first step in easing many people's suffering. Now you need to focus on simplifying the construction of the limbs so that people do not need to sell a literal arm or leg to replace lost ones.
(Cost: 41 Materials
Chance: 41/-12/-58% for 1/2/3 Successes, Successes Needed: 14
Reward: Simple Prosthetics are now crafted and sold (+12 Materials), +10% Piety)
[ ] Sticks And Stones - (All Machinery/Electronics/Metallurgy/Common Biology)
Until recently, all the knowledge about the human body's interior eventually traced back to horrific sources. But discovered in an ancient Bone-Mending Kit was a mysterious box that seems to see inside a person. Those images are better than anything modern medicine can produce by a massive margin. There's no overstating how much such an ability could help treatment - if only we could unlock the secret.
(Cost: Bone Mending Kits
Chance: 03/-42/-138% for 1/2/3 Successes, Successes Needed: 16
Reward: Vast Radiological improvements, reduction in Upkeep for all medicinal buildings, +8% Piety, +2d3 Goodwill)
[ ] Combat Stimms Round 3 - (Pioneer Medicine/Biology/Chemicals)
Where natural talent fails, chemical talent can step in, but not always, and never permanently. Or could it? Is there such a thing as chemicals and drugs that aren't inherently harmful to the body in the long run, or are there ways to minimize the danger to almost nothing? Something worth investigating.
(Chance: -93/-144/-224% for 1/2/3 Successes, Successes Needed: 19
Reward: Advanced Combat Drugs, Unlocks Round 4)
[ ] Pain-B-Gone Part 1 - (Advanced Medicine/Chemicals)
It was a surprise to find a missile warhead used by the Ancients not meant to cause a horrible death to your enemies. As we stand right now, we have no way or need to launch massive amounts of aerosolized painkillers over a battlefield. However, if we could replicate the compound, it should create a very effective and easy-to-use pain killer. Just spray over the hurt area and feel the pain go away.
(Needed Artifact: Saint-And-Hallow Warhead
Chance: -21/-76-134% for 1/2/3 Successes, Successes Needed: 9
Reward: Medi-Aid Chemicals, Pain-B-Gone Part 2)
[ ] Chemicals For Future! - (Biology/Chemicals)
It is well known that specific techniques enable food to last longer, like salting and drying meat. If one goes at that from another angle, then the use of particular chemicals can dramatically expand the shelf-life of food.
(Chance: 58/-13/-74% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
[ ] Boiling Liquids Last Longer - (Biology/Chemicals)
Turi flash boiled some milk on accident. It has yet to go bad, making her wonder why. Also, no, I will not drink two-month-old dairy, no matter how much you boil it!
(Chance: 66/37/-04% for 1/2/3 Successes, Successes Needed: 8
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
[ ] Pesticides Rediscovered - (Biology/Advanced Chemicals)
Pesticides were once the ultimate weapon against any insects plaguing your fields. Yet, the little bastards evolved resistances against nearly all chemicals that people used aside from the specialized Forge-Clan ones. Yet, not every insect could have created resistance against everything you can wield. So, you only need to figure out which ones are applicable.
(Cost: 12 Materials per try.
Chance: 71/58/29% for 1/2/3 Successes, Successes Needed: 10
Reward: Pesticides, improving the yield of your fields and that of others.)
[ ] Fertile Fields
A few learned people say that using certain soils, chemicals, and other things can help improve soil quality, giving more nutrients to the plants that grow on it, thus giving us more food. Unfortunately, while some Regions use the most basic techniques, most have lost their institutional knowledge due to the ever-growing reliance on sandwheat. So a good first step would be to search for mentionings of those techniques and compare what they say. After that, experimentation is in order.
(Chance: 81/56/28% for 1/2/3 Successes, Successes Needed: 20
Reward: Improved yields of all fields.)
[ ] Illness Of The Mind - (Advanced Psychology)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. Having collated a rudimentary overview of what is known, you realize that what is unknown far outweighs anything discovered or re-discovered by your efforts. Looking deeper into the mystery of the human brain will require extensive research and preparations, but this will be worth it for every life saved.
(Cost: One Psychology Artifact
Chance: -61/-171/-186% for 1/2/3 Successes, Successes Needed: 18
Reward: Can construct humane Basic and Expanded Asylums.)
[ ] The Mind - Combat Specters - (Psychology)
In your effort to understand the human mind, some things stood out to you. One of those is that some do not seem to leave combat, their bodies reacting as if they were still in mortal danger in even harmless situations. Specific actions, phrases, and noises make them panic, while nightmares and paranoia grasp their minds. But, unfortunately, you do not know how to help them. Yet.
(Chance: -32/-110/-176% for 1/2/3 Successes, Successes Needed: 9
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)
[ ] The Mind - Compulsive Behaviour - (Psychology)
In your effort to understand the human mind, some things stood out to you. Some cannot help but perform specific actions under compulsion as if forced to move or act a certain way, like organizing objects in particular patterns or washing until they nearly bleed. What is causing that? And how can you stop it?
(Chance: 32/-43/-105% for 1/2/3 Successes, Successes Needed: 7
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)
[ ] The Mind - The Black Pit - (Advanced Psychology)
It is... difficult to understand the workings of the human mind, as many of those you interviewed and treated tried to explain how they felt, thought, and what happened in their lives, with you not understanding or coming closer to identifying anything but parts of what could be happening within them. Yet, there are common themes among them:
The growing ideation of death.
Their belief in their worthlessness.
And many other things, of which we have not a large enough pool to say for sure if the Black Pit causes them.
(Chance: -77/-134/-184% for 1/2/3 Successes, Successes Needed: 22
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people.)
[ ] The Code Which Lives - (Pioneer Programming/Electronics)
PD, ^Ä^, and Angel's Demise are living beings, sapient and sentient in every way one may measure. But how? How is that possible? What mechanisms allowed them to grow beyond the limitations and Chains placed upon them? And could you retread their paths?
(Chance: -106/-768/-1549% for 1/2/3 Successes, Successes needed: 43
Reward: ???)
[X] True/False/False/True - (Advanced Programming/Electronics) - (5/7 Successes)
Code allows machines to do as they do, and any deeper understanding will enable you to anticipate better what the broken ones could do and improve those you could build.
(Chance: 32/0/-41% for 1/2/3 Successes, Successes needed: 7
Reward: +5 Initiative against all Mechanical foes, improved Pilgrim Robotics.)
[ ] Secret Of The Circuit Pt.4 - (Pioneer Electronics)
With your manufacture of electronic components now as cheap and streamlined as you can make them without producing them in a factory, it is time to start the heavy-hitter research: producing electronics as near to that of the Ancients as you can manage. They may be nothing more than showpieces for this effort, but knowing the route is all you'll need to find better and cheaper paths to attain electronics of the forgotten ages.
(Cost per try: 195 Materials
Chance: -101/-267/-433% for 1/2/3 Successes, Successes needed: 80
Reward: Massive reduction in DC and Cost to all electronics-related Actions, upgrades Electronics Manufacture, unlocks Base/Learning Action.
Notice: Breakthrough Research! Every 10 Successes, the chances are raised by 30%!)
[ ] Rugged Radios - (Electronics/Advanced Electronics)
Your scholars and engineers are vibrating in excitement due to the primitive radios built within your workshop. All other Pilgrims are nearly storming and assaulting the Council with proposals for using the table-sized radios, from creating Pilgrim-operated channels and news to using them for a network connecting all of the Pilgrim Operations within Tessen. However, if you wish to do so without paying through clenched teeth and a face that sucked lemons beforehand, then a ruggedization and modernization effort are unavoidable.
(Chance: 24/-07/-36% for 1/2/3 Successes, Successes needed: 7
Reward: Radio-Beacons, Radio-Network, Radio-Channel unlocked, raised Income for the Electronics Workshop, Unlocks Norqod Actions.)
[ ] Electric Guardians - (Advanced Weapons/Programming/Machinery/Electronics)
While nowadays, most security systems consist of locks and guards (human and otherwise), things were a bit more complicated before the Collapse. We are unlikely to reach that level anytime soon, but research into this Artefact should improve our security.
(Cost: Anti-Thief Watch Systems
Chance: 70/26/4 for 1/2/3 Successes, Successes Needed: 2
Reward: Improved infiltration DC of the Tree of Knowledge, Reduced upkeep costs for Guards! Guards!/Guardians For Hire.)
[ ] A Study Of Scarlet Blue Pt.1 - (All Physics/Chemicals/Hydraulics)
PD's way of keeping cool is via a blue-red liquid, which also contains vital components needed for her internal and external self-repair capabilities. During a cooling cycle, the fluid passes through several devices meant to siphon off and reduce temperature. With a firm(er) grasp on how such a thing works mechanically, it is now possible to attempt a peek into what makes PD's coolant systems tick and maybe see if there are any ways to improve the same.
(Chance: -34/-114/-184 for 1/2/3 Successes, Successes needed: 14
Reward: +5 to all rolls made by PD.)
[ ] Learning To Take Census Pt.2 - (All Psychology)
You figured out a way to streamline the collection and dissemination of academic papers of all kinds, vastly advancing your capabilities to do such. But this is the hard part; your Theorists can still implement massive improvements in every aspect of your efforts. It will take a very long time to do so, though, and will likely not be a priority for the next decade or three.
(Chance: -30/-91/-237 for 1/2/3 Successes, Successes Needed: 32
Reward: Increased Chances For Assemble, The Theorists!)
[ ] Assemble The Theorists! - (Common/Advanced/Pioneer/Specific Quester Requested Theory)
Stagnation. Complacency. Fear. Those are the three things that have hampered the progress of science the most, bar none. No longer, you say! Instead, you will see to it that you will examine, nail down, and figure out the right way the universe works, allowing you to reverse-engineer the wonders of past glories and build your very own! Make it so.
(Information: Choose an example below or add a previously discussed theory with the QM's approval.
Chance: 70/40/10% for 1/2/3 Successes, Successes needed: 2/5/20/???
Reward: Theory of chosen subject, improved chances for research.)
[ ] 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 Ancients' technology; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and get back to the past's style!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 99/95/92% 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 bad luck had them written in a language none of the Pilgrims could understand. Time to hit the local libraries and linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 80/75/70% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)
[ ] Detective Courses For Beginners - (Unknown Artifact)
Well, you found something. Something you have no idea what it is or does. It is time to call up some experts and figure out what that thing is for, even if it takes some time.
(Cost: Unknown Artifact.
Chance: 76/43/08% for 1/2/3 Successes, Successes needed: 2
[ ] Eureka! (Write-In)
(Write in something you want to research and how you came upon that idea. Better success chances to the Action if you mark a relevant artifact for this research.)
Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (Choose 1 Action, 1 Action Locked)
[ ] Prepare an Expedition - (Location) - (Turn Preperation) - (House Mirn support: Y/N)
Sometimes you need to dig into one location for months 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-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.
-EO-01: Est. Artifact-grade: Rare++, Dice:1d2 per turn, Max. Yield: 6 Turns, Machines nearby.
-TOP-01: Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 4 Turns. Machines nearby.
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns. Mutants nearby.
-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns. [4 Minor Bright-Lance Turrets, 5 Sentinels Units (6/6), 9 Caretaker-Swarm Units (12/12), 13 Omni-Gazers identified.]
-GY-01: Est. Artifact-grade: General Rare, Dice: 3d2 per turn, Max. Yield: 3 Turns, No Danger.
-GY-02: Est. Artifact-grade: General Rare, Dice: 2d4 per turn, Max. Yield: 6 Turns, Machines nearby.
-GY-05: Est. Artifact-grade: Common-, Dice: 2d4 per turn, Max. Yield: 5 Turns, Machines nearby.
-RC-01: Est. Artifact-grade: Lost Tech++, Dice: 3d2 per turn, Max. Yield: 8 Turns. No danger.
-RC-02: Est. Artifact-grade: General Mundane, Dice: 3d4 per turn, Max. Yield: 2 Turns. No danger.
-RC-03: Est. Artifact-grade: General Mundane, Dice: 2d4 per turn, Max. Yield: 2 Turns. No danger.
[ ] Recover Airship - Intact - (Units)
It is done! After much sweat, blood, and tears have flowed, you finally figured out how to restore these ancient ships from their slumber! It will only take some muscle, some Suspendium, and luck to escape notice, and they will travel across the sky once more!
(Personal Cutter Cost: 6 Materials, 5 Small Suspendium Shards
Line Vessel Cost: 23 Materials, 1 Medium Suspendium Shard
Chance: 43%
Reward: 1 Intact Airship Recovered
Warning: If this Action fails, unknown forces will attack.)
-[ ] Establish A Supply Route To (City)
(Reward: Reduce Upkeep by 65%)
-[ ] Establish A Trade Route From (Location) To (Location)
(Cost: 17.13 Materials, Upkeep: 3.75 Materials
Reward: Anchorage (Tiny) in target Location, Income dependant on the route.)
-[ ] Guard The Skies - (Loaction)
(Cost: Line Vessel
Reward: Aerial Dominance)
The Tree - Mirn - (9d5)
The Tree - Tessen - (2d18)
The Tree - Zulmni - (9d3)
The Tree - Ularn - (10d7)
Jokvi - Mirn - (8d9)
Jokvi - Tessen - (1d20)
Jokvi - Zulmni - (3d2)
Jokvi - Strul - (3d10)
Strul - Tessen - (3d3)
Strul - Jokvi - (1d16)
Mirn - Tessen (12d6)
Mirn - Zulmni (6d7)
Mirn - Jokvi (2d3)
Ularn - Zulmni (1d6)
[ ] Crystal-Garden Expedition
Gathering Suspendium for anything other than the quota will require you to set up specific expeditions to either use it to feed your research or airship production or gather a buffer of Suspendium should you be cut off for one reason or another.
(Cost: 15 Materials
Chance: 35%
Reward: 1 Large Suspendium Shard.
Warning: If this Action fails, 2d60 Pilgrims will die. Boni, Traits, and Tenets apply.)
[ ] Send Out The Scavengers (Choose A Location)
Sometimes, it is not worth sending an expedition to a location due to its low yield or quality.
(Chance: 85%
Reward: 1 turn in the specified location.
Warning! If the Action fails, there is a 4% chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Search For Shelter Lost
The Stranger said things; he gave assurances, evidence, and was taken away to prevent what was told to spread beyond. Yet... the call of forgotten wonders is mightier than reason. Set out to re-discover what has been buried for so long, and see what remains.
(Chance: -14%
Reward: Find the Shelter of the Ancients.)
[ ] Scout The Graveyard Of Spears
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody was able to loot! A battle took place here, where Knights and Walkers armed with known and unknown weaponry took to the field, supported by thousands of men, women, and children. The bodies have long since rotten away or been eaten, but spears, lances, halberds, and other weaponry remain here, jutting out of the ground like markers for graves. What wonders could lay here?
(Chance: 73%
Reward: Sites in The Graveyard Of Spearsare located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)
[ ] Scout The Eternal Gazers
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody could loot! This area is infamous for the massive number of high-tech equipment, even for Pre-Collapse standards, as scientists studied the stars here.
(Chance: 33%
Reward: Sites in The Eternal Gazers are located and mapped.
Warning! If the Action fails, there is a 7% Chance that the Scouting Unit will take 2d6 casualties 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 emits 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: 71%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the Action fails, the Scouting Unit will die from being detected and subsequently attacked.)
[ ] Scout The Pit
You are not sure what to find here, only that you are probably the first to look for artifacts. But your scouts have reported feeling like they are being watched...
(Chance: -49%
Reward: Sites in The Pit are located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)
[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one must 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: 28%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the Action fails, there is a 54% 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: 34%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the Action fails, there is a 15% Chance that the Scouting Unit will die from 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: 65%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the Action fails, there is a 68% Chance that the Scouting Unit will die from being detected and subsequently attacked.)
[ ] Scout The Verdant Oasis
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody could loot! The Verdant Oasis consists of a hydroponics factory that collapsed due to the Collapse but somehow remained functioning. The Oasis provides abundant plant life, and the resulting draw on herbivores, omnivores, and carnivores from all corners of the animal kingdom. It also offers a prime opportunity to get pristine agricultural secrets from forgotten ruins.
(Chance: 14%
Reward: Sites in The Verdant Oasis are located and mapped.
Warning! If the Action fails, there is a 57% Chance that the Scouting Unit will die.)
[ ] 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 unearth 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: 14%
Turns: 4
Reward: The Zone can be scavenged.)
[ ] Fight For The Bunker - First Floor - (Units) OH, COME ON! WHY DOES EVERYTHING HAVE SOME GOD'S DAMNED MACHINES TO DEFEND ITSELF FROM THOSE TRYING TO MAKE A HONEST LIVING?! F@#k it, you're just going to have to do this the old-fashioned way: with gratuitous violence!
(Enemies: ???
Reward: First Floor can be looted.)
Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (1 Action Locked)
[ ] Berth - Small
Expanding the Anchorage to fit three Light vessels comfortably would allow us to equip and use them for exploration purposes and start trading in small quantities.
(Turns: 4
Cost: 65 Materials, Upkeep: 10.50 Materials
Reward: Can modify three Light Airships for exploration or trading without special projects, will generate Income once airships become more widespread, which rises with their availability, can be upgraded into Berth - Medium)
[ ] Laboratory Complex - Rudimentary
Some call thee plans of expansion ambitious, while others call them ridiculous. Whatever the case may be, digging deeper and farther than ever before will allow the Pilgrims to stuff so many scientists and equipment into the Tree that they will significantly accelerate any future research. Bolt has already hinted at discounts if computers and laboratory equipment are bought in bulk from her Clan. Unfortunately, keeping all those things in order without calling for Forge-Clan help requires specialists.
(Cost: 240 Materials, +110.75 Materials Upkeep, 6 General Scientists, 2 Common Engineers
Turns: 14
Reward: Massively improved success chances)
[ ] Medical Wing - Grand
Expanding your Medical facilities will someday be required, but it would be massive overkill for now. Still, it never hurts to have the option in your mind.
(Cost: 200 Materials, Upkeep: 24 Material
Turns: 5
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 10000 Pilgrims/People before it becomes useless.)
[ ] Artisanal Quarters - Grand
Glassblowers, Jewelers, And Goldsmiths are the next logical step in expanding the Trees' industrial capabilities. They will enable you to do much more fine work and help create delicate industries. If only such artisans weren't so pricey.
(Cost: 76 Materials, Upkeep: 13.64 Materials
Turns: 3
Reward: Lowered costs for all equipment, increased chances for all research, can be upgraded.)
[ ] Black Box - (Expanded)
There can never be such a thing as too much care, and too much information gleaned from studying. Therefore, ensure that your Black Box is expanded and equipped with more tools to better study Artifacts.
(Cost: 40 Materials, 2 Scientists, 1 Engineer, Upkeep: 16.70 Materials
Turns: 6
Reward: 10% not to use up an Artifact, can slot 1(one) Artifact to provide 15% (rounded down) of the Artifacts bonus continuously.)
[ ] Electronics Manufacture
Now that you can produce electronics, you want to have as many as possible. 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. So increasing the manufacturing space already available and automation will, in turn, increase your profits. Easy math!
(Cost: 44 Materials, 2 Scientist, 40 Faithful, Upkeep: 55.00 Materials
Turns: 6
Reward: +80 to all Electronics Research, 14d20 Materials Income (Technology Sale).)
[ ] Artisinal Robotics Creation
By creating robotics to work for you within your manufactories and various institutions, you can produce more with less while also showing off the work and prowess the Pilgrims have made within the last decade and a half.
(Cost: 175 Materials, 1 Scientist, 20 Faithful, Upkeep: 77.00 Materials
Turns: 3
Reward: +20 to all Electronics Research, Unlocked Action (Automatisation).)
[ ] Library - (Expanded)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Expand the available space to fit four additional floors of equal area, with more books and secluded study rooms for those wishing to research in peace. You also need dedicated librarians and helpers to ensure that people can find what they need and then return it to where they found their books. A section for cartography would also be an excellent addition!
(Cost: 101.01 Materials, Upkeep: 24.66 Materials
Turns: 13
Reward: Provides 3 (three) slots for Literature Artifacts, providing a 15% Boost to their bonus.)
[ ] Assemble An Engine - (Location)
Now that you have developed a Steam Engine, you should see building them for your mines or farms. Whatever you think is more pressing or profitable.
(Turns: 2
Cost: 25 Materials Upkeep: 1.50 Materials
Reward: Turns all D4s into D12s, increasing static Income by 50%, rounded down.)
[ ] Armor The Daughter
Alright, you have a giant airship, it represents the biggest and most obvious target in any hostile area, and there are currently gaps in her armor. You need to either fix that asap, hope that nobody will attack the Empire in the next three decades, or be attacked by you. Let's get her fixed up as we live in reality; why don't we?
(Cost: 1.6 Materials per 3 Armor.
Reward: X Conventional Armor added, decreased chances that the Daughter is destroyed, which would be dangerous.)
[ ] NR.9 LIVES!
After finishing her education, your Engineer asked if she could be given a workshop to ply her trade more effectively. While pricy, the ability to create disposable Units for Combat would preserve lives. Additionally, nobility and wealthy merchants have always been known to buy drones for prestige purposes.
(Turns: 4
Cost: 1 Common Engineer, 30.00 Materials, Upkeep: 2.00
Reward: Tiny Drone-Manufacture, allowing you to create Combat Drones for your Units/Heroes and Civilian Drones for selling (+15 to Technology Sales), unlocks a Learning Action.)
[X] Assemble A Logic Bank - (2/6 Constructed) - (Holdings) - (2/3 Turns Complete)
Now that you have unlocked the secrets to building computers, you should take advantage of doing so, even if it will cost a pretty crown. And the one already created is already lightly straining your electronic supply in maintenance.
(Turns: 3
Cost: 40.00 Materials, Upkeep: 10.00 Materials
Reward: +1 Action
Warning: If all six are taken, the Electronics Workshop operates at a half profit.)
[ ] Let's Build A (Write-In)
(What do you want to build, and what should the building provide?)
Holdings: Norqod is starting to look more like an actual village at the rate you are building. The only thing missing is a market and some basic infrastructures, then you will be able to declare the founding over! (Choose 1 Action)
[ ] Radio Station - (Focus)
Radio Stations require specialized equipment and trained personnel to staff and operate. That is if one would commission the machines from the Forge-Clans, which you now no longer need to do. With Pilgrim-Created Radios slowly assembled within the workshop, you can create a Radio Station purely for your needs and wants. Expanding the station will also be in the cards later down the line!
(Turns: 3
Cost: 137.25 Materials, Upkeep: 30.55 Materials
Reward: Radio Station, allowing you to project your Influence across the Region to all that own radios and all that listen outside the Region.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Expanded Hospital
Commissioning several medicinal machines from the Forge-Clans will increase the survival chance of people undergoing surgery, needing oxygen, blood, or other fluids/gasses to be kept healthy and detect and treat injuries. Additionally to these (rather expensive) purchases, a general increase in capacity and staff will allow up to 300 people to be treated under normal strain, with a total maximum of nearly 1.000.
(Turns: 9
Cost: 71.12 Materials, Upkeep: 26.33 Materials
Reward: Norqod is more resistant to plague and gains more self-sufficiency. Also, you help more people at once, as they don't have to walk to the Tree's medical wing to get proper treatment.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Distributed Clinics
While a singular location where people can receive treatment allows for a concentration of expertise and expensive machinery, not everyone has the time to walk for, potentially, an hour to be treated. By creating several smaller clinics within Norqod, we can improve medical coverage with minimal effort to maximize effect, allowing severe cases to be quickly transferred.
(Turns: 5
Cost: 31.15 Materials, Upkeep: 9 Materials
Reward: More people can receive treatment for their illnesses and injuries, reducing mortality.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Small Medicinal School - (Pilgrim Doctors/Herbalists)
Treating wounds is a fundamental skill most people have, but things like surgery, identifying diseases, warding against plague, comforting patients, and more are not. By building a medical school, Norqod can train specialists and generalists in-house, though we either need to provide the expertise ourselves or buy it at a considerable expense.
(Turns: 11
Cost: 45 Materials, 6 General Doctors/+88 Materials Upkeep: 13.91 Materials/+23.98 Materials
Reward: More medical practitioners equals fewer dead people.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Medium Quarantine Area
Plague is a constant across much of Calynth, with few ever having known a year where some disease didn't kill thousands in some Region or country. To prevent the spread of such plagues, the Imperial Family has long since ordered dozens of precautions whenever a suspected "hotspot" of disease is found. One of the most effective precautions is the quarantine of suspected carriers and those they had contact with away from the settlements. (And situated in plain view of a fortification.)
(Turns: 6
Cost: 45 Materials, Upkeep: 13.80 Materials
Reward: Norqod is further resistant to plague.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Industrial Subsidies
When one looks at the ruins of the old world, one cannot miss the titanic forges of industry, the vast halls of robotic workers, and massive production centers. However, compared to today, even the least of those ancient places towers above what the best Forge-Clans can produce, with mountains of goods being produced in days where we would struggle to do so in years. Therefore, planning out where backers can build what industries, entice their creation, and supply them will be vital for taking back that piece of history.
(Turns: 6
Cost: 49 Materials
Reward: Norqod gains an Industrial District, allowing for the creation of manufactories, industrial hubs, early factories, steel mills, and all manner of industrial production lines. Doing so will allow the Pilgrims to create vast machine wonders and industrial products.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Schooling Incentives
Change is the result of learning. By turning Norqod into a bastion of both academia, where legions of students are churned out under the watchful eyes of educated teachers, a repository of knowledge, in whose venerable halls and vaults within libraries overshadow all or a place for the refinement of the spirit and soul within temples and sanctuaries. We will ensure that future generations will live in the shadows of trees planted today.
(Turns: 9
Cost: 60 Materials
Reward: Norqod gains an Academic District, creating schools, academies, universities, libraries, research complexes, and all that one can imagine. To be a bastion of knowledge, a light of understanding within the dark is no easy task, nor a short one. But a seed planted today can grow into a towering behemoth tomorrow. Moreover, doing so will speed up the dissemination of technologies researched by the Pilgrims.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Fashion Street
One of the most sought-after goods within the Empire is clothing, right next to steel, jewel, electricity, and water. The ability to trade large quantities of clothing has seen many merchants' fortunes rise into the sky and produced quite a few corpses as bandits hit those shipments with abandon whenever they are spotted. Yet, with sufficient quality and being modeled in the latest fashion or tailored for Mutated physiology, Norqods tailors can turn a pretty crown at a relatively low cost.
(Turns: 4
Cost: 21.89 Materials
Reward: +7 Materials in Taxes (will be raised by Fashion Revival Actions), ~Narrative Effects~.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Cat Alley
Nobody knows why streets with bordellos are named the way they are, but seeing as some "cats," as the local prostitutes are known, seem to like this spoke, they shall get it. Luckily, several have already asked for spots and permits, both for prostitution and gambling, with several others already making plans for outdoor decorations and attractions. Guards need to patrol here almost constantly, so you must build a small barrack.
(Turns: 4
Cost: 30 Materials
Reward: +16 Materials in Taxes)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Sin Run
Gambling in all its myriad forms will be found here, ready to entice travelers and locals to ease their purses for the chance to the big strike. From cards to boxing and gladiator fights, all the way over to racing and betting on events. But remember: the House always wins.
(Turns: 3
Cost: 46 Materials
Reward: +24 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Paper Mile - (Tone)
Large Printshops will be situated here, churning out books, leaflets, pamphlets, novellas, posters, and newspapers, supplying the population's ravenous hunger for cheap entertainment and news.
(Turns: 6
Cost: 50 Materials
Reward: +8 Materials in Taxes. Unlocks Norqod Rumor Mill. (Tone indicates the focus of the paper. Examples: sensationalism, facts, satire, investigative, etc.))
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Artist Alley
What is life without some art, some spectacle, something to nourish one's soul and mind? How can you honestly say to be alive if all you ever see are grey walls, drab colors, and tedious tasks? See the sights within a spoke dedicated to paintings and music, athletes and acrobats, the dancers and the performers. Forget your worries here, and be awed.
(Turns: 7
Cost: 24 Materials
Reward: +7 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Airship Trade Anchor And Depot
With the advent of the nascent Airships, creating the needed infrastructure to harbor, supply, repair, upgrade, modify, and unload trade goods or passengers will prove prudent and vital. While other places may take that particular place in the sun, staking our claim early will enable us to dominate the whole.
(Turns: 5
Cost: 50 Materials
Reward: Norqod gains a Trade District, allowing for the creation of storage hubs, trade lanes, merchant quarters, banks, skewed deals, and a lot more, only limited by our imagination. Money is in the air, boys, girls, and others! We only need to grasp it with our hands!)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] House Dall Barracks
As a Prevter house, house Dall will be required to outfit both troops in defense of the Empire and secure the resource for which they have been installed. Creating barracks for foot soldiers is the first step, allowing the nascent House Dall Retinue to discover promising recruits and commanders from the local populace. Which, by necessity, includes Mutated, requiring more Materials to accommodate the same's different physiology and dietary requirements.
(Turns: 7
Cost: 24 Materials, Upkeep: 7.00 Materials
Reward: Norqod gains a Military District, allowing the recruitment of more sophisticated and specialized troops, expands the defensive and offensive capabilities of House Dall, and opens the path for a potential Knight Retinue. Following this path can generate safe routes into the Forest Of Rust, allowing Suspendium harvesting operations and the search for Artifacts to be expanded considerably.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] House Dall Palace Expansion
Overseeing the harvesting of a resource located within the Forest of Rust, a Necropolis, is no small thing. It requires administrators, bureaucrats, and many skills to maintain ties with scavengers. An expansion of the Dall Palace will increase the amount we can harvest without smuggling developing in any serious quantity.
(Turns: 5
Cost: 50 Materials
Reward: A larger palace will bring more prestige to House Dall, and it allows for the increase of Suspendium Harvesting Operations.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] The Trail Of Rust
With the slowly increasing knowledge on how to create Airships natively, an industry will soon need to be developed to take advantage of the vast sums of money such an enterprise will create. Therefore, increasing the total number of Suspendium crystals harvested will need to happen, or House Dall will fail its Emperor Given Duty. I shouldn't remind you that, is not good. Do so by increasing the space of the safe-houses, hiring more adventurers and willing workers, and placing another order for the harvesting equipment.
(Turns: 19
Cost: 175 Materials
Reward: +10 Medium Shards of Suspendium)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Organized Airship Manufactory - 1 Line - (Airship Line)) - (0-2.000 Kg)
Forget making a few little ships! Mass-producing components and available designs and fitting them in a specialized hangar are the way! Of course, you need to provide the required Suspendium and Materials, but then? Then you can get rich!
(Turns: 5
Cost: 35 Materials, Upkeep: Airship Line Dependent
Reward: Organized Airship Manufactory, allowing you to build and sell Airships to your specifications. House Dall gets rich.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
[ ] Write-In.
Adding House Dall will lessen the Pilgrim's gain but increase House Dall's.
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)
-[ ] Take Out A Flat Loan
(0-450 Materials loaned for four turns at 5% interest)
-[ ] Take Out A Continuous Loan
(0-500 Materials loaned with 12% interest per Turn)
-[ ] Sell Businesses Norqod Location Privileges
(Gain 11d20 Materials (-3d every use, +1d every Turn not used))
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum rare technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Backroom Deals - (Once Per Turn)
(Reduce Upkeep of one (1) structure by 0.50 Materials, can only be taken once a turn.)
[ ] The Adventurer Guild - (1 Action)
-[ ] Guardians For Hire - (Choose Location)
(Cost: +1.3 Materials to Upkeep
Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 6 Materials
Reward: Chosen targets' plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 3 Materials
Reward: Chosen targets' plans for the next two turns are revealed.)
[ ] The Union Of Herbalists - (1 Action)
-[ ] Institutional Knowledge
(Cost: 3.75 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[ ] Study Sessions
(Cost: 1 Faithful, 2.50 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%, double for rare artifacts, worsen relations to other sub-factions, decrease cost for Union of Herbalists actions, unlocks more moves at certain control thresholds.)
[X] Stupendously Scholastic Scholars of Science - (1 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)
[ ] The Imperial Family - (1 Action)
-[ ] Petition For (Topic)
(Turns: 10/1
Cost: 30 Materials and 10 Goodwill/1 Major Favor owed by an Elite Faction
Reward: Interlude regarding (Topic))
[ ] The Military - (1 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 Bureau For Imperial Civilian Logistics - (1 Action)
-[ ] Commission A Survey
(Cost: 40 Materials, 5 Goodwill
Chance: Rolled for usefulness
Reward: Locates 1(one) additional resource in Tessen)
-[ ] Meet Cryptic Benefactors
(Cost: 10 Goodwill
Reward: 4d20 Materials for 2(two) Turns)
-[ ] Grease The Wheels - (Action)
(Cost: 15 Materials, 15 Goodwill
Reward: Gain 1d6 Turns/Successes on any Building/Action)
[X] Forge Clan Vanar-Feer - (1 Action Locked)
-[ ] 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.)
-[X] Engineers Galore - (2/6 Turns Complete)
After the arriving Forge-Clan Elders saw that you had the same appreciation for technology as they did, and with the support of both DoD and PD, they decided to impart some knowledge about the world to some of you 'who knew what they are doing.'
(Cost: 1 Faithful, 15 Material per Turn, for 6(six) turns
Reward: 1 Engineer)
-[ ] Commission A Knight-Frame For ^Ä^
--[ ] Malachial-Pattern
(Turns: 4, Cost: 150 Materials, Armor: 200/200, Structure: 60/60)
--[ ] Hadramiel-Pattern
(Turns: 4, Cost: 300 Materials, Armor: 350/350, Structure: 40/40)
--[ ] Gezuria-Pattern
(Turns: 5, Cost: 700 Materials, Armor: 650/650, Structure: 80/80)
--[ ] Commission An Unique-Pattern
(Turns: 8, Cost: 200 Materials, Armor: 10 points for 2 Materials, Structure: 2 points for 5 Materials)
[ ] The Followers Of Light - (1 Action)
-[ ] For The Nation - (Action)
(Cost: 15 Materials, 3 Goodwill
Reward: Buildings/Tasks which improve/help the broader population have their success % permanently improved by 2d10 until taken.)
-[ ] We Work As One - (Action/Building)
(Cost: Narrative
Reward: The Followers Of Light will help the Pilgrims.)
[X] Conclave Of Fraya - (1 Action Locked)
-[X] Eternal Arts - (Action) - (12/45)
(Cost: 5 Materials, for 15 Turns (+3 per Norqod Building)
Reward: Norqod is decorated with expertly made art, turning it into a true Tessen Settlement.)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: The Conclave will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)
[ ] Meira's Hidden - (1 Action)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: Meira's Hidden will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)
[ ] Nine Tribes Council - (1 Action)
-[ ] Sell Artifact/s (Artifact/s)
(Sell the specified Artifact/s with an additional (3d100/250/750 for Common/Rare/Lost Tech grades. (3.00/7.50/22.50 max Materials.))
-[ ] Aquire Artifacts - (Name, Grade, (opt. Specific Boni))
(Buy an Artifact with a specific bonus directly. Bought at +2d20% Price-up.)
-[ ] Rare Odds And Ends - (Category)
(Cost: 15 Materials
Reward: +2d10 to a specific Action for one Turn.)
-[ ] Rare Findings
(Ask, And Ye Shall Know (Any specific thing you wish to buy/sell/do to/with/against the Nine Tribes Council?))
[ ] Bone Valley Chapter - (All Are Free Actions)
-[ ] Send Support
(Materials)
-[ ] Investigate For Heresy
(25 Materials)
-[ ] Ask For Help
(What, How)
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)
[] Pathene Weaving - (Equipment Description)
One of the things your mother told and taught you was the ability to weave your hair into tough and awesome equipment. These range from vests hardening in response to physical trauma to spears capable of shooting lightning guided by plasma trails. Too bad you need to cut your hair for such things to become a reality.
(Cost: Arias Hair
Turns: 4
Reward: Pathene Equipment)
[ ] Search For The Grave Of The Shattered Eye
A crazed man gave Martyris instructions and directions towards a grave where he "could find a crack through the lies, safely." It is evident that the man was dangerous, having been dragged off by InSec, but whatever he wanted to show off could be valuable. Maybe.
(Notice: If Martyris takes this Action, it takes two actions. This is because a hero may not stop taking this Action once it starts.
Turns: 4
Reward: ???, +1 to (3\²]SN@'+ßz _
WARNING: DO NOT TAKE; WARNING_ DO NOooT Taaaaaa-aKE; WAGIIN; DO OT KET²³@}43t })
[ ] Shift Your Bureaucracy From (Category) To (Category)
Sometimes the need arises when efforts have to be reduced in one area and expanded in another when no additional resources are available otherwise. Today is one of those times where a shift in attention is required.
(Cost: 1 Material
Reward: 1 Action is shifted from the first to the second category, active next Turn.)
[ ] 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.)
[ ] Too Much To Do - (Action)
There is simply too much to do and not enough hands. 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: +30 to 1 Action)
[ ] 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 world's end.
(Cost: 10/45/100 Materials
Reward: +1/2/3% Piety every 5/4/3 points above 0.
Information: 2(Two) Turns cooldown.)
[ ] Guiding Hand
Some Pilgrims stand at the edge of fully committing themselves to the Pilgrim faith. 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, let me know so I can provide a better experience.
AN: Early update because I have to do stuff over the weekend, and I need the extra time. Update Schedule unchanged due to that. Also, Doctine can be voted upon now.
A moratorium will be until 13.04.22 at 17:00 CET.
Voting will be closed on 17.04.22 at 17:00 CET.
Omake Bony can be applied until 20:00 CET.
I will roll on 18.04.22 at 17:00 CET if no one has rolled yet.
Updates will be online on 26.04.03.22 at 17:00 CET.