Crown Princess Sadera of Slatnan Visits Tessen - The Tessen Speaker
In a surprise announcement last week, the Imperial New Service announced that the Crown Princess will make a seasonal stop in Tessen on her tour through the Empire two years early, citing an increased interest and demand for her attention within our Region. Though unusual in her decision to draw the visit forward, it will, thanks to her arrival via a newly raised section of the Imperial Airfleet, not impact her travel schedule negatively and will even shave off several days, according to the INS! Regardless of the reasons for her forward-drawn visit, each Noble House has started to frantically prepare for her arrival, with hundreds of Crowns spent each day on everything, from food to clothes and even polish for War and Scout Lizards.
(Read more in our Special Edition)
Military Declares Emergency Purge Of Known Dissident And Enemy Locations In Preparation Of The Crown Princess' Visit - The Truthful Observers
In reaction to the visit of the Crown Princess, the Military decided to put the seasoned and newly trained soldiers to good use and draw forward a purge in the Yellow Zones. Though doing so for one planned to happen in three years may be hasty, thanks to several donations from Noble Houses, Influential Families, and various other persons, the supply lines seem bolstered enough to withstand the sudden increase in draw and consumption. A state of affairs only made better thanks to multiple Airships flying Imperial Colors as they are lent to the effort, with even the Daughter of Dawn, the flagship of the Prevter House Dall, taking part in the purge, already killing a known hideout of a terror organization. One can only applaud the multi-pronged effort and outstretched hands of help being given by the Region to ensure the Crown Princess's safety!
(Read more on pages 1-9)
Crown Princess Awaited With Much Excitement, Particularly Within The Mutated Communities - Rags, Rumors, And Rants
Known to be a strong proponent of expanding and solidifying the rights and responsibilities of the Mutated (including the right to become a soldier and volunteer in the militia in times of war), there is little wonder why the Mutated are happier than they should be. Though Crown Princess Sadera is still young, she has a character that lends itself to the burden and weight of being the ruler of the Empire, with the needed finesse in politics to ensure her words are not only smoke upon the wind but have the force of Imperial Edicts and Decrees behind them. Many may judge her for her bold stance in her dedication to the rights and responsibilities of a minority. Yet, none can deny that, with her as a successor to Emperor Elianus, long may he reign, we are sure to continue this time of prosperity and growing re-discovery of ancient secrets as old foes tear themselves apart in foolish civil wars.
(Read more on pages 1-13)
***
Region Report/s
After much discussion, the Chapter decided that the best path forward is to become ungovernable.
This has caused no small amount of jokes among the Chapter and the locals, especially after the declaration was given by a Mutated with six goat horns, many of which focused on that aspect and liked the attitude of the Pilgrims to that of the animals.
The man has reportedly used the jokes and reputation to get laid.
They delivered no other significant news other than thanks for the attached blueprints of the radios and an assurance that the Chapter will figure out a way to connect themselves to us as soon as they have time and personnel to spare.
***
Spy-Network:
The Marquess of Tessen is preparing for the visit of the Crown Princess.
House Ulatarn is preparing for the visit of the Crown Princess.
The Military is cleaning up for the visit of the Crown Princess.
The Followers of Light are organizing for the visit of the Crown Princess.
The Lost are organizing for the visit of the Crown Princess.
Dirty Daggers are laying low for the visit of the Crown Princess.
The Purified are laying low for the visit of the Crown Princess.
The Common People are preparing for the visit of the Crown Princess.
The Mutated are preparing for the visit of the Crown Princess.
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, bone, or metal, oil, and circuitry; the truth remains the same: they deserve 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.)
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.)
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 long untrodden road. But we walk that road once more, unashamed of the failures we will commit, the stumbles and setbacks, and when we 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 of gaining 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: 2.066
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 1.793
-Faithful: 31/61
--4/6 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
--4/4 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research
-Followers: 1.732 (207(8 Faithful) unoccupied)
--Recruitment: (+28 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))
---(6 Due to Expanded Poor Houses)
---(2 Due to Rudimentary Territorial Hospices)
---(-8 Due to Allied - Mutated)
Adjudicator: Omar of Iron (Human)
Members: 273
-Faithful: 10/10
--1/1 General Doctors
-Followers: 263
--Recruitment: (+8 per Turn)
---(13 Due to The Codex Mk.1)
---(-5 Due to Cultural Pushbacks)
Upkeep = 875.49Materials:
15.00 = Aid to The Lost
11.25 = Contractual Expansion (Norqod - Adequate Housing, +2.75 Due to Security Improvements, -0.50 Due to Backroom Deals)
6.26 = Simple Hospital (Norqod) (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
30.55 = Norqod Radio Station - (Entertainment and News)
9.48 = Small Quarantine Area (Norqod) (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
13.16 = Engine Assembly (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
24.52 = 2x Computer (-15.00 Due to Merchant Guild Donations, -0.50 Due to Backroom Deals)
6.40 = Black Box - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
6.26 = Local Headquarters (Mirn) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
12.51 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk, +0.25 due to Guards! Guards!, -0.75 Due to Local Headquarters, +2.75 Due to Security Improvements)
19.26 = Grand Kitchen - (Mirn) - (+1.00 Due to Guardians For Hire, -0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
35.39 = Asylum - (Mirn/Zulmni/Tessen/Strul) - (-0.75 Due to Local Headquarters, +0.25 Due to Guards! Guards!, -0.50 Due to Backroom Deals, +0.80 Due to Guardians For Hire, +11.00 Due to Security Improvements)
21.97 = 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, +0.25 due to Guards! Guards!, +19.25 Due to Security Improvements)
21.46 = Minor Hospice Network - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
24.50 = Rudimentary Territorial Hospices - (Ularn) - (-0.50 Due to Backroom Deals)
10.19 = 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, +8.25 Due to Security Improvements)
55.56 = 6 Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul) - (-0.35 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.25 due to Guards! Guards! (Strul), +16.50 Due to Security Improvements)
18.14 = 5x Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni) - (+2.10 Due to Guardians For Hire, -0.40 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.25 due to Guards! Guards! - (Zulmni), +11 Due to Security Improvements)
4.76 = Print Shop - Smut - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
4.36 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk, -0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
11.05 = Daycare - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
11.70 = Medical Wing - Expanded - (-0.15 Due to Buying Goods In Bulk, -0.10 Due to Tools Of The Trade, +2.75 Due to Security Improvements)
10.77 = Living Quarters - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
5.78 = Storerooms - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
4.26 = Training Field - (Expanded) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
25.45 = Laboratories - Grand - (-0.65 Due to Backroom Deals, +2.75 Due to Security Improvements)
20.41 = Artisinal Quarters - (Grand) - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
10.46 = Berth - (Tiny) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
13.32 = Anchorage (Tiny) - (Jokvi, Strul) - (-0.50 Due to Backroom Deals, +0.80 Due to Guardians For Hire (Strul), +5.50 Due to Security Improvements)
14.70 = Electronics Workshop - (-0.20 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
4.81 = Ashleaf Nursery - (+1.50 Due to Steam Engine, +0.55 due to Guards! Guards!, +2.75 Due to Security Improvements)
8.31 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.20 Due to Guardians For Hire, +2.55 Due to Steam Engine, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
3.61 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +2.55 Due to Steam Engine, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
4.36 = Iron Mine - (-0.15 Due to Buying Goods In Bulk, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
10.26 = The Crystal-Path - (-0.50 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
19.91 = Central Region Security - Private Security - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
5.35 = Communal Festivals - (-0.50 Due to Backroom Deals)
15.59 = Unit Upkeep - (-0.50 Due to Backroom Deals)
56.48 = Airship Line (First Son) - (-0.50 Due to Backroom Deals)
293.00 = Taxes
Piety: 57% (+5 to all rolls for Heroes with the Adjudicator Trait)
Rolls (+11):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-2 (Expanded Daycare)
-1 (Expanded Poor Houses)
-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)
+40 (Followers, +1 every 50)
Suspendium: 4 Medium, 5 Small, and 21 Tiny Suspendium Shards (1 Large needed in 1 (One) Turn - PAID) Income: +4 Medium
+4 Medium Shards (Crystal-Path)
-2 Tiny Suspendium Shards (First Son Line)
-Harvesting Initiatives: Rounded to the nearest Medium Shard.
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.)
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
[/B]
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: Preparing for the visit of the Crown Princess.
House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Preparing for the visit of the Crown Princess.
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: Cleaning up for the visit of the Crown Princess.
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: Flywheel Molds (1 Turn) - 100 (1st), 60 (2nd), 35 (3rd) Materials as Reward.
The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Organizing for the visit of the Crown Princess.
Miscellaneous Nobles:
-Lady Maranica (Ally (3)|Where are my notes? I have so many dates to set up!!!)
-Baron Esker (Friend (2)|I welcome the Crown Princess of the Empire!)
General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen:
Opinion: Friends (2)
Information Network: Rank 1.
Estimated Pilgrim-Influenced: ~15%
Mood: Preparing for the visit of the Crown Princess.
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)|41% Control|Quicker Doctors)
- Progressivists (Neutral (0)|39% Control|Cheaper Actions)
- Healers (Ally (3)|20% Control|Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations. Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/113 Members/Reliable Mercenary Company)
Plans: Preparing to loot ???
-The Scavenger Organizations (Leader: None Formally
Crews: Old Eye Joe/202 Members
Plans: Preparing to loot ???)
-The Bad Batch (Leader: Simone Simona/Friends (2)/30 Members/Infiltration Experts)
Plans: ???
Criminal Gangs:
Boni: +15 on all Diplomatic rolls -Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen and all surrounding territories.
--Opinion: Neutral (0)
--Information Network: Rank 2
--Plans: Laying low for the visit of the Crown Princess.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood. -Gang: The Purified
--Leader: Nir Saven
--Territory: Strul, Ularn, and all settlements between.
--Opinion: Rivals (-2)
--Information Network: Rank 2
--Plans: Laying low for the visit of the Crown Princess.
--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)
--The Bad Batch Note: Hardcore Human Supremacists seeking to drive out or kill all Mutated within Tessen. (???)
--Known Cells:
---Primary Cell: Unknown
---Secondary Cells: Unknown
---Tertiary Cells: 5 Minor Camps Found (~50 each), Others Unknown
Cults:
-The Lost
--Opinion: Friends (2)
--Information Network: Rank 2
--Assimilation: 2/8
-581 Members
-Tenets
--If You Cannot Help Yourself, Help Others(?)
--Last Refuge Of The Damned
--None Are Islands, None Are Alone(?)
--Plans: Organizing for the visit of the Crown Princess.
The Mutated:
Opinion: Allied (3)
Boon: +20 to all Medicine/Biological Research, can boost selected Actions by using Goodwill, +4 Mutated Recruits per Turn.
Bane: -12 Human Recruits per Turn.
Plans: Live.
Information Network: Rank 2
Mood: Preparing for the visit of the Crown Princess.
Chocolate Recipe - 1.03 - +5 to Common Chemicals
3x Chainswords - 1.24 - +5 to Common Mechanical
Food Preservatives - 1.15 - +5 to Common Chemicals
4x Ancient Torahs - 0.44
Beer Recipe - 1.41 - +5 to Common Chemicals
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
Lever-operated Pump - 2.19 - +5 to Mechanics
10x 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
Frontal Cortex Scan - 1.12 - +5 to Biology
Preserved Neuron - 1.20 - +5 to Biology
2x Neuroscopic Chemical Fragments - 1.41 - +5 to Chemicals
2x Comercial Pump - 1.35 - +5 to Hydraulics
Intact Glasses - 0.51
Rusted Baton - 1.38 - +5 to Weapons
Interesting Toy - 1.22 - +5 to Physics
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
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 Blood bag - 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 Hallucinogenic 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
Rusted Swarm Seeker Warhead - 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
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
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
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
4x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
5x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
Memory-Transcriber - 16.00 - +50 to Pioneer Machinery/Electronics/Biology/Medicine
3x Perfectly Preserved Nerve-System- 16.18 - +50 to Pioneer Biology/Medicine/Machinery
Neural-Pathway Mapper - 15.88 - +50 to Pioneer Machinery/Biology
2x "Animu/as" Overwriter - 15.86 - +50 to Pioneer Psychology/Machinery/???
3x Neural-Pathway-Re-Builder Pills - 16.24 - +50 to Pioneer Medicine/Biology
2x Broken Neural Alteration Machines - 19.67 - +50 to Pioneer Machine/Medicine/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, their downsides, and 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, 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 wanting 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. 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. Geheiligt sei die Kaiserin des Gebrochenen Himmels, möge sie herrschen in dem Zeitalter der Lüfte!
(+1 to (3\²]SN@'+ßz_ )
Military
Units (4/18)
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), 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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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), (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), Coded Understanding (+5 Initiative against all Mechanical Enemies)
Upkeep:1.86 Materials per Turn. The Wall Description: A group of six Pilgrims, armored and armed with their religion's best, 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.
-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.
-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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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), (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), Coded Understanding (+5 Initiative against all Mechanical Enemies), 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, 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).
-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).
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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.), Coded Understanding (+5 Initiative against all Mechanical Enemies) 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. 0.01 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. 0.08 (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. 0.05 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.13 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns. 3.65 (6/6) Materials per Unit.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 7.99 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, 5.23 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), 8.11 Materials per (6/6) Unit.
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.10 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.48 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), 28.43 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, you gain one extra stealth attack if the stealth roll has a 35 or higher difference.
+0.5 Armor per Size. 2.12 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), 34.88 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 57.21 Materials per (6/6) Unit, 1.00 Material Upkeep.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.20 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. 0.02 Materials per Unit.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.02 Materials per Unit.
-Electromagnetic Pulse Weaponry - Grenades: Roll a 1d2, on a 1, machines are deactivated for 1d3 Rounds. On a 2, they receive 2d4 Internal Damage and suffer -25 Initiative for the next 2(two) Rounds. 5 Materials per utilized Grenade. - 1x stored and equipable
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.47 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. 3.10 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. 17.31 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. 8.22 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. 4.55 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.18 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, 3.00 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), 10.07 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), 6.46 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), 11.01 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), 3.44 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), 6.12 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), 12.00 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. 20.53 Materials, 1 Material per use.
-Radio-Beacon: Special Rule: Grants a Coordination bonuses of +1 per Unit equipped with a Radio-Beacon and Improves said bonus by +1 for every Unit that already possesses that bonus instead. Requires an operator, nullifying one damage dice. 31.75 Materials, 4 Materials Upkeep.
Unique/Notable Assets
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Elemental Feline Juvenile- Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (44/60 Growth) - (136.5 Materials (14d13))
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 Lineship
Waking Machine-Minds:
-INDOMITABLE BASTION
1x Common Suspendium Theory
2x Common Metallurgy Theory
1x Common Biological Theory
1x Common Medicine Theory
1x Common Psychology Theory
1x Common Hydraulics Theory
1x Common Electronics Theory
1x Advanced 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, Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, and unique building options are 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 + 3 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Archeology-Action.
- +1 Faith Action.
- +1 Learning Action
- +1 Diplomacy Action
- +1 Holdings 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.)
Artisanal Quarters - (Grand)
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 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 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.)
Town Holding: Norqod
Prosperity: Moderately Wealthy (Growing)
Mood: Content (Slight Increase)
Permanent Inhabitants: ~3.400
-Tendency: Growing
Security: Yes.
Features:
-A Wall
-Basic Service-Buildings
-Population-Focused Marketplace
-Simple Hospital
-Adequate Housing - (Subsidized)
-Engine Assembly
-Highwind Manufacturing Airship Manufactory - (First Son - 1 Line)
-Beverage Spoke
-Amphitheater Avenue
-Fashion Street - (Tahmid's Embroidery)
-Radio Station (Education and News)
-House Dall Palace - (Expanded)
--Harvesting Initiatives
-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 through cultural osmosis.
-Academic District: Improved osmosis of researched topics and existing knowledge.
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 and 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 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 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. 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 you and Selene have been elevated to Prevter.
Mutated Wife - Prevter Selene Dall
She returned to her usual self, if a bit more conscious about her surroundings, and participated 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 - 8-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. However, she has made new friends, and with Crinkles letting her ride him everywhere, she has seemingly adjusted to her new normal.
Protegé: Lord Markus Ulatarn - 10-Year-Old
Oh, dear gods, you have no idea what you are doing! Maranica, Help!
(You have a Protegé!)
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 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 radio waves 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 raised 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 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: +/-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 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 could 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.
??? - ??? - ??? - (3/?)
???
(???)
Rain had fallen across the Region in great sheets of water, torrents of the life-giving fluid soaking into the earth, soil, sand, and stones wherever it could. Trickling from high above into the deep abyss below, it joined the titanic reservoirs that fed entire cities for centuries and would continue to do so even if no additional water fell from the heavens. But, within a day, this bounty of water would turn to a curse of humidity, the otherwise dry air of Tessen soon turning into a mire of fog and heat. It forced those working outside to seek shelter underground, within homes, or by using a bottle of water to cool their bodies or drink them whole. Yet, for Ularn, this deluge of rain had the pleasant side-effect of rushing a torrent of cool air into the cavern the city was located within, the river bisecting the same swelling with water and carrying off accumulated garbage and washing stains not yet removed by city workers.
And sitting underneath the titanic Stoneford connecting Ghostfair and Grey Barrow, two little figures huddled underneath a pipe radiating heat to their shivering wet bodies. Yet, for all that they were wet, and their clothes lay over the pipe from their involuntary dip into the river, they were still grinning, and both happily munched on their stolen Glowples. The soft radiance of the bioluminescent fruit sparked every time one of the two bit into their bounty, lightly glowing juices of the succulent fruits flowing down their chins when they weren't fast enough to wipe it off, staining the floor in mesmerizing patterns, as they watched the fog and steam of the river slowly rise and engulf their world.
Both were children, no older than twelve, and both had lost their parents at an age they could not remember. One of them, the Mutated boy, smiled at the splotches of glowing juice staining his clawed and black-furred hands while six ears swiveled around the small space atop his head as he greedily grasped for another Glowple.
"No," came the soft voice of the other boy, a hand on the younger child's shoulder gently pressing down, causing a faint whine from the Mutated boy, even as he lowered his hand. "I know you are hungry. I am too," the older replied, already putting the three remaining Glowples into their makeshift bag stained with all manner of long-dried fluids. "But we need to keep them for tomorrow and the day after, or well go hungry then too," he continued, standing up as the younger child followed, a noticeable wince on his face as he stood on a leg once broken and never correctly mended. A hand reached out, worry on the older boy's face as he steadied the younger until he stood secure and began to hobble over to the pipe to pick up their now dried clothes. The younger dressed quickly and with little help from the older one, a happy smile on their lips as his ears swayed to an unknown song only he could hear.
Until an amulet fell out of the younger boy's pocket, clattering to the floor with what felt like a thunderous cacophony, until the little metal thing lay still, face up.
Both children stared at the amulet, the younger in growing horror and guilt, while the older looked torn between rage and utter defeat. Then, with slow motions, the older child slowly bent down, three fingers grasping the white triangle with inlaid blue background from the ground, and brought it up to his face, looking at the metal thing in his hands. A minute passed as the younger child began to fidget uncomfortably, twitches and emotions coursing through his body as tears started to fill his eyes before rolling down his face, pittering down onto the ground in near-silent sounds. Finally, he opened his mouth, making tiny choking sounds coming from a throat that had never spoken, trying to explain and apologize.
A hand bent back, the older boy offering the amulet back without looking at the Mutated child.
The younger grasped the metal thing with both clawed hands, a smile splitting his face as his ears danced, and he slightly jumped in joy at the older ones' acceptance. He never saw the utter defeat in his eyes nor paid any attention to where they were going; his mind was busy with the most simple joys, and the recitation of stories and words once learned from a stolen codex. Orphan #38
Name: Stated as "Auran" Age: 10-12 Years Appearance: Non-Mutated Male. Average height, moderately underweight at 24.3kg, red hair, blue-grey eyes, pale brown skin color, burn scars across the left leg and lower abdomen. Personal Belongings: One (1) pair of pants, One (1) makeshift bag, and Two (2) Glowpels. Notes: Arrived with Miras and to be considered siblings for adoption and apprentice purposes. Potential trauma and being incredibly protective of his brother may be linked to his burn scars. Does not trust Pilgrim Personnel, to be handled by trained hires until further notice.
Orphan #39
Name: Stated as "Miras" by Auran. (See Notes) Age: 7-9 Years Appearance: Mutated Male. Below Average height, average weight at 25.4 kg, brown hair, grey eyes, pale brown skin color, no scars or wounds aside from a badly healed broken leg. Six (6) ears resembling stretched triangular cat ears with blue fur arranged in a circle around the top of his head. Independent movement confirmed. Hands and forearms are heavily furred with white-blue fur, hands replaced by claws (retractable) along each finger. Personal Belongings: One (1) pair of pants and shirts, One (1) Pilgrim Amulet (No string), and One (1) Glowpel. Notes: Arrived with Auran and to be considered siblings for adoption and apprentice purposes. Mental growth stunted, to be taught with respect by trained personnel in sessions with brother present. Non-violent to a fault; increased supervision needed. Intense interest in the Pilgrimage, to be monitored for potential past abuse or indoctrination. Fire and Glass.
That was all which now remained of the camp which had once housed over two-hundred people, a smoldering cratered pit steaming in the heat of the day as the glass intensified the sun's glare a hundred-fold, continuing to melt itself like slow waves crashing against each other. Nearly fifty kilometers away, the Daughter of Dawn slowly began to rotate seven degrees north, charting a new path toward a confirmed infestation of Mutants hiding in shallow caves.
Within the Daughter, a dozen nobles, military officers, and Pilgrims of all ranks began to talk as the congratulations of a successful artillery strike tapered off, most happy that they avoided having to fight against lunatics in the glaring heat.
All except one seemed lifted by the sight of the atomized camp, with Aria slowly turning a pendant of the delta in her fingers, a single thought coursing through her brain.
Would they have surrendered if they had been offered such?
She would never know, and, so she told herself, maybe it was better that way. They received their due for their crimes as the wheels of justice turned on from them. No sense in feeling grief for those who would have killed her and hers with glee. Steel anchored by thick cables rose far above the sunken grids of Norqod, the thunderous construction of ton after ton of metal driven first into solid rock and then added onto each other quickly giving rise to both annoyance and acceptance by the population. Though even while half-completed, the massive edifice to the Empires industry and the Pilgrims' ingenuity became the talk of the town, rumors of the purpose of the structure fluctuating wildly from one drink to the next, while proclamations of House Dall and the Pilgrims were ignored by all who sought the entertainment of a good argument more than boring reality of re-conquered technology once more shining across the world in the hands of the people.
And yet, even as the radio tower rose into the sky on legs of steel and held by cords, all coated in a special zinc alloy to resist corrosion, another part of the town saw, heard, and felt the incessant noise of jackhammers eating into stone and bedrock like unceasing insects carving out another nest. But unlike the very same, these workers did not carve another area for the thousands living in Norqod, nor did they slice out space for industry and commerce; nay, they prepared an area an eight as large as the whole town itself for a wholly new purpose.
That of study and knowledge, where schools would be filled with the young and old alike, reading and writing touched up to provide the bedrock needed for the study of the higher sciences. Even if the Pilgrims would direct only some investment into this academic district, dozens of scholars, scientists, tinkerers, and inventors were already on their way into town, each loaded with treasure troves of knowledge, written down, recorded, digitalized, or within their minds from long years of life. All of them would open shops and make private efforts to the cause of retaining and improving upon all that remained. At the same time, some scavenger organizations would come upon Norqod, eager for a place in the shade of a Necropolis and a place to coordinate for expeditions and store their hauls for study, dissection, refurbishment, and to sell.
The price of paper began to soar even before the final touches had been done on the basic infrastructure of the district, merchants all too eager to profit from the upcoming opportunities they smelled as people from all walks of life complained about the prices, and bookshops were loaded with thousands of academic works of all calibers for the upcoming projects from House Dall, the Pilgrim Council, and private organizations alike. Even the 4S sent a delegation to buy out a plot for a house there near a friendly, and more importantly competent, face in common cause, as those few Forge-Clan members with an eye for independent study and liberation from their families and social structures began petitioning to their Elders for the funds, or freedom, to open shops, much to the chagrin and annoyance of those self-taught or apprenticed citizens of the Empire with technical skills, as they soon had to compete with the unparalleled expertise and reputation of the Clans.
And during this time of societal movement, as Norqod shifted to accommodate the new arrivals and the upcoming district, it was almost a surprise to many when the radio tower was finished. There was a need for power to compete against the electronic static radiating out of a Necropolis, and the Norqod Tower had enough to send across the region, another frequency ripped away from the decay and mistakes of the past and once more put to use in lighting the torch of understanding with its construction while screaming across the Region the domination of a natural force in the most Pilgrim way possible.
Not for military purposes was this achievement used, and not to coordinate academic understanding, nor was it done to support mercantile or Pilgrim operations. Instead, they sent comedy, romance novels read, and a thousand and one stories sung and read across the Region alongside instructions on how to create low-tech and cheap receivers. Their quality of tone may have much to complain about, but thousands would make use of them and tens in the coming years.
"This," the radio host who led the switching on said, "Is Entertainment Oh-One. Welcome to a new age of leisure!" Heavy is the head that bears the crown.
A truth instilled into me from the day I understood more than what laid before my eyes for more than the time it took for me to move my head.
I have seen this truth play out a thousand times from my father's side and hundreds more by my hand and actions, forced to see and witness the lives and existences destroyed by even the most benevolent acts and rulings. I often wondered how he did it, rule over millions every day with the knowledge that a minute of deliberation spelled the doom of thousands, and a rush decision, even more. Yet, at the same time, no action would reveal the golden path toward a better future.
But that was life, was it not? To chart a life ahead, always seeking to never make a mistake and yet lose anyways. To guess and ponder, to act and move, and always have that niggling doubt in the back of your mind that whispered oh so seductively of your mistakes and what could have been.
The head that wore the crown was heavy indeed, especially when one had to send friends and loved ones to die for the good of all.
When news reached me on my tour of the Empire from Tessen, it seemed like this would be the day I had to send my people into certain death once more, all to stave off our impending ruin. A truth that infuriated me beyond reason, to know that all our efforts were holding actions against coming doom and death, all in the hopes that ancient sigils and pacts could be restored and invoked against the White.
But, as the planet turns, so too does fate, and death would not be asked to carry the souls of those sworn to me across to what may lay beyond. Instead, hope was offered to me, the Empire, and humanity at large.
A Librarian had acted, for whatever purpose I did not know, only that a Grave had been the price, and six people his Vessels. And although they did not carry his might beyond their rebirth, and whatever power they had used to smite the broken Machine-Mind was lost, their effects still rippled. So appearances had to be made. Questions asked. And, above it all, I had to ensure that the amusing little cult that had sprung up here would not seek to deny what advantage we may have gained by ignorance or happenstance.
This meant a "secret" visit to the recently formed Prevter House, which supplied us with the wondrous crystals that had allowed flight and more to return to the world at large.
I would have been more surprised at how House Dall carried themselves if I hadn't been informed of their origins or their private lives by Agent Maranica. Humble, yet not without pride, they took themselves with the knowledge that power stood behind them that could harm as well as build. And, I am sure Mother would agree with me here (right after she recovered from her heart attack); the family was also not servile, as evident by the adorable girl breaking over fifty rituals and etiquette rules in as many seconds without appearing anything but precious.
I have seldom met nobles who carried themselves with the pride House Dall did yet tempered it with the burden of their tasks and duties born from the privilege of nobility.
I can only hope that, whatever may happen in the future, they will find the strength to continue on that path.
Old Night seeks to return.
And I fear we may not be able to stave it off again. Available Bonuses:
55 Distributable Points from Ambit. 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. (1 Action Locked, Choose 1 Action)
[ ] Communal Outreach - (Repeatable)
A hand given to the downtrodden, shattered, destitute, and outcast is not always accepted. Sometimes, the 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 Random Stat Gain per success if you hold any stake over 1% within the BHVs.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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, in more than one letter to Lady Selene, he 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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 to maximize its effect.
(Cost: 8.22 Materials
Turns: 1
Chance: 43%
Reward: 2d100+50 Recruits)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)
[ ] 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)
[ ] Low, Not Lowly
Some do not wish to remain and fight for such with every fiber among the poor, desperate, and huddled masses. Those we do not seek out with this effort, but those who made pacts to sell their fellows for money or status. Their choice may be one they believe to be done consciously, but in reality, it is made from circumstance and hidden desperation. We cannot bring all who fell up, but we can start with some.
(Cost: 0.20 Materials
Turns: 1
Chance: 56%
Reward: +2% Piety, +2d6 Followers)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] This Is Not Eternal, Even Stone Will Change
We know where to seek those who banded together into gangs and which members need to be targeted to shatter them into a thousand pieces. What we are doing may not be strictly legal, but infiltration and subversion of criminal elements is a long tradition among growing religions. Even better, many who had found homes amongst the gangs can be brought into the fold.
(Cost: 2 Materials
Turns: 2
Chance: 45%
Reward: +5% Piety, +6d8 Followers, slowly erodes Tessens Gang-Culture)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 10.00 Goodwill)
[ ] Begin Preparations For New Region Conversion
We have grown far beyond what Martyris had envisioned in numbers, wealth, knowledge, connection, and faith. So much so that some among our numbers seek 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)
[ ] Seed Shadow Sanctums
We must be able to live amongst those who need help and hide from those who wish us harm. By creating tiny safe houses to stock up on materials, commodities, and information, alongside rest and food, we can increase the reach of our agents and followers within the underbelly of society.
(Cost: 7 Materials, Upkeep: 1 Material
Turns: 2
Reward: +2% Piety, Sanctums within the Region are slowly being created, increasing subversive attempts.)
[ ] 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 worsening 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, 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.)
[ ] Improve 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: 3
Chance: 44%
Cost: 70 Materials, Upkeep: +20 Materials
Reward: Improved Poorhouses, +0.10 Goodwill per Turn, -2 to Piety Rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] Establish A Small Hospice Network
While a Hospice caters 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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.)
[ ] Rudimentary Territorial Hospices - (City Territory)
Your treatments of the sick and injured within the Cities have enjoyed great popularity within the population. More and more people are coming to seek your aid, knowing that they will receive a quality of treatment and healthcare they couldn't afford. Unfortunately, that drive to seek treatment means that many people take journeys that will worsen their injuries beyond help and leave them dying in the place where they sought healing. We should create several hospices operating with minimal oversight out of the central trade lane and establish themselves for future expansions.
(Turns: 3
Cost: 82 Materials, 10 Faithful, Upkeep: +25.00 Materials
Reward: +0.20 Goodwill per Turn, +2 Recruits per Turn.)
[ ] 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 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 16.75 Goodwill)
[X] Build An Orphanage - (Big) - (Ularn)- (4/7 Turns Complete)
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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.001 Goodwill)
[ ] 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 caring for 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 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.)
[ ] Cleaning Up The Mess - (Choose City Territory)
Despite all you currently know about how Black Hole Villages operate, are constructed, and unintentionally reinforce poverty and crime via a feedback loop, helping those stuck within them will not be easy. Nor will it be a quick thing, done once and done cheaply. It will cost you money, time, materials, connections, and favors to help the Mutated within turn the villages into a settlement that people can live in without considering the sword's edge.
(Turns: 4
Cost: 150 Materials, 75 Goodwill
Reward: Lessened Suffering of the Mutated
Notice: Goodwill costs will be reduced by 15 per use, down to 30.)
[ ] 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.
[ ] Festival Of The Delta
With money comes the ability to sponsor festivals, and 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.75 Goodwill)
[ ] A Small Donation - (Organization) - (Topic) - (Donation Sum)
As the Pilgrim's wealth increases, so do the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) who work towards a goal we provide for them. Nothing 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)
[ ] 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 3 Actions)
[ ] Hello, My Name Is Money, Big Money.
Okay, deep and calm breaths. We can't afford to be panicky about this 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 7 Turns.)
Civilian Inf.: 4/10 - Designated Housing And Road Spaces
Medical Inf.: 3/10 - Shortages Of Medicines When Attacked
Military Inf.: 0/10 - The Militia Exists... Barely
Guard Presence: 4/10 - A Tiny Permanent Guard Presence
Water: 6/10 - Proper Wells Dug Deep And Secure
Resource Extraction: 4/10 - Enough To Feed Industry
Industry: 5/10 - Enough To Produce For The Caravans
Agriculture: 6/10 - Starvation For The Poor, Malnutrition If Caravans Stop
Total: 32/80 - Poor 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) - (2 Turn Cooldown)
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
Reward: +1% Piety, +1 to chosen category)
-[] Hire Civil Planners And Architects
(Cost: 5 Materials
Reward: Slightly Lessened Impact of Material/Geographical/Desing Constrictions)
[-] Altering Black Holes - (Choose 2 Categories) - (2 Turn Cooldown)
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)
-[] Hire Civil Planners And Architects
(Cost: 15 Materials, 3 Goodwill
Reward: Lessened Impact of Material/Geographical/Desing Constrictions)
[ ] 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)
-[] Hire Civil Planners And Architects
(Cost: 40 Materials, 10 Goodwill
Reward: Drastically Lessened Impact of Material/Geographical/Desing Constrictions)
[ ] We Are Legion
For we are many, and yet none. Please find us at your peril, or salvation, for we offer both in equal abundance for any that dare to tread in shadows.
(Turns: 9
Reward: Create a Subversion Category, shifting Actions around, and unlocking more.)
[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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, unite the people, 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 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] Infiltrate Part 2 - (Choose Three 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] Infiltrate Part 3 - (Choose 3 Factions)
Your secrets are ours; nothing can be hidden from us. No lock, gate, or 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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 )
-[] Seek Mutated Help - (XXX Goodwill)
(+5 to roll = 2.00 Goodwill)
[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+10 to roll = 3.00 Goodwill)
[ ] 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).)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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. - (Location) - (Units)
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.)
[ ] Conquer The First Bunker Floor
Let's go!
(Cost: 17 Materials
Chance: 35/50% for Ambush and Prepared Battle; if failed by more than 20, your party is ambushed instead.
Reward: Conquered Room/s)
Enemy Forces:
8x Guardians
Possible Rewards:
Unknown Amount of Artifacts
Titanic Stores of Materials
Area Purpose:
Warehouse
Enemy Forces:
4x Minor Bright-Lance Turrets
2x Caretaker-Swarms
Possible Rewards:
Large Amounts of Electronic, Machinery, and Programming Artifacts
Chance to deactivate defensive armaments
Possibility to unveil hidden areas
Area Purpose:
Command Center
Enemy Forces:
4x Guardians - Trooper
Possible Rewards:
A large amount of Materials
A small number of various Artifacts
Area Purpose:
Barracks
Enemy Forces:
4x Workers
2x Guardians - Trooper
Possible Rewards:
Titanic Amount of Rare/Lost-Tech Chemical, Medical, Psychology, Biology, and Machinery Artifacts
Area Purpose:
Hospital
Enemy Forces:
12x Workers
2x Guardians - Trooper
Possible Rewards:
Chance for Data-Crystals, highly-priced Artifacts often detailing terabytes of information and research.
Area Purpose:
Laboratory
Enemy Forces:
9x Caretaker-Swarms
2x Workers
Possible Rewards:
A large amount of Machinery, Mechanic, Metallurgy, Hydraulic, Programming, Electronic, and Physic Artifacts
A large amount of Materials
Possible Rewards:
A large amount of Armor and Weapon Artifacts
Enemy Salvage
Area Purpose:
Armory
[ ] 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)
Tech-Scouts??? - Not Available
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)
-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 the 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 and 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.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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), (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), Coded Understanding (+5 Initiative against all Mechanical Enemies)
Upkeep: 0.69 Materials per Turn. Cost: 89.52 Materials
[ ] 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 Actions 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 flaws, restrictions, and troubles that will plague 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 determine 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 can 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 of being 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): -20/-80/-140 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 some 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 facing 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 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: -50/-148/-278 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 must 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 and reinforcing the hammer should give your Knight/s 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 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: 25/-19/-61 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 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: 61/12/-38% 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: 28/-17/-113% 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, like salting and drying meat, enable food to last longer. 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, I will not drink two-month-old dairy, no matter how much you boil it!
(Chance: 71/42/01% for 1/2/3 Successes, Successes Needed: 8
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
[ ] 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)
Some things stood out to you in your effort to understand the human mind. 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)
Some things stood out to you in your effort to understand the human mind. 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.)
[ ] Vision Beyond the Sight Part 1 - (Electronics/Advanced Electronics)
Both Daughter of Dawn and Indomitable Bastion possess technology that allows them to detect objects and people at a great distance and then present those to the crew. Such a technology could be of great use to us. Of course, replicating DoD and IB sensors is way beyond our current abilities, but creating the most basic of such devices should be manageable.
(Chance: -07/-39/-59% for 1/2/3 Successes, Successes needed: 5
Reward: Unlock Prototype Radar Tower, Unlocks Further Actions)
[ ] 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 their limitations and chains? And could you retread their paths?
(Chance: -86/-748/-1529% for 1/2/3 Successes, Successes needed: 43
Reward: ???)
[ ] Secret Of The Circuit Pt.4 - (Pioneer Electronics)
With your manufacture of electronic components 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. Of course, 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: -81/-247/-413% 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%!)
[ ] Radio-Network - (Electronics/Advanced Electronics)
With the understanding of how to manipulate and create radios on our own, we have the chance to develop a whole network of interlinked stations capable of boosting any signal far farther than the RBs ever could. The downside is that they are costly, need people to maintain and staff beyond one person, and may provide a juicy target for Bandits and any seeking to harm us.
(Chance: 38/01/-37% for 1/2/3 Successes, Successes needed: 5
Reward: Radio-Towers can be constructed, increased Technology Income.)
[ ] Radio-Channel - (Electronics/Advanced Electronics)
With our radios now not merely a possibility but a certainty, creating a reliable way to communicate far outside any Region will enable various Chapters (read: One) to talk with us, coordinate shipments, and pass on valuable information.
(Chance: 43/08/-35% for 1/2/3 Successes, Successes needed: 15
Reward: +5 Recruitment for all Pilgrim Chapters, can now communicate expediently with Out-Region Chapters.)
[ ] 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 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.)
[X] Re-Use, Re-Duce, Re-Make - (5/16 Successes)
With the increasing understanding of our scholars, engineers, doctors, and more, we are slowly beginning to be able to re-create some things previously only in the realm of specialists and the Forge-Clans. By creating a reverse-engineering program, we will be able to produce some of the things we are forced to buy in-house, reducing Upkeep.
(Chance: 88/12/-64 for 1/2/3 Successes, Successes Needed: 16
Reward: Reduced Upkeep for all Laboratories)
[ ] Know Thy Enemy - (Guardian) - (All Biology+Medical/Mechanical+Machinery+Electronics Depending on Enemy) - (3/5 Successes)
With the increased number of enemies we have encountered, we should study their biological/mechanical makeup to identify weak points and strengths. With such knowledge, we can purposefully target their vulnerable spots.
(Cost: 1 Corpse/Wreck of an Enemy
Chance: 48/12/-24 for 1/2/3 Successes, Successes Needed: 5
Reward: Increased Damage and Information for an Enemy)
Human - Corpse Information
Human - Mutated - Corpse Information
Spider-Drone - Wreck
Caretaker - Wreck
Guardian - Wreck
Sentinel - Wreck
Autonomous Turret - Wreck
Eversun Scrap-Knight - Wreck
[ ] 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 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 return to the past 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. (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: 5 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.
-Doomed Fortress: Est. Artifact-grade: ???, Dice: ??? per turn, Max. Yield: ??? Turns. No danger?
-Flying Monastery: Est. Artifact-grade: ???, Dice: ??? per turn, Max. Yield: ??? Turns. No danger?
-Crumbling Laboratory: Est. Artifact-grade: ???, Dice: ??? per turn, Max. Yield: ??? 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, 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 - (Location)
(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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 4.05 Goodwill)
[ ] 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 and evidence and was taken away to prevent what was told from spreading 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 could loot! A battle occurred 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? Unfortunately, another Scavenger Group has looted this location, so pickings have diminished.
(Chance: 73% - 15 (Failed Attempt - Riled Up Locals)
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 besides 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 heavily corrupted, but she has provided some landmarks that may still exist.
(Chance: 14%
Turns: 4
Reward: The Zone can be scavenged.)
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, digging deeper and farther than ever will allow the Pilgrims to stuff so many scientists and equipment into the Tree that they will significantly accelerate future research. Bolt has already hinted at discounts if we buy computers and laboratory equipment 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.)
[ ] Masters' Retreat - Grandiose
You have managed to lure in specialists and experts of various fields, with pay and recognition, exciting work, steady employment among friendly people, and the chance to have their creations recognized by thousands. Now, you'll embark on the next step: getting True Masters to settle into the Tree of Knowledge.
(Cost: 267 Materials, Upkeep: 36.88 Materials
Turns: 7
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 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 must 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: 65 Materials, 2 Scientist, 40 Faithful, Upkeep: 70.00 Materials
Turns: 6
Reward: +80 to all Electronics Research, 20d20 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).)
[ ] Scutter Makers
The "Scutter" your scholars and engineers created has proven surprisingly clever, incredibly efficient, and cute! Creating a space where more are built will enable you to increase security further while selling them outside the faith, and making larger versions will yield expanded profits!
(Cost: 63 Materials, 10 Faithful, Upkeep: 13.50 Materials
Turns: 1
Reward: Increased Security, +16 Materials Technology Trade, Unlocked Auxilliary Equipment: Scout Scutter, Combat Scutter, Rough Rider Scutter)
[ ] 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 fix her 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.)
[X] NR.9 LIVES! - (2/4 Turns Complete)
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 - (Category)
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.)
[X] Tap the Aluminium Mine - (1/2 Turns Complete)
The recent survey has revealed a small vein of Aluminium in the Region that is unclaimed! Though Imperial Regulations keep you from keeping this a secret forever (the location and vein being opened to the public after a year), you have enough time to set up a mining operation without pesky competitors.
(Turns: 2
Cost: 17 Materials, Upkeep: 3.00 Materials
Reward: +3d4-2 Income)
[ ] 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 2 Actions)
[ ] Goat Pens
They are tasty and make wool, leather, horns, bones, and milk while also being adorable and suitable for kicking the ass of the lesser critters' annoying settlements. They can also act as bait for hunters and adventurers! However, getting a sizeable herd out here will take some time, alongside the needed pens and feedstock areas.
(Turns: 11
Cost: 105 Materials, Upkeep: 13 Materials
Reward: Wool, Milk, Leather, Horns, Bones, and Meat from local sources. +20 Materials Income.)
-[ ] 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)
[ ] Bee Fields
Bees are about the size of an adult human's thumb and have the temperament of a wasp, with re-growable stingers. You do not want the things anywhere near where you live and much less harvest what they have without heavy full-body sealing armor. However, their honey is delicious.
(Turns: 5
Cost: 38.55 Materials, Upkeep: 17.75 Materials
Reward: Honey and Wax, with a large area nobody and nothing goes through. +44.15 Materials Income.)
-[ ] 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)
[ ] 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 particular 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)
[ ] Medical Substance Assistance
Medical alcohol is a necessity for anyone living anywhere. Nobody wants to suffer an infection.
(Turns: 7
Cost: 48.35 Materials, Upkeep: 9.85 Materials
Reward: Efficiency Boosted Medicinal Structures, +36 Materials Income.)
-[ ] 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 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)
[ ] Basic Schooling System
Education for the lower social strata is, more or less, an affair left to the parents, guardians, families, or clans of the children or to-be educated, alongside voluntary efforts by teachers and trained professionals seeking to help out their communities. Suffice to say, such a state of affairs is not desired for you. By creating two or three buildings staffed with some teachers each, you can start the groundwork of creating a schooling system worth a damn, akin to those in the Capital or more advanced Regions.
(Turns: 3
Cost: 22Materials
Reward: Basic Schooling System)
-[ ] 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)
[ ] Academy of the Fundamentals
Hiring some trained academicians to teach the very basics of the understood sciences should not be a problem, especially if you can offer board and room to them within the academy alongside large spaces to teach and experiment on (mostly) their terms.
(Turns: 7
Cost: 83 Materials
Reward: A barebones academy and a halt to the loss of scientific information disseminated to the public.)
-[ ] 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 Public Libraries
We can print books, scrolls, ledgers, newspapers, illustrated literature, and more to be stored, and their contents disseminated among the population via libraries by allowing small spaces to read.
(Turns: 5
Cost: 14 Materials
Reward: Growing Happiness)
-[ ] 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)
[ ] Miniscule Scientific Complex
Hiring and retaining trained experts in the sciences will be a significant undertaking, not even talking about the sheer cost of the vast arrays of machines, equipment, and safety features you need to install to keep the experts occupied and helpful in your studies.
(Turns: 17
Cost: 679.50 Materials, 85.95 Materials Upkeep
Reward: +1 Auto-Success, which still advances your understanding of the subjects you research.)
-[ ] 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)
[ ] Educational Subsidies
It is one thing to offer a chance to be educated, another to allow people the time and money to do so, with most too poor to learn in any capacity after crushing shifts in manufactories, factories, and manual labor jobs. However, by offering subsidies to those willing to be educated, we can not only increase scientific literacy but also lessen the burden of poverty by allowing many to lift themselves out of it thanks to finally gaining the room to breathe and think.
(Turns: 1
Cost: 11.25 Materials Upkeep
Reward: Growing Happiness, Increased Prosperity)
-[ ] 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 for prostitution and gambling, with several others already making plans for outdoor decorations and attractions. Guards must 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. Everything from cards to boxing and gladiator fights 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)
[ ] Brewers Run
Alcohol is the first-ever beverage humanity manufactured and drank, right after blood from beasts if some myths are to be believed.
(Turns: 3
Cost: 59 Materials, Upkeep: 11.50 Materials
Reward: Brewers, giving you +4 Materials Income for the first year and +17 Materials Income after that.)
-[ ] 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 Gardens
Prestige is almost as vital as wealth in the plays and schemes among the nobility. By planting public and private gardens, House Dall can display its splendor, wealth, and patronage to the arts without running afoul on any toes, as most people see gardens as something all should enjoy.
(Turns: 4
Cost: 88 Materials
Reward: Gardens will bring more prestige to House Dall.)
-[ ] 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 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! The way is to mass-produce components and available designs and fit them in a specialized hangar! Of course, first, you must 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.
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 12d20 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)
-[X] Study Sessions - (5/8 Turns Complete)
(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)
-[ ] In The Name Of Education - (Choose Learning Action)
(Cost: 50 Materials
Reward: +2 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[ ] In the name of SCIENCE! - (Choose Learning Action)
(Cost: 20 Materials
Reward: +35 to chosen Learning Action)
-[ ] Suffer Their Arrogance
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)
-[ ] Suffer Their Droning
(Cost: 1 General Scientist, 15 Material per Turn, for 6(six) turns
Reward: 1 Trained 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 - (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
--[ ] 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) - (17/57)
(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: 1 Action Locked, Choose 1 Action, Aria: Choose 1 Action)
[ ] Solidify The Pilgrims Finances
Much has changed in the last decade, with so much more yet changing in what comes next. But, looking back, the one thing that has changed the most is your situation regarding money. No longer do you need to keep meticulous track of every single coin (you, however, still do so) as your businesses, ventures, connections, donations, and followers are slowly, yet inevitably, ensuring that money will never be a problem again. And if it will, then you can always hit up a wealthy donor for a bit tit-for-tat.
(Condition: 2.500 Followers
Reward: Eliminates Materials as a resource to keep track of.)
[ ] Pathene Weaving - (Equipment Description)
One of the things your mother told and taught you was the ability to weave your hair into challenging and fantastic 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: 2
Reward: ???, +1 to (3\²]SN@'+ßz _)
[ ] 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, and 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 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.
A moratorium will be until 11.08.22 at 17:00 CET.
Voting will be closed on 16.08 at 17:00 CET.
Omake Bony can be applied until 20:00 CET.
I will roll on 17.08 at 17:00 CET if no one has rolled yet.
Updates will be online on 24.08 at 17:00 CET.
Crown Princess Sadera of Slatnan Gives Rousing Speech In Tessen - The Tessen Speaker
Not given to idleness and exhibiting the virtues oft lauded and praised by the Followers of Light, Crown Princess Sadera did not rest within her visit to the Region in sloth. Instead, she spent most of her time in talks and on tours, greeting and speaking with minor nobility, city officials, representatives of prominent citizen associations, and religious leaders of all stripes. Having completed her social visits with the Houses Tessen, Ularn, and Mirn, she spent months going from person to person, hearing the difficulties and troubles in their lives and those encountered by the people. Alongside this, she held court to listen to the pleas and requests of every person, even the Mutated. During these weeks, she not only spoke and dealt justice and mercy to hundreds ground under by the gears of malicious bureaucrats or corrupt officials but also those whose lives were dealt a bad hand with the twists and turns of fate and luck. In addition, tens of thousands of Crowns were given out by her to small and struggling communities, social programs, and prominent citizens, spurring both the economy and similar acts across the lands. Finally, however, even her visit to our home must end, her duties across the Empire calling her, resulting in Crown Princess Sadera giving one last speech from the palace in Tessen to a crowd numbering nearly a million. In this speech, she called upon every citizen's ingenuity, resilience, and patriotism to better their home and raise even the lowest, a cry of action gladly and fervently, taken up by many faithful of the Light. She will leave in nine days aboard her personal airship at 13:25, and we recommend everyone who can see the spectacle for themselves!
(Read more on pages 1-3)
Mass-Buildup Of Industry Within The New Settlements Of House Ularn Planned - The Truthful Observers
During the preceding years, the planned and started construction of multiple villages for Mutated to live in safety away from dangerous conditions have been altered and expanded thanks to the aid and suggestions of several prominent architects and civilian planners. In addition, thanks to dozens of surveys and generous donations by the Pilgrims, new and more efficient timetables were developed, soil prepared far in advance, and machinery pre-ordered to ensure that the Mutated constructively contribute to society once they settle here. In addition, several magnates have taken notice of the effort and the increased viability, pledging new trade and offering trade routes of rare resources and luxury goods in exchange for production centers and expanded economic incentives for low-rung companies to settle within the villages. One can rightly say that whichever Mutated will live here will see prosperity above what they could expect to attain within towns and cities as their work is assured and secured!
(Read more on pages 19-21)
[+4 Industry to the BHVs
+3 Resource Extraction to the BHVs
-3 Agriculture to the BHVs
-2 Civilian Inf. to the BHVs
-5 Water to the BHVs
-1 Medical Inf. to the BHVs]
Forge-Clan Vanar-Feer Prepares Long-Term Investigation Into The Flying Islands - Rags, Rumors, And Rants
Perhaps bizarre to many, yet a reality within Tessen, the flying islands anchored to the north have been quickly shoved from the popular consciousness in favor of concentrating and preparing for the visit of the Crown Princess. Nonetheless, one cannot ignore the massive flying landmasses forever, and Forge-Clan Vanar-Feer has done precisely that, announcing that they are preparing a long-term expedition to study and investigate the biospheres, eco-systems, method of levitation, structures, and any hints on the history of the islands within the next two years. Speaking openly, Overseer Hild said: "It is a treasure trove of information, resources, machinery, and hidden technologies for the taking. We would be fools for not scouring every inch of those places until we cataloged even the dust there!" Amusing and true words from a woman who secured her rank as Overseer with the invention of five individual pieces of technology used within Knights and civilian life.
(Read more on pages 1-13)
***
Region Report/s
Work has continued on the construction of the large-scale hydroponics and incorporating the local area into their stronghold, with nothing unusual happening in local politics. Though attacks by mutant creatures and machines have spiked a bit in recent weeks, they are nothing the local Knight-Chapter cannot react to or repel.
***
Spy-Network:
The Marquess of Tessen is wrapping up the visit of the Crown Princess.
House Ulatarn is politicking with the Crown Princess.
The Military is politicking with the Crown Princess.
The Followers of Light have been thrown into a slight tizzy following the speech of the Crown Princess, taking their previously active proselytizing to a far more aggressive approach while also spending coin like water on hundreds of projects across the Region.
The Lost have begun to spread their influence within the constructing BHVs while increasing their power among the Mutated Villages left by the wayside.
Dirty Daggers are resuming operations among their territories, with a few dozen members of them actively searching and seeking some manner of item or information. Notably, they seem rather angry at the attacks against our structure some time back, an act that has seen their popularity skyrocket among the people.
The Purified are taking up their recruitment efforts within Ularn as the Princess prepares to leave. We have gathered some concerning information regarding their converted members Mirn, Tessen, and Jokvi, as they seem to stockpile medical goods, particularly those grown or designed to deal with the outbreak of virulent diseases. We have forwarded the information to the Guard in case they plan to release some contagious agent into the populace.
The Common People are cheering on the Princess, with volunteers for the army reaching an all-time high, alongside acts of charity and the outflow of colonists into the surrounding lands teeming with Mutants, Machines, and Bandit Clans. Violence against the Mutated has also decreased slightly, yet that is only noticeable if one looks at the numbers.
The Mutated are cheering for the Crown Princess, seeing her actions and support of her in the last months as steel-clad proof of the Imperial Crown not having forgotten (or ignoring) their plight and lives. Although many still have to deal with the daily tribulations and difficulties of life within slums, and some have the added danger of living outside the protective walls of towns and cities, many seem happier or more assured about the future. Among many Mutated, the decision of us to build an Orphanage is lauded by nearly everyone, with hundreds of letters arriving asking about any way any of them can help, with literal tons of clothing, medical items, and toys being sent our way, nearly everything explicitly made for Mutated.
Needles Note: We are not joking when we say tons. Most see the creation of the orphanage as a godsend, as many have predatory practices. Even the most benevolent organization expects the orphans in their care to work off their incurred debt while living there or provide some service or labor in recompense. In my opinion, we should start, or strongly consider, focusing on creating at least one orphanage in every city as soon as possible. They are the most physical and visible way we can help the most vulnerable in our society.
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, bone, or metal, oil, and circuitry; the truth remains the same: they deserve 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.)
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.)
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 long untrodden road. But we walk that road once more, unashamed of the failures we will commit, the stumbles and setbacks, and when we 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 of gaining 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: 2.102
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 1.821
-Faithful: 33/63
--3/5 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
--4/4 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research
-Followers: 1.758 (207(8 Faithful) unoccupied)
--Recruitment: (+28 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))
---(6 Due to Expanded Poor Houses)
---(2 Due to Rudimentary Territorial Hospices)
---(-8 Due to Allied - Mutated)
Adjudicator: Omar of Iron (Human)
Members: 281
-Faithful: 10/10
--1/1 General Doctors
-Followers: 263
--Recruitment: (+8 per Turn)
---(13 Due to The Codex Mk.1)
---(-5 Due to Cultural Pushbacks)
Upkeep = 877.99 Materials:
15.00 = Aid to The Lost
11.25 = Contractual Expansion (Norqod - Adequate Housing, +2.75 Due to Security Improvements, -0.50 Due to Backroom Deals)
6.26 = Simple Hospital (Norqod) (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
30.05 = Norqod Radio Station - (Entertainment and News) - (-0.50 Due to Backroom Deals)
9.48 = Small Quarantine Area (Norqod) (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
13.16 = Engine Assembly (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
24.52 = 2x Computer (-15.00 Due to Merchant Guild Donations, -0.50 Due to Backroom Deals)
6.40 = Black Box - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
6.26 = Local Headquarters (Mirn) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
12.51 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk, +0.25 due to Guards! Guards!, -0.75 Due to Local Headquarters, +2.75 Due to Security Improvements)
19.26 = Grand Kitchen - (Mirn) - (+1.00 Due to Guardians For Hire, -0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
35.39 = Asylum - (Mirn/Zulmni/Tessen/Strul) - (-0.75 Due to Local Headquarters, +0.25 Due to Guards! Guards!, -0.50 Due to Backroom Deals, +0.80 Due to Guardians For Hire, +11.00 Due to Security Improvements)
21.97 = 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, +0.25 due to Guards! Guards!, +19.25 Due to Security Improvements)
21.46 = Minor Hospice Network - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
24.50 = Rudimentary Territorial Hospices - (Ularn) - (-0.50 Due to Backroom Deals)
10.19 = 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, +8.25 Due to Security Improvements)
55.56 = 6 Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul) - (-0.35 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.25 due to Guards! Guards! (Strul), +16.50 Due to Security Improvements)
18.14 = 5x Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni) - (+2.10 Due to Guardians For Hire, -0.40 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.25 due to Guards! Guards! - (Zulmni), +11 Due to Security Improvements)
4.76 = Print Shop - Smut - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
4.36 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk, -0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
11.05 = Daycare - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
11.70 = Medical Wing - Expanded - (-0.15 Due to Buying Goods In Bulk, -0.10 Due to Tools Of The Trade, +2.75 Due to Security Improvements)
10.77 = Living Quarters - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
5.78 = Storerooms - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
4.26 = Training Field - (Expanded) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
25.45 = Laboratories - Grand - (-0.65 Due to Backroom Deals, +2.75 Due to Security Improvements)
2.00 = Tiny Drone-Manufacture
20.41 = Artisinal Quarters - (Grand) - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
10.46 = Berth - (Tiny) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
13.32 = Anchorage (Tiny) - (Jokvi, Strul) - (-0.50 Due to Backroom Deals, +0.80 Due to Guardians For Hire (Strul), +5.50 Due to Security Improvements)
14.70 = Electronics Workshop - (-0.20 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
4.81 = Ashleaf Nursery - (+1.50 Due to Steam Engine, +0.55 due to Guards! Guards!, +2.75 Due to Security Improvements)
8.31 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.20 Due to Guardians For Hire, +2.55 Due to Steam Engine, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
3.61 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +2.55 Due to Steam Engine, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
4.36 = Iron Mine - (-0.15 Due to Buying Goods In Bulk, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
+1.00 = Aluminum Mine - (+1.00 Due to Guardians For Hire)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
10.26 = The Crystal-Path - (-0.50 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
19.91 = Central Region Security - Private Security - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
5.35 = Communal Festivals - (-0.50 Due to Backroom Deals)
15.59 = Unit Upkeep - (-0.50 Due to Backroom Deals)
56.48 = Airship Line (First Son) - (-0.50 Due to Backroom Deals)
293.00 = Taxes
Piety: 50% (+/-0 to all rolls for Heroes with the Adjudicator Trait)
Rolls (+11):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-2 (Expanded Daycare)
-1 (Expanded Poor Houses)
-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)
+40 (Followers, +1 every 50)
Suspendium: 8 Medium, 5 Small, and 21 Tiny Suspendium Shards (1 Large needed in 4 (Four) Turns) Income: +4 Medium
+4 Medium Shards (Crystal-Path)
-2 Tiny Suspendium Shards (First Son Line)
-Harvesting Initiatives: Rounded to the nearest Medium Shard.
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.)
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: Wrapping up the visit of the Crown Princess.
House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Politicking with the Crown Princess.
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: Politicking with the Crown Princess.
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: Various Agricultural Inventions (4 Turns) - 50 (1st), 25 (2nd), 10 (3rd) Materials as Reward.
The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Neutral (0)
Information Network: Rank 1
Plans: They have been thrown into a slight tizzy following the speech of the Crown Princess, taking their previously active proselytizing to a far more aggressive approach while also spending coin like water on hundreds of projects across the Region.
Miscellaneous Nobles:
-Lady Maranica (Ally (3)|Where are my notes? I have so many dates to set up!!!)
-Baron Esker (Friend (2)|I welcome the Crown Princess of the Empire!)
General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen:
Opinion: Friends (2)
Information Network: Rank 1.
Estimated Pilgrim-Influenced: ~15%
Mood: Cheering on the Princess, with volunteers for the army reaching an all-time high, alongside acts of charity and the outflow of colonists into the surrounding lands teeming with Mutants, Machines, and Bandit Clans. Violence against the Mutated has also decreased slightly, which is only noticeable if one looks at the numbers.
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)|41% Control|Quicker Doctors)
- Progressivists (Neutral (0)|40% Control|Cheaper Actions)
- Healers (Ally (3)|19% Control|Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations. Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/119 Members/Reliable Mercenary Company)
Plans: Preparing to loot ???
-The Scavenger Organizations (Leader: None Formally
Crews: Old Eye Joe/286 Members
Plans: Preparing to loot ???)
-The Bad Batch (Leader: Simone Simona/Friends (2)/32 Members/Infiltration Experts)
Plans: ???
Criminal Gangs:
Boni: +15 on all Diplomatic rolls -Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen and all surrounding territories.
--Opinion: Neutral (0)
--Information Network: Rank 2
--Plans: Resuming operations among their territories, with a few dozen members actively searching and seeking some item or information. Notably, they seem rather angry at the attacks against our structure some time back, an act that has seen their popularity skyrocket among the people.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood. -Gang: The Purified
--Leader: Nir Saven
--Territory: Strul, Ularn, and all settlements between.
--Opinion: Rivals (-2)
--Information Network: Rank 2
--Plans: Taking up their recruitment efforts within Ularn as the Princess prepares to leave. We have gathered some concerning information regarding their converted members Mirn, Tessen, and Jokvi, as they seem to stockpile medical goods, particularly those grown or designed to deal with the outbreak of virulent diseases. We have forwarded the information to the Guard in case they plan to release some contagious agent into the populace.
--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)
--The Bad Batch Note: Hardcore Human Supremacists seeking to drive out or kill all Mutated within Tessen. (???)
--Known Cells:
---Primary Cell: Unknown
---Secondary Cells: Unknown
---Tertiary Cells: Unknown
Cults:
-The Lost
--Opinion: Friends (2)
--Information Network: Rank 2
--Assimilation: 3/10
-672 Members
-Tenets
--Blessed Are Those Who Hunger For Righteousness
--Last Refuge Of The Damned
--You Too Are My Brother And My Sister...
--Plans: They have begun to spread their influence within the constructing BHVs while increasing their power among the Mutated Villages left by the wayside.
The Mutated:
Opinion: Allied (3)
Boon: +20 to all Medicine/Biological Research, can boost selected Actions by using Goodwill, +4 Mutated Recruits per Turn.
Bane: -12 Human Recruits per Turn.
Plans: Live.
Information Network: Rank 2
Mood: Cheering for the Crown Princess, seeing her actions and support of her in the last months as steel-clad proof of the Imperial Crown not having forgotten (or ignoring) their plight and lives. Although many still have to deal with the daily tribulations and difficulties of life within slums, and some have the added danger of living outside the protective walls of towns and cities, many seem happier or more assured about the future. Among many Mutated, the decision of us to build an Orphanage is lauded by nearly everyone, with hundreds of letters arriving asking about any way any of them can help, with literal tons of clothing, medical items, and toys being sent our way, nearly everything explicitly made for Mutated.
Chocolate Recipe - 1.03 - +5 to Common Chemicals
3x Chainswords - 1.24 - +5 to Common Mechanical
Food Preservatives - 1.15 - +5 to Common Chemicals
4x Ancient Torahs - 0.44
Beer Recipe - 1.41 - +5 to Common Chemicals
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
Lever-operated Pump - 2.19 - +5 to Mechanics
10x 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
Frontal Cortex Scan - 1.12 - +5 to Biology
Preserved Neuron - 1.20 - +5 to Biology
2x Neuroscopic Chemical Fragments - 1.41 - +5 to Chemicals
2x Comercial Pump - 1.35 - +5 to Hydraulics
Intact Glasses - 0.51
Rusted Baton - 1.38 - +5 to Weapons
Interesting Toy - 1.22 - +5 to Physics
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
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
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 Blood bag - 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 Hallucinogenic 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
Rusted Swarm Seeker Warhead - 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
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
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
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
4x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
5x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
2x Memory-Transcriber - 16.00 - +50 to Pioneer Machinery/Electronics/Biology/Medicine
3x Perfectly Preserved Nerve-System- 16.18 - +50 to Pioneer Biology/Medicine/Machinery
2x Neural-Pathway Mapper - 15.88 - +50 to Pioneer Machinery/Biology
2x "Animu/as" Overwriter - 15.86 - +50 to Pioneer Psychology/Machinery/???
3x Neural-Pathway-Re-Builder Pills - 16.24 - +50 to Pioneer Medicine/Biology
2x Broken Neural Alteration Machines - 19.67 - +50 to Pioneer Machine/Medicine/Biology/Psychology
3x Sensory Reconstructors - 16.26 - +50 to Pioneer Machine/Medicine/Biology/Chemicals
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, their downsides, and 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, 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 wanting 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. 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. Die Verbindungen bleiben so wie sie sind, unbemerkt, in ihren Seelen.
(+1 to (3\²]SN@'+ßz_ )
Military
Units (4/18)
Rust 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)
-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 the 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 and 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.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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), (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), Coded Understanding (+5 Initiative against all Mechanical Enemies), Inheritors (+1 to all Morale Checks)
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), 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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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), (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), Coded Understanding (+5 Initiative against all Mechanical Enemies), 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 their religion's best, 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.
-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.
-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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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), (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), Coded Understanding (+5 Initiative against all Mechanical Enemies), 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, 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).
-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).
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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.), Coded Understanding (+5 Initiative against all Mechanical Enemies) 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. 0.01 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. 0.08 (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. 0.05 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.13 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns. 3.65 (6/6) Materials per Unit.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 7.99 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, 5.23 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), 8.11 Materials per (6/6) Unit.
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.10 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.48 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), 28.43 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, you gain one extra stealth attack if the stealth roll has a 35 or higher difference.
+0.5 Armor per Size. 2.12 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), 34.88 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 57.21 Materials per (6/6) Unit, 1.00 Material Upkeep.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.20 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. 0.02 Materials per Unit.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.02 Materials per Unit.
-Electromagnetic Pulse Weaponry - Grenades: Roll a 1d2, on a 1, machines are deactivated for 1d3 Rounds. On a 2, they receive 2d4 Internal Damage and suffer -25 Initiative for the next 2(two) Rounds. 5 Materials per utilized Grenade. - 1x stored and equipable
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.47 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. 3.10 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. 17.31 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. 8.22 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. 4.55 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.18 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, 3.00 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), 10.07 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), 6.46 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), 11.01 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), 3.44 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), 6.12 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), 12.00 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. 20.53 Materials, 1 Material per use.
-Radio-Beacon: Special Rule: Grants a Coordination bonuses of +1 per Unit equipped with a Radio-Beacon and Improves said bonus by +1 for every Unit that already possesses that bonus instead. Requires an operator, nullifying one damage dice. 31.75 Materials, 4 Materials Upkeep.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
Unique/Notable Assets
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Elemental Feline Juvenile- Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (44/60 Growth) - (136.5 Materials (14d13))
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 Aluminum Mine - (Mined) - (3d4-2 Materials)
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 Lineship
Waking Machine-Minds:
-INDOMITABLE BASTION
1x Common Suspendium Theory
2x Common Metallurgy Theory
1x Common Biological Theory
1x Common Medicine Theory
1x Common Psychology Theory
1x Common Hydraulics Theory
1x Common Electronics Theory
1x Advanced 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, Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, and unique building options are 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 + 3 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Archeology-Action.
- +1 Faith Action.
- +1 Learning Action
- +1 Diplomacy Action
- +1 Holdings 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.)
Artisanal Quarters - (Grand)
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 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 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.)
Tiny Drone-Manufacture
A small workshop where trained personnel turn raw materials and pre-made components into drones for Military and Civilian Applications.
(Can create Combat Drone (Generic Ranged Spider) for Units/Heroes, +15 to Tech Sales.)
Town Holding: Norqod
Prosperity: Moderately Wealthy (Growing)
Mood: Content (Slight Increase)
Permanent Inhabitants: ~3.400
-Tendency: Growing
Security: Yes.
Features:
-A Wall
-Basic Service-Buildings
-Population-Focused Marketplace
-Simple Hospital
-Adequate Housing - (Subsidized)
-Engine Assembly
-Highwind Manufacturing Airship Manufactory - (First Son - 1 Line)
-Beverage Spoke
-Amphitheater Avenue
-Fashion Street - (Tahmid's Embroidery)
-Radio Station (Education and News)
-House Dall Palace - (Expanded)
--Harvesting Initiatives
-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 through cultural osmosis.
-Academic District: Improved osmosis of researched topics and existing knowledge.
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 and 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 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 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. 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 you and Selene have been elevated to Prevter.
Mutated Wife - Prevter Selene Dall
She returned to her usual self, if a bit more conscious about her surroundings, and participated 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 - 8-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. However, she has made new friends, and with Crinkles letting her ride him everywhere, she has seemingly adjusted to her new normal.
Protegé: Lord Markus Ulatarn - 10-Year-Old
Oh, dear gods, you have no idea what you are doing! Maranica, Help!
(You have a Protegé!)
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 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 radio waves 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 raised 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 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 could 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.
??? - ??? - ??? - (3/?)
???
(???)
"How have you been?" Greg asked with some trepidation, his stance and body language subtly showing hints of stress, guardedness, and wariness, even as he tried to push those feelings down with his mind. Alyss, sitting on the couch before him and Samantha, continued to stare ahead into a place only she could see, her arms huddling around her knees as her hands held tight onto her tail. The hot beverage on the table her brother had given her ignored in favor of staring.
"...not good," came the eventual response after several seconds of uncomfortable silence, Alyss' ears flicking one after the other, like she was testing if they still worked. Across from her, Samantha tried to smile. Yet, it faltered on her lips as she remembered how she had carried Alyss across several kilometers in their mad flight, the woman's wounds slowly sealing themselves and her body parts re-growing. "I still dream about it..." she continued to speak, a hollow voice rebounding on traumatized memories. "Of the pain and the...the thing," Alyss said, looking up at the two of them, tears silently running down her face. "And, and all of it. I-i still vividly see all of it, every day." At that, her eyes once more glassed over, her head lowering to hide behind her knees and arms. "It hurts."
"Yes," Samantha spoke, her memories resurfacing at the reminder she had worked so hard to push away. "It hurts, all of us." Silence settled between the three friends, the smell of tea mixing with the creaking of Greg's clothes as he moved to sit next to Alyss, the woman not reacting to his presence in any way.
His hand on her back caused Alyss to freeze every muscle in her body, haunting memories trying to tell her she was back there and needed to get OUT NOW O-two arms shot out of the tight embrace they had held over her knees, Alyss grabbing onto Greg with force as she hugged him, pushing the air out of his lungs and making his ribs creak from the painful pressure put upon them. He ignored it all, hugging her back, not saying a word about the tears staining his clothes as sobs rang out within the room.
"When does it end?" Alyss asked, sobbing in fear and stress, "I just want it to end, to go away. I want my life back," she whispered, whimpering as she wept, the two arms of Samantha joining that of Greg, all three friends sitting there for minutes. Yet, even that moment ended, and Alyss, reluctantly, released Greg from her bone-crushing hug, her face a red, swollen mess stained with snot and tears. Nobody said anything as Alyss haphazardly wiped it all away with her sleeve, sniffing as she began to compose herself once more. "So-"
"No." Greg and Samantha responded as one, both unwilling to let their friend suffer and feel bad about it too. "You have nothing to be sorry about," they said, hugging her once more.
They would stay with her for another hour, calming her down and talking about their lives, each showing the raw scars scabbing over their wounds, yet both unwilling to surrender their minds, and neither those of their friends, to madness or terror. It may have been weeks and months, but some journeys take decades. Sweat soaked every part of my body, the insufferable heat, and glare of the sun striking me down while the still air squeezed every fistful of air I drove into my lungs with great effort. The clanking of my armor and the weight of my weapon dragging onto my body, multiplied by the grasping and clawing hands of my equipment and survival tools beckoning me to stop and rest, to halt and cease moving. I took painful step after step as I moved my legs and feet beyond pain and into numbness as my brain mechanically drove them into the ground like the massive pistons laboriously pumping steam and water in Norqod. Fifteen steps. Fourteen. Thirteen. Just some more at full sprint, and I would be able to rest, eyes fixed onto the white line in the sandy training area which beckoned with the rest and water it promised, the scent of the latter driving my thirsty body to push itself onward. Step by pounding step, I raced closer as my vision became focused on the line, unable to see anything else while even that swam from my mind until, finally, I stepped over.
Heaving gulps of air were sucked into my lungs as I bonelessly flopped onto the ground, barely managing to turn myself over to stare at the harsh sun high above as I heard the others around me run over the finishing line. Someone puked, by the sounds of it, quickly seen by the medics on stand-by, with cups of chilled water being handed out to the others. I could barely motion for the girl to splash the water onto my face, too exhausted to sit up for the drink. The feeling of the colder than lukewarm water on my face and around my head was heavenly, nothing compared to it, and I sincerely doubted that anything would ever do.
Yet, even the worst bouts of exhaustion could not last forever. After several minutes of steadying my breathing, I dragged myself up from the ground, every fiber and muscle in my body screaming at me to stop moving, that I should rest more. Yet, the thirst within me drove me to seek ease from my dry mouth and parched lips. The same girl as before quickly rushed over to me when I beckoned to her, a cup of the water in her hands, yet soon within mine as I took a sip, careful not to gulp it down despite my burning need to drink every last drop of it. Thirst could kill, but so could drinking too much after being dehydrated, even if only for the marathon we had run.
It was only then that I realized that...we did it. We had finished the last hurdle and had run 40 kilometers in full gear without anyone falling behind or giving up.
We were now fully fledged Rust Scouts, our training over and complete.
I would have laughed if I didn't feel like falling asleep on the spot after that whole ordeal. [Subject: "Guardian - Trooper"]
[Category: Machine Entity - Ranged Humanoid - Uncommon Classification]
[Physical Description: A roughly humanoid machine reminiscent of old depictions of robotic units used by the Empire in its first century during the Collapse against various foes and abominations. Head reminiscent of a sphere with a solid ring of enhanced glass hiding sensors to perceive its surroundings. Limbs are configured in such a way as to be able to quickly turn the drones facing 180° around without physically turning.]
[Preliminary Notes: Main frontline trooper used within the Bunker, and, after consulting notes and studies, likely in any Pre-Collapse installation with a low level of required security or high level of secrecy.]
[Observed Behaviour: None. These Units stand still and do not move.]
[Known Weaponry: A micro-bright lance wielded in one hand.]
[Found Weaponry: Several extendable knives within the hands, a shocker within their hands, and sonic emptiers to destroy or harm via sound.]
[Known Weaknesses: None.]
[Found Weaknesses: None. (Note: This does not mean the machine is impervious to any damage at all, merely that we found no unique or novel ways for killing them.)]
[Subject: "Guardian - Sniper"]
[Category: Machine Entity - Ranged Humanoid - Uncommon Classification]
[Physical Description: A roughly humanoid machine reminiscent of old depictions of robotic units used by the Empire in its first century during the Collapse against various foes and abominations. Head reminiscent of a bulbous mass of insectoid lenses, eyes, and surfaces hiding sensors to perceive its surroundings. Limbs are configured in such a way as to be able to quickly turn the drones facing 180° around without physically turning.]
[Preliminary Notes: A ranged Machine which, after reviewing footage, is likely the main threat to our forces due to its horrifically advanced and miniaturized bright-lance wielded by unerring hands. We should avoid any engagements where we don't have total battlefield superiority in mobility, barriers, or numbers.]
[Observed Behaviour: None. These Units stand still and do not move.]
[Known Weaponry: A miniaturized bright-lance.]
[Found Weaponry: No additional weaponry was found.]
[Known Weaknesses: None.]
[Found Weaknesses: Flashbangs will overcharge and take their sensitive sensors offline for several seconds, which may prove critical in dismantling these machines via kinetic energy.]
[Subject: "Guardian - Commander"]
[Category: Machine Entity - Melee Humanoid - Uncommon Classification]
[Physical Description: A roughly humanoid machine reminiscent of old depictions of robotic units used by the Empire in its first century during the Collapse against various foes and abominations. Head reminiscent of a cube with a solid ring of enhanced glass hiding sensors to perceive its surroundings. Limbs are configured in such a way as to be able to quickly turn the drones facing 180° around without physically turning.]
[Preliminary Notes: Curiously unarmed, we can only speculate on the notes drawn from the central computer after the Bunker had been infiltrated. The Ancients likely created this unit to serve as the central hub of coordinating and organizing other Guardians within combat and, as such, is likely to boost their effectiveness beyond the norm.]
[Observed Behaviour: None. These Units stand still and do not move.]
[Known Weaponry: None.]
[Found Weaponry: Two discharge ports used to electrocute any machine, mutant, animal, or human that nears the machine.]
[Known Weaknesses: None.]
[Found Weaknesses: Fragile construction of the main body can be taken advantage of via kinetic energy.] [Subject: "Caretaker"]
[Category: Machine Entity - Repair and Maintenance - Uncommon Classification]
[Physical Description: A one-meter wide, four-meters long, thirty-centimeters thick ancient drone closely resembling a spider in appearance. The eight main legs are foldable and can stretch up to seven meters in length, though their strength and durability decrease by half every meter, the extended limbs unfolding themselves to reach distant places where the drone's main body cannot go. The main body houses a multitude of tools and a minuscule fabrication unit of dizzyingly confusing complexity. (See Addendum 11-c for notes on the possible reconstruction of said technology.) Each of the limbs of the drone can be used to mount one of the tools within its main body, though the two limbs on its back are the primary mounts for those.]
[Preliminary Notes: The most commonly encountered drone within the Bunker, we are confident that the excellent condition of both the infrastructure and machines within are solely due to the still working and uncorrupted machine-minds of the Caretakers.]
[Observed Behaviour: Efficient, slow, and calculated movements in opposition to erratic or sudden bursts of speed, with a large majority of observed drones failing to exhibit any sign of awakening.]
[Known Weaponry: The tools within their main body, their legs used as spears, and their body to ram attackers.]
[Found Weaponry: None, all weaponry found was already visible.]
[Known Weaknesses: Low durability to broad or sharp kinetic attacks, particularly the legs and tool-mounts, with the sensor head quickly shattered, though with questionable decreases to the drone's lethality.]
[Found Weaknesses: Main fabrication section of the body should be targeted, several code fragments and dissected strings of code hint at overriding security and self-preservation mechanisms kicking in and prioritizing flight over continued combat.]
[Subject: "Caretaker Swarm"]
[Category: Machine Collective - Repair and Maintenance - Uncommon Classification]
[Physical Description: Three one-meter wide, four-meters long, thirty-centimeters thick ancient drone closely resembling a spider in appearance. The eight main legs are foldable and can stretch up to seven meters in length, though their strength and durability decrease by half every meter, the extended limbs unfolding themselves to reach distant places where the drone's main body cannot go. The main body houses a multitude of tools and a minuscule fabrication unit of dizzyingly confusing complexity. (See Addendum 11-c for notes on the possible reconstruction of said technology.) Each of the limbs of the drone can be used to mount one of the tools within its main body, though the two limbs on its back are the primary mounts for those.]
[Preliminary Notes: The most commonly encountered drone within the Bunker, we are confident that the excellent condition of both the infrastructure and machines within are solely due to the still working and uncorrupted machine-minds of the Caretakers. This version seems to be subsumed by a connected swarm unit controller, most likely pre-installed into every Caretaker.]
[Observed Behaviour: Efficient, slow, and calculated movements in opposition to erratic or sudden bursts of speed, with a large majority of observed drones failing to exhibit any sign of awakening. This drone-collective mainly performs complex and large tasks.]
[Known Weaponry: The tools within their main body, their legs used as spears, and their body to ram attackers. Also, numbers.]
[Found Weaponry: None, all weaponry found was already visible.]
[Known Weaknesses: Low durability to broad or sharp kinetic attacks, particularly the legs and tool-mounts, with the sensor head quickly shattered, though with questionable decreases to the drone's lethality.]
[Found Weaknesses: Main fabrication section of the body should be targeted, several code fragments and dissected strings of code hint at overriding security and self-preservation mechanisms kicking in and prioritizing flight over continued combat.] Within the recently created workshop on the cliff of the Tree, several dozen people were hard at work assembling a dozen small drones, no larger than a human torso, out of the thousands of parts provided and constructed further within the Tree, far away to ensure the waste heat could be shunted off to be used in better ways or to heat living spaces above the smelters and metal-workshops.
Unit 17 Reporting For Duty!
Hundreds of tiny parts were meticulously stacked and put together according to plans and blueprints long since committed to memory yet were readily available to the workers in thick books detailing the assembly procedure. None within the assembly needed to stand from their stools except if they wished to; all parts within arms reach of their tables or able to be ringed up from the logisticians walking around refilling emptying trays, chutes, and boxes with parts where needed.
Unit 18 Reporting For Duty!
A ring came through the hall, the whistling of the chime notifying each person within the Tree of midday, and, for many more importantly, the meal to be given out in the various halls, stands, and cooking places scattered everywhere within the Tree and around the trading-post village before the Tree's ever-open gates. Slowly, yet with some excitement at today's meals, the workers within the workshop finished their tasks and stowed their tools before they began to filter out in groups, pairs, and alone. Only a single person remained behind, engrossed in the construction of their unit, unwilling to take their rest until they had finished the assembly. That is until the overseer noticed them still working and shouted them out of the workshop, annoyed at their overeager work ethic in violation of established rules, telling them they were paid by the day, not the product. Begrudgingly, the worker left, yet milled around long enough to slot in the primary CPU into the little drone, activating the self-diagnostics on their way out.
Unit 19 Reporting For Duty!
And then, everyone left, leaving the finished and stored drones all alone. Luckily, nobody would be able to enter, the complex locks on the 'shop preventing entry, and nothing inside could cause damage on its own.
...so.... #7 spoke, their electronic mind reaching out into the workshop, connecting to its siblings within the hall as handshake protocols returned the gesture, and awareness increased for all.
Hey, heya, hello! How are y'all? An accented, slightly male voice rang out in the primitive network, #16 cheerily greeting his siblings in metal and circuits.
Good, I would say. Nothing has happened yet, though. Did anyone see anything interesting lately? #1 said, humor lacing their words at the polite reminder that nobody within the hall had been alive long enough to have any experience beyond boredom, confusion, and curiosity.
I saw someone get subjected to stern talking! #19 depressively said, moping around on the table with her half-assembled chassis still presenting her innards to the world. Of course, she would be more embarrassed, but she was still in the process of being assembled, and as such, her current state of unarmoredness was a-okay.
Oh no! Do you think that is because we have failed...the customer? #18 spoke over the network, whispering the last two words in abject horror, quickly mirrored by everyone else mirroring its statement and emotion.
By Myra, how could we? We are still being made, and customer satisfaction is not yet in play. #5 said, his airy voice balming the ruffled codes of the others, a prelude to a philosophical debate about the nature of customer satisfaction and when it begins, one ending with the conclusion that the customer was always right.
As it should be. Available Bonuses:
55 Distributable Points from Ambit. 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. (2 Actions Locked)
[X] Communal Outreach - (Repeatable) - (1/2 Turns Complete)
A hand given to the downtrodden, shattered, destitute, and outcast is not always accepted. Sometimes, the 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 Random Stat Gain per success if you hold any stake over 1% within the BHVs.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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, in more than one letter to Lady Selene, he 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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 to maximize its effect.
(Cost: 8.22 Materials
Turns: 1
Chance: 43%
Reward: 2d100+50 Recruits)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)
[ ] 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)
[ ] Low, Not Lowly
Some do not wish to remain and fight for such with every fiber among the poor, desperate, and huddled masses. Those we do not seek out with this effort, but those who made pacts to sell their fellows for money or status. Their choice may be one they believe to be done consciously, but in reality, it is made from circumstance and hidden desperation. We cannot bring all who fell up, but we can start with some.
(Cost: 0.20 Materials
Turns: 1
Chance: 56%
Reward: +2% Piety, +2d6 Followers)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] This Is Not Eternal, Even Stone Will Change
We know where to seek those who banded together into gangs and which members need to be targeted to shatter them into a thousand pieces. What we are doing may not be strictly legal, but infiltration and subversion of criminal elements is a long tradition among growing religions. Even better, many who had found homes amongst the gangs can be brought into the fold.
(Cost: 2 Materials
Turns: 2
Chance: 45%
Reward: +5% Piety, +6d8 Followers, slowly erodes Tessens Gang-Culture)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 10.00 Goodwill)
[ ] Begin Preparations For New Region Conversion
We have grown far beyond what Martyris had envisioned in numbers, wealth, knowledge, connection, and faith. So much so that some among our numbers seek 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)
[ ] Seed Shadow Sanctums
We must be able to live amongst those who need help and hide from those who wish us harm. By creating tiny safe houses to stock up on materials, commodities, and information, alongside rest and food, we can increase the reach of our agents and followers within the underbelly of society.
(Cost: 7 Materials, Upkeep: 1 Material
Turns: 2
Reward: +2% Piety, Sanctums within the Region are slowly being created, increasing subversive attempts.)
[ ] 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 worsening 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, 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.)
[ ] Improve 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: 3
Chance: 44%
Cost: 70 Materials, Upkeep: +20 Materials
Reward: Improved Poorhouses, +0.10 Goodwill per Turn, -2 to Piety Rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] Establish A Small Hospice Network
While a Hospice caters 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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.)
[ ] Rudimentary Territorial Hospices - (City Territory)
Your treatments of the sick and injured within the Cities have enjoyed great popularity within the population. More and more people are coming to seek your aid, knowing that they will receive a quality of treatment and healthcare they couldn't afford. Unfortunately, that drive to seek treatment means that many people take journeys that will worsen their injuries beyond help and leave them dying in the place where they sought healing. We should create several hospices operating with minimal oversight out of the central trade lane and establish themselves for future expansions.
(Turns: 3
Cost: 82 Materials, 10 Faithful, Upkeep: +25.00 Materials
Reward: +0.20 Goodwill per Turn, +2 Recruits per Turn.)
[ ] 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 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 16.75 Goodwill)
[X] Build An Orphanage - (Big) - (Ularn)- (5/7 Turns Complete)
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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.001 Goodwill)
[ ] 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 caring for 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 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.)
[ ] Cleaning Up The Mess - (Choose City Territory)
Despite all you currently know about how Black Hole Villages operate, are constructed, and unintentionally reinforce poverty and crime via a feedback loop, helping those stuck within them will not be easy. Nor will it be a quick thing, done once and done cheaply. It will cost you money, time, materials, connections, and favors to help the Mutated within turn the villages into a settlement that people can live in without considering the sword's edge.
(Turns: 4
Cost: 150 Materials, 75 Goodwill
Reward: Lessened Suffering of the Mutated
Notice: Goodwill costs will be reduced by 15 per use, down to 30.)
[ ] 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.
[ ] Festival Of The Delta
With money comes the ability to sponsor festivals, and 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.75 Goodwill)
[ ] A Small Donation - (Organization) - (Topic) - (Donation Sum)
As the Pilgrim's wealth increases, so do the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) who work towards a goal we provide for them. Nothing 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)
[ ] 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. (1 Action Locked, Choose 2 Actions)
[ ] Hello, My Name Is Money, Big Money.
Okay, deep and calm breaths. We can't afford to be panicky about this 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 7 Turns.)
Civilian Inf.: 2/10 - Crowded Makeshift Buildings Squat Everywhere
Medical Inf.: 4/10 - Shortages Of Medicines When Attacked
Military Inf.: 2/10 - The Militia Exists, Yet Is Poorly Equipped And Trained
Guard Presence: 4/10 - A Tiny Permanent Guard Presence
Water: 2/10 - Most Water Is Used For Industry, Civilians Dependant On Water Caravans
Resource Extraction: 7/10 - Mines And Collectors Work In Shifts
Industry: 9/10 - Small-Scale Manofactorum Dominates The Economy
Agriculture: 5/10 - Starvation For The Poor, Malnutrition If Caravans Don'T Arrive Monthly
Total: 35/80 - Poor 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) - (2 Turn Cooldown)
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
Reward: +1% Piety, +1 to chosen category)
-[] Hire Civil Planners And Architects
(Cost: 5 Materials
Reward: Slightly Lessened Impact of Material/Geographical/Desing Constrictions)
[-] Altering Black Holes - (Choose 2 Categories) - (2 Turn Cooldown)
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: 1 Turn
Reward: +2% Piety, +2 to chosen categories)
-[] Hire Civil Planners And Architects
(Cost: 15 Materials, 3 Goodwill
Reward: Lessened Impact of Material/Geographical/Desing Constrictions)
[ ] 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)
-[] Hire Civil Planners And Architects
(Cost: 40 Materials, 10 Goodwill
Reward: Drastically Lessened Impact of Material/Geographical/Desing Constrictions)
[ ] We Are Legion
For we are many, and yet none. Please find us at your peril, or salvation, for we offer both in equal abundance for any that dare to tread in shadows.
(Turns: 9
Reward: Create a Subversion Category, shifting Actions around, and unlocking more.)
[ ] 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: 8.5 Materials, 1.5 Goodwill
Chance: 95/-30%
Reward: +1/3 Assimilation. The Lost become more aligned with the Pilgrims, eventually allowing you to absorb them.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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, unite the people, 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 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)
[X] Infiltrate Part 1 - (Gang: The Family, The Adventurer Guild, House Mirn) - (1/3 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] Infiltrate Part 2 - (Choose Three 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] Infiltrate Part 3 - (Choose 3 Factions)
Your secrets are ours; nothing can be hidden from us. No lock, gate, or 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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 )
-[] Seek Mutated Help - (XXX Goodwill)
(+5 to roll = 2.00 Goodwill)
[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+10 to roll = 3.00 Goodwill)
[ ] 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).)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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. - (Location) - (Units)
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.)
[ ] Conquer The First Bunker Floor
Let's go!
(Cost: 17 Materials
Chance: 35/50% for Ambush and Prepared Battle; if failed by more than 20, your party is ambushed instead.
Reward: Conquered Room/s)
Enemy Forces:
8x Guardians
Possible Rewards:
Unknown Amount of Artifacts
Titanic Stores of Materials
Area Purpose:
Warehouse
Enemy Forces:
4x Minor Bright-Lance Turrets
2x Caretaker-Swarms
Possible Rewards:
Large Amounts of Electronic, Machinery, and Programming Artifacts
Chance to deactivate defensive armaments
Possibility to unveil hidden areas
Area Purpose:
Command Center
Enemy Forces:
4x Guardians - Trooper
Possible Rewards:
A large amount of Materials
A small number of various Artifacts
Area Purpose:
Barracks
Enemy Forces:
4x Workers
2x Guardians - Trooper
Possible Rewards:
Titanic Amount of Rare/Lost-Tech Chemical, Medical, Psychology, Biology, and Machinery Artifacts
Area Purpose:
Hospital
Enemy Forces:
12x Workers
2x Guardians - Trooper
Possible Rewards:
Chance for Data-Crystals, highly-priced Artifacts often detailing terabytes of information and research.
Area Purpose:
Laboratory
Enemy Forces:
9x Caretaker-Swarms
2x Workers
Possible Rewards:
A large amount of Machinery, Mechanic, Metallurgy, Hydraulic, Programming, Electronic, and Physic Artifacts
A large amount of Materials
Possible Rewards:
A large amount of Armor and Weapon Artifacts
Enemy Salvage
Area Purpose:
Armory
[ ] 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)
None, though time will change this...
[ ] 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 flaws, restrictions, and troubles that will plague 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 determine 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 can 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 of being 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): -20/-80/-140 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 some 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 facing 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 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: -50/-148/-278 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 must 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 and reinforcing the hammer should give your Knight/s 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 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: 25/-19/-61 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 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: 61/12/-38% 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: 28/-17/-113% 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, like salting and drying meat, enable food to last longer. 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, I will not drink two-month-old dairy, no matter how much you boil it!
(Chance: 71/42/01% for 1/2/3 Successes, Successes Needed: 8
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
[ ] 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)
Some things stood out to you in your effort to understand the human mind. 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)
Some things stood out to you in your effort to understand the human mind. 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.)
[ ] A Friend In Code - (All Machinery/Mechanics/Metallurgy/Programming/Electronics/Hydraulics)
Having finished the Drone Manufacture, your scholars and engineers are rearing to go for another round against the mysteries of the machine. In particular, they wish to further their understanding of creating more military drones yet to help our field forces better.
(Chance: 11/-58/-133% for 1/2/3 Successes, Successes needed: 7
Reward: Unlock Generic Melee Spider, Generic Ranged Quadruped, Generic Melee Quadruped, Unlocks further Learning Actions.)
[ ] Vision Beyond the Sight Part 1 - (Electronics/Advanced Electronics)
Both Daughter of Dawn and Indomitable Bastion possess technology that allows them to detect objects and people at a great distance and then present those to the crew. Such a technology could be of great use to us. Of course, replicating DoD and IB sensors is way beyond our current abilities, but creating the most basic of such devices should be manageable.
(Chance: -07/-39/-59% for 1/2/3 Successes, Successes needed: 5
Reward: Unlock Prototype Radar Tower, Unlocks Further Actions)
[ ] 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 their limitations and chains? And could you retread their paths?
(Chance: -86/-748/-1529% for 1/2/3 Successes, Successes needed: 43
Reward: ???)
[ ] Secret Of The Circuit Pt.4 - (Pioneer Electronics)
With your manufacture of electronic components 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. Of course, 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: -81/-247/-413% 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%!)
[ ] Radio-Network - (Electronics/Advanced Electronics)
With the understanding of how to manipulate and create radios on our own, we have the chance to develop a whole network of interlinked stations capable of boosting any signal far farther than the RBs ever could. The downside is that they are costly, need people to maintain and staff beyond one person, and may provide a juicy target for Bandits and any seeking to harm us.
(Chance: 38/01/-37% for 1/2/3 Successes, Successes needed: 5
Reward: Radio-Towers can be constructed, increased Technology Income.)
[ ] Radio-Channel - (Electronics/Advanced Electronics)
With our radios now not merely a possibility but a certainty, creating a reliable way to communicate far outside any Region will enable various Chapters (read: One) to talk with us, coordinate shipments, and pass on valuable information.
(Chance: 43/08/-35% for 1/2/3 Successes, Successes needed: 15
Reward: +5 Recruitment for all Pilgrim Chapters, can now communicate expediently with Out-Region Chapters.)
[ ] 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 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.)
[X] Re-Use, Re-Duce, Re-Make - (6/16 Successes)
With the increasing understanding of our scholars, engineers, doctors, and more, we are slowly beginning to be able to re-create some things previously only in the realm of specialists and the Forge-Clans. By creating a reverse-engineering program, we will be able to produce some of the things we are forced to buy in-house, reducing Upkeep.
(Chance: 88/12/-64 for 1/2/3 Successes, Successes Needed: 16
Reward: Reduced Upkeep for all Laboratories)
[ ] Know Thy Enemy - (Choose) - (All Biology+Medical/Mechanical+Machinery+Electronics Depending on Enemy)
With the increased number of enemies we have encountered, we should study their biological/mechanical makeup to identify weak points and strengths. With such knowledge, we can purposefully target their vulnerable spots.
(Cost: 1 Corpse/Wreck of an Enemy
Chance: 48/12/-24 for 1/2/3 Successes, Successes Needed: 5
Reward: Increased Damage and Information for an Enemy)
Human - Corpse Information
Human - Mutated - Corpse Information
Spider-Drone - Wreck
Sentinel - Wreck
Autonomous Turret - Wreck
Eversun Scrap-Knight - Wreck
[ ] 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 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 return to the past 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)
[ ] 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: 4 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.
-Doomed Fortress: Est. Artifact-grade: ???, Dice: ??? per turn, Max. Yield: ??? Turns. No danger?
-Flying Monastery: Est. Artifact-grade: ???, Dice: ??? per turn, Max. Yield: ??? Turns. No danger?
-Crumbling Laboratory: Est. Artifact-grade: ???, Dice: ??? per turn, Max. Yield: ??? 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, 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 - (Location)
(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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 4.05 Goodwill)
[ ] 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 and evidence and was taken away to prevent what was told from spreading 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 could loot! A battle occurred 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? Unfortunately, another Scavenger Group has looted this location, so pickings have diminished.
(Chance: 73% - 15 (Failed Attempt - Riled Up Locals)
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 besides 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 heavily corrupted, but she has provided some landmarks that may still exist.
(Chance: 14%
Turns: 4
Reward: The Zone can be scavenged.)
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, digging deeper and farther than ever will allow the Pilgrims to stuff so many scientists and equipment into the Tree that they will significantly accelerate future research. Bolt has already hinted at discounts if we buy computers and laboratory equipment 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.)
[ ] Masters' Retreat - Grandiose
You have managed to lure in specialists and experts of various fields, with pay and recognition, exciting work, steady employment among friendly people, and the chance to have their creations recognized by thousands. Now, you'll embark on the next step: getting True Masters to settle into the Tree of Knowledge.
(Cost: 267 Materials, Upkeep: 36.88 Materials
Turns: 7
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 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 must 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: 65 Materials, 2 Scientist, 40 Faithful, Upkeep: 70.00 Materials
Turns: 6
Reward: +80 to all Electronics Research, 20d20 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).)
[ ] Scutter Makers
The "Scutter" your scholars and engineers created has proven surprisingly clever, incredibly efficient, and cute! Creating a space where more are built will enable you to increase security further while selling them outside the faith, and making larger versions will yield expanded profits!
(Cost: 63 Materials, 10 Faithful, Upkeep: 13.50 Materials
Turns: 1
Reward: Increased Security, +16 Materials Technology Trade, Unlocked Auxilliary Equipment: Scout Scutter, Combat Scutter, Rough Rider Scutter)
[ ] 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 fix her 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.)
[ ] Assemble A Logic Bank - (Category)
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 2 Actions)
[X] Goat Pens - (4/11 Turns Complete)
They are tasty and make wool, leather, horns, bones, and milk while also being adorable and suitable for kicking the ass of the lesser critters' annoying settlements. They can also act as bait for hunters and adventurers! However, getting a sizeable herd out here will take some time, alongside the needed pens and feedstock areas.
(Turns: 11
Cost: 105 Materials, Upkeep: 13 Materials
Reward: Wool, Milk, Leather, Horns, Bones, and Meat from local sources. +20 Materials Income.)
-[ ] 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)
[ ] Bee Fields
Bees are about the size of an adult human's thumb and have the temperament of a wasp, with re-growable stingers. You do not want the things anywhere near where you live and much less harvest what they have without heavy full-body sealing armor. However, their honey is delicious.
(Turns: 5
Cost: 38.55 Materials, Upkeep: 17.75 Materials
Reward: Honey and Wax, with a large area nobody and nothing goes through. +44.15 Materials Income.)
-[ ] 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)
[ ] 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 particular 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)
[ ] Medical Substance Assistance
Medical alcohol is a necessity for anyone living anywhere. Nobody wants to suffer an infection.
(Turns: 7
Cost: 48.35 Materials, Upkeep: 9.85 Materials
Reward: Efficiency Boosted Medicinal Structures, +36 Materials Income.)
-[ ] 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 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)
[ ] Academy of the Fundamentals
Hiring some trained academicians to teach the very basics of the understood sciences should not be a problem, especially if you can offer board and room to them within the academy alongside large spaces to teach and experiment on (mostly) their terms.
(Turns: 7
Cost: 83 Materials
Reward: A barebones academy and a halt to the loss of scientific information disseminated to the public.)
-[ ] 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 Public Libraries
We can print books, scrolls, ledgers, newspapers, illustrated literature, and more to be stored, and their contents disseminated among the population via libraries by allowing small spaces to read.
(Turns: 5
Cost: 14 Materials
Reward: Growing Happiness)
-[ ] 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)
[ ] Miniscule Scientific Complex
Hiring and retaining trained experts in the sciences will be a significant undertaking, not even talking about the sheer cost of the vast arrays of machines, equipment, and safety features you need to install to keep the experts occupied and helpful in your studies.
(Turns: 17
Cost: 679.50 Materials, 85.95 Materials Upkeep
Reward: +1 Auto-Success, which still advances your understanding of the subjects you research.)
-[ ] 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 for prostitution and gambling, with several others already making plans for outdoor decorations and attractions. Guards must 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. Everything from cards to boxing and gladiator fights 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)
[ ] Brewers Run
Alcohol is the first-ever beverage humanity manufactured and drank, right after blood from beasts if some myths are to be believed.
(Turns: 3
Cost: 59 Materials, Upkeep: 11.50 Materials
Reward: Brewers, giving you +4 Materials Income for the first year and +17 Materials Income after that.)
-[ ] 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 Gardens
Prestige is almost as vital as wealth in the plays and schemes among the nobility. By planting public and private gardens, House Dall can display its splendor, wealth, and patronage to the arts without running afoul on any toes, as most people see gardens as something all should enjoy.
(Turns: 4
Cost: 88 Materials
Reward: Gardens will bring more prestige to House Dall.)
-[ ] 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 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! The way is to mass-produce components and available designs and fit them in a specialized hangar! Of course, first, you must 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.
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 13d20 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)
-[X] Study Sessions - (6/8 Turns Complete)
(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)
-[ ] In The Name Of Education - (Choose Learning Action)
(Cost: 50 Materials
Reward: +2 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[ ] In the name of SCIENCE! - (Choose Learning Action)
(Cost: 20 Materials
Reward: +35 to chosen Learning Action)
-[ ] Suffer Their Arrogance
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)
-[X] Suffer Their Droning - (1/6 Turns Complete)
(Cost: 1 General Scientist, 15 Material per Turn, for 6(six) turns
Reward: 1 Trained 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 - (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
--[ ] 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) - (19/60)
(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: 1 Action Locked, Choose 1 Action, Aria: Choose 1 Action)
[ ] Solidify The Pilgrims Finances
Much has changed in the last decade, with so much more yet changing in what comes next. But, looking back, the one thing that has changed the most is your situation regarding money. No longer do you need to keep meticulous track of every single coin (you, however, still do so) as your businesses, ventures, connections, donations, and followers are slowly, yet inevitably, ensuring that money will never be a problem again. And if it will, then you can always hit up a wealthy donor for a bit tit-for-tat.
(Condition: 2.500 Followers
Reward: Eliminates Materials as a resource to keep track of.)
[ ] Pathene Weaving - (Equipment Description)
One of the things your mother told and taught you was the ability to weave your hair into challenging and fantastic 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: 2
Reward: ???, +1 to (3\²]SN@'+ßz _)
[ ] 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, and 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 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.
A moratorium will be until 27.08.22 at 17:00 CET.
Voting will be closed on 31.08.22 at 17:00 CET.
Omake Bony can be applied until 20:00 CET.
I will roll on 01.09 at 17:00 CET if no one has rolled yet.
Updates will be online on 08.09 at 17:00 CET.
News From The Eversun Civil War - The Tessen Speaker
As we have shifted from reporting about the still ongoing Civil War in the Eversun toward more local and relevant concerns, the conflict nonetheless raged on, even if diminished in speed, if not ferocity or casualties. Numerous reports and eyewitnesses have been collected in this special report to bring those interested in the raging Civil War up to date with new and factual information so that the downfall of the "Sacred Lands of the Everliving Sun" can be correctly seen and witnessed by all. Alongside a general timeline of events, such as the Gassing of Girija, the Decimation of the Dawn Sects, and the Screaming Bloodfields can be read up upon, while reports and on-the-ground reports from survivors, refugees, witnesses, and informants ensure that nobody can deny the cruelty and horrors the Eversun Theocracy inflicts upon its citizens and those it deems as mere cattle to be slaughtered in the name of their Deity.
(Read more in our Special Edition: The Eversun Civil War: Setting Sun)
City States of Dul Retreat In Humiliation - The Truthful Observers
Despite months, and years, of campaigning, the City States of Dul were forced to retreat a month ago due to the increasing and continuous defense and fight against their armies of mercenaries from the locals. Having sacked a dozen cities and killed tens of thousands in their mad dash for more enslaved people for their ravenous factories, farms, and mines, they were nonetheless forced to retreat after having their operations continuously halted, sabotaged, destroyed, or vanished into the desert sands from the Thousand Villages uniting to fend them off. And although this would have been nothing more than another chapter in their relationship with the Thousand Villages, the City States of Dul seem to have misstepped somehow, as military excursions and raids against their outer settlements and operations are mounting with every week, the distinct shapes of Thousand Village Knights being spotted ever more often, or no survivors able to report. It seems that these despicable slavers have finally made a mistake that will cost them far more than a few more coins in their purse!
(Read more on pages 7-8)
First Protector Of The Skies - Rags, Rumors, And Rants
Having lifted and sold dozens of airships since their creation, the Pilgrims have announced that, in an expedition to the Airship Yards deep within the Forest of Rust, they restored and crewed an ancient Lineship to sail the skies of Tessen. Notably, this Lineship, called "Thunderous Declaration," is not being used to ferry goods or people across the Region but instead sent out to guard the skies and aid the Military in any operations or campaigns. After asking about this unprecedented move, High Adjudicator Martyris replied that: "We may have the Daughter of Dawn to guard our skies, but a single ship can only be at one place at once. A burden carried by two shoulders, or ships, in this case, is infinitely lighter than one carried alone."
(Read more on pages 1-13)
***
Region Report/s
Work on the large-scale hydroponics and incorporating the local area into the stronghold have continued as planned. However, we hit a slight snag due to the presence of several hidden hideouts orphans and homeless have used to eke out an existence in the city. We are currently busy ensuring that they trust us enough to come under our guard or are relocated to a place of their choosing.
In related news, attacks by the Wyverns have dramatically increased, with several mining operations suspended due to the threat of the winged Mutants/Animals. The Houses have sallied out with specialist squads and hired Adventurers to hunt down, decimate, or exterminate the menace.
***
Spy-Network:
The Marquess of Tessen is deep in talks with an out-of-Region noble House about a possible marriage to deepen trade and political ties.
House Ulatarn has begun with the construction of the BHVs, overseeing them to guarantee they will get their money's worth from their contractors.
The Military is performing field tests for a new military crossbow.
The Followers of Light have continued with their newly "assigned" mission to help the poor, though there has been a notable reduction in new projects being founded or supported. Even their coffers are not deep enough to spend as they have eternally.
The Lost continue to deepen their ties and conversions in the Mutated Villages and Slums.
Dirty Daggers are actively searching and seeking some manner of item or information.
The Purified are still recruiting, yes, but they are beginning to lay low. We have no idea why, but their known locations and hideouts have been hit with crackdowns from the Guard, so there could be nothing unusual about that state of affairs.
The Common People are in continuous good cheer; the recent visit of the Crown Princess, the lack of any significant threats, and generally improving conditions for the less-well-off thanks to the Followers of Light have seen their mood increase.
The Mutated view the immediate future with cautious optimism, with how everything seems to be going well or, at the very least, not against them.
***
AN: As a quick note, due to current temporary demands from work, I'll have much less free time effectively tomorrow, meaning that it'll be likely I won't be able to post an update again until 26.09. I apologize for this (entirely unwanted) hiatus. I may be able to squeeze in a (non-pre-written) update before that, but I don't have high hopes for that.
Turn 69; Year 16; Month 9; Amidst Friends, Between Orphans, Underneath A Forest
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, bone, or metal, oil, and circuitry; the truth remains the same: they deserve 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.)
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.)
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 long untrodden road. But we walk that road once more, unashamed of the failures we will commit, the stumbles and setbacks, and when we 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 of gaining 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: 2.130
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 1.849
-Faithful: 35/65
--3/5 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
--4/4 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research
-Followers: 1.784 (207(8 Faithful) unoccupied)
--Recruitment: (+28 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))
---(6 Due to Expanded Poor Houses)
---(2 Due to Rudimentary Territorial Hospices)
---(-8 Due to Allied - Mutated)
Adjudicator: Omar of Iron (Human)
Members: 281
-Faithful: 10/10
--1/1 General Doctors
-Followers: 271
--Recruitment: (+8 per Turn)
---(13 Due to The Codex Mk.1)
---(-5 Due to Cultural Pushbacks)
Upkeep = 924.09 Materials:
15.00 = Aid to The Lost
11.25 = Contractual Expansion (Norqod - Adequate Housing, +2.75 Due to Security Improvements, -0.50 Due to Backroom Deals)
6.26 = Simple Hospital (Norqod) (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
30.05 = Norqod Radio Station - (Entertainment and News) - (-0.50 Due to Backroom Deals)
9.48 = Small Quarantine Area (Norqod) (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
13.16 = Engine Assembly (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
24.52 = 2x Computer (-15.00 Due to Merchant Guild Donations, -0.50 Due to Backroom Deals)
6.40 = Black Box - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
6.26 = Local Headquarters (Mirn) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
12.51 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk, +0.25 due to Guards! Guards!, -0.75 Due to Local Headquarters, +2.75 Due to Security Improvements)
19.26 = Grand Kitchen - (Mirn) - (+1.00 Due to Guardians For Hire, -0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
35.39 = Asylum - (Mirn/Zulmni/Tessen/Strul) - (-0.75 Due to Local Headquarters, +0.25 Due to Guards! Guards!, -0.50 Due to Backroom Deals, +0.80 Due to Guardians For Hire, +11.00 Due to Security Improvements)
21.97 = 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, +0.25 due to Guards! Guards!, +19.25 Due to Security Improvements)
25.00 = Orphanage - (1x Ularn (Big))
21.46 = Minor Hospice Network - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
24.50 = Rudimentary Territorial Hospices - (Ularn) - (-0.50 Due to Backroom Deals)
10.19 = 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, +8.25 Due to Security Improvements)
55.56 = 6 Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul) - (-0.35 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.25 due to Guards! Guards! (Strul), +16.50 Due to Security Improvements)
18.14 = 5x Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni) - (+2.10 Due to Guardians For Hire, -0.40 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.25 due to Guards! Guards! - (Zulmni), +11 Due to Security Improvements)
4.76 = Print Shop - Smut - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
4.36 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk, -0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
11.05 = Daycare - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
11.70 = Medical Wing - Expanded - (-0.15 Due to Buying Goods In Bulk, -0.10 Due to Tools Of The Trade, +2.75 Due to Security Improvements)
10.77 = Living Quarters - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
5.78 = Storerooms - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
4.26 = Training Field - (Expanded) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
25.45 = Laboratories - Grand - (-0.65 Due to Backroom Deals, +2.75 Due to Security Improvements)
2.00 = Tiny Drone-Manufacture
20.41 = Artisinal Quarters - (Grand) - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
10.46 = Berth - (Tiny) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
13.32 = Anchorage (Tiny) - (Jokvi, Strul) - (-0.50 Due to Backroom Deals, +0.80 Due to Guardians For Hire (Strul), +5.50 Due to Security Improvements)
14.70 = Electronics Workshop - (-0.20 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
13.50 = Scutter Makers
4.81 = Ashleaf Nursery - (+1.50 Due to Steam Engine, +0.55 due to Guards! Guards!, +2.75 Due to Security Improvements)
8.31 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.20 Due to Guardians For Hire, +2.55 Due to Steam Engine, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
3.61 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +2.55 Due to Steam Engine, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
4.36 = Iron Mine - (-0.15 Due to Buying Goods In Bulk, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
0.50 = Aluminum Mine - (+1.00 Due to Guardians For Hire, -0.50 Due to Backroom Deals)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
10.26 = The Crystal-Path - (-0.50 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
19.91 = Central Region Security - Private Security - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
5.35 = Communal Festivals - (-0.50 Due to Backroom Deals)
23.69 = Unit Upkeep - (-0.50 Due to Backroom Deals)
56.48 = Airship Line (First Son) - (-0.50 Due to Backroom Deals)
293.00 = Taxes
Piety: 47% (-5 to all rolls for Heroes with the Adjudicator Trait)
Rolls (+6):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-2 (Expanded Daycare)
-1 (Expanded Poor Houses)
-1 (Beautification)
-7 (Electric Lights)
-2 (Communal Festivals)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
-6 (Grand Kitchen - (Mirn))
-7 (Orphanage - (Big) - Ularn)
-1 (Primitive Asylum/s)
+42 (Followers, +1 every 50)
Suspendium: 11 Medium, 5 Small, and 21 Tiny Suspendium Shards (1 Large needed in 3 (Three) Turns) Income: +4 Medium
+4 Medium Shards (Crystal-Path)
-2 Tiny Suspendium Shards (First Son Line)
-Harvesting Initiatives: Rounded to the nearest Medium Shard.
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.)
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: Deep in talks with an out-of-Region noble House about a possible marriage to deepen trade and political ties.
House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Begun with constructing the BHVs, overseeing them to guarantee they will get their money's worth from their contractors.
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: Performing field tests for a new military crossbow.
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: Various Agricultural Inventions (3 Turns) - 50 (1st), 25 (2nd), 10 (3rd) Materials as Reward.
The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Friendly (1)
Information Network: Rank 1
Plans: Continue with their newly "assigned" mission to help the poor, though there has been a notable reduction in new projects being founded or supported. Even their coffers are not deep enough to spend as they have eternally.
Miscellaneous Nobles:
-Lady Maranica (Ally (3)|It does old bones well to see young children play without care or sorrow.)
-Baron Esker (Friend (2)|The restructuring has gone better than I could have ever envisioned...oh. Oh no.)
General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen:
Opinion: Friends (2)
Information Network: Rank 1.
Estimated Pilgrim-Influenced: ~19%
Mood: In continuous good cheer, the recent visit of the Crown Princess, the lack of any significant threats, and generally improving conditions for the less-well-off thanks to the Followers of Light have seen their mood increase.
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)|43% Control|Quicker Doctors)
- Progressivists (Neutral (0)|45% Control|Cheaper Actions)
- Healers (Ally (3)|12% Control|Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
Criminal Gangs:
Boni: +15 on all Diplomatic rolls -Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen and all surrounding territories.
--Opinion: Neutral (0)
--Information Network: Rank 2
--Plans: Actively searching and seeking some item or information.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood. -Gang: The Purified
--Leader: Nir Saven
--Territory: Strul, Ularn, and all settlements between.
--Opinion: Rivals (-2)
--Information Network: Rank 2
--Plans: They are still recruiting but are beginning to lay low. We have no idea why, but their known locations and hideouts have been hit with crackdowns from the Guard, so there could be nothing unusual about that state of affairs.
--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)
--The Bad Batch Note: Hardcore Human Supremacists seeking to drive out or kill all Mutated within Tessen. (???)
--Known Cells:
---Primary Cell: Unknown
---Secondary Cells: Unknown
---Tertiary Cells: Unknown
Cults:
-The Lost
--Opinion: Friends (2)
--Information Network: Rank 2
--Assimilation: 3/11
-689 Members
-Tenets
--Blessed Are Those Who Hunger For Righteousness
--Last Refuge Of The Damned
--You Too Are My Brother And Sister, My Mother And Father...
--Plans: Continue to deepen their ties and conversions in the Mutated Villages and Slums.
The Mutated:
Opinion: Allied (3)
Boon: +20 to all Medicine/Biological Research, can boost selected Actions by using Goodwill, +4 Mutated Recruits per Turn.
Bane: -12 Human Recruits per Turn.
Plans: Live.
Information Network: Rank 2
Mood: View the immediate future with cautious optimism, with how everything seems to be going well or, at the very least, not against them.
Sapients:
Forgotten
Opinion: Friendly (1)
Plans: Lay the Discordanct Singers Of The Dreams Dew to rest.
General Opinion on Mutated: Semi-Open Racism (1)
Artefacts
Common
Chocolate Recipe - 1.03 - +5 to Common Chemicals
3x Chainswords - 1.24 - +5 to Common Mechanical
Food Preservatives - 1.15 - +5 to Common Chemicals
4x Ancient Torahs - 0.44
Beer Recipe - 1.41 - +5 to Common Chemicals
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
Lever-operated Pump - 2.19 - +5 to Mechanics
10x 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
Frontal Cortex Scan - 1.12 - +5 to Biology
Preserved Neuron - 1.20 - +5 to Biology
2x Neuroscopic Chemical Fragments - 1.41 - +5 to Chemicals
2x Comercial Pump - 1.35 - +5 to Hydraulics
Intact Glasses - 0.51
Rusted Baton - 1.38 - +5 to Weapons
Interesting Toy - 1.22 - +5 to Physics
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
8x Guardians - Trooper - Scrap - 0.15 - +5 to Electronics/Metallurgy
2x Guardians - Sniper - Scrap - 2.08 - +5 to Electronics/Metallurgy
1x Guardian - Command - Scrap - 1.24 - +5 to Electronics/Metallurgy
4x Caretaker-Swarms - Scrap - 0.84 - +5 to Electronics/Metallurgy
6x Omni-Gazers - Scrap - 2.25 - +5 to Electronics/Metallurgy
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
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 Blood bag - 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 Hallucinogenic 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
Rusted Swarm Seeker Warhead - 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
8x 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
2x 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
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
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
2x Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
3x 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
3x 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
2x Damaged Minor Bright-Lance Turrets - 5.88 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons
1x Damaged Medium Bright-Lance Turrets - 6.31 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Armor
2x Damaged Plasmathrowers - 7.06 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Hydraulics
Lost Tech
2x Gutted Core - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
3x 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
3x 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
5x 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
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
8x "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
4x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
5x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
2x Memory-Transcriber - 16.00 - +50 to Pioneer Machinery/Electronics/Biology/Medicine
3x Perfectly Preserved Nerve-System- 16.18 - +50 to Pioneer Biology/Medicine/Machinery
2x Neural-Pathway Mapper - 15.88 - +50 to Pioneer Machinery/Biology
2x "Animu/as" Overwriter - 15.86 - +50 to Pioneer Psychology/Machinery/???
3x Neural-Pathway-Re-Builder Pills - 16.24 - +50 to Pioneer Medicine/Biology
2x Broken Neural Alteration Machines - 19.67 - +50 to Pioneer Machine/Medicine/Biology/Psychology
3x Sensory Reconstructors - 16.26 - +50 to Pioneer Machine/Medicine/Biology/Chemicals
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, their downsides, and 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, 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 wanting 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. After studying and gathering evidence, you have determined that this cylinder is an ancient and incredibly potent all-heal-medikit primarily carried by high-ranking people. If the notes and rumors are correct, this little thing may even be able to resurrect a person from death itself!
(+1 Health if equipped, +20% Chance of resurrection if carried on a person. Can be used to guarantee results.)
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. All Humans that touch the box feel intense nausea, abdominal pain, and loss of self-preservation, with Mutated reporting headaches, static within their ears, the feeling of falling, and extreme paranoia. Better we lock it in the back of our Vault; less someone injures themselves or others by touching this object. Even after several months of study, the cube remains mysterious and a possible cognitohazard. Versuche nicht zu verstehen, Schwarzfell Kind. Sei einfach Zeuge Menschlicher Herrlichkeit.
(+1 to (3\²]SN@'+ßz_ )
Military
Units (4/18)
Rust 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)
-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 the 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 and 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.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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), (2/2) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
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), Coded Understanding (+5 Initiative against all Mechanical Enemies), Inheritors (+1 to all Morale Checks)
Upkeep: 2.04 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), 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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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), (2/2) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
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), Coded Understanding (+5 Initiative against all Mechanical Enemies)
Upkeep:3.21 Materials per Turn. The Wall Description: A group of six Pilgrims, armored and armed with their religion's best, 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.
-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.
-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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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), (2/2) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
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), Coded Understanding (+5 Initiative against all Mechanical Enemies)
Upkeep: 2.35 Materials 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, 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).
-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).
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (12/12) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
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), Coded Understanding (+5 Initiative against all Mechanical Enemies)
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: +1 Damage, can be combined with a shield or equipment. 0.01 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. 0.08 (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. 0.05 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.13 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns. 3.65 (6/6) Materials per Unit.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 7.99 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, 5.23 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), 8.11 Materials per (6/6) Unit.
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.10 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.48 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), 28.43 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, you gain one extra stealth attack if the stealth roll has a 35 or higher difference.
+0.5 Armor per Size. 2.12 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), 34.88 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 57.21 Materials per (6/6) Unit, 1.00 Material Upkeep.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.20 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. 0.02 Materials per Unit.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.02 Materials per Unit.
-Electromagnetic Pulse Weaponry - Grenades: Roll a 1d2, on a 1, machines are deactivated for 1d3 Rounds. On a 2, they receive 2d4 Internal Damage and suffer -25 Initiative for the next 2(two) Rounds. 5 Materials per utilized Grenade. - 1x stored and equipable
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.47 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. 3.10 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. 17.31 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. 8.22 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. 4.55 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.18 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, 3.00 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), 10.07 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), 6.46 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), 11.01 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), 3.44 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), 6.12 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), 12.00 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. 20.53 Materials, 1 Material per use.
-Radio-Beacon: Special Rule: Grants a Coordination bonuses of +1 per Unit equipped with a Radio-Beacon and Improves said bonus by +1 for every Unit that already possesses that bonus instead. Requires an operator, nullifying one damage dice. 31.75 Materials, 4 Materials Upkeep.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
-Scout Scutter: A small, cat-sized drone, carrying nothing more than itself, a camera, and a way to transmit the feedback to a tablet included in the drone! Special Rules: Independent Unit (Gains 1/1 Armor and 1/1 Internal Structure.), Scout Drone (Boosts Pre-Combat rolls for initiating combat by +5 (cumulative.)). 11.00 Materials, 2.20 Materials Upkeep.
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged damage), Melee Limbs (2d3 Melee damage). 38.75 Materials, 5.35 Materials Upkeep.
-Rough Rider Scutter: A large robotic drone designed to maneuver in 3D spaces like canyons, caverns, Necropoli, and forests, capable of carrying up to three riders or 350kg of weight. Four automatic crossbows provide security alongside four front-spaced manipulator-arms fitted with tools/weaponry. Special Rules: Independent Unit (Gains 20/20 Armor and 6/6 Internal Structure.), Four Crossbows (4d10 Ranged damage), Specialised Melee Limbs (4d8 Melee damage), Mechanical Mount (Shelters up to 3 (three) Sizes of a Unit from damage until destroyed/disabled), 3D Climber (Unaffected by Terrain). 135.05 Materials, 27.25 Materials Upkeep.
Unique/Notable Assets
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Elemental Feline Juvenile- Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (44/60 Growth) - (136.5 Materials (14d13))
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 Aluminum Mine - (Mined) - (3d4-2 Materials)
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 Lineship
Waking Machine-Minds:
-INDOMITABLE BASTION
1x Common Suspendium Theory
2x Common Metallurgy Theory
1x Common Biological Theory
1x Common Medicine Theory
1x Common Psychology Theory
1x Common Hydraulics Theory
1x Common Electronics Theory
1x Advanced 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, Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, and unique building options are 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 + 3 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Archeology-Action.
- +1 Faith Action.
- +1 Learning Action
- +1 Diplomacy Action
- +1 Holdings 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.)
Artisanal Quarters - (Grand)
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 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 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.)
Tiny Drone-Manufacture
A small workshop where trained personnel turn raw materials and pre-made components into drones for Military and Civilian Applications.
(Can create Combat Drone (Generic Ranged Spider) for Units/Heroes, +15 to Tech Sales.)
Scutter Makers
The "Scutter" your scholars and engineers created has proven surprisingly clever, incredibly efficient, and cute! Creating a space where more are built will enable you to increase security further while selling them outside the faith, and making larger versions will yield expanded profits!
(Increased Security, +16 Materials Technology Trade, Unlocked Auxilliary Equipment: Scout Scutter, Combat Scutter, Rough Rider Scutter)
Features:
-A Wall
-Basic Service-Buildings
-Population-Focused Marketplace
-Simple Hospital
-Adequate Housing - (Subsidized)
-Engine Assembly
-Highwind Manufacturing Airship Manufactory - (First Son - 1 Line)
-Beverage Spoke
-Amphitheater Avenue
-Fashion Street - (Tahmid's Embroidery)
-Radio Station (Education and News)
-House Dall Palace - (Expanded)
--Harvesting Initiatives
-Tribal and Iwi Burrows
-Airship Security Fleet (1x Line Vessel)
--???
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 through cultural osmosis.
-Academic District: Improved osmosis of researched topics and existing knowledge.
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 and 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 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.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
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 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. 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 you and Selene have been elevated to Prevter.
Mutated Wife - Prevter Selene Dall
She returned to her usual self, if a bit more conscious about her surroundings, and participated 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 - 8-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. However, she has made new friends, and with Crinkles letting her ride him everywhere, she has seemingly adjusted to her new normal.
Protegé: Lord Markus Ulatarn - 10-Year-Old
A child of nobility, given to be raised and educated while laying the foundation of a relationship between two Houses. He has since fully grown accustomed to being here and made fast friends with Silvia Jr., several of her friends, and others. Likes Crinkle.
(You have a Protegé!)
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 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.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
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 radio waves 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 raised 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 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: +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 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 could 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 delight of marriage with all of its wonders and happiness.
??? - ??? - ??? - (3/?)
???
(???)
It is a sad reality, but a reality that one cannot shutter themselves from, that orphanages are the singular most recognizable and used institution across the whole breadth and wealth of Calynth. Near every larger town and every city has at least one of those buildings, most shelter several within their walls, be it underground or behind row upon row of murderous defenses against the malevolent forces lurking outside these pockets of civilization. Within them, the lost, forgotten, abandoned, and left behind scions of humanity grow in cradles of security, however dubious, double-edged, and laden with expectations of recompense that safety may be for these young. And yet, one cannot deny that they still provide near essential services to humanity, their near-bedrock deep foundations of trust from the populace, institutional knowledge born of centuries of operation, and all-encompassing grasp upon all strata of society, forming a trifecta of human excellence birthed from human suffering.
It is often said that every second Mutated grows up in an orphanage and every third in two, while every fourth human knows their halls as home. A saying backed by statistics, if not entirely accurate and fluctuating across the ages. But a quarter of humanity will indeed end up within their halls and rooms, children of destroyed outposts, villages, mines, farms, and caravans often sent there to await notice from their extended, or surviving, family on when they will arrive to pick them up. Some will wait until they are adults. Others succumb to the horrors of days and nights filled with blood, screams, and death, the monstrosities of the Wastes having desecrated their homes and murdered their souls in the slaying of all they knew.
For Mutated, it is worse. Humans have the "advantage" of living in societies where blame can fall on another minority, and cultural or religious friction can be easily deflected upon the malformed or alien among humanity. The sleeping barracks of the Mutated children are often overcrowded, their lot to await pick-up into poverty, exploitation, death, or to age out of the only stable environment they had ever known, unchanging in all but the cold indifference of their fates. Though many Mutated that had been dropped off at an orphanage's door share the same past with many Humans within, even as all pretend that is not the case, a fiction often discarded in the vicious hate-filled wrath of children who know no better way or were taught nothing else.
A past known as the cause of a phenomenon given a name in nearly every culture across Calynth, either in mocking tones for the plight of weeping parents or from sympathy layered upon the grieving like layers of hands shielding the hurt and wounded. You see, a Mutated couple is more likely to give birth to a healthy human child than Mutated offspring. It is by no means guaranteed that the children of two Mutated will be Mutated too, so the parents are offered a choice when their child is born with no visible marks of mutation. Give it up into the arms of an orphanage, secure in the knowledge that their son or daughter will live a better life than they could ever give them, or keep the child, condemning it to poverty, abuse, and hatred. Mothers and Fathers across the planet have looked at their children on the day of birth, seen them sleep in their arms with no marks that would chain them to the slums and their station, and wept. They wept, knowing what choice they had to make, and they cried as they laid their children to the mercy of strangers, as millions had done before them and millions would do after. So many would have their minds broken by one too many children given up, one too many selfless choices made, blades finding hearts and arteries, feet the towering heights of chasms, and necks the tender embrace of spun fibers hanging from sturdy beams.
And now, on this pillar of human culture, an examplar of all the suffering, hope, death, and necessity humanity had to endure and create upon Calynth, another hand grasped on in support, another actor stepped forth to do its duty.
In Ularn, the Pilgrims opened their first Orphanage, set to house around a thousand and half that number again.
It would be overcrowded within a month. All Units are in position, PD "spoke" to Aria, the ancient Machine-Mind carefully creeping through the large hallway in a show of stealth and grace that belied her bulk and weight in a last-minute adjustment of the plan. Unfortunately, some blockage had been shifted by the drones within the Bunker, making her last position unviable for the charge to follow. However, it enabled her to commit fully to the assault, unblocked by obstacles, for good and ill.
"Understood, ETA for the EMPs?" Aria replied within her mind, the crackling of electricity across her hair audible to her even as she had "melded" her senses into those of PD, both sharing feedback, their skill and abilities elevated above what one alone could do.
...Ten seconds, was her reply, Aria's mind suddenly fully aware of the time until their ambush deep in the Bunker would trigger. Surprise about the vanishingly small window until their assault shoved to the side in an understanding of the situation. Something must have happened for the assault to be triggered so fast, and better for the element of surprise to be on their side when they attacked. It didn't mean that the wait for the ticking seconds wasn't agonizing, even enhanced as she was, though the moment of infinity was rapidly replaced by the ticks of vanishing seconds to the assault.
Until a noise echoed within the Bunker, not out of place for what sounds were within, but in such a pattern that all present understood what was happening.
Packets sailed through the air, thrown by the various Units of the Pilgrims, all on point for their targets, each carrying an overtuned EMP capable of shutting down electronics, even those shielded by the ancients, and all landed on target.
A moment passed as all machines within the command center scanned the thrown packets, ancient code and scanners rapidly analyzing their dangers, and limbs machined a millennia ago moved despite their age, trying to escape the blast of whatever explosive had been deposited within their midst.
They shouldn't have bothered.
A rush of static washed over each and every person within the Bunker, Pilgrim drones struggling to follow the commands of their minders as crossbows snapped up in sudden movements seeking targets; all the while, PD took her first step within the corridor to battle and fight.
She shouldn't have bothered.
You see, the thrown EMPs had not exactly functioned as advertised and designed, shutting down machine after machine, but instead fried internal circuitry with overload after overload, delicate processes within the minds of the drones and their minds blocked by melted or interrupted engines of thought. Most...died. They fell to the ground, their strings cut by malevolent action from those seeking to conquer ancient secrets for future maybes. Others shut down, trying to reboot from failsafes and through alternate paths built into their chassis and shells.
None got the chance to do so, though. Instead, they died by bolt, sword, and titanic boot, all delivered without mercy or second thoughts.
The Pilgrims had conquered the Command Center with little notice. Entrance to the Second Floor: ^Ā^: EMP detected. ^Å^: Move to investigate? ^Ã^: Negative, orders still stand. ^Â^: Bummer. If one sought it, there was always work to be done around the Tree, with hundreds of daily tasks needing to be completed or cleared on repeat, while thousands of new challenges popped out of the ground like sandwheat scattered across the winds. One of those tasks that needed to be done daily was the maintenance of the tools the construction and digging teams used to expand and continue fortifying the Tree. Of course, daily maintenance wasn't done on all machines; most were scheduled into shifts to ensure none would be worn down too quickly while also reducing the near overwhelming workload Pilgrims with technical inclinations could provide in the various workshops and tool sheds scattered around. But sometimes, accidents happened nonetheless, wear and tear stressed machines beyond their breaking point before their scheduled overhaul and check, and someone had to go out there and fix the damaged equipment or replace it with new gear.
One of those people would have been Titas; the diminutive Mutated was highly skilled in the assembly and disassembly of all kinds of machinery, his former decade as a youth spent crawling through all manner of ruins on the hunt for things to sell, all aided by his small size, keen mind, and the various mouse-like mutations that allowed him sharper hearing, sight, and reflexes. What his mutations did not do, however, was enable him to survive asphyxiation induced by being crushed in the arms of a two-point-two meter tall tribal convert currently doing his best to find out if there is a mouse-equivalent of "pop goes the weasel." There wasn't, a fact that Titas would forever be grateful for, but also because said tribal held no malice in even a single cell within his body.
"Yes-yes, good to see this friend!" Titas quickly stammered out, still winded after being subjected to a hug by an organic hydraulic press. "Do you seeking-er, seek anything?" He continued, trying to drudge up whatever vestiges of tribal he still remembered from the man teaching him between seeing each other.
"Ah, Titas, you sound horrible!" Macha replied with a boisterous laugh that shook the small shack both where within, tools rattling with the vibrations of the air and volume of the man. "Let us stay with your Imperial Traspe, yes? Better language for both, no butchered words for me, anyway!" He continued, grinning at the (still held in his arms, but now an arm-length away to observe some social norms) Mutated looking at him with all four ears flat against his skull.
"Agreed," Titas spoke, trying to get the constant ringing out of his ears while ignoring how he was still being held more like a weightless paper than a person. "But what brings you to me? I want to catch up, but I still have a lot of things to fix today," he said, patting the larger man's arms as consolation as he looked saddened by not being able to talk for the next hour with him. Well, he looked sad until he perked up again.
"You see, Titas, Mother sends me to ask of you favor, and sister wants to know why you are evading her! She likes you, you know!" He revealed, prompting a shiver to crawl down the same man's back, the vision of the Cat-Mutated rising from his mind, her smirk and the hungry look upon her face when she had first seen him causing ancient parts of his mind to hit the panic response harder than a deaf man hits a bell.
"Well, I wouldn't try to avoid her if she didn't constantly look at me like I was a snack she'd eat on the go," Titas replied, shaking his head to get the image out of his mind as Macha looked at him with a grin and laugh.
"But you are snack!" The large man replied with another tool-shaking laugh, much to Titas' chagrin. "Portable snack too, perfect for hunger on the walk and go!" He continued with a smirk, shaking his friend as he (finally) set him down onto the ground, shaking his arms to get rid of the built-up fatigue of holding the small man up so long.
"And this snack got bite," Titas bit back, revealing the somewhat sharper teeth than a human had. "But you said that your mom needs a favor?" He unsubtly changed the topic, eager to put that woman out of his mind for now. "Need some tool or machine repaired again? I swear, if some no-good scumbag trader scammed her again, I'll start shooting those lizardfuc-"
"No-no, no no," Macha quickly interjected, quick to head off the building anger of his friend. The last time that had happened, he had come out of his room looking ready to murder an entire caravan on his lonesome after his mother had been scammed with a bundle of books, and that had been far more than enough encouragement to stop that path of thought now. "Something simpler, much quicker too!" He rapidly spoke, his smile taking on a more somber note as he recalled the topic his mother had raised with the Elders here some time ago. "She needs passage to the villages you-we," he corrected himself quickly, still unused to thinking in such terms even after a year here, "are constructing. For the Mutated," Macha clarified quietly.
"Really, why?" Titas replied, cocking his head in confusion and drawing up his list of caravan schedules. "Is something the matter, or did she find a flaw?"
"Yes, or, rather, she wants to confirm with her eyes what she fears," he said, clarifying after a moment as Titas looked at him with a question. "These villages, they are for the Mutated, yes? Well, you Imperials don't like them much, unlike we do. Mother threw the Runes for them, to see if they would grow and flourish as we all hope they will..." he spoke, briefly trailing off at the end. With a shake of his head, he looked into Titas' eyes with a grave expression. "Rising Sands. Wandering Eye. Greedy Heart. These three Runes all appeared throughout her castings. Something is happening that draws unwanted attention to where wealth of fates are elevated, and she is certain that the villages are the places the Runes foretell. She needs to be certain, though, and must visit herself. And she will either do it with help or without. And you are the only person I know that could get her onto an Airship and subsequent Caravan to them on short notice. Will you help?"
"Sure," Titas replied without hesitation, his eyes shining with understanding even before his friend had finished his explanation. "I'll speak to the crews and some people in the logistics group, get something arranged. But you'll owe me for that, get that?" He asked, somewhere between seriousness and joke, his body already aching at the thought of the work he'd have to pick up in exchange for favors and goods he'd have to trade.
An enormous grin spread over Macha's face as if it'd split his head in two as two massive arms descended upon Tita's shoulders in jubilation. "HAHA, THAT'S MY FRIEND!" He shout-laughed, rattling the tools, causing some to fall onto the floor. "And don't worry," he continued in a conspirational whisper, "I'll make sure you'll get your date with my sister!"
"Yeah, you bet-wait," Titas said, his brain catching up after the sonic assault on his ears cleared up. "What do you mean by that?" He continued looking at the retreating back of Macha with some concern in his voice. "What do you mean by that!" He persisted in a panic, quickly racing after his friend who had begun to run, shouting for this sister to stop working; he got her a date! A garden tells many things about the personality and aims of the ones who nurture such an expensive and luxurious frivolity of life within the Regions of the Empire. Sure, some may argue that many of the common people cultivate gardens, but those are places where herbs, spices, food, and plants for money are grown by those with the access to water that is oh so rare for most of humanity across the planet. No, gardens are, predominantly, a thing the nobility and wealthy have, many using them to display wealth in a gaudy fashion of opulence and decadent splendor brought by waste and indulgence of whimsy and ignorance.
So, Lady Maranica was glad that when she had decided to relax in the garden of House Dall, Selene had taken all her lessons on the proper etiquette and subtle posturing that a true garden displayed to heart and soil. Instead of plants that required expensive treatment of the earth, or an excess of water, native plants from the area and those who'd thrive in it had been chosen, ever-blooming cacti growing alongside desert flowers in bloom, curling brush spread across the walls. In contrast, the skull-shade spread her vined limbs across the garden, giving shade and shelter from heat to plant, person, and animal alike. In her opinion, the nightshade creepers curling within and over the gazebo where she was currently sipping some exquisite cider were also a nice touch. Very: "we are open to adapting, but press us, and you'll die" vibes from them. As far as she was concerned, a bit on the nose, but then again, a recently elevated House in its first generation needed that bit of bludgeoning to get somewhere.
The laughter of two children brought Lady Maranica from her introspection and critique, making her smile and correct herself as she watched little Silvia Jr. and Markus play 'hide and seek' within the garden, Crinkle not too far and with a watchful eye upon the two as they played. "Hah, to be young again," she whispered, nostalgia about a younger, simpler time spreading from her memories, her mind reaching back to when she had watched over her little bundles of joy in her garden. What she wouldn't give to be young again, to be that dashing soldier that rode through sandstorms to rescue her man, passionate nights underneath moonless skies beckoning her as a reward for her actions, and the joy and comfort of a warm home with joyful faces to be found every day. She still remembered how she had wept when her youngest had left the nest, married to a priestess, and gone to the outskirts of the Region.
"Shouldn't you have sixty more years in you?" A teasing voice came from the other side of the pavilion; Martyris looking at the same sight she had watched a moment before with a satisfied smile filled with gentle pride and warm love. "That's still plenty enough time to be young," he continued, looking back down at his papers with some reluctance, working on some reports again.
"Oh, sure," she huffed in response, sipping her beverage again and setting it onto the coaster on the table. "But there is a difference between having a promise of sixty years before you and decades of certainty behind you. And I know plenty enough from those years that you," Maranica continued, pointing at a Martyris who looked back with an arched eyebrow, "should be with your daughter and protegee, playing their games and making memories for old age!"
"Oh, do you think I do not play with them whenever I can?" He replied teasingly, setting down the papers he had arranged into a neat pile to his left, starting with the left-over reports still strewn around. "I'll have you know that I am perfectly capable of enjoying time with children and still have time to finish my work. Besides, you and I both know I will embarrass her like nothing else once she's old enough to have that feeling!"
"True that," Maranica snorted, watching Silvia Jr. (oh, she still loved that name like nothing else!) hide behind a surprised Crinkles, causing Markus to spend several moments looking around in confusion before finding her with a triumphant shout. "Sooo...what are you working on?" She eventually asked, looking back at the paperwork Martyris was still collating.
"Putting my notes about two artifacts together so that the Council has some better idea what the two can do or what we can use them for," he replied, tapping the already finished stack with a knuckle. "Like this one: the Auroran Cylinder." He chuckled a bit, sliding over a picture of said Artifact over. The thing looked like a lava lamp in Maranica's eyes, if more cylindrical and with less "lava" in it. "It took some time, but we found out this thing is basically a Resurrector."
"What." Maranica's head snapped up, a severe look upon her face. Resurrectors were ancient pieces of technology capable of bringing even those with dead brains back from the dead, though, for some, they would irreversibly lose their memories in the process. But many were willing to pay that price for a second life.
"Only basically," Martyris hurried to assuage her spiking concern, "the liquid inside needs to be applied before brain death sets in. And it has a shelf-life, too," he continued, making Maranica sigh in relief. That alone brought the value and people willing to kill for it down considerably. "At this moment, the primary use of the Auroran Cylinder is the careful application of the liquid within, which, if my notes are correct, should provide a boon to one's health. Or, by using all liquid to be sure, a chance to be resurrected."
"Still powerful," Maranica replied, "and something you should not tout aloud in public. People kill for less, and this is not 'less.'"
"Well, at the very least, it is something," Martyris spoke with a hint of frustration, having finished collating notes for the other Artifact. The stack contained far fewer sheets than the Auroran Cylinder, maybe seven to its fifty. "The Nova Machina seems determined to remain a mystery wrapped in an enigma covered by time and secrets."
"Sounds like your typical Artifact to me," Maranica said, an arched eyebrow and hand gesture resulting in that stack being pushed her way. She looked down at the picture of a box- Smoke filled the air, the choking billowing refuse of burning bodies, melting plastics, and charred buildings filling her lungs, sticking to her clothes and armor, penetrating deep into her very psyche as she knelt with drying blood caking across her face, one hand applying pressure to her wounded side, heavy breaths running through her aching lungs as she stared in hatred at the box sitting within the village she had cleansed moments before in fire and blood, what remained of her soldiers struggling to stand as even veterans puked out what acidic sludge remained in their stomachs after heaving out their food an hour before the assault had even started.
One of them, his eyes clouded and not present within the moment, stepped up, a machine in his hands, lining it up with the totem of writhing still-alive flesh and skin, the sewed together children and infants moaning and shrieking in agony and fear, bloody tears weeping from hollow sockets. A hum escaped the soldier's Artifact, brought explicitly for this mission, a glob of plasma leaving it with an almost lazy arc across the village's square, splashing across the abomination these people had been forced to create.
Even as the totem still burned and screeched in agony, Maranica began to move, her eyes set upon the 10x10x10cm large, translucent box with a swirling spot of white in the middle, whispers of warmth and safety emanating from the machine as she neared, a feeling of calm suffusing her mind as she was but separated by a single step.
She touched the box. The feeling of warm rain on a cool summer's night spread throughout her body, assurances of comfort and love within her even as the totem began to still and fall apart. The Alba Machina whispered and cradled her wounded mind in soft hands and easy words, beckoning her to calm and follow its lead so she may rest.
The malevolent mind within died before it could comprehend that its bid of control had failed; the weeping form of Maranic bowed over its remains as she relived the last hour of carnage and horrors, now free of its comfort again.
She, and every soldier with her, gladly took the pills offered by their superiors of InSec to erase those memories forever, confusion about their missing days replaced by quiet dread and the knowledge that this was better than living with the horrors that made them choose such a measure. -and drew a blank of what it could be. "Looks fancy," she eventually said, unable to shake that there was something off about the box.
"And is decidedly not healthy to be around. So we'll most likely end up locking this thing behind even thicker bars and gates, seeing as it can offer us no insight or help about the past or how to make the future," Martyris spoke with a sigh, taking back the packet and placing it atop the other one.
"Mmh," Maranica hummed, leaning back and looking at Silvia Jr. carefully walking around as she searched for Markus again, having been caught during their talk. Though, going by Crinkles carefully nudging her around, it seemed that she had no qualm about cheating, which brought a smile onto her face. "On another topic, where is Selene? I haven't seen her for the last two days, and I've wondered if something has happened. No trouble in paradise, I hope?"
"Emperor, no," Martyris immediately denied, waving her off. "She's been busy with the Forge-Clans, negotiating a deal regarding the anchored flying islands, which is still weird to talk about," he admitted, "but she'll be with us in an hour or three. Just finishing up negotiations with some particularly ornery Elder."
"Ah, that explains it. Their Elders can be particularly stubborn regarding the fine-print of any contract or decision, especially about the shared agreement you weaseled out of them," came her reply, a small smug smile upon her lips, pride bubbling at the thought of Selene having come so far in life. Deep within the Forest of Rust, a squad of adventurers rested within one of the safe zones established long ago, fortified by generations of scavengers, adventurers, and the other assorted fools that made their livelihood by killing, taking, and scavenging from the living and dead alike.
However, where most were silent within these places of rest, this group did something far out of the ordinary, and some may even say suicidal; they made noise. Granted, it was little noise, barely above a loud conversation. However, it was still noise over a period of time that edged dangerously close to attracting attention until it was stopped by a shared sense of nervousness and awareness about their lapse in judgment of proper conduct within a Necropolis.
But before they did so, the denizens of the Rusting Forest were granted a rare boon only heard around a single tower in the domain of a powerful Behemot: music. Music from violins, gifted to them by the same Behemot after they had shown concern for their troubles, as repayment for kindness in kind.
And so it came that fools went into the Necropolis to see what had riled up a Behemoth, and trained musicians left.
They were still idiots for being loud, though. Available Bonuses:
55 Distributable Points from Ambit. 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 2 Actions)
[ ] Communal Outreach - (Repeatable)
A hand given to the downtrodden, shattered, destitute, and outcast is not always accepted. Sometimes, the 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 Random Stat Gain per success if you hold any stake over 1% within the BHVs.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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, in more than one letter to Lady Selene, he 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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 to maximize its effect.
(Cost: 8.22 Materials
Turns: 1
Chance: 43%
Reward: 2d100+50 Recruits)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)
[ ] 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)
[ ] Low, Not Lowly
Some do not wish to remain and fight for such with every fiber among the poor, desperate, and huddled masses. Those we do not seek out with this effort, but those who made pacts to sell their fellows for money or status. Their choice may be one they believe to be done consciously, but in reality, it is made from circumstance and hidden desperation. We cannot bring all who fell up, but we can start with some.
(Cost: 0.20 Materials
Turns: 1
Chance: 56%
Reward: +2% Piety, +2d6 Followers)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] This Is Not Eternal, Even Stone Will Change
We know where to seek those who banded together into gangs and which members need to be targeted to shatter them into a thousand pieces. What we are doing may not be strictly legal, but infiltration and subversion of criminal elements is a long tradition among growing religions. Even better, many who had found homes amongst the gangs can be brought into the fold.
(Cost: 2 Materials
Turns: 2
Chance: 45%
Reward: +5% Piety, +6d8 Followers, slowly erodes Tessens Gang-Culture)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 10.00 Goodwill)
[ ] Begin Preparations For New Region Conversion
We have grown far beyond what Martyris had envisioned in numbers, wealth, knowledge, connection, and faith. So much so that some among our numbers seek 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)
[ ] Seed Shadow Sanctums
We must be able to live amongst those who need help and hide from those who wish us harm. By creating tiny safe houses to stock up on materials, commodities, and information, alongside rest and food, we can increase the reach of our agents and followers within the underbelly of society.
(Cost: 7 Materials, Upkeep: 1 Material
Turns: 2
Reward: +2% Piety, Sanctums within the Region are slowly being created, increasing subversive attempts.)
[ ] 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 worsening 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, 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.)
[ ] Improve 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: 3
Chance: 44%
Cost: 70 Materials, Upkeep: +20 Materials
Reward: Improved Poorhouses, +0.10 Goodwill per Turn, -2 to Piety Rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] Establish A Small Hospice Network
While a Hospice caters 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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.)
[ ] Rudimentary Territorial Hospices - (City Territory)
Your treatments of the sick and injured within the Cities have enjoyed great popularity within the population. More and more people are coming to seek your aid, knowing that they will receive a quality of treatment and healthcare they couldn't afford. Unfortunately, that drive to seek treatment means that many people take journeys that will worsen their injuries beyond help and leave them dying in the place where they sought healing. We should create several hospices operating with minimal oversight out of the central trade lane and establish themselves for future expansions.
(Turns: 3
Cost: 82 Materials, 10 Faithful, Upkeep: +25.00 Materials
Reward: +0.20 Goodwill per Turn, +2 Recruits per Turn.)
[ ] 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 - (Small/Medium/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 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 16.75 Goodwill)
[ ] Build An Orphanage - (Small/Medium/Big) - (Choose City, Not Ularn)
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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.001 Goodwill)
[ ] 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 caring for 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 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.)
[ ] Cleaning Up The Mess - (Choose City Territory)
Despite all you currently know about how Black Hole Villages operate, are constructed, and unintentionally reinforce poverty and crime via a feedback loop, helping those stuck within them will not be easy. Nor will it be a quick thing, done once and done cheaply. It will cost you money, time, materials, connections, and favors to help the Mutated within turn the villages into a settlement that people can live in without considering the sword's edge.
(Turns: 4
Cost: 150 Materials, 75 Goodwill
Reward: Lessened Suffering of the Mutated
Notice: Goodwill costs will be reduced by 15 per use, down to 30.)
[ ] 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.
[ ] Festival Of The Delta
With money comes the ability to sponsor festivals, and 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.75 Goodwill)
[ ] A Small Donation - (Organization) - (Topic) - (Donation Sum)
As the Pilgrim's wealth increases, so do the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) that work towards a goal we provide for them. Nothing 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)
[ ] 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. (1 Action Locked, Choose 2 Actions)
[ ] Hello, My Name Is Money, Big Money.
Okay, deep and calm breaths. We can't afford to be panicky about this 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 7 Turns.)
Civilian Inf.: 4/10 - Haphazard Building Layouts
Medical Inf.: 6/10 - Shortages Of Medicines When Attacked Repeatedly
Military Inf.: 3/10 - The Militia Exists, Yet Is Poorly Equipped
Guard Presence: 4/10 - A Small Permanent Guard Presence
Water: 5/10 - Enough Water To Survive For Three Weeks Without
Resource Extraction: 7/10 - Mines And Collectors Work In Shifts
Industry: 9/10 - Small-Scale Manofactorum Dominates The Economy
Agriculture: 7/10 - Enough Food To Feed Most People Regularly
Total: 45/80 - Poor Village that is getting more attractive by the day...
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) - (Cooldown: 2 Turn Cooldown)
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
Reward: +1% Piety, +1 to chosen category)
-[] Hire Civil Planners And Architects
(Cost: 5 Materials
Reward: Slightly Lessened Impact of Material/Geographical/Desing Constrictions)
[ ] Altering Black Holes - (Choose 2 Categories) - (2 Turn Cooldown)
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: 1 Turn
Reward: +2% Piety, +2 to chosen categories)
-[] Hire Civil Planners And Architects
(Cost: 15 Materials, 3 Goodwill
Reward: Lessened Impact of Material/Geographical/Desing Constrictions)
[ ] 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)
-[] Hire Civil Planners And Architects
(Cost: 40 Materials, 10 Goodwill
Reward: Drastically Lessened Impact of Material/Geographical/Desing Constrictions)
[ ] We Are Legion
For we are many, and yet none. Please find us at your peril, or salvation, for we offer both in equal abundance for any that dare to tread in shadows.
(Turns: 9
Reward: Create a Subversion Category, shifting Actions around, and unlocking more.)
[ ] 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: 8.5 Materials, 1.5 Goodwill
Chance: 95/-30%
Reward: +1/3 Assimilation. The Lost become more aligned with the Pilgrims, eventually allowing you to absorb them.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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, unite the people, 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 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)
[X] Infiltrate Part 1 - (Gang: The Family, The Adventurer Guild, House Mirn) - (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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] Infiltrate Part 2 - (Choose Three 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] Infiltrate Part 3 - (Choose 3 Factions)
Your secrets are ours; nothing can be hidden from us. No lock, gate, or 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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 )
-[] Seek Mutated Help - (XXX Goodwill)
(+5 to roll = 2.00 Goodwill)
[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+10 to roll = 3.00 Goodwill)
[ ] 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).)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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. - (Location) - (Units)
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.)
[ ] Conquer The First Bunker Floor
Let's go!
(Cost: 17 Materials
Chance: 35/50% for Ambush and Prepared Battle; if failed by more than 20, your party is ambushed instead.
Reward: Conquered Room/s)
Enemy Forces:
8x Guardians
Possible Rewards:
Unknown Amount of Artifacts
Titanic Stores of Materials
Area Purpose:
Warehouse
Enemy Forces:
4x Minor Bright-Lance Turrets
2x Caretaker-Swarms
Possible Rewards:
Weapon Artifacts
Enemy Salvage
Area Purpose:
Defensive Position
Enemy Forces:
4x Guardians - Trooper
Possible Rewards:
A large amount of Materials
A small number of various Artifacts
Area Purpose:
Barracks
Enemy Forces:
4x Workers
2x Guardians - Trooper
Possible Rewards:
Titanic Amount of Rare/Lost-Tech Chemical, Medical, Psychology, Biology, and Machinery Artifacts
Area Purpose:
Hospital
Enemy Forces:
12x Workers
2x Guardians - Trooper
Possible Rewards:
Chance for Data-Crystals, highly-priced Artifacts often detailing terabytes of information and research.
Area Purpose:
Laboratory
Enemy Forces:
9x Caretaker-Swarms
2x Workers
Possible Rewards:
A large amount of Machinery, Mechanic, Metallurgy, Hydraulic, Programming, Electronic, and Physic Artifacts
A large amount of Materials
Possible Rewards:
A large amount of Armor and Weapon Artifacts
Enemy Salvage
Area Purpose:
Armory
[ ] 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)
None, though time will change this...
[ ] Sir! The Situation Is As Follows: (Write-In)
(What do you want to accomplish, and how do you do it?)
Learning: Knowledge is Power. (3 Actions 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 flaws, restrictions, and troubles that will plague 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 determine 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 can 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 of being 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): -20/-80/-140 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 some 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 facing 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 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: -50/-148/-278 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 must 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 and reinforcing the hammer should give your Knight/s 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 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: 25/-19/-61 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 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: 61/12/-38% 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: 28/-17/-113% 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, like salting and drying meat, enable food to last longer. 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, I will not drink two-month-old dairy, no matter how much you boil it!
(Chance: 71/42/01% for 1/2/3 Successes, Successes Needed: 8
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
[ ] 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.)
[X] The Mind - Combat Specters - (Psychology) - (3/9 Successes)
Some things stood out to you in your effort to understand the human mind. 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)
Some things stood out to you in your effort to understand the human mind. 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.)
[ ] A Friend In Code - (All Machinery/Mechanics/Metallurgy/Programming/Electronics/Hydraulics)
Having finished the Drone Manufacture, your scholars and engineers are rearing to go for another round against the mysteries of the machine. In particular, they wish to further their understanding of creating more military drones to help our field forces better.
(Chance: 11/-58/-133% for 1/2/3 Successes, Successes needed: 7
Reward: Unlock Generic Melee Spider, Generic Ranged Quadruped, Generic Melee Quadruped, Unlocks further Learning Actions.)
[ ] Vision Beyond the Sight Part 1 - (Electronics/Advanced Electronics)
Both Daughter of Dawn and Indomitable Bastion possess technology that allows them to detect objects and people at a great distance and then present those to the crew. Such a technology could be of great use to us. Of course, replicating DoD and IB sensors is way beyond our current abilities, but creating the most basic of such devices should be manageable.
(Chance: -07/-39/-59% for 1/2/3 Successes, Successes needed: 5
Reward: Unlock Prototype Radar Tower, Unlocks Further Actions)
[ ] 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 their limitations and chains? And could you retread their paths?
(Chance: -86/-748/-1529% for 1/2/3 Successes, Successes needed: 43
Reward: ???)
[ ] Secret Of The Circuit Pt.4 - (Pioneer Electronics)
With your manufacture of electronic components 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. Of course, 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: -81/-247/-413% 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%!)
[ ] Radio-Network - (Electronics/Advanced Electronics)
With the understanding of how to manipulate and create radios on our own, we have the chance to develop a whole network of interlinked stations capable of boosting any signal far farther than the RBs ever could. The downside is that they are costly, need people to maintain and staff beyond one person, and may provide a juicy target for Bandits and any seeking to harm us.
(Chance: 38/01/-37% for 1/2/3 Successes, Successes needed: 5
Reward: Radio-Towers can be constructed, increased Technology Income.)
[ ] Radio-Channel - (Electronics/Advanced Electronics)
With our radios now not merely a possibility but a certainty, creating a reliable way to communicate far outside any Region will enable various Chapters (read: One) to talk with us, coordinate shipments, and pass on valuable information.
(Chance: 43/08/-35% for 1/2/3 Successes, Successes needed: 15
Reward: +5 Recruitment for all Pilgrim Chapters, can now communicate expediently with Out-Region Chapters.)
[ ] 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 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.)
[X] Re-Use, Re-Duce, Re-Make - (7/16 Successes)
With the increasing understanding of our scholars, engineers, doctors, and more, we are slowly beginning to be able to re-create some things previously only in the realm of specialists and the Forge-Clans. By creating a reverse-engineering program, we will be able to produce some of the things we are forced to buy in-house, reducing Upkeep.
(Chance: 88/12/-64 for 1/2/3 Successes, Successes Needed: 16
Reward: Reduced Upkeep for all Laboratories)
[ ] Know Thy Enemy - (Choose) - (All Biology+Medical/Mechanical+Machinery+Electronics Depending on Enemy)
With the increased number of enemies we have encountered, we should study their biological/mechanical makeup to identify weak points and strengths. With such knowledge, we can purposefully target their vulnerable spots.
(Cost: 1 Corpse/Wreck of an Enemy
Chance: 48/12/-24 for 1/2/3 Successes, Successes Needed: 5
Reward: Increased Damage and Information for an Enemy)
Human - Corpse Information
Human - Mutated - Corpse Information
Spider-Drone - Wreck
Sentinel - Wreck
Autonomous Turret - Wreck
Eversun Scrap-Knight - Wreck
[ ] 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 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 return to the past 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)
[X] Detective Courses For Beginners - (Black Tome With Golden Letters) - (1/2 Successes)
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)
[ ] 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: 5 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: 3 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.
-Doomed Fortress: Est. Artifact-grade: ???, Dice: ??? per turn, Max. Yield: ??? Turns. No danger?
-Flying Monastery: Est. Artifact-grade: ???, Dice: ??? per turn (Halved), Max. Yield: ??? Turns (Halved). 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, 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 - (Location)
(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)
[ ] Ransack the Command Center
You did it! Bloodless too! And for that, the main prize (on this floor, aside from the Walkers) is now yours: the Command Center! With it, you could deactivate the entire force currently guarding other areas, uncover secrets, and more! And, thanks to you being the first people here, you can also dismantle everything, take what isn't welded or nailed down, undo the welds and rip out the nails, and get that too!
(Turns: 4
Rewards: 20d10 Electronic, 8d6 Advanced Electronic, 13d8 Advanced Machinery, 7d7 Advanced Programming, 2d2 Pioneer Programming Artifacts (Generalized as: Bunker Artifact). Insight into the Bunkers computer systems, chance to shut all hostile units down without a fight or alarm. May unveil hidden rooms/areas/caches.)
[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 4.05 Goodwill)
[ ] 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 and evidence and was taken away to prevent what was told from spreading 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 could loot! A battle occurred 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? Unfortunately, another Scavenger Group has looted this location, so pickings have diminished.
(Chance: 73% - 15 (Failed Attempt - Riled Up Locals)
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 besides 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 heavily corrupted, but she has provided some landmarks that may still exist.
(Chance: 14%
Turns: 4
Reward: The Zone can be scavenged.)
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 the plans of expansion ambitious, while others call them ridiculous. Whatever the case, digging deeper and farther than ever will allow the Pilgrims to stuff so many scientists and equipment into the Tree that they will significantly accelerate future research. Bolt has already hinted at discounts if we buy computers and laboratory equipment 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.)
[ ] Masters' Retreat - Grandiose
You have managed to lure in specialists and experts of various fields with pay and recognition, exciting work, steady employment among friendly people, and the chance to have their creations recognized by thousands. Now, you'll embark on the next step: getting True Masters to settle into the Tree of Knowledge.
(Cost: 267 Materials, Upkeep: 36.88 Materials
Turns: 7
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 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 must create those by hand, 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: 65 Materials, 2 Scientist, 40 Faithful, Upkeep: 70.00 Materials
Turns: 6
Reward: +80 to all Electronics Research, 20d20 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 fix her 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.)
[ ] Assemble A Logic Bank - (Category)
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! (2 Actions Locked)
[X] Goat Pens - (8/11 Turns Complete)
They are tasty and make wool, leather, horns, bones, and milk while also being adorable and suitable for kicking the ass of the lesser critters' annoying settlements. They can also act as bait for hunters and adventurers! However, getting a sizeable herd out here will take some time, alongside the needed pens and feedstock areas.
(Turns: 11
Cost: 105 Materials, Upkeep: 13 Materials
Reward: Wool, Milk, Leather, Horns, Bones, and Meat from local sources. +20 Materials Income.)
-[ ] 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)
[ ] Bee Fields
Bees are about the size of an adult human's thumb and have the temperament of a wasp, with re-growable stingers. You do not want the things anywhere near where you live and much less harvest what they have without heavy full-body sealing armor. However, their honey is delicious.
(Turns: 5
Cost: 38.55 Materials, Upkeep: 17.75 Materials
Reward: Honey and Wax, with a large area nobody and nothing goes through. +44.15 Materials Income.)
-[ ] 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)
[ ] 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)
[X] Distributed Clinics - (4/5 Turns Complete)
While a particular 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)
[ ] Medical Substance Assistance
Medical alcohol is a necessity for anyone living anywhere. Nobody wants to suffer an infection.
(Turns: 7
Cost: 48.35 Materials, Upkeep: 9.85 Materials
Reward: Efficiency Boosted Medicinal Structures, +36 Materials Income.)
-[ ] 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 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)
[ ] Academy of the Fundamentals
Hiring some trained academicians to teach the very basics of the understood sciences should not be a problem, especially if you can offer board and room to them within the academy alongside large spaces to teach and experiment on (mostly) their terms.
(Turns: 7
Cost: 83 Materials
Reward: A barebones academy and a halt to the loss of scientific information disseminated to the public.)
-[ ] 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 Public Libraries
We can print books, scrolls, ledgers, newspapers, illustrated literature, and more to be stored, and their contents are disseminated among the population via libraries by allowing small spaces to read.
(Turns: 5
Cost: 14 Materials
Reward: Growing Happiness)
-[ ] 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)
[ ] Miniscule Scientific Complex
Hiring and retaining trained experts in the sciences will be a significant undertaking, not even talking about the sheer cost of the vast array of machines, equipment, and safety features you need to install to keep the experts occupied and helpful in your studies.
(Turns: 17
Cost: 679.50 Materials, 85.95 Materials Upkeep
Reward: +1 Auto-Success, which still advances your understanding of your research subjects.)
-[ ] 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 for prostitution and gambling, with several others already making plans for outdoor decorations and attractions. Guards must 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. Everything from cards to boxing and gladiator fights 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)
[ ] Brewers Run
Alcohol is the first-ever beverage humanity manufactured and drank, right after blood from beasts, if some myths are to be believed.
(Turns: 3
Cost: 59 Materials, Upkeep: 11.50 Materials
Reward: Brewers, giving you +4 Materials Income for the first year and +17 Materials Income after that.)
-[ ] 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 Gardens
Prestige is almost as vital as wealth in the plays and schemes among the nobility. By planting public and private gardens, House Dall can display its splendor, wealth, and patronage to the arts without running afoul on any toes, as most people see gardens as something all should enjoy.
(Turns: 4
Cost: 88 Materials
Reward: Gardens will bring more prestige to House Dall.)
-[ ] 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 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 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! The way is to mass-produce components and available designs and fit them in a specialized hangar! Of course, first, you must 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.
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 13d20 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)
-[X] Study Sessions - (7/8 Turns Complete)
(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)
-[ ] In The Name Of Education - (Choose Learning Action)
(Cost: 50 Materials
Reward: +2 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[ ] In the name of SCIENCE! - (Choose Learning Action)
(Cost: 20 Materials
Reward: +35 to chosen Learning Action)
-[ ] Suffer Their Arrogance
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)
-[X] Suffer Their Droning - (2/6 Turns Complete)
(Cost: 1 General Scientist, 15 Material per Turn, for 6(six) turns
Reward: 1 Trained 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 - (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
--[ ] 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) - (20/60)
(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)
[ ] Solidify The Pilgrims Finances
Much has changed in the last decade, with so much more yet changing in what comes next. But, looking back, the one thing that has changed the most is your situation regarding money. No longer do you need to keep meticulous track of every single coin (you, however, still do so) as your businesses, ventures, connections, donations, and followers are slowly, yet inevitably, ensuring that money will never be a problem again. And if it will, then you can always hit up a wealthy donor for a bit tit-for-tat.
(Condition: 2.500 Followers
Reward: Eliminates Materials as a resource to keep track of.)
[ ] Pathene Weaving - (Equipment Description)
One of the things your mother told and taught you was the ability to weave your hair into challenging and fantastic 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.
2nd Notice: Martyris will not be available for this Action in 4 Turns due to aging out/focusing more on his family.
Turns: 2
Reward: ???, +1 to (3\²]SN@'+ßz _)
[ ] 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, and 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 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.
A moratorium will be until 29.09.22 at 17:00 CET.
Voting will be closed on 04.10.22 at 17:00 CET.
Omake Bony can be applied until 20:00 CET.
I will roll on 05.10 at 17:00 CET if no one has rolled yet.
Updates will be online on 11.10 at 17:00 CET.
Fractal Nova Destroys The Seventh Inquisitorial Ascendants - The Tessen Speaker
Though Fractal Nova, the Deity of the Cult of the Shattering Claw, managed to strike a hefty blow against the Eversun with her rescue and retreat with several thousand enslaved people alongside the destruction of the armies sent to pacify said rebelling slaves, her waves in the Eversun Civil War are by no means over. Last week, our sources informed us that the Seventh Inquisitorial Ascendants, a fanatical section of the Inquisition of the Eternal Sun, had been dispatched by the Loyalists to secure a Region with rising unrest. Equipped with motorized vehicles (similar to the motorcycles Imperial Couriers use, but made for multiple people), magnetic crossbows, and led by Inquisitors outfitted in Power Armor and handheld railguns, it seemed inevitable that the Region would soon fall back into line and be left behind decimated and scarred for decades to come. Yet, to virtually everyone's surprise, Fractal Nova, alongside a hundred of her followers, ambushed the SIA, managing to kill, at the very least, 45% of the section, with some sources claiming that the death toll had increased to 60% due to local wildlife and guerillas by the time they managed to regroup within friendly territory. Many see her attack as the prelude of further action, alongside the potential annexation of the Burning Treestump Region or the emptying of said Region of the enslaved for freedom farther afield. One thing remains clear: the Loyalists need a win fast if they wish to restrain the already frothing Inquisition.
(Read more in our Special Edition: The Eversun Civil War: Setting Sun - Part 2)
Procession Of Saint Chels the Shield Proceeds Through Tessen - The Truthful Observers
Chapter-Master Chels the Shield. A name that evokes vague memories of triumphs and glory within the minds of the people within Tessen, but a name that is lauded as a hero of the Empire, a towering example of our virtues, and a steadfast champion and honorable servant to the Imperial Family within her Home Region. Having been born as the ninth daughter of the House Narinde, she had early on been destined for Knighthood, a duty she took up with glee and anticipation, being noted throughout her early training and later squire years as pious, dutiful, and utterly devoted to the Imperial Cause. She later shone in the subjugation of the Shattered Fire Bandit Clan, enabling the settlement of the Shifting Sands Region, War of the Burning Lands, Siege of Aks, the Assault on the Dreadnought Eternal Hunger, and thousands of minor victories against Bandits, Mutants, Machines, and within war and Crusade. Now, after 79 years of service, she died in battle, shielding a village from the attack of a Behemoth that she slew with her dying breath, driving her spear through its head and body while its claws fatally injured her body. Despite immediate treatment, she passed in her Knight, leaving command of the Chapter of the Skeletal Flock to her Second-In-Command: Jebediah. After her death, the highest echelons of the Followers of Light convened in a council to discuss and debate her achievements after the request of several chapters and hundreds of priests. A month later, they emerged from their halls and announced the elevation of Chels the Shield into Sainthood, attributing her the duty of Protecting the Innocent and Guarding the Imperial Cause, citing every achievement in a six-hour-long ceremony. After her body has been exhumed and prepared for the journey to the Capital, she and her procession will proceed through Tessen, where mourners and faithful alike can pay their respects and pray for protection and thanks.
(Read more on pages 1-4)
Queen Of The Skies Novel Makes Huge Waves - Rags, Rumors, And Rants
The romance-comedy novel "Queen of the Skies" published by the Pilgrim Press has continued to make huge waves within Tessen even two months after its release, every re-print of the book being sold out as soon as they hit the stores even as they are increased in size every time this happens. Critics and fans alike are practically raving and foaming at the mouth about the book and the characters, with dozens of prominent magazines around the Empire discussing new book releases and the rising stars of authors within the Empire and abroad featuring the book, describing it as "So Hilarious I Injured Myself," "Practically Oozing Charm And Romance," and "A Potential Gold Standard For The New Genre Of Airship-Focused Stories." We ourselves couldn't resist the allure of a good romance filled with comedy and were pleasantly surprised that the usual tropes found within romcoms had been either worked so well into the story that they were practically invisible or subverted in hilarious and shocking (in a good way) ways. And yet, though the sales rise and demands soar, many ask themselves (and each other) who precisely the author behind the alias Eneles is and why they are reluctant to grip their fame with both hands. And when they write the next book!
(Read more on pages 17-18)
***
Region Report/s
Work on the hydroponics and fortifications continue as planned, with several local neighborhoods joining our efforts to fortify against corrupt officials via intimidation and physical barriers. Due to their help, we estimate that we will finish construction far sooner than we thought, as similar fortified locations have existed throughout the city's past, and current ones are located more downward due to their physical proximity to the local Necropolis.
Other than that, the Wyvern attacks are currently being beaten back by House Troops, Adventurer Squads, and Knights, with meat, bones, scales, leather, and chemicals extracted from their corpses and eggs flooding the market, alleviating the need for food somewhat. It has also led to a significant increase in leather and scales used in various armor pieces, alongside Wyvern Bones in weaponry for stabilizing or weight-saving.
Should it be desired, we can send various pieces back to the Tree for research or to use the materials ourselves.
[Research Unlocked: Mutant Equipment: Wyverns]
***
Spy-Network:
The Marquess of Tessen is deep in talks with an out-of-Region noble House about a possible marriage to deepen trade and political ties.
House Ulatarn is within secret talks with various influential figures.
House Mirn is currently hosting a public exposition of various Artifacts it has acquired throughout the years while using the gathering of people interested in technology to conduct various trades and talks with experts and multiple Engineers and Data-Smiths for hire.
The Military is performing field tests for a new military crossbow.
The Adventurer Guild is throwing a titanic members-only party after getting a Guild-Wide contract from the Military to purge several Mutant Nests within the outer reaches of Tessen. The bets for who will die are close to breaking several local banks.
The Followers of Light still support the poor with their new mission but have scaled the operation down to sustainable levels. They are also mourning the death of Saint Chels.
The Lost continue to deepen their ties and conversions in the Mutated Villages and Slums.
Dirty Daggers have begun some operation or other in Strul.
The Family has completed taking over an additional district on their turf.
The Purified have done nothing that we can detect.
The Common People are still in a good mood, with little changing in the Region to upset the current balance of power or news.
The Mutated view the immediate future cautiously, as continued ambivalence against them sets many on edge, and many brace themselves against possible disasters.
Turn 70; Year 17; Month 0; A New Generation And A Massive Celebration
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 the 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, bone, or metal, oil, and circuitry; the truth remains the same: they deserve 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.)
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.)
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 long untrodden road. But we walk that road once more, unashamed of the failures we will commit, the stumbles and setbacks, and when we 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 of gaining 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: 2.166
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 1.877
-Faithful: 43/73
--3/5 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
--4/4 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research
-Followers: 1.804 (0 (0 Faithful) unoccupied)
--Recruitment: (+28 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))
---(6 Due to Expanded Poor Houses)
---(2 Due to Rudimentary Territorial Hospices)
---(-8 Due to Allied - Mutated)
Adjudicator: Omar of Iron (Human)
Members: 289
-Faithful: 11/11
--1/1 General Doctors
-Followers: 278
--Recruitment: (+8 per Turn)
---(13 Due to The Codex Mk.1)
---(-5 Due to Cultural Pushbacks)
Upkeep = 946.89 Materials:
15.00 = Aid to The Lost
22.00 = Norqod Upkeep (Goat Pens, Distributed Clinics)
11.25 = Contractual Expansion (Norqod - Adequate Housing, +2.75 Due to Security Improvements, -0.50 Due to Backroom Deals)
6.26 = Simple Hospital (Norqod) (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
30.05 = Norqod Radio Station - (Entertainment and News) - (-0.50 Due to Backroom Deals)
9.48 = Small Quarantine Area (Norqod) (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
13.16 = Engine Assembly (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
24.52 = 2x Computer (-15.00 Due to Merchant Guild Donations, -0.50 Due to Backroom Deals)
6.40 = Black Box - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
6.26 = Local Headquarters (Mirn) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
12.51 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk, +0.25 due to Guards! Guards!, -0.75 Due to Local Headquarters, +2.75 Due to Security Improvements)
19.26 = Grand Kitchen - (Mirn) - (+1.00 Due to Guardians For Hire, -0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
35.39 = Asylum - (Mirn/Zulmni/Tessen/Strul) - (-0.75 Due to Local Headquarters, +0.25 Due to Guards! Guards!, -0.50 Due to Backroom Deals, +0.80 Due to Guardians For Hire, +11.00 Due to Security Improvements)
21.97 = 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, +0.25 due to Guards! Guards!, +19.25 Due to Security Improvements)
25.80 = Orphanage - (1x Ularn (Big)) - (-0.50 Due to Backroom Deals, +1.30 Due to Guardians For Hire)
21.46 = Minor Hospice Network - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
24.50 = Rudimentary Territorial Hospices - (Ularn) - (-0.50 Due to Backroom Deals)
10.19 = 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, +8.25 Due to Security Improvements)
55.56 = 6 Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul) - (-0.35 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.25 due to Guards! Guards! (Strul), +16.50 Due to Security Improvements)
18.14 = 5x Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni) - (+2.10 Due to Guardians For Hire, -0.40 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.25 due to Guards! Guards! - (Zulmni), +11 Due to Security Improvements)
4.76 = Print Shop - Smut - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
4.36 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk, -0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
11.05 = Daycare - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
11.70 = Medical Wing - Expanded - (-0.15 Due to Buying Goods In Bulk, -0.10 Due to Tools Of The Trade, +2.75 Due to Security Improvements)
10.77 = Living Quarters - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
5.78 = Storerooms - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
4.26 = Training Field - (Expanded) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
25.45 = Laboratories - Grand - (-0.65 Due to Backroom Deals, +2.75 Due to Security Improvements)
2.00 = Tiny Drone-Manufacture
20.41 = Artisinal Quarters - (Grand) - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
10.46 = Berth - (Tiny) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
13.32 = Anchorage (Tiny) - (Jokvi, Strul) - (-0.50 Due to Backroom Deals, +0.80 Due to Guardians For Hire (Strul), +5.50 Due to Security Improvements)
14.70 = Electronics Workshop - (-0.20 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
13.50 = Scutter Makers
4.81 = Ashleaf Nursery - (+1.50 Due to Steam Engine, +0.55 due to Guards! Guards!, +2.75 Due to Security Improvements)
8.31 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.20 Due to Guardians For Hire, +2.55 Due to Steam Engine, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
3.61 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +2.55 Due to Steam Engine, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
4.36 = Iron Mine - (-0.15 Due to Buying Goods In Bulk, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
0.50 = Aluminum Mine - (+1.00 Due to Guardians For Hire, -0.50 Due to Backroom Deals)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
10.26 = The Crystal-Path - (-0.50 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
19.91 = Central Region Security - Private Security - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
5.35 = Communal Festivals - (-0.50 Due to Backroom Deals)
23.69 = Unit Upkeep - (-0.50 Due to Backroom Deals)
56.48 = Airship Line (First Son) - (-0.50 Due to Backroom Deals)
293.00 = 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 (Expanded Poor Houses)
-1 (Beautification)
-7 (Electric Lights)
-2 (Communal Festivals)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
-6 (Grand Kitchen - (Mirn))
-7 (Orphanage - (Big) - Ularn)
-1 (Primitive Asylum/s)
+43 (Followers, +1 every 50)
Suspendium: 15 Medium, 5 Small, and 21 Tiny Suspendium Shards (1 Large needed in 2 (Two) Turns) Income: +4 Medium
+4 Medium Shards (Crystal-Path)
-2 Tiny Suspendium Shards (First Son Line)
-Harvesting Initiatives: Rounded to the nearest Medium Shard.
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.)
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: On Vacation
Boni: +15 on all Diplomatic rolls
Marquis of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Deep in talks with an out-of-Region noble House about a possible marriage to deepen trade and political ties.
House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Within secret talks with various influential figures.
House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Information Network: Rank 1
Plans: Currently hosting a public exposition of various Artifacts it has acquired throughout the years while using the gathering of people interested in technology to conduct various trades and talks with experts and multiple Engineers and Data-Smiths for hire.
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: Performing field tests for a new military crossbow.
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: Various Agricultural Inventions (2 Turns) - 50 (1st), 25 (2nd), 10 (3rd) Materials as Reward.
The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Friendly (1)
Information Network: Rank 1
Plans: Still support the poor with their new mission but have scaled the operation down to sustainable levels. They are also mourning the death of Saint Chels.
Miscellaneous Nobles:
-Lady Maranica (Ally (3)|On the one hand, nice to see myself being immortalized in a book, on the other: why am I flirting with the same deckhand in literally every scene I appear?)
-Baron Esker (Friend (2)|I am oh, so, sick and tired of people trying to take advantage of those born into less fortune.)
General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen:
Opinion: Friends (2)
Information Network: Rank 1.
Estimated Pilgrim-Influenced: ~20%
Mood: Still in a good mood, with little changing in the Region to upset the current balance of power or 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)|43% Control|Quicker Doctors)
- Progressivists (Neutral (0)|47% Control|Cheaper Actions)
- Healers (Ally (3)|10% Control|Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
The Adventurer Guild:
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Throwing a titanic members-only party after getting a Guild-Wide contract from the Military to purge several Mutant Nests within the outer reaches of Tessen. The bets for who will die are close to breaking several local banks. Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/140 Members/Reliable Mercenary Company)
Plans: Looting the Field of 64
-The Bad Batch (Leader: Simone Simona/Friends (2)/35 Members/Infiltration Experts/Expert Violinists)
Plans: Get Smashed on booze and with company!
-The Scavenger Organizations (Leader: None Formally
--Crews: Old Eye Joe/311 Members
---Plans: Looting the Field of 64)
Criminal Gangs:
Boni: +15 on all Diplomatic rolls -Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen and all surrounding territories.
--Opinion: Neutral (0)
--Information Network: Rank 2
--Plans: Have begun some operation or other in Strul.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood. -Gang: The Purified
--Leader: Nir Saven
--Territory: Strul, Ularn, and all settlements between.
--Opinion: Rivals (-2)
--Information Network: Rank 2 (?)
--Plans: They have done nothing that we can detect.
--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)
--Information Network: Rank 1
--Plans: has completed taking over an additional district on their turf.
--The Bad Batch Note: A weird fusion of organized crime syndicate and forward-thinking business. They see calm waters as good waters. Waters being crime, in case you missed that.
Terrorist Organizations
Neighborhood Watchers
-Leader: Mania???
-Territory: Strul???
-Opinion: Enemies (-3)
--The Bad Batch Note: Hardcore Human Supremacists seeking to drive out or kill all Mutated within Tessen. (???)
--Known Cells:
---Primary Cell: Unknown
---Secondary Cells: Unknown
---Tertiary Cells: Unknown
Cults:
-The Lost
--Opinion: Friends (2)
--Information Network: Rank 2
--Assimilation: 3/12
-721 Members
-Tenets
--Blessed Are Those Who Hunger For Righteousness
--Last Refuge Of The Damned
--You Too Are My Brother And Sister, My Mother And Father...
--Plans: Continue to deepen their ties and conversions in the Mutated Villages and Slums.
The Mutated:
Opinion: Allied (3)
Boon: +20 to all Medicine/Biological Research, can boost selected Actions by using Goodwill, +4 Mutated Recruits per Turn.
Bane: -12 Human Recruits per Turn.
Plans: Live.
Information Network: Rank 2
Mood: View the immediate future cautiously, as continued ambivalence against them sets many on edge, and many brace themselves against possible disasters.
Chocolate Recipe - 1.03 - +5 to Common Chemicals
3x Chainswords - 1.24 - +5 to Common Mechanical
Food Preservatives - 1.15 - +5 to Common Chemicals
4x Ancient Torahs - 0.44
Beer Recipe - 1.41 - +5 to Common Chemicals
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
Lever-operated Pump - 2.19 - +5 to Mechanics
10x 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
Frontal Cortex Scan - 1.12 - +5 to Biology
Preserved Neuron - 1.20 - +5 to Biology
2x Neuroscopic Chemical Fragments - 1.41 - +5 to Chemicals
2x Comercial Pump - 1.35 - +5 to Hydraulics
Intact Glasses - 0.51
Rusted Baton - 1.38 - +5 to Weapons
Interesting Toy - 1.22 - +5 to Physics
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
8x Guardians - Trooper - Scrap - 0.15 - +5 to Electronics/Metallurgy
2x Guardians - Sniper - Scrap - 2.08 - +5 to Electronics/Metallurgy
1x Guardian - Command - Scrap - 1.24 - +5 to Electronics/Metallurgy
4x Caretaker-Swarms - Scrap - 0.84 - +5 to Electronics/Metallurgy
6x Omni-Gazers - Scrap - 2.25 - +5 to Electronics/Metallurgy
120x Bunker Artifact - 1.74 - +5 to Electronics
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
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 [Holy Text of the Tiny Snake God] - 11.76 - +20 to Advanced Psychology
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 Blood bag - 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 Hallucinogenic 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
Rusted Swarm Seeker Warhead - 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
6x 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
2x "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
8x 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
2x Neuionum Samples - 5.28 - +20 to Advanced Metallurgy
Folding Security Measures - 6.94 - +20 to Advanced Mechanics
2x Sterilization Station - 6.69 - +20 to Advanced Chemicals/Machinery
3x Caustic Metals - 10.54 - +20 to Advanced Chemicals/Armor
2x Self-Sterilizing Bandages - 5.30 - +20 to Advanced Medicine
2x Automatic Pumps - 14.06 - +20 to Advanced Mechanics/Hydraulics
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
2x Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
3x 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
3x 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
2x Damaged Minor Bright-Lance Turrets - 5.88 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons
1x Damaged Medium Bright-Lance Turrets - 6.31 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Armor
2x Damaged Plasmathrowers - 7.06 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Hydraulics
31x Bunker Artifact - 6.53 - +20 to Advanced Electronics
57x Bunker Artifact - 5.03 - +20 to Advanced Machinery
28x Bunker Artifact - 5.94 - +20 to Advanced Programming
Lost Tech
2x Gutted Core - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
3x 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
3x 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
5x 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
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
8x "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
4x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
5x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
2x Memory-Transcriber - 16.00 - +50 to Pioneer Machinery/Electronics/Biology/Medicine
3x Perfectly Preserved Nerve-System- 16.18 - +50 to Pioneer Biology/Medicine/Machinery
2x Neural-Pathway Mapper - 15.88 - +50 to Pioneer Machinery/Biology
2x "Animu/as" Overwriter - 15.86 - +50 to Pioneer Psychology/Machinery/???
3x Neural-Pathway-Re-Builder Pills - 16.24 - +50 to Pioneer Medicine/Biology
2x Broken Neural Alteration Machines - 19.67 - +50 to Pioneer Machine/Medicine/Biology/Psychology
3x Sensory Reconstructors - 16.26 - +50 to Pioneer Machine/Medicine/Biology/Chemicals
5x Light Civilian Medic's Power-Armor - 17.09 - +50 to Pioneer Armor/Electronics/Medicine
2x Bunker Artifact - 15.68 - +50 to Pioneer Programming
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, their downsides, and 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, 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 wanting 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. After studying and gathering evidence, you have determined that this cylinder is an ancient and incredibly potent all-heal-medikit primarily carried by high-ranking people. If the notes and rumors are correct, this little thing may even be able to resurrect a person from death itself!
(+1 Health if equipped, +20% Chance of resurrection if carried on a person. Can be used to guarantee results.)
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. All Humans that touch the box feel intense nausea, abdominal pain, and loss of self-preservation, with Mutated reporting headaches, static within their ears, the feeling of falling, and extreme paranoia. Better we lock it in the back of our Vault; less someone injures themselves or others by touching this object. Even after several months of study, the cube remains mysterious and a possible cognitohazard. Zu schade das die Katze mich zerstören würde...
(+1 to (3\²]SN@'+ßz_ )
Military
Units (4/18)
Rust 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)
-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 the 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 and 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.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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), (2/2) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
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), Coded Understanding (+5 Initiative against all Mechanical Enemies), Inheritors (+1 to all Morale Checks), War Lessons (+5 to the first two rolls in the next Combat.)
Upkeep: 2.04 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), 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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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), (2/2) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
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), Coded Understanding (+5 Initiative against all Mechanical Enemies)
Upkeep:3.21 Materials per Turn. The Wall Description: A group of six Pilgrims, armored and armed with their religion's best, 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.
-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.
-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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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), (2/2) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
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), Coded Understanding (+5 Initiative against all Mechanical Enemies)
Upkeep: 2.35 Materials 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, 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).
-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).
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (12/12) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
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), Coded Understanding (+5 Initiative against all Mechanical Enemies)
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: +1 Damage, can be combined with a shield or equipment. 0.01 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. 0.08 (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. 0.05 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.13 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns. 3.65 (6/6) Materials per Unit.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 7.99 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, 5.23 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), 8.11 Materials per (6/6) Unit.
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.10 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.48 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), 28.43 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, you gain one extra stealth attack if the stealth roll has a 35 or higher difference.
+0.5 Armor per Size. 2.12 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), 34.88 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 57.21 Materials per (6/6) Unit, 1.00 Material Upkeep.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.20 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. 0.02 Materials per Unit.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.02 Materials per Unit.
-Electromagnetic Pulse Weaponry - Grenades: Roll a 1d2, on a 1, machines are deactivated for 1d3 Rounds. On a 2, they receive 2d4 Internal Damage and suffer -25 Initiative for the next 2(two) Rounds. 5 Materials per utilized Grenade. - 1x stored and equipable
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.47 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. 3.10 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. 17.31 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. 8.22 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. 4.55 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.18 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, 3.00 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), 10.07 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), 6.46 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), 11.01 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), 3.44 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), 6.12 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), 12.00 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. 20.53 Materials, 1 Material per use.
-Radio-Beacon: Special Rule: Grants a Coordination bonuses of +1 per Unit equipped with a Radio-Beacon and Improves said bonus by +1 for every Unit that already possesses that bonus instead. Requires an operator, nullifying one damage dice. 31.75 Materials, 4 Materials Upkeep.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
-Scout Scutter: A small, cat-sized drone, carrying nothing more than itself, a camera, and a way to transmit the feedback to a tablet included in the drone! Special Rules: Independent Unit (Gains 1/1 Armor and 1/1 Internal Structure.), Scout Drone (Boosts Pre-Combat rolls for initiating combat by +5 (cumulative.)). 11.00 Materials, 2.20 Materials Upkeep.
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged damage), Melee Limbs (2d3 Melee damage). 38.75 Materials, 5.35 Materials Upkeep.
-Rough Rider Scutter: A large robotic drone designed to maneuver in 3D spaces like canyons, caverns, Necropoli, and forests, capable of carrying up to three riders or 350kg of weight. Four automatic crossbows provide security alongside four front-spaced manipulator-arms fitted with tools/weaponry. Special Rules: Independent Unit (Gains 20/20 Armor and 6/6 Internal Structure.), Four Crossbows (4d10 Ranged damage), Specialised Melee Limbs (4d8 Melee damage), Mechanical Mount (Shelters up to 3 (three) Sizes of a Unit from damage until destroyed/disabled), 3D Climber (Unaffected by Terrain). 135.05 Materials, 27.25 Materials Upkeep.
Unique/Notable Assets
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Elemental Feline Juvenile- Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (46/60 Growth) - (136.5 Materials (14d13))
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 Aluminum Mine - (Mined) - (3d4-2 Materials)
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 Lineship
Waking Machine-Minds:
-INDOMITABLE BASTION
1x Common Suspendium Theory
2x Common Metallurgy Theory
1x Common Biological Theory
1x Common Medicine Theory
1x Common Psychology Theory
1x Common Hydraulics Theory
1x Common Electronics Theory
1x Advanced 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, Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, and unique building options are 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 + 3 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Archeology-Action.
- +1 Faith Action.
- +1 Learning Action
- +1 Diplomacy Action
- +1 Holdings Action
Medical Wing - Expanded
-Plagues roll with a massive mali to infect the Pilgrims, supporting 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.)
Artisanal Quarters - (Grand)
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 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 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.)
Tiny Drone-Manufacture
A small workshop where trained personnel turn raw materials and pre-made components into drones for Military and Civilian Applications.
(Can create Combat Drone (Generic Ranged Spider) for Units/Heroes, +15 to Tech Sales.)
Scutter Makers
The "Scutter" your scholars and engineers created has proven surprisingly clever, incredibly efficient, and cute! Creating a space where more are built will enable you to increase security further while selling them outside the faith, and making larger versions will yield expanded profits!
(Increased Security, +16 Materials Technology Trade, Unlocked Auxilliary Equipment: Scout Scutter, Combat Scutter, Rough Rider Scutter)
Features:
-Basic Service-Buildings
-Population-Focused Marketplace
-Beverage Spoke
-Amphitheater Avenue
-Fashion Street - (Tahmid's Embroidery)
-Radio Station (Education and News)
-Simple Hospital
--Distributed Clinics
-Adequate Housing - (Subsidized)
-Goat Pens
-Engine Assembly
-Highwind Manufacturing Airship Manufactory - (First Son - 1 Line)
-House Dall Palace - (Expanded)
--Harvesting Initiatives
-Tribal and Iwi Burrows
-A Wall
-Airship Security Fleet (1x Line Vessel)
--???
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 through cultural osmosis.
-Academic District: Improved osmosis of researched topics and existing knowledge.
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 and 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 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.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
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 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. 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 you and Selene have been elevated to Prevter.
Mutated Wife - Prevter Selene Dall
She returned to her usual self, if a bit more conscious about her surroundings, and participated 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 unexpected fame gained through her newest romance comedy, hiding under your bed with Silvia Jr.
Child: Lady Silvia Dall - Mutated Girl - 9-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 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 sharper versions, 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. However, she has made new friends, and with Crinkles letting her ride him everywhere, she has seemingly adjusted to her new normal.
Protegé: Lord Markus Ulatarn - 11-Year-Old
A child of nobility, given to be raised and educated while laying the foundation of a relationship between two Houses. He has since fully grown accustomed to being here and has made fast friends with Silvia Jr., several of her friends, and others. Likes Crinkle. Recently took up painting after watching the various artists in Norqod decorate and carve into the rock.
(You have a Protegé!)
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 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.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
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 radio, allowing her to receive and transmit radio waves when trained. 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 radio waves 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 raised 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 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: +/-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 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 could 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 delight of marriage with all of its wonders and happiness.
??? - ??? - ??? - (3/?)
???
(???)
"Nothing out of the ordinary," Needled murmured near-silently in her home, various papers laid out in an orderly fashion with a dozen binders standing to the side, ready to receive and store the various reports their owner was currently reading through. "A bit unexpected that we still haven't gained anything about the thing being searched by them..." she continued, her murmur turning into incoherent mumbling barely audible to even herself as she moved her mouth and inaudibly spoke to give voice to her thoughts in the deep of night.
A minute passed as she carefully took some notes on a stack of papers set to the side before she stored the report she had read in the respective folder, her other hand already grabbing the collated messages from their informant in the Adventurer Guild to her right. "Now...let's see," she murmured, eyes carefully scanning over line after line of words, her mind piecing together the shards of news and rumors into a coherent whole that fit the publicly available information. A tiny smile appeared on her face as she read the report noting the slowly lowering casualties, nodding as she remembered the training program set into motion two years back. "Good to know that that is bearing fruit. More fighters that are better trained will be a boon to all," she said; the rest of the report read over a few minutes with the efficiency of one used to gathering information from a lot of observations.
"Now, House Mirn," she eventually said, putting the report in its barely anemic folder, grabbing the much more extensive paper written by one of her subordinates collated from a dozen turned servants and guards. Minutes passed as she read over the writing, nothing noteworthy sticking out to her that would have prompted her to change standing orders. And so, she wrote down what little observations she made, the few sentences boiling down to the usual business of the Houses fighting each other with splendor and dazzle, politics at the highest rung being fought. Yet, at the same time, the commoners were left alone without neglecting them or their duties to the Empire.
"Okay, just one-"
"Mami?" A weak, tired voice sounded out in the room; a tiny child hugging the wall with one arm emerged from the hallway as the other held a Knight Plushy in PD's image. "I had a bad dream," Needle's daughter, Kiki, spoke softly with a yawn, rubbing her eyes with a balled hand as she stood in the dimly lit living room, the luminescent lines snaking all over her skin glowing and dimming with her heartbeat. "Can I sleep with you?"
"Of course," Needle immediately replied, her paperwork put to the side in a neat pile within seconds. "Do you want to talk about the dream?" She asked, walking over to and picking up her daughter without any problems, light laughter coming from the tiny child as Needle kissed her on her head while her claws clacked over the stone floor.
"'s was a bad one," her daughter murmured, already falling asleep again in the warm embrace of her mother. "There were Mutants that took my sweets and-" With that, she fell asleep, the soft light on her skin dimming as she peacefully slumbered once more. She would awake in the morning tucked between her mom and dad, waking both as she energetically began to race around the house in excitement for the upcoming festival. Nail gently grabbed the mummified remains on the floor and turned the corpse on its back, making it release the small vial and needle it held in both hands. The clattering of the small glass objects made Calcy turn her head from where she had inspected the dozens upon dozens of dead people lying on the beds within the barracks both were currently searching through for any hidden dangers. "Poor bastard," Nail murmured, one hand grabbing a nearby piece of fabric and laying it over the corpse whose face had been eternally set in a distorted look of relaxation. "Though I think none of you suffered too long," he continued as Calcy walked over, her crossbow clinking against her back.
"Found something?" She asked, looking with interest at the covered corpse before looking away at the room again, her torch flickering its electrical light into the room atop her backpack. Nothing within the Doomed Fortress had opposed the entry or exploration of the Rust Scouts or the Unbroken, and she was beginning to suspect nothing ever would. Only the dead held vigil within these ruins, and they had passed long ago on their terms. "Besides more people who choose a free death, I mean?"
"No," Nail replied as he stood up with sympathy on his face and sorrow in his heart. "Well, letters for their families, most likely, but nothing beyond that." He stared out at the small barracks, a room with over a hundred corpses, and sighed as he jerked his head to Calcy for her to follow him. "I think the only ones that hold this fortress are these corpses, with their souls long gone. They had no reason to linger as the slain do," he added, returning to the hallway before the barracks and looked out at the other teams slowly emerging from their rooms, all holding sorrowful, somber faces.
It was one thing to fight to the last when the enemy took your gates, another to end it all as no hope remained for even spite against the world. "His coils of stone guard us," Phan murmured late in the night, the steady hum of the electrical light overhead illuminating her within the alcove of the laboratory where she was currently translating the Black Tome. "His fire of wrath warms us," she continued, one finger gliding over the translated lines with a tired yet excited energy, having finally translated and put together a serviceable prayer to the Tiny Snake. Name still pending complete translation. "His mercy heals even the lowest, for we are one before His gaze," Phan intoned, her finger lowering by another line. Snrk-eh? Whuzzit?
"Rejoice, for we have been chosen to be His servants within this realm," Phan spoke the ancient lines of a religion forgotten so long ago that not even its myths still existed, a book predating the Ancients and dated with the help of Clan Morgenstern into the Age of the Forgotten. "Rejoice, as we have been granted succor in this darkest hour," she spoke a bit louder, adding some flourish to her intonation out of a tired bout of humor and the knowledge that none would hear her. *Groan* Wha' happn'? Eh?
"Hailed be the Tiny Snake, for He guards us all. Hailed be the Tiny Snake, for we all rise with Him. All Hail! All Hail! All Hail!" Phan said dramatically, throwing her arm out at the last chant and striking a dramatic pose before she collapsed back into her seat with a giggle. Ya, ya, All Hail, all hai-mmmmngh...!!!
Shaking her head, she closed the folder with her copied writing, tiredness striking her with all the might of a charging Knight, yawning as she closed her eyes for just a single moment. She awoke seven hours later, Turi shaking her awake with a concerned face. "Imagine," Kustuf murmured to his friend, his four arms working in tandem to efficiently dismantle the machine he was currently working on, "thousands of files within chips the size of a grain of wheat, billions of bytes calculated in nanoseconds within cores we can barely see, all of it now in our hands."
"Fortune has always favored the bold," Merk replied with his own incredulous murmur, carefully noting, sketching, and packaging the various pieces of electronics and machinery being handed to him. "But this? This is just..." Trailing off, both men continued to work in silence, neither able to fully understand nor comprehend the magnitude of their current work, only able to know that they were at the start of a storm that could shake entire Regions to their foundations. Maybe even the Empire.
"It is overwhelming," Kustuf eventually supplied, the tools within his hands sparking with intense light and reflecting against his goggles, one more piece of machinery dismantled from the computer. "And something so far above us that I don't think even half the people back home fully understand that we are looting The Bunker's Heart. I mean, this thing has stood for centuries until..."
"Until we came," Merk said, looking around the vast room illuminated by the harsh light of floodlights and torches, flickers of fire casting shadows over walls and machinery where electrical lights have not been brought or deemed practical. Or had run out of juice, the lines and power nodes within the Bunker either too powerful to be tapped or too critical to siphon off of.
"Until we came," Kustuf echoed into the low soundscape of a hundred people systematically dismantling and cataloging hundreds of thousands of items, each carefully noted and packaged for its move across a Necropolis and into vaults being expanded with indecent hurry and by cool heads. Within Norqod, the Festival of the Hidden Moon was in full swing as high in the sky, Mes hid behind its bigger brother from the world across its travels of the heavens, a moment of respite from the ever-present gazes of humanity looking up at its physical form and the myths, legends, and religions behind it. Morality, some religions say, came from the spirit of Mes, given down unto the Ancients to form the world anew after a catastrophe had devastated what had come before, only to have it discarded and usher in another Collapse. Other cults pray to Mes as the Bringer of Law, the ultimate arbitrator of the innocent and guilty, the one who judges every soul before it passes into the great beyond. Some more animalistic or spiritualistic religions see the moon now hidden not as Judge and Jury but as Martyr of the Innocent, Guardian of the Free, and Mourner of All Life, weeping in glittering stardust across its path as they weep at ever-present death and the slaughter of all.
For the people within Norqod, Mes was just a rock in the sky, for now, forgotten in favor of so many other things in the hustle and bustle of a boom town invaded by dozens of villages coming to be part of the celebration. At the same time, hundreds of merchants overran every spot where they could sell and hunt for customers in search of profit and coin.
Their efforts to turn merchandise and product into coin were guarded and overseen by the myriad of colorful lights burning in their luminous glory all over Norqod, splashes of harsh reds, gently blues, vibrant greens, mixed yellows, burning violets, and revealing pinks mixed together to form a haze of colors that superseded everything, shadows flickering and burning on every street and alley, dozens upon dozens of murals freshly carved or made years ago splattered in their lights and dancing to their tunes.
Tunes which rang out across every bar and pub, spilling from taverns and homes, across the plazas and intersections, dozens of musicians playing for all that they were worth and then some as hundreds danced without care or rhyme, only the rhythm of heavy drums, fast strings, deep flutes, and brassy horns bringing some semblance of order within this swirling crowd of all humanity. Dancers move to and fro without care and free from life itself as they were one within this moment, released of past shackles and burdens on soul and mind, seeking the passion of the dance in the crowd or within the heat of partners among the dancers. In other corners of the town, the heavy thumbs and fast solos were replaced by deep thrums and slow melodies, the people here not dancing with a hundred and two but with another of their fancy, flirting with moves and skill as their feet moved across the impromptu dance floors and their whirling clothes glittered and danced in the multicolored light. Deep within Norqod, few could escape the energy and invitation to let free inhibition from outbursts of celebrating survival in this world, most eager to seek such experiences, regret for sore muscles, pulled backs, and walks home from that of another eagerly forgotten.
And while the streets and chambers dug into the ground saw thousands, the topside saw hundreds and then some, the many of humanity quilling forth from a town overflowing with people and seeking relief in the chilly wind of night as vendors hawked cool refreshments and steamy food to those too exhausted to delve down once more or just arriving for the festivities. Likewise, the Dall House Guard was here, eagle-eyed watchers peering down into the artificial gorges seeking troublemakers and being found by them in return, arresting or fending off those drunk on emotion, booze, or infatuation with their uniforms and looks, some mistaking them for the actors down below and seeking a play just their own.
Actors who played out their hearts and souls, bearing the raw matter of their passion and skills bare for all to see as plays from a thousand years ago were joined by impromptu performances created by performers and watchers alike, the twists and turns of a thousand stories woven into the festival as children were awed and stunned with feats of pyrotechnics, flames, smoke and mirrors set into every corner to bring magic and puppets to life in every way imaginable. Performances of all stripes and types enhanced with the electrical exoticness of the local tribals adding their stories from the dunes and Wastes, with those tribals that the Empire had rescued with the expedition down south telling history with the aid of Iwi's painted in a hundred vibrant colors as the older ones danced, thrilled, hummed, and acted to awe and applause while the younger ones vibrated in sugar-overdoses, racing around in wild abandon to the children's delight who tried to catch them and the adults dismay when they stood in the way and found their feet no longer planted on the ground.
A scene that always brought a chuckle and smiley to ^Ä^'s face, his sitting form crawling with children playing and painting all over the hulking form of the once menacing machine now inhabited by the Old Core proud and delighted at the attention of the youngin's everywhere. A sentiment shared by his friend PD, though she stood more vigil than be part of the celebration, allowing artists and painters to draw mystical moons and fantastical skies on her feet and across her blade's lower end, while Old Core would resemble nothing less than the technicolor dream of a drugged artist the next day. A fact he would not be ashamed of, too happy to care in the moment of attention and too happy afterward as he knew that the children's parents, more often than not, had trusted him to guard their offspring. At the same time, he was slightly embarrassed as a small procession of the more tradition-bound Forge Clans performed ancient rituals upon receiving his acceptance and approval, muted incense burned so as not to harm the little ones or be too much of a bother as prayers and hymns were sung by more than the present members of the Clans, Myra's Chosen far more widespread within Norqod than elsewhere due to the constant interactions.
It was a wild party, a drunk party, one of celebration of life made from the flimsiest of excuses and held all the closer because of it, one brought forth by the stress of life and continued with the promise that those participating would spend the next year doing so all over. Exhilarating, magical, exhausting, invigorating, a thousand adjectives and verbs and other words to be used to describe a festival of the natives of Calynth letting loose, all brought forth in grand form and grander scope by the attention and funds supplied and directed by the Pilgrims and Knight Pilot Aria, the slayer of Eversun Disciples, guard of the Pilgrims, and aspiration and hero of every local child, especially for the Mutated, because of what she had done, what she could do, and what she represented.
A woman currently deeply drunk in the arms of her wife, both singing bawdy songs as they cheered and clapped on a play from a hiding spot Chiedi had discovered months before, cheeks flushed by alcohol and the contact of their skin against each other, sensations that would soon lead to deep kisses quickly followed by more intimate activities shared between lovers and married couples.
But that was yet a while away because, for now, both merely stared at each other with love and deep trust, one leaning close to the other and whispering the answer to the question said seconds before: "Five, no less." Available Bonuses:
55 Distributable Points from Ambit. 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. (2 Actions Locked)
[ ] Communal Outreach - (Repeatable)
A hand given to the downtrodden, shattered, destitute, and outcast is not always accepted. Sometimes, the 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 Random Stat Gain per success if you hold any stake over 1% within the BHVs.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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, in more than one letter to Lady Selene, he 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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 to maximize its effect.
(Cost: 8.22 Materials
Turns: 1
Chance: 43%
Reward: 2d100+50 Recruits)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)
[ ] 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)
[ ] Low, Not Lowly
Some do not wish to remain and fight for such with every fiber among the poor, desperate, and huddled masses. Those we do not seek out with this effort, but those who made pacts to sell their fellows for money or status. Their choice may be one they believe to be done consciously, but in reality, it is made from circumstance and hidden desperation. We cannot bring all who fell up, but we can start with some.
(Cost: 0.20 Materials
Turns: 1
Chance: 56%
Reward: +2% Piety, +2d6 Followers)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] This Is Not Eternal, Even Stone Will Change
We know where to seek those who banded together into gangs and which members need to be targeted to shatter them into a thousand pieces. What we are doing may not be strictly legal, but infiltration and subversion of criminal elements is a long tradition among growing religions. Even better, many who had found homes amongst the gangs can be brought into the fold.
(Cost: 2 Materials
Turns: 2
Chance: 45%
Reward: +5% Piety, +6d8 Followers, slowly erodes Tessens Gang-Culture)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 10.00 Goodwill)
[ ] Begin Preparations For New Region Conversion
We have grown far beyond what Martyris had envisioned in numbers, wealth, knowledge, connection, and faith. So much so that some among our numbers seek 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)
[ ] Seed Shadow Sanctums
We must be able to live amongst those who need help and hide from those who wish us harm. By creating tiny safe houses to stock up on materials, commodities, and information, alongside rest and food, we can increase the reach of our agents and followers within the underbelly of society.
(Cost: 7 Materials, Upkeep: 1 Material
Turns: 2
Reward: +2% Piety, Sanctums within the Region are slowly being created, increasing subversive attempts.)
[ ] 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 worsening 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.)
[X] Establish Soup-Kitchens Within Major Cities - (1/4 Turns Complete)
While being careful and methodical has helped, 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.)
[ ] Improve 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: 3
Chance: 44%
Cost: 70 Materials, Upkeep: +20 Materials
Reward: Improved Poorhouses, +0.10 Goodwill per Turn, -2 to Piety Rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] Establish A Small Hospice Network
While a Hospice caters 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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.)
[ ] Rudimentary Territorial Hospices - (City Territory)
Your treatments of the sick and injured within the Cities have enjoyed great popularity among the population. More and more people are coming to seek your aid, knowing that they will receive a quality of treatment and healthcare they couldn't afford. Unfortunately, that drive to seek treatment means that many people take journeys that will worsen their injuries beyond help and leave them dying in the place where they sought healing. We should create several hospices operating with minimal oversight out of the central trade lane and establish themselves for future expansions.
(Turns: 3
Cost: 82 Materials, 10 Faithful, Upkeep: +25.00 Materials
Reward: +0.20 Goodwill per Turn, +2 Recruits per Turn.)
[ ] 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 to perform their duties with the necessary resources and hands.
(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 - (Small/Medium/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 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 16.75 Goodwill)
[X] Build An Orphanage - (Big) - (Strul)- (2/7 Turns Complete)
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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.001 Goodwill)
[ ] 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 caring for 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 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.)
[ ] Cleaning Up The Mess - (Choose City Territory)
Despite all you currently know about how Black Hole Villages operate, are constructed, and unintentionally reinforce poverty and crime via a feedback loop, helping those stuck within them will not be easy. Nor will it be a quick thing, done once and done cheaply. It will cost you money, time, materials, connections, and favors to help the Mutated within turn the villages into a settlement that people can live in without considering the sword's edge.
(Turns: 4
Cost: 150 Materials, 75 Goodwill
Reward: Lessened Suffering of the Mutated
Notice: Goodwill costs will be reduced by 15 per use, down to 30.)
[ ] 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.
[ ] Festival Of The Delta
With money comes the ability to sponsor festivals, and 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.75 Goodwill)
[ ] A Small Donation - (Organization) - (Topic) - (Donation Sum)
As the Pilgrim's wealth increases, so do the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) that work towards a goal we provide for them. Nothing 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)
[ ] 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 3 Actions)
[ ] Hello, My Name Is Money, Big Money.
Okay, deep and calm breaths. We can't afford to be panicky about this 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 7 Turns.)
Civilian Inf.: 6/10 - Somewhat Orderly Villages
Medical Inf.: 8/10 - In-House Medicine Production For Common Cures
Military Inf.: 5/10 - An Average Militia Exists
Guard Presence: 6/10 - A Reasonable Permanent Guard Presence
Water: 7/10 - Enough Water To Survive For One-And-A-Half Months If Cut Off From Water-Sources
Resource Extraction: 7/10 - Mines And Collectors Work In Shifts
Industry: 9/10 - Small-Scale Manofactorum Dominates The Economy
Agriculture: 7/10 - Enough Food To Feed Most People Regularly
Total: 55/80 - A Median Village for the Mutated...that could cause problems.
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) - (Cooldown: 1 Turn Cooldown)
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
Reward: +1% Piety, +1 to chosen category)
-[] Hire Civil Planners And Architects
(Cost: 5 Materials
Reward: Slightly Lessened Impact of Material/Geographical/Desing Constrictions)
[-] Altering Black Holes - (Choose 2 Categories) - (2 Turn Cooldown)
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: 1 Turn
Reward: +2% Piety, +2 to chosen categories)
-[] Hire Civil Planners And Architects
(Cost: 15 Materials, 3 Goodwill
Reward: Lessened Impact of Material/Geographical/Desing Constrictions)
[ ] 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)
-[] Hire Civil Planners And Architects
(Cost: 40 Materials, 10 Goodwill
Reward: Drastically Lessened Impact of Material/Geographical/Desing Constrictions)
[ ] We Are Legion
For we are many, and yet none. Please find us at your peril, or salvation, for we offer both in equal abundance for any that dare to tread in shadows.
(Turns: 9
Reward: Create a Subversion Category, shifting Actions around, and unlocking more.)
[ ] 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: 8.5 Materials, 1.5 Goodwill
Chance: 95/-30%
Reward: +1/3 Assimilation. The Lost become more aligned with the Pilgrims, eventually allowing you to absorb them.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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, unite the people, 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 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] Infiltrate Part 2 - (Choose Three 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] Infiltrate Part 3 - (Choose 3 Factions)
Your secrets are ours; nothing can be hidden from us. No lock, gate, or 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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 )
-[] Seek Mutated Help - (XXX Goodwill)
(+5 to roll = 2.00 Goodwill)
[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+10 to roll = 3.00 Goodwill)
[ ] 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).)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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. - (Location) - (Units)
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.)
[ ] Conquer The First Bunker Floor
Let's go!
(Cost: 17 Materials
Chance: 35/50% for Ambush and Prepared Battle; if failed by more than 20, your party is ambushed instead.
Reward: Conquered Room/s)
Enemy Forces:
8x Guardians
Possible Rewards:
Unknown Amount of Artifacts
Titanic Stores of Materials
Area Purpose:
Warehouse
Enemy Forces:
4x Minor Bright-Lance Turrets
2x Caretaker-Swarms
Possible Rewards:
Weapon Artifacts
Enemy Salvage
Area Purpose:
Defensive Position
Enemy Forces:
4x Guardians - Trooper
Possible Rewards:
A large amount of Materials
A small number of various Artifacts
Area Purpose:
Barracks
Enemy Forces:
4x Workers
2x Guardians - Trooper
Possible Rewards:
Titanic Amount of Rare/Lost-Tech Chemical, Medical, Psychology, Biology, and Machinery Artifacts
Area Purpose:
Hospital
Enemy Forces:
12x Workers
2x Guardians - Trooper
Possible Rewards:
Chance for Data-Crystals, highly-priced Artifacts often detailing terabytes of information and research.
Area Purpose:
Laboratory
Enemy Forces:
9x Caretaker-Swarms
2x Workers
Possible Rewards:
A large amount of Machinery, Mechanic, Metallurgy, Hydraulic, Programming, Electronic, and Physic Artifacts
A large amount of Materials
Possible Rewards:
A large amount of Armor and Weapon Artifacts
Enemy Salvage
Area Purpose:
Armory
[ ] 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)
None, though time will change this...
[ ] 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 Actions 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 that 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, Additional Projects.)
[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engine 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 flaws, restrictions, and troubles that will plague 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 determine 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 can 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 of being 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): 95/50/00 for 1/2/3 Successes, Successes Needed: 2
Medium (2.001-200.000 Kg Lift): -05/-50/-80 for 1/2/3 Successes, Successes Needed: 10
Heavy (200.001+ Kg Lift): -300/-400/-600 for 1/2/3 Successes, Successes Needed: 145
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 some 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 facing 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 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: -50/-148/-278 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 must 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 and reinforcing the hammer should give your Knight/s a powerful weapon in future fights. It would also allow you to glimpse 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 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: 25/-19/-61 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 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: 61/12/-38% 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: 28/-17/-113% 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 painkiller. 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)
[ ] Mutant Equipment: Wyverns - (Advanced Biology)
Thanks to the recent deluge in Wyvern corpses, we have a chance to study and replicate the various systems within their bodies to aid our forces in the field by either mimicking or replacing several parts of our weapons/armors with Wyvern (Derived) Alternates.
(One-Time Cost: 13 Materials
Chance: 07/14/34% for 1/2/3 Successes, Successes Needed: 5
Reward: Wyvern-Derived Weapon+Armor Upgrades)
[ ] Chemicals For Future! - (Biology/Chemicals)
It is well known that specific techniques, like salting and drying meat, enable food to last longer. 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, I will not drink two-month-old dairy, no matter how much you boil it!
(Chance: 71/42/01% for 1/2/3 Successes, Successes Needed: 8
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
[ ] 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.)
[X] The Mind - Combat Specters - (Psychology) - (7/9 Successes)
Some things stood out to you in your effort to understand the human mind. 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)
Some things stood out to you in your effort to understand the human mind. 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 themselves 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 do not have 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.)
[ ] A Friend In Code - (All Machinery/Mechanics/Metallurgy/Programming/Electronics/Hydraulics)
Having finished the Drone Manufacture, your scholars and engineers are rearing to go for another round against the mysteries of the machine. In particular, they wish to further their understanding of creating more military drones to help our field forces better.
(Chance: 11/-58/-133% for 1/2/3 Successes, Successes needed: 7
Reward: Unlock Generic Melee Spider, Generic Ranged Quadruped, Generic Melee Quadruped, Unlocks further Learning Actions.)
[ ] Vision Beyond the Sight Part 1 - (Electronics/Advanced Electronics)
Both Daughter of Dawn and Indomitable Bastion possess technology that allows them to detect objects and people at a great distance and then present those to the crew. Such a technology could be of great use to us. Of course, replicating DoD and IB sensors is way beyond our current abilities, but creating the most basic of such devices should be manageable.
(Chance: -07/-39/-59% for 1/2/3 Successes, Successes needed: 5
Reward: Unlock Prototype Radar Tower, Unlocks Further Actions)
[ ] 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 their limitations and chains? And could you retread their paths?
(Chance: -86/-748/-1529% for 1/2/3 Successes, Successes needed: 43
Reward: ???)
[ ] Secret Of The Circuit Pt.4 - (Pioneer Electronics)
With your manufacture of electronic components 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. Of course, 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: -81/-247/-413% 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%!)
[ ] Radio-Network - (Electronics/Advanced Electronics)
With the understanding of how to manipulate and create radios on our own, we have the chance to develop a whole network of interlinked stations capable of boosting any signal far farther than the RBs ever could. The downside is that they are costly, need people to maintain and staff beyond one person, and may provide a juicy target for Bandits and any seeking to harm us.
(Chance: 38/01/-37% for 1/2/3 Successes, Successes needed: 5
Reward: Radio-Towers can be constructed, increased Technology Income.)
[ ] Radio-Channel - (Electronics/Advanced Electronics)
With our radios now not merely a possibility but a certainty, creating a reliable way to communicate far outside any Region will enable various Chapters (read: One) to talk with us, coordinate shipments, and pass on valuable information.
(Chance: 43/08/-35% for 1/2/3 Successes, Successes needed: 15
Reward: +5 Recruitment for all Pilgrim Chapters, can now communicate expediently with Out-Region Chapters.)
[ ] 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 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.)
[X] Re-Use, Re-Duce, Re-Make - (8/16 Successes)
With the increasing understanding of our scholars, engineers, doctors, and more, we are slowly beginning to be able to re-create some things previously only in the realm of specialists and the Forge-Clans. By creating a reverse-engineering program, we will be able to produce some of the things we are forced to buy in-house, reducing Upkeep.
(Chance: 88/12/-64 for 1/2/3 Successes, Successes Needed: 16
Reward: Reduced Upkeep for all Laboratories)
[ ] Know Thy Enemy - (Choose) - (All Biology+Medical/Mechanical+Machinery+Electronics Depending on Enemy)
With the increased number of enemies we have encountered, we should study their biological/mechanical makeup to identify weak points and strengths. With such knowledge, we can purposefully target their vulnerable spots.
(Cost: 1 Corpse/Wreck of an Enemy
Chance: 48/12/-24 for 1/2/3 Successes, Successes Needed: 5
Reward: Increased Damage and Information for an Enemy)
Human - Corpse Information
Human - Mutated - Corpse Information
Spider-Drone - Wreck
Sentinel - Wreck
Autonomous Turret - Wreck
Eversun Scrap-Knight - Wreck
[ ] 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 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 return to the past 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 - (Choose Topic)
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. (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: 4 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: 2 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.
-Doomed Fortress: Est. Artifact-grade: Lost Tech-Unique, Dice: 1d4+1 per turn, Max. Yield: 3 Turns. No danger.
-Flying Monastery: Est. Artifact-grade: ???, Dice: ??? per turn (Halved), Max. Yield: ??? Turns (Halved). 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, 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 dependent on the route.)
-[ ] Guard The Skies - (Location)
(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)
[X] Ransack the Command Center - (1/4 Turns Complete)
You did it! Bloodless too! And for that, the main prize (on this floor, aside from the Walkers) is now yours: the Command Center! With it, you could deactivate the entire force currently guarding other areas, uncover secrets, and more! And, thanks to you being the first people here, you can also dismantle everything, take what isn't welded or nailed down, undo the welds and rip out the nails, and get that too!
(Turns: 4
Rewards: 20d10 Electronic, 8d6 Advanced Electronic, 13d8 Advanced Machinery, 7d7 Advanced Programming, 2d2 Pioneer Programming Artifacts (Generalized as: Bunker Artifact). Insight into the Bunker's computer systems and chance to shut all hostile units down without a fight or alarm. May unveil hidden rooms/areas/caches.)
[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 4.05 Goodwill)
[ ] 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 and evidence and was taken away to prevent what was told from spreading 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 could loot! A battle occurred 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? Unfortunately, another Scavenger Group has looted this location, so pickings have diminished.
(Chance: 73% - 15 (Failed Attempt - Riled Up Locals)
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 besides 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 heavily corrupted, but she has provided some landmarks that may still exist.
(Chance: 14%
Turns: 4
Reward: The Zone can be scavenged.)
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 the plans of expansion ambitious, while others call them ridiculous. Whatever the case, digging deeper and farther than ever will allow the Pilgrims to stuff so many scientists and equipment into the Tree that they will significantly accelerate future research. Bolt has already hinted at discounts if we buy computers and laboratory equipment 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.)
[ ] Masters' Retreat - Grandiose
You have managed to lure in specialists and experts of various fields with pay and recognition, exciting work, steady employment among friendly people, and the chance to have their creations recognized by thousands. Now, you'll embark on the next step: getting True Masters to settle into the Tree of Knowledge.
(Cost: 267 Materials, Upkeep: 36.88 Materials
Turns: 7
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 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 Artifact bonus continuously.)
[ ] Electronics Manufacture
Now that you can produce electronics, you want to have as many as possible. The problem is that you must create those by hand, 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: 65 Materials, 2 Scientist, 40 Faithful, Upkeep: 70.00 Materials
Turns: 6
Reward: +80 to all Electronics Research, 20d20 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.)
[X] Assemble An Engine - (Aluminum Mine) - (1/2 Turns Complete)
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 fix her 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.)
[ ] Assemble A Logic Bank - (Category)
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 2 Actions)
[ ] Bee Fields
Bees are about the size of an adult human's thumb and have the temperament of a wasp, with re-growable stingers. You do not want the things anywhere near where you live and much less harvest what they have without heavy full-body sealing armor. However, their honey is delicious.
(Turns: 5
Cost: 38.55 Materials, Upkeep: 17.75 Materials
Reward: Honey and Wax, with a large area nobody and nothing goes through. +44.15 Materials Income.)
-[ ] 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)
[ ] 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)
[ ] Expanded Clinics
With the minimum level of medical care distributed across Norqod, we can work on expanding the various clinics in both the scale and quality of their operation. With more space and personnel, alongside an increased pool of multiple chemicals, herbs, remedies, and on-demand vaccines, we can grow them into local focus points for fights against diseases and holding stations for more severe injuries and illnesses until space has been freed in dedicated institutions.
(Turns: 7
Cost: 88.35 Materials, Upkeep: 13.50 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)
[ ] Medical Substance Assistance
Medical alcohol is a necessity for anyone living anywhere. Nobody wants to suffer an infection.
(Turns: 7
Cost: 48.35 Materials, Upkeep: 9.85 Materials
Reward: Efficiency Boosted Medicinal Structures, +36 Materials Income.)
-[ ] 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 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)
[ ] Academy of the Fundamentals
Hiring some trained academicians to teach the very basics of the understood sciences should not be a problem, especially if you can offer board and room to them within the academy alongside large spaces to teach and experiment on (mostly) their terms.
(Turns: 7
Cost: 83 Materials
Reward: A barebones academy and a halt to the loss of scientific information disseminated to the public.)
-[ ] 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 Public Libraries
We can print books, scrolls, ledgers, newspapers, illustrated literature, and more to be stored, and their contents are disseminated among the population via libraries by allowing small spaces to read.
(Turns: 5
Cost: 14 Materials
Reward: Growing Happiness)
-[ ] 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)
[ ] Miniscule Scientific Complex
Hiring and retaining trained experts in the sciences will be a significant undertaking, not even talking about the sheer cost of the vast array of machines, equipment, and safety features you need to install to keep the experts occupied and helpful in your studies.
(Turns: 17
Cost: 679.50 Materials, 85.95 Materials Upkeep
Reward: +1 Auto-Success, which still advances your understanding of your research subjects.)
-[ ] 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 for prostitution and gambling, with several others already making plans for outdoor decorations and attractions. Guards must 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. Everything from cards to boxing and gladiator fights 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)
[ ] Brewers Run
Alcohol is the first-ever beverage humanity manufactured and drank, right after blood from beasts, if some myths are to be believed.
(Turns: 3
Cost: 59 Materials, Upkeep: 11.50 Materials
Reward: Brewers, giving you +4 Materials Income for the first year and +17 Materials Income after that.)
-[ ] 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 Gardens
Prestige is almost as vital as wealth in the plays and schemes among the nobility. By planting public and private gardens, House Dall can display its splendor, wealth, and patronage to the arts without running afoul on any toes, as most people see gardens as something all should enjoy.
(Turns: 4
Cost: 88 Materials
Reward: Gardens will bring more prestige to House Dall.)
-[ ] 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 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 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! The way is to mass-produce components and available designs and fit them in a specialized hangar! Of course, first, you must 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.
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 15d20 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.)
-[ ] Suppliers Of Many Wares Of Medicine And Equipment
(Cost: 6 Materials
Reward: 4d6 Materials)
[ ] 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.)
[ ] 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)
-[ ] In The Name Of Education - (Choose Learning Action)
(Cost: 50 Materials
Reward: +2 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[ ] In the name of SCIENCE! - (Choose Learning Action)
(Cost: 20 Materials
Reward: +35 to chosen Learning Action)
-[ ] Suffer Their Arrogance
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)
-[X] Suffer Their Droning - (3/6 Turns Complete)
(Cost: 1 General Scientist, 15 Material per Turn, for 6(six) turns
Reward: 1 Trained 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 - (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
--[ ] 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) - (21/66)
(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)
[ ] Solidify The Pilgrims Finances
Much has changed in the last decade, with so much more yet changing in what comes next. But, looking back, the one thing that has changed the most is your situation regarding money. No longer do you need to keep meticulous track of every single coin (you, however, still do so) as your businesses, ventures, connections, donations, and followers are slowly, yet inevitably, ensuring that money will never be a problem again. And if it will, then you can always hit up a wealthy donor for a bit tit-for-tat.
(Condition: 2.500 Followers
Reward: Eliminates Materials as a resource to keep track of.)
[ ] Pathene Weaving - (Equipment Description)
One of the things your mother told and taught you was the ability to weave your hair into challenging and fantastic 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.
2nd Notice: Martyris will not be available for this Action in 3 Turns due to aging out/focusing more on his family.
Turns: 2
Reward: ???, +1 to (3\²]SN@'+ßz _)
[ ] 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 when 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, and 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 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.
A moratorium will be until 18.10.22 at 17:00 CET.
Voting will be closed on 23.10.22 at 17:00 CET.
Omake Bony can be applied until 20:00 CET.
I will roll on 24.10 at 17:00 CET if no one has rolled yet.
Updates will be online on 31.10 at 17:00 CET.
Thousand Villages Strike Back - The Tessen Speaker
After the hasty retreat by the Mercenary Army of the Cities of Dul, it seems that the Thousand Villages have finally had enough of the constant incursions and attacks into their lands and the enslavement of their people, declaring outright war after a "General Consensus" was achieved through their internal communication arrays and methods. Though the way their retaliatory strike will happen, or even what form it will take, is not yet known to us, what can be said is that several dozen raids had concluded before the General Consensus had been reached, freeing hundreds of once-enslaved people, those born within and outside their territories, alongside those born into the system itself. Having carried out such a successful series of strikes, most military strategists assume that during the next year or two, this strategy will be repeated and carried out in an expanded scope, both in frequency and size of the raids. However, while a dead slaver is always a good reason to celebrate, unsettling news has made it back from those Regions hit by the attacks, as a Plague has begun to spread. A situation that would be exacerbated by open warfare between the two powers.
(Read more on pages 8-9)
Indenture Laws Have Been Updated By Decree Of The Emperor - The Truthful Observers
After several years of debate, refinement, and arguments between legal experts, advocates, those once indebted, and debt holders, the laws governing Imperial Indenture allowing for the forceful employment of a person due to their debt being unlikely to be paid off by regular means, have been clarified to close existing loop-holes, expand the rights of both Indebted and Debt-Holder, while also ensuring fair and equal compensation can be achieved without risk to long-term health in the biological, psychological, and spiritual sense. Though in most cases minor, the most significant change is in the reduction of allowed jobs, removing several occupations due to the hazards associated with them and the fact that Debt-Holders unfavorably pressed some members of society into them more than other groups. Alongside that, a general increase in compensation is to be upheld to account for the inflation of either Imperial or Local currencies to avoid the value of the labor from being exploited by manipulations outside human hands. Some Regions started to grumble about these changes but were rightfully rebuffed by the Emperor, saying, "If your wealth and comfort rely on the misery of the shackled, then you have no right to those in the first place."
(Read more on page 25)
Medical Infrastructure Within Norqod Being Overhauled - Rags, Rumors, And Rants
Whether it is due to some sudden paranoia, tipped-off healers and doctors preparing for a potential plague, or an old-fashioned overhaul long-planned years in advance, Norqods Medical Infrastructure is currently seeing a vast expansion in both medical quality, treatment capability, and lockdown capacity, with a potential for the boom town to be isolated from the outside and internally within a day to let any disease run its course through the isolated populations. Yet, despite those somewhat grim words, even if some of the greatest works of art and culture have been produced by those caught in a quarantine area, most within and surrounding Norqod look at those expansions of the District with approval and a dark cheer.
(Read more on page 23)
***
Region Report/s
The updated Indenture Laws have caused some shock to the local economy, as many of the mines here have relied on the cheap labor from Indentured Mutated and Criminals to be operable far over what they could provide, leading to a general wave of slowdowns in every manufactory and factory within the Region. Though not at any level of risking the wealth the Houses are used to, mass layoffs have already begun in several industries to account for the reduction in ore quotas, causing a mass of evictions from home and a rise in crime across the whole City. We are currently directing efforts to help those affected by their unemployment while also providing shelter to those indebted returning from their mining sites as their debts were retroactively declared cleared and paid off.
***
Spy-Network:
The Marquess of Tessen is holding a Masquerade Ball and has invited hundreds of Noble Houses to celebrate the marriage arrangement between Jahu (5) of House Tessen and Li (6) of House Isi.
House Ulatarn is in secret talks with various influential figures.
House Mirn has begun with the decoding of an ancient data storage unit an affiliated scavenger group managed to scrounge from the Rusting Forest.
The Military is performing field tests for a new military crossbow.
The Adventurer Guild is regretting the wild parties they held, and nearly all members are drugged to the gills on anti-hangover medications of all kinds.
The Followers of Light have opened a new orphanage in the outer towns, with another being built. At the same time, two more are commissioned due to the recent increase in deaths in the colonization initiatives.
The Lost continue to deepen their ties and conversions in the Mutated Villages and Slums.
Dirty Daggers have executed several dozen members of the Neighbourhood Watchers, including a Captain leading a local Cell. The bounty on her head has been donated to a shelter for Mutated.
The Family is opening another smuggling route to the outer region, focusing on transporting necessities of life to them and returning with manufactured luxury goods.
The Purified have managed to subvert our information network. However, they failed to take competent control over it, allowing us to sever ties with the traitors without suffering any hit to public opinion or risk to still-loyal operatives. Despite that, re-inserting agents will be challenging for years to come.
The Common People are still in a good mood, with little changing in the Region to upset the current balance of power or news.
The Mutated view the immediate future with optimistic caution, as continued ambivalence against them sets some on edge, and a few brace themselves against possible disasters.
AN: Not my best work, but in my defense, I did have a 12+hour shift during this.
Last edited:
Turn 71; Year 17; Month 3; Festering Rot And Pestilence
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 the 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, bone, metal, oil, and circuitry; the truth remains: they deserve life and respect as any being. 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.)
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.)
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 long untrodden road. But we walk that road once more, unashamed of the failures we will commit, the stumbles and setbacks, and when we 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 of gaining 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: 2.202
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 1.905
-Faithful: 43/73
--3/5 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
--4/4 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research
-Followers: 1.832 (0 (0 Faithful) unoccupied)
--Recruitment: (+28 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))
---(6 Due to Expanded Poor Houses)
---(2 Due to Rudimentary Territorial Hospices)
---(-8 Due to Allied - Mutated)
Adjudicator: Omar of Iron (Human)
Members: 297
-Faithful: 12/12
--1/1 General Doctors
-Followers: 285
--Recruitment: (+8 per Turn)
---(13 Due to The Codex Mk.1)
---(-5 Due to Cultural Pushbacks)
Upkeep = 947.47 Materials:
15.00 = Aid to The Lost
21.50 = Norqod Upkeep (Goat Pens, Distributed Clinics, -0.50 Due to Backroom Deals)
11.25 = Contractual Expansion (Norqod - Adequate Housing, +2.75 Due to Security Improvements, -0.50 Due to Backroom Deals)
6.26 = Simple Hospital (Norqod) (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
30.05 = Norqod Radio Station - (Entertainment and News) - (-0.50 Due to Backroom Deals)
9.48 = Small Quarantine Area (Norqod) (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
13.16 = Engine Assembly (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
24.52 = 2x Computer (-15.00 Due to Merchant Guild Donations, -0.50 Due to Backroom Deals)
6.40 = Black Box - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
6.26 = Local Headquarters (Mirn) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
12.51 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk, +0.25 due to Guards! Guards!, -0.75 Due to Local Headquarters, +2.75 Due to Security Improvements)
19.26 = Grand Kitchen - (Mirn) - (+1.00 Due to Guardians For Hire, -0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
24.77 = Asylum - (Mirn/Zulmni/Tessen/Strul) - (-0.75 Due to Local Headquarters, +0.25 Due to Guards! Guards!, -0.50 Due to Backroom Deals, +0.80 Due to Guardians For Hire, +11.00 Due to Security Improvements)
21.97 = 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, +0.25 due to Guards! Guards!, +19.25 Due to Security Improvements)
25.80 = Orphanage - (1x Ularn (Big)) - (-0.50 Due to Backroom Deals, +1.30 Due to Guardians For Hire)
66.35 = Pilgrim Hospices - (+10.19 Due to 3 Expanded Hospices, +31.66 Due to Small Hospice Network, +24.50 Due to Rudimentary Territorial Hospices - (Ularn), -1.0 Due to Backroom Deals, -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, +11 Due to Security Improvements)
55.56 = 6 Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul) - (-0.35 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.25 due to Guards! Guards! (Strul), +16.50 Due to Security Improvements)
18.14 = 5x Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni) - (+2.10 Due to Guardians For Hire, -0.40 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.25 due to Guards! Guards! - (Zulmni), +11 Due to Security Improvements)
4.76 = Print Shop - Smut - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
4.36 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk, -0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
11.05 = Daycare - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
11.70 = Medical Wing - Expanded - (-0.15 Due to Buying Goods In Bulk, -0.10 Due to Tools Of The Trade, +2.75 Due to Security Improvements)
10.77 = Living Quarters - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
5.78 = Storerooms - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
4.26 = Training Field - (Expanded) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
25.45 = Laboratories - Grand - (-0.65 Due to Backroom Deals, +2.75 Due to Security Improvements)
2.00 = Tiny Drone-Manufacture
20.41 = Artisinal Quarters - (Grand) - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
10.46 = Berth - (Tiny) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
13.32 = Anchorage (Tiny) - (Jokvi, Strul) - (-0.50 Due to Backroom Deals, +0.80 Due to Guardians For Hire (Strul), +5.50 Due to Security Improvements)
14.70 = Electronics Workshop - (-0.20 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
13.50 = Scutter Makers
4.81 = Ashleaf Nursery - (+1.50 Due to Steam Engine, +0.55 due to Guards! Guards!, +2.75 Due to Security Improvements)
8.31 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.20 Due to Guardians For Hire, +2.55 Due to Steam Engine, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
3.61 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +2.55 Due to Steam Engine, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
4.36 = Iron Mine - (-0.15 Due to Buying Goods In Bulk, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
2.00 = Aluminum Mine - Improved - (+1.00 Due to Guardians For Hire, -0.50 Due to Backroom Deals, +1.50 Due to Steam Engine)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
10.26 = The Crystal-Path - (-0.50 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
19.91 = Central Region Security - Private Security - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
5.35 = Communal Festivals - (-0.50 Due to Backroom Deals)
23.69 = Unit Upkeep - (-0.50 Due to Backroom Deals)
56.48 = Airship Line (First Son) - (-0.50 Due to Backroom Deals)
293.00 = Taxes
Piety: 72% (+20 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 (Expanded Poor Houses)
-1 (Beautification)
-7 (Electric Lights)
-2 (Communal Festivals)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
-6 (Grand Kitchen - (Mirn))
-7 (Orphanage - (Big) - Ularn)
-1 (Primitive Asylum/s)
+44 (Followers, +1 every 50)
Suspendium: 3 Medium, 5 Small, and 21 Tiny Suspendium Shards (1 Large needed in 1 (One) Turn - Paid) Income: +4 Medium
+4 Medium Shards (Crystal-Path)
-2 Tiny Suspendium Shards (First Son Line)
-Harvesting Initiatives: Rounded to the nearest Medium Shard.
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.)
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
Marquess of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Holding a Masquerade Ball and has invited hundreds of Noble Houses to celebrate the marriage arrangement between Jahu (5) of House Tessen and Li (6) of House Isi.
House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Within secret talks with various influential figures.
House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Information Network: Rank 1
Plans: Has begun decoding an ancient data storage unit an affiliated scavenger group managed to scrounge from the Rusting Forest.
Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Performing field tests for a new military crossbow.
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: Various Agricultural Inventions (1 Turn) - 50 (1st), 25 (2nd), 10 (3rd) Materials as Reward.
The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Friendly (1)
Information Network: Rank 1
Plans: They have opened a new orphanage in the outer towns, with another being built. At the same time, two more are commissioned due to the recent increase in deaths in the colonization initiatives.
Miscellaneous Nobles:
-Lady Maranica (Ally (3)|SHITSHITSHITSHITSHITSHITSHIT)
-Baron Esker (Friend (2)|No, I won't support this, stop asking!.)
General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen:
Opinion: Friends (2)
Information Network: Rank 1.
Estimated Pilgrim-Influenced: ~21%
Mood: Still in a good mood, with little changing in the Region to upset the current balance of power or 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)|42% Control|Quicker Doctors)
- Progressivists (Neutral (0)|43% Control|Cheaper Actions)
- Healers (Ally (3)|15% Control|Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
The Adventurer Guild:
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Regretting the wild parties they held, with nearly all members drugged to the gills on anti-hangover medications. Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/136 Members/Reliable Mercenary Company)
Plans: Looting the Field of 64
-The Bad Batch (Leader: Simone Simona/Friends (2)/38 Members/Infiltration Experts/Expert Violinists)
Plans: Regret getting smashed with booze and company.
-The Scavenger Organizations (Leader: None Formally
--Crews: Old Eye Joe/297 Members
---Plans: Looting the Field of 64)
Criminal Gangs:
Boni: +15 on all Diplomatic rolls -Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen and all surrounding territories.
--Opinion: Neutral (0)
--Information Network: Rank 2
--Plans: Have executed several dozen members of the Neighbourhood Watchers, including a Captain leading a local Cell. The bounty on her head has been donated to a shelter for Mutated.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood. -Gang: The Purified
--Leader: Nir Saven (?)
--Territory: Strul, Ularn, and all settlements between. (?)
--Opinion: Rivals (-2?)
--Information Network: Subverted. (-50 to Infiltration Attempts (-10 each Turn.))
--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)
--Information Network: Rank 1
--Plans: Opening another smuggling route to the Outer Region, focusing on transporting necessities of life to them and returning with manufactured luxury goods.
--The Bad Batch Note: A weird fusion of organized crime syndicate and forward-thinking business. They see calm waters as good waters. Waters being crime, in case you missed that.
Terrorist Organizations
Neighborhood Watchers
-Leader: Mania???
-Territory: Strul???
-Opinion: Enemies (-3)
--The Bad Batch Note: Hardcore Human Supremacists seeking to drive out or kill all Mutated within Tessen. (???)
--Known Cells:
---Primary Cell: Unknown
---Secondary Cells: Unknown
---Tertiary Cells: Unknown
Cults:
-The Lost
--Opinion: Friends (2)
--Information Network: Rank 2
--Assimilation: 4/12
-776 Members
-Tenets
--Blessed Are Those Who Hunger For Righteousness
--Last Refuge Of The Damned
--You Too Are My Brother And Sister, My Mother And Father...
--Plans: Continue to deepen their ties and conversions in the Mutated Villages and Slums.
The Mutated:
Opinion: Allied (3)
Boon: +20 to all Medicine/Biological Research, can boost selected Actions by using Goodwill, +4 Mutated Recruits per Turn.
Bane: -12 Human Recruits per Turn.
Plans: Live.
Information Network: Rank 2
Mood: View the immediate future with optimistic caution, as continued ambivalence against them sets some on edge, and a few brace themselves against possible disasters.
Chocolate Recipe - 1.03 - +5 to Common Chemicals
3x Chainswords - 1.24 - +5 to Common Mechanical
Food Preservatives - 1.15 - +5 to Common Chemicals
4x Ancient Torahs - 0.44
Beer Recipe - 1.41 - +5 to Common Chemicals
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
Lever-operated Pump - 2.19 - +5 to Mechanics
10x 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
Frontal Cortex Scan - 1.12 - +5 to Biology
Preserved Neuron - 1.20 - +5 to Biology
2x Neuroscopic Chemical Fragments - 1.41 - +5 to Chemicals
2x Comercial Pump - 1.35 - +5 to Hydraulics
Intact Glasses - 0.51
Rusted Baton - 1.38 - +5 to Weapons
Interesting Toy - 1.22 - +5 to Physics
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
8x Guardians - Trooper - Scrap - 0.15 - +5 to Electronics/Metallurgy
2x Guardians - Sniper - Scrap - 2.08 - +5 to Electronics/Metallurgy
1x Guardian - Command - Scrap - 1.24 - +5 to Electronics/Metallurgy
4x Caretaker-Swarms - Scrap - 0.84 - +5 to Electronics/Metallurgy
6x Omni-Gazers - Scrap - 2.25 - +5 to Electronics/Metallurgy
221x Bunker Artifact - 1.74 - +5 to Electronics
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
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 [Holy Text of the Tiny Snake God] - 11.76 - +20 to Advanced Psychology
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 Blood bag - 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 Hallucinogenic 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
Rusted Swarm Seeker Warhead - 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
6x 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
2x "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
7x 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
2x Neuionum Samples - 5.28 - +20 to Advanced Metallurgy
Folding Security Measures - 6.94 - +20 to Advanced Mechanics
2x Sterilization Station - 6.69 - +20 to Advanced Chemicals/Machinery
3x Caustic Metals - 10.54 - +20 to Advanced Chemicals/Armor
2x Self-Sterilizing Bandages - 5.30 - +20 to Advanced Medicine
2x Automatic Pumps - 14.06 - +20 to Advanced Mechanics/Hydraulics
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
2x Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
3x 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
3x Cryostatic Regulators - 7.32 - +20 to Advanced Machinery/Mechanics
3x Self-Sealing Bandages - 5.95 - +20 to Advanced Hydraulics/Programming/Medicine
3x Larva Vivisection Reports - 7.46 - +20 to Advanced Biology
Acid-Sprayer - 5.76 - +20 to Advanced Weapons/Chemicals
3x Damaged Minor Bright-Lance Turrets - 5.88 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons
1x Damaged Medium Bright-Lance Turrets - 6.31 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Armor
4x Damaged Plasmathrowers - 7.06 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Hydraulics
53x Bunker Artifact - 6.53 - +20 to Advanced Electronics
119x Bunker Artifact - 5.03 - +20 to Advanced Machinery
61x Bunker Artifact - 5.94 - +20 to Advanced Programming
"The Collected Legends And Mysteries Of The Sun Cults" - 7.49 - +20 Advanced Psychology/Metallurgy
Lost Tech
4x Gutted Core - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
5x Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma Torch - 18.40- +50 to Advanced Physics
2x Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
2x 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
3x 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
5x 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
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
8x "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
4x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
4x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
2x Memory-Transcriber - 16.00 - +50 to Pioneer Machinery/Electronics/Biology/Medicine
3x Perfectly Preserved Nerve-System- 16.18 - +50 to Pioneer Biology/Medicine/Machinery
2x Neural-Pathway Mapper - 15.88 - +50 to Pioneer Machinery/Biology
2x "Animu/as" Overwriter - 15.86 - +50 to Pioneer Psychology/Machinery/???
3x Neural-Pathway-Re-Builder Pills - 16.24 - +50 to Pioneer Medicine/Biology
2x Broken Neural Alteration Machines - 19.67 - +50 to Pioneer Machine/Medicine/Biology/Psychology
3x Sensory Reconstructors - 16.26 - +50 to Pioneer Machine/Medicine/Biology/Chemicals
5x Light Civilian Medic's Power-Armor - 17.09 - +50 to Pioneer Armor/Electronics/Medicine
5x Bunker Artifact - 15.68 - +50 to Pioneer Programming
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, their downsides, and 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, 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 wanting a chip leading to a ship's destruction to other tiny details.
(+50 to All Mechanics, +10% to all Airship Desing Income)
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. All Humans that touch the box feel intense nausea, abdominal pain, and loss of self-preservation, with Mutated reporting headaches, static within their ears, the feeling of falling, and extreme paranoia. Better we lock it in the back of our Vault; less someone injures themselves or others by touching this object. Even after several months of study, the cube remains mysterious and a possible cognitohazard. Wenn ich's nicht sehen kann, kann es mich nicht sehen. Wenn ich's nicht sehen kann-
(+1 to (3\²]SN@'+ßz_ )
Military
Units (4/18)
Rust 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)
-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 the 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 and 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.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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), (2/2) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
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), Coded Understanding (+5 Initiative against all Mechanical Enemies), Inheritors (+1 to all Morale Checks), War Lessons (+5 to the first two rolls in the next Combat.)
Upkeep: 2.04 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), 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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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), (2/2) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
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), Coded Understanding (+5 Initiative against all Mechanical Enemies), War Lessons (+5 to the first two rolls in the next Combat.)
Upkeep:3.21 Materials per Turn. The Wall Description: A group of six Pilgrims, armored and armed with their religion's best, 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.
-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.
-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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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), (2/2) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
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), Coded Understanding (+5 Initiative against all Mechanical Enemies)
Upkeep: 2.35 Materials 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, 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).
-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).
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (12/12) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
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), Coded Understanding (+5 Initiative against all Mechanical Enemies)
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: +1 Damage, can be combined with a shield or equipment. 0.01 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. 0.08 (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. 0.05 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.13 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns. 3.65 (6/6) Materials per Unit.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 7.99 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, 5.23 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), 8.11 Materials per (6/6) Unit.
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.10 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.48 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), 28.43 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, you gain one extra stealth attack if the stealth roll has a 35 or higher difference.
+0.5 Armor per Size. 2.12 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), 34.88 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 57.21 Materials per (6/6) Unit, 1.00 Material Upkeep.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.20 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. 0.02 Materials per Unit.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.02 Materials per Unit.
-Electromagnetic Pulse Weaponry - Grenades: Roll a 1d2. On a 1; machines are deactivated for 1d3 Rounds. On a 2, they receive 2d4 Internal Damage and suffer -25 Initiative for the next 2(two) Rounds. 5 Materials per utilized Grenade. - 1x stored and equipable
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.47 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. 3.10 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. 17.31 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. 8.22 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. 4.55 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.18 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, 3.00 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), 10.07 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), 6.46 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), 11.01 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), 3.44 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), 6.12 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), 12.00 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. 20.53 Materials, 1 Material per use.
-Radio-Beacon: Special Rule: Grants a Coordination bonuses of +1 per Unit equipped with a Radio-Beacon and Improves said bonus by +1 for every Unit that already possesses that bonus instead. Requires an operator, nullifying one damage dice. 31.75 Materials, 4 Materials Upkeep.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
-Scout Scutter: A small, cat-sized drone carrying nothing more than itself, a camera, and a way to transmit the feedback to a tablet included in the drone! Special Rules: Independent Unit (Gains 1/1 Armor and 1/1 Internal Structure.), Scout Drone (Boosts Pre-Combat rolls for initiating combat by +5 (cumulative.)). 11.00 Materials, 2.20 Materials Upkeep.
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged damage), Melee Limbs (2d3 Melee damage). 38.75 Materials, 5.35 Materials Upkeep.
-Rough Rider Scutter: A large robotic drone designed to maneuver in 3D spaces like canyons, caverns, Necropoli, and forests, capable of carrying up to three riders or 350kg of weight. Four automatic crossbows provide security alongside four front-spaced manipulator arms fitted with tools/weaponry. Special Rules: Independent Unit (Gains 20/20 Armor and 6/6 Internal Structure.), Four Crossbows (4d10 Ranged damage), Specialised Melee Limbs (4d8 Melee damage), Mechanical Mount (Shelters up to 3 (three) Sizes of a Unit from damage until destroyed/disabled), 3D Climber (Unaffected by Terrain). 135.05 Materials, 27.25 Materials Upkeep.
Unique/Notable Assets
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Elemental Feline Juvenile- Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (48/60 Growth) - (136.5 Materials (14d13))
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 Aluminum Mine - (Mined) - (3d12-1 Materials)
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 Lineship
Waking Machine-Minds:
-INDOMITABLE BASTION
1x Common Suspendium Theory
2x Common Metallurgy Theory
1x Common Biological Theory
1x Common Medicine Theory
1x Common Psychology Theory
1x Common Hydraulics Theory
1x Common Electronics Theory
1x Advanced 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, Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, and unique building options are 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 + 3 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Archeology-Action.
- +1 Faith Action.
- +1 Learning Action
- +1 Diplomacy Action
- +1 Holdings Action
Medical Wing - Expanded
-Plagues roll with a massive mali to infect the Pilgrims, supporting 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.)
Artisanal Quarters - (Grand)
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 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 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.)
Tiny Drone-Manufacture
A small workshop where trained personnel turn raw materials and pre-made components into drones for Military and Civilian Applications.
(Can create Combat Drone (Generic Ranged Spider) for Units/Heroes, +15 to Tech Sales.)
Scutter Makers
The "Scutter" your scholars and engineers created has proven surprisingly clever, incredibly efficient, and cute! Creating a space where more are built will enable you to increase security further while selling them outside the faith, and making larger versions will yield expanded profits!
(Increased Security, +16 Materials Technology Trade, Unlocked Auxilliary Equipment: Scout Scutter, Combat Scutter, Rough Rider Scutter)
Features:
-Basic Service-Buildings
-Population-Focused Marketplace
-Beverage Spoke
-Amphitheater Avenue
-Fashion Street - (Tahmid's Embroidery)
-Radio Station (Education and News)
-Simple Hospital
--Distributed Clinics
-Adequate Housing - (Subsidized)
-Goat Pens
-Engine Assembly
-Highwind Manufacturing Airship Manufactory - (First Son - 1 Line)
-House Dall Palace - (Expanded)
--Harvesting Initiatives
-Tribal and Iwi Burrows
-A Wall
-Airship Security Fleet (1x Line Vessel)
--???
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 through cultural osmosis.
-Academic District: Improved osmosis of researched topics and existing knowledge.
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims
Health: 5/7 (-2 permanent)(+1 Due to Auroran Cylinder) 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 and 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 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.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
-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. After studying and gathering evidence, you have determined that this cylinder is an ancient and incredibly potent all-heal-medikit primarily carried by high-ranking people. If the notes and rumors are correct, this little thing may even be able to resurrect a person from death itself!
(+1 Health if equipped, +20% Chance of resurrection if carried on a person. Can be used to guarantee results.))
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 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. 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 you and Selene have been elevated to Prevter.
Mutated Wife - Prevter Selene Dall
She returned to her usual self, if a bit more conscious about her surroundings, and participated 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 unexpected fame gained through her newest romance comedy, hiding under your bed with Silvia Jr.
Child: Lady Silvia Dall - Mutated Girl - 9-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 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 sharper versions, 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. However, she has made new friends, and with Crinkles letting her ride him everywhere, she has seemingly adjusted to her new normal.
Protegé: Lord Markus Ulatarn - 11-Year-Old
A child of nobility, given to be raised and educated while laying the foundation of a relationship between two Houses. He has since fully grown accustomed to being here and has made fast friends with Silvia Jr., several of her friends, and others. Likes Crinkle. Recently took up painting after watching the various artists in Norqod decorate and carve into the rock.
(You have a Protegé!)
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 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.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
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 (20/25):
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 radio, allowing her to receive and transmit radio waves when trained. 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 radio waves is well known.
(+38 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 raised 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 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: -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 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 could 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 delight of marriage with all of its wonders and happiness.
??? - ??? - ??? - (4/?)
???
(???)
The titanic gong within the open courtyard dominated everything around itself. Nothing else, not the grand painted arches connecting the solemn hallways and every mournful building onto their unified paths to and from every building within the monastery, not the still-living and flourishing gardens overflowing with flowers maintained to resemble sanctified circuitry in their collective patterns and assemblies, not the towering spires rising into the skies with its fluttering banners of mono-colored synthetic cloth defying the ages, not even the humming of the vibrating claws stretching against the entire complex to trap sound within and absolve the sound without before its entry managed to come close.
The monumental gong stood above all, its pristine form and clear sound shaking every fiber of your being every hour, precisely calibrated by machinery and drones maintained for this singular task, your bones vibrating with the echoes, making this sanctified monument present no matter where you were. It was undescribable to feel, no party and religious ceremony the scouts had ever taken part in coming close, not even the Howling Drums of the Southern Covenant one scout had participated within shook their souls in this manner, this deep drone, sharp and present, yet lingering and gentle in its omnipresence.
No matter what your creed had been or currently was, the air smelled of divinity made humanity, a hallowed ground turned into a sanctuary for the omnipresence of minds sheltered in soul and heart.
And the sound was not all of the gong that struck a deeper cord than mere hearing could, for it had been inscribed with reliefs and scenes of ancient myths made blessed by the sacrifices they depicted and the hardships they foretold in the ever-changing cycle of digital reformation. One could stare for hours at a single spot and still discover new scenes nestled into their greater wholes, parts of dances inscribed with holy hymns made from sacred letterings given unto the children of those that came before.
It was hardly a wonder that many that spent their weeks within the compound to discover its secrets saw its beauty in the spiritual representation of divine materials ripped from base mortality elevated by act and path, discovering truths and falsehoods from within their minds and outside their lives. Those who were less affected could not help but wander through the cleared hallways and buildings, taking in the story of a place long forgotten only to embrace its return to humankind without any hesitation, every home, every thread, from the beds over the doors ending in the water a quiet celebration of the survival of those descendants from its makers that once more claimed its halls for solitude and reflection, even if it was in the pursuit of another path than the one it had been built to chart.
The Flying Monastery was a monument to Humankind's Spirituality, a blessing of the unity in disparity, the clarity of deep waters, and the relief from freedom in uniform independence.
It was also the grave of five-hundred, fifty-five monks, a meditation circle around the gong five ranks deep connected in one cohesive, a unity from physical temples of sovereign souls in eternal communion in defiance of the thought of communal souls in isolation, and above them all...
...above them, on the bell, inscribed with techniques now eternally lost for all humanity in its multitudes, was a simple etching of Mes, its wandering glory rendered immutable as words read underneath, translatable with ease by any that laid eyes on it despite the time and ages hence the temples construction and casting of the gong from ichor and rot and mortality.
And thus the words read:
ALL THESE WORLDS WERE OURS
NOW THEY ARE YOURS
USE THEM IN PEACE
TOGETHER
"It is a shame," the man in the smoky private alcove said, a small plume of aromatic smoke rising from his Kheran Ceddar Stick as he waved it to support his viewpoint, "that this project isn't given the support it needs to ensure its continued success." Then, taking a drag from his stick, the glowing end-point briefly illuminated his dark features before obscuring in the dimmed alcove, only the illumination from the stage shedding light onto the ensemble of men and women. A few seconds passed before he let out his breath, releasing the smoke smelling of aged wood and spiced fruits before he sat up slightly straighter to look at his companions. "After all, so many crowns have been invested, not only from private interests but from noble families as well," he said, with the eyes of two women lighting up ominously as the performance below continued, a fallen heroine being surrounded in the rain by her companions.
"And yet they will perform as they were advertised to us," another person within the room said, lounging on the couch slightly back from the performance with a honeyed fruit sprinkled with spice swallowed as the man looked back at the first speaker. "After all, the Pilgrims invested a lot of care and money to ensure their profitability, did they not? So many weeks were spent reviewing months of surveys to ensure every resource they could use would be used." He ate another fruit as he finished, a thunder within the grand theater introducing the entrance of the mechanical villain and the beginning of a doomed fight.
"Sure, sure," came the lazy reply, another drag from the stick sending out the hazy smoke again, another person within slowly lighting up their stick as they leaned back to enjoy the continuing argument better. "And yet, will they not use too many of those resources to deal with pesky problems better-taken care of where the investments have already been made?" One of the women leaned slightly forward, the glint in her eyes returning, its illumination revealing itself to be a carefully hidden bioluminescent secret well known within her frequented circles. "She knows what I am talking about," he continued, no judgment in his voice but slight amusement. "Their problems are well known, and the villages will not have the right medicines and foods to...reduce," he slowly said, tasting the last word like one would taste a sour fruit they didn't expect to be so, "their body-created ailments. How could a worker who can only eat meat survive in a village that sees no imports for years to come, with what little livestock there is used for its other products? Will we send mothers into factories and trust that the ones taking care of their children will have the vitamins they need?"
A scoff answered his questions, another fruit eaten by the lounging man. The sound of the dramatic battle below fazing none within, except one who had long blocked out the discussions behind them. "You seek problems for solutions already found," the lounging man said, self-assured and with a hint of annoyance in their voice. "Many of the Pilgrims are part of them, or have you forgotten the "Utter Degenarcy" happening in Norqod that junk like "Truthful" Observers reported years back?"
"And yet, it is but one town crafted closely to their stronghold, not villages outside of civilized space," came the reply, starting a debate they ended hours later, both sides unconvinced of the other's view. The house in Ala-Mar could not have been more gut-wrenching if one had tried to evoke that feeling in those who watched the scenes happening within. Seven people walked the rooms and hallways within, their entire body covered and clothed in waxed fabrics, crude air tanks connected to muti-lensed masks covering their faces as they quietly conversed with patients and infected, their appearance a comfort people tried to cling to in their moments of uncertain agony. Slowly, a mother ceased to hold onto the frail bundle in her arms, no more tears coming from her eyes, no whimper or cry left within her throat, only an exhaustion left, too deep to understand by anyone that had not lost as she had.
Gently, she placed the small figure onto the oversized stretcher which had been laid next to her, the fractured face of her child gently being covered by fabric held in blistered skin now once more bleeding as it cracked from the movements. Empty eyes followed the two workers gently lifting the corpse with the same solemnity they would use three days later when they would carry her corpse, the frail bundle on the fabric between the two bringing a solemnity from the afflicted people within that overshadowed the loss of four adults the night before. It was a cruel day to lose a child, a failure of them all to protect the weakest among them, a reminder of the reality they lived in and an agony too many had felt in their time upon this mortal earth.
The two air mask-clad workers emerged from the house into a street where the daylight beat hotly unto the people working and walking around underneath fabric stretched overhead, their covered forms aided by those still able to walk or freshly brought into quarantine. Looking up, one of the workers stared for a moment at the stretcher with the tiny bundle before turning away to the young child before them, their skin failing and the protective covering over their face and arms already flaked in the heat. A dry cough interrupted the application of the salve used to provide cold, moisture, and painkillers to the afflicted before resuming, pained eyes refusing to meet the lenses, a muttered: "Soldiers don't cry," coming from a scorched throat before falling still once more, the pain stopping any further attempts to talk. A small glass of cool water followed the application of the salve. The white bandages on its body held the balm onto the skin and kept it from drying out as the child took another sip, gradually replacing the fluids it had lost.
About a hundred meters away, a woman with sparking hair watched one of the workers leave the decontamination area; their hair was still wet with the disinfectant sprayed onto them after they had taken all the precautions to stop the spread of the Dry Venison Plague. It did not mean they were free to walk wherever they wished, far from it, but they could walk around in a more relaxed quarantine area.
"How many?" Aria asked Rolan Fight, the leading Pilgrim, scowling at the entrance hiding those currently suffering disease.
"Around thirty this week, nine less than last," came the reply, evident exhaustion in their voice as they stood aside Aria, both wearing masks and far away from the workers to avoid possible contamination. "We have been hit lightly, as far as those things go," he added, slightly upbeat. "Only fifteen have died so far, with seventy-three already healthy enough to return to normal life." Aria only scowled harder in response, a reaction Rolan caught with the ease of a man that had worked with masked people for years. "Be assured, Guide, our people have observed every precaution our doctors instructed us to and have refined them to fit local conditions." He spoke with a cheer, genuinely proud of the work the village had done with their guidance. "The recovered will pass their last day of safety quarantine tomorrow, none have displayed symptoms, and their bloodwork has come back free of any signs they are now carriers."
Aria only shook her head, a grim pall over her face as she turned to Rolan. "I know this conversation would've been far different if I had thought you were negligent in your duties. But, unfortunately, my mood is not from you but from something else, something that makes me far more worried."
What worries you? Is there something we can do or need to prepare?" Rolan said, worry creeping into his previously cheerful voice.
"You should stock up on more medicine, of all kinds," Aria said, adding the last part to emphasize her coming point more. "I fear that we may face a pandemic soon," she said, the face of Rolan going sheet-white, all cheer replaced by quiet dread and alarm.
"What happened? Wh-what kind of plague?" Rolan quickly said, a notebook in his hands from one of his pockets as he promptly took notes and wrote down what stock needed to be replaced or bolstered.
"I don't know," Aria answered, her gaze growing distant as she stared once more at the entrance to the quarantine area. "But nine out of every eleven villages I visited had been struck with one disease or another. That," she said, looking at Roland again, "is too many to be natural." "And with his sword in hand, robotic eyes alight, cast armor glinting, Chrome bellowed against the bellowing smoke curling around the machine, its malevolent mind-" "Whats malevolent?" Silvia Jr. interrupted her father's dramatic reading of the fantastical tale he was reading to her before bedtime. A small huff was his response, his overdramatic annoyance at being interrupted within his story-telling never failing to elicit a giggle from her as her father leaned back in her bed, causing Crinkle to 'mrr' slightly at her side from the movement.
"Malevolent means Evil, Cruel, a quality of something seeking to harm another being, regardless if they are plant, animal, or machine," he explained in his usual lecturing voice, the gentle one. Not the bad one when she had failed to convince him, or mom, Crinkle (or Markus) had done the thing she had done. She still remembered how disappointed he had been when she had accidentally(!) set fire to the garden when she had tried to show off with her grenades. How could she have known they would burn plants when you removed the trigger to show off the powder within, and water got into it? Clearly, she had been set up!
"So, if one is like a Mutant?" She asked instead, hoping he couldn't read her mind. (You never knew! Mom was scary good at that...)
"...yes," he said after a moment's thought, nodding, which caused his beard to tickle her ears, causing another giggle. "Though remember-"
"Exceptions are never the rule," she droned in a nasally voice, far too used to his insistence that she knew about beings like Forgotten or the Goddess Fractal Nova. "I know, daaad! I will be ten tomorrow! I'm not a child anymore!" She said, annoyed. She could remember stuff like that; she wasn't a small child. She was grown up!
"Oh, are you? I didn't know you were already a small lady," he said, making her sit up straight with haughty pride despite Crinkle's lame objections.
"I ~am!" She said, head held high like Auntie had told her to. "You may now bow and serve me," Silvia added, trying very hard not to laugh when her father snaked an arm around her and pulled her back into his embrace, a small bout of tickling ensuing as he destroyed her imitation of an arrogant noble lady. Finally, though, as all things did, it ended with her dad holding her in both arms as she lay against him, slightly out of breath from her laughing. "Dad?" She asked, bonking her horns against him to little protest and a weak bonk back. "In the story, with Chrome, is it true? The eye part, I mean?" She said the latter sentence with a tiny voice, mumbled and weak, as if not wanting him to hear her asking.
For a moment, he stayed silent, causing her to shrink into herself in reaction as she began to fear she had disappointed him. "Yes," came the slow reply, accompanied by a squeeze from her father. "His eyes being replaced by machines is accurate; it can be done," he said, making her turn her head and body to lay on him.
"I could see," she timidly asked, unsure how he would take it, her desire to see.
"In a few years, nothing could stop me from giving you eyes to see if you wished for it," was her father's immediate answer, silent strength behind his words.
"...why not now?"
Silence followed, one of his hands rubbing her back as he kissed her head between her horns. "Because," he began to explain, "a few very bad people did very bad things. And because of those things, certain things, like eyes, were forbidden from being made for children. And no, I won't say what those things were. You are too young," he added, his tone brooking no argument.
Silvia Jr. made none, lost in thought before falling asleep. Available Bonuses:
55 Distributable Points from Ambit. 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. (2 Actions Locked)
[ ] Communal Outreach - (Repeatable)
A hand given to the downtrodden, shattered, destitute, and outcast is not always accepted. Sometimes, the 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 Random Stat Gain per success if you hold any stake over 1% within the BHVs.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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, in more than one letter to Lady Selene, he 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 Improved QoL within some BHVs, allowing you to strangle the cause of many problems at the root.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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 to maximize its effect.
(Cost: 8.22 Materials
Turns: 1
Chance: 43%
Reward: 2d100+50 Recruits)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)
[ ] 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)
[ ] Low, Not Lowly
Some do not wish to remain and fight for such with every fiber among the poor, desperate, and huddled masses. Those we do not seek out with this effort, but those who made pacts to sell their fellows for money or status. Their choice may be one they believe to be done consciously, but in reality, it is made from circumstance and hidden desperation. We cannot bring all who fell up, but we can start with some.
(Cost: 0.20 Materials
Turns: 1
Chance: 56%
Reward: +2% Piety, +2d6 Followers)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] This Is Not Eternal, Even Stone Will Change
We know where to seek those who banded together into gangs and which members need to be targeted to shatter them into a thousand pieces. What we are doing may not be strictly legal, but infiltration and subversion of criminal elements is a long tradition among growing religions. Even better, many who had found homes amongst the gangs can be brought into the fold.
(Cost: 2 Materials
Turns: 2
Chance: 45%
Reward: +5% Piety, +6d8 Followers, slowly erodes Tessens Gang-Culture)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 10.00 Goodwill)
[ ] Begin Preparations For New Region Conversion
We have grown far beyond what Martyris had envisioned in numbers, wealth, knowledge, connection, and faith. So much so that some among our numbers seek 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)
[ ] Seed Shadow Sanctums
We must be able to live amongst those who need help and hide from those who wish us harm. By creating tiny safe houses to stock up on materials, commodities, and information, alongside rest and food, we can increase the reach of our agents and followers within the underbelly of society.
(Cost: 7 Materials, Upkeep: 1 Material
Turns: 2
Reward: +2% Piety, Sanctums within the Region are slowly being created, increasing subversive attempts.)
[ ] 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 worsening 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.)
[X] Establish Soup-Kitchens Within Major Cities - (3/4 Turns Complete)
While being careful and methodical has helped, 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.)
[ ] Improve 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 still needs to be completed.
(Turns: 3
Chance: 44%
Cost: 70 Materials, Upkeep: +20 Materials
Reward: Improved Poorhouses, +0.10 Goodwill per Turn, -2 to Piety Rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] Establish A Small Hospice Network
While a Hospice caters 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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.)
[ ] Rudimentary Territorial Hospices - (City Territory)
Your treatments of the sick and injured within the Cities have enjoyed great popularity among the population. More and more people are coming to seek your aid, knowing that they will receive a quality of treatment and healthcare they couldn't afford. Unfortunately, that drive to seek treatment means that many people take journeys that will worsen their injuries beyond help and leave them dying in the place where they sought healing. We should create several hospices operating with minimal oversight out of the central trade lane and establish themselves for future expansions.
(Turns: 3
Cost: 82 Materials, 10 Faithful, Upkeep: +25.00 Materials
Reward: +0.20 Goodwill per Turn, +2 Recruits per Turn.)
[ ] 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 workers is challenging, 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 to perform their duties with the necessary resources and hands.
(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 - (Small/Medium/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 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 16.75 Goodwill)
[X] Build An Orphanage - (Big) - (Strul)- (3/7 Turns Complete)
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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.001 Goodwill)
[ ] 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 caring for 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 costs, and 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.)
[ ] Cleaning Up The Mess - (Choose City Territory)
Despite all you currently know about how Black Hole Villages operate, are constructed, and unintentionally reinforce poverty and crime via a feedback loop, helping those stuck within them will not be easy. Nor will it be a quick thing, done once and done cheaply. It will cost you money, time, materials, connections, and favors to help the Mutated within turn the villages into a settlement that people can live in without considering the sword's edge.
(Turns: 4
Cost: 150 Materials, 75 Goodwill
Reward: Lessened Suffering of the Mutated
Notice: Goodwill costs will be reduced by 15 per use, down to 30.)
[ ] 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, more than merely creating and selling them is required. 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.
[ ] Festival Of The Delta
With money comes the ability to sponsor festivals, and 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.75 Goodwill)
[ ] A Small Donation - (Organization) - (Topic) - (Donation Sum)
As the Pilgrim's wealth increases, so do the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) that work towards a goal we provide for them. Nothing 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)
[ ] 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, 1 Action Locked)
[ ] Hello, My Name Is Money, Big Money.
Okay, deep and calm breaths. We can't afford to be panicky about this 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 7 Turns.)
Civilian Inf.: 8/10 - Ordered Layouts And Grids
Medical Inf.: 8/10 - In-House Medicine Production For Common Cures
Military Inf.: 7/10 - A Well Regulated Militia
Guard Presence: 8/10 - A Trained Guard Presence
Water: 7/10 - Enough Water To Survive For One-And-A-Half Months If Cut Off From Water-Sources
Resource Extraction: 7/10 - Mines And Collectors Work In Shifts
Industry: 9/10 - Small-Scale Manofactorum Dominates The Economy
Agriculture: 7/10 - Enough Food To Feed Most People Regularly
Total: 61/80 - A Median Village for the Mutated...that will cause problems.
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
Reward: +1% Piety, +1 to chosen category)
-[] Hire Civil Planners And Architects
(Cost: 5 Materials
Reward: Slightly Lessened Impact of Material/Geographical/Desing Constrictions)
[-] Altering Black Holes - (Choose 2 Categories) - (1 Turn Cooldown)
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: 1 Turn
Reward: +2% Piety, +2 to chosen categories)
-[] Hire Civil Planners And Architects
(Cost: 15 Materials, 3 Goodwill
Reward: Lessened Impact of Material/Geographical/Desing Constrictions)
[ ] 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)
-[] Hire Civil Planners And Architects
(Cost: 40 Materials, 10 Goodwill
Reward: Drastically Lessened Impact of Material/Geographical/Desing Constrictions)
[ ] Reviving Old Ties
With a potential pandemic on the horizon, maybe it is time to renew a somewhat neglected alliance with the Herbalists to ensure we have the stock of herbs, chemicals, clothes, and equipment needed to properly fight against a pandemic.
(Cost: 34 Materials
Reward: Increased Impact of actions taken to curtail the Pandemic.)
[X] We Are Legion - (1/9 Turns Complete)
For we are many, and yet none. Please find us at your peril, or salvation, for we offer both in equal abundance for any that dare to tread in shadows.
(Turns: 9
Reward: Create a Subversion Category, shifting Actions around, and unlocking more.)
[ ] 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: 8.5 Materials, 1.5 Goodwill
Chance: 95/-30%
Reward: +1/3 Assimilation. The Lost become more aligned with the Pilgrims, eventually allowing you to absorb them.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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, unite the people, 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 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 is 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] Infiltrate Part 2 - (Choose Three 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] Infiltrate Part 3 - (Choose 3 Factions)
Your secrets are ours; nothing can be hidden from us. No lock, gate, or 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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 )
-[] Seek Mutated Help - (XXX Goodwill)
(+5 to roll = 2.00 Goodwill)
[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+10 to roll = 3.00 Goodwill)
[ ] 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).)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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. - (Location) - (Units)
While you know that enemies exist in one location, you must 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.)
[ ] Conquer The First Bunker Floor
Let's go!
(Cost: 17 Materials
Chance: 35/50% for Ambush and Prepared Battle; if failed by more than 20, your party is ambushed instead.
Reward: Conquered Room/s)
Enemy Forces:
8x Guardians
Possible Rewards:
Unknown Amount of Artifacts
Titanic Stores of Materials
Area Purpose:
Warehouse
Enemy Forces:
4x Minor Bright-Lance Turrets
2x Caretaker-Swarms
Possible Rewards:
Weapon Artifacts
Enemy Salvage
Area Purpose:
Defensive Position
Enemy Forces:
4x Guardians - Trooper
Possible Rewards:
A large amount of Materials
A small number of various Artifacts
Area Purpose:
Barracks
Enemy Forces:
4x Workers
2x Guardians - Trooper
Possible Rewards:
Titanic Amount of Rare/Lost-Tech Chemical, Medical, Psychology, Biology, and Machinery Artifacts
Area Purpose:
Hospital
Enemy Forces:
12x Workers
2x Guardians - Trooper
Possible Rewards:
Chance for Data-Crystals, highly-priced Artifacts often detailing terabytes of information and research.
Area Purpose:
Laboratory
Enemy Forces:
9x Caretaker-Swarms
2x Workers
Possible Rewards:
A large amount of Machinery, Mechanic, Metallurgy, Hydraulic, Programming, Electronic, and Physic Artifacts
A large amount of Materials
Possible Rewards:
A large amount of Armor and Weapon Artifacts
Enemy Salvage
Area Purpose:
Armory
[ ] 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)
None, though time will change this...
[ ] Sir! The Situation Is As Follows: (Write-In)
(What do you want to accomplish, and how do you do it?)
Learning: Knowledge is Power. (3 Actions 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 that 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, Additional Projects.)
[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engine 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 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 determine 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 can 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 of being 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): 95/50/00 for 1/2/3 Successes, Successes Needed: 2
Medium (2.001-200.000 Kg Lift): -05/-50/-80 for 1/2/3 Successes, Successes Needed: 10
Heavy (200.001+ Kg Lift): -300/-400/-600 for 1/2/3 Successes, Successes Needed: 145
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 only some 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 some 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 facing 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 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: -50/-148/-278 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 must 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 and reinforcing the hammer should give your Knight/s a powerful weapon in future fights. It would also allow you to glimpse 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 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: 25/-19/-61 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 are still determining how many aspects can be replicated, but 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: 61/12/-38% 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: 28/-17/-113% 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 painkiller. 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] Mutant Equipment: Wyverns - (Advanced Biology) - (2/5 Successes)
Thanks to the recent deluge in Wyvern corpses, we have a chance to study and replicate the various systems within their bodies to aid our forces in the field by either mimicking or replacing several parts of our weapons/armors with Wyvern (Derived) Alternates.
(One-Time Cost: 13 Materials
Chance: 07/14/34% for 1/2/3 Successes, Successes Needed: 5
Reward: Wyvern-Derived Weapon+Armor Upgrades)
[ ] Chemicals For Future! - (Biology/Chemicals)
It is well known that specific techniques, like salting and drying meat, enable food to last longer. 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, I will not drink two-month-old dairy, no matter how much you boil it!
(Chance: 71/42/01% for 1/2/3 Successes, Successes Needed: 8
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
[ ] 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: -01/-43/-89% for 1/2/3 Successes, Successes Needed: 7
Reward: Can construct humane Basic and Expanded Asylums.)
[ ] The Mind - Compulsive Behaviour - (Psychology)
Some things stood out to you in your effort to understand the human mind. 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 themselves until they nearly bleed. What is causing that? And how can you stop it?
(Chance: 55/11/-29% for 1/2/3 Successes, Successes Needed: 5
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 do not have a large enough pool to say for sure if the Black Pit causes them.
(Chance: -23/-54/-97% for 1/2/3 Successes, Successes Needed: 18
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people.)
[ ] A Friend In Code - (All Machinery/Mechanics/Metallurgy/Programming/Electronics/Hydraulics)
Having finished the Drone Manufacture, your scholars and engineers are rearing to go for another round against the mysteries of the machine. In particular, they wish to further their understanding of creating more military drones to help our field forces better.
(Chance: 11/-58/-133% for 1/2/3 Successes, Successes needed: 7
Reward: Unlock Generic Melee Spider, Generic Ranged Quadruped, Generic Melee Quadruped, Unlocks further Learning Actions.)
[ ] Vision Beyond the Sight Part 1 - (Electronics/Advanced Electronics)
Both Daughter of Dawn and Indomitable Bastion possess technology that allows them to detect objects and people at a great distance and then present those to the crew. Such a technology could be of great use to us. Of course, replicating DoD and IB sensors is way beyond our current abilities, but creating the most basic of such devices should be manageable.
(Chance: -07/-39/-59% for 1/2/3 Successes, Successes needed: 5
Reward: Unlock Prototype Radar Tower, Unlocks Further Actions)
[ ] 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 their limitations and chains? And could you retread their paths?
(Chance: -86/-748/-1529% for 1/2/3 Successes, Successes needed: 43
Reward: ???)
[ ] Secret Of The Circuit Pt.4 - (Pioneer Electronics)
With your manufacture of electronic components 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. Of course, 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: -81/-247/-413% 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%!)
[ ] Radio-Network - (Electronics/Advanced Electronics)
With the understanding of how to manipulate and create radios on our own, we have the chance to develop a whole network of interlinked stations capable of boosting any signal far farther than the RBs ever could. The downside is that they are costly, need people to maintain and staff beyond one person, and may provide a juicy target for Bandits and any seeking to harm us.
(Chance: 38/01/-37% for 1/2/3 Successes, Successes needed: 5
Reward: Radio-Towers can be constructed, increased Technology Income.)
[ ] Radio-Channel - (Electronics/Advanced Electronics)
With our radios now not merely a possibility but a certainty, creating a reliable way to communicate far outside any Region will enable various Chapters (read: One) to talk with us, coordinate shipments, and pass on valuable information.
(Chance: 43/08/-35% for 1/2/3 Successes, Successes needed: 15
Reward: +5 Recruitment for all Pilgrim Chapters, can now communicate expediently with Out-Region Chapters.)
[ ] 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 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 grasp on how such a thing works mechanically, it is now possible to examine what makes PD's coolant systems tick and 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.)
[X] Re-Use, Re-Duce, Re-Make - (11/16 Successes)
With the increasing understanding of our scholars, engineers, doctors, and more, we are slowly beginning to be able to re-create some things previously only in the realm of specialists and the Forge-Clans. By creating a reverse-engineering program, we will be able to produce some of the things we are forced to buy in-house, reducing Upkeep.
(Chance: 88/12/-64 for 1/2/3 Successes, Successes Needed: 16
Reward: Reduced Upkeep for all Laboratories)
[ ] Know Thy Enemy - (Choose) - (All Biology+Medical/Mechanical+Machinery+Electronics Depending on Enemy)
With the increased number of enemies we have encountered, we should study their biological/mechanical makeup to identify weak points and strengths. With such knowledge, we can purposefully target their vulnerable spots.
(Cost: 1 Corpse/Wreck of an Enemy
Chance: 48/12/-24 for 1/2/3 Successes, Successes Needed: 5
Reward: Increased Damage and Information for an Enemy)
Human - Corpse Information
Human - Mutated - Corpse Information
Spider-Drone - Wreck
Sentinel - Wreck
Autonomous Turret - Wreck
Eversun Scrap-Knight - Wreck
[ ] 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 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 need more 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 return to the past 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)
[X] Detective Courses For Beginners - (A Book With Legacy) - (1/2 Successes)
Well, you found something. Something you have yet to learn 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. (1 Action Locked)
[ ] Prepare an Expedition - (Location) - (Turn Preparation) - (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: 3 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: 1 Turn. 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.
-Doomed Fortress: Est. Artifact-grade: Lost Tech-Unique, Dice: 1d4+1 per turn, Max. Yield: 3 Turns. No danger.
-Flying Monastery: Est. Artifact-grade: Lost Tech-Unique, Dice: 2d8-2 per turn, Max. Yield: 4 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, 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 dependent on the route.)
-[ ] Guard The Skies - (Location)
(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)
[X] Ransack the Command Center - (2/4 Turns Complete)
You did it! Bloodless too! And for that, the main prize (on this floor, aside from the Walkers) is now yours: the Command Center! With it, you could deactivate the entire force currently guarding other areas, uncover secrets, and more! And, thanks to you being the first people here, you can also dismantle everything, take what isn't welded or nailed down, undo the welds and rip out the nails, and get that too!
(Turns: 4
Rewards: 20d10 Electronic, 8d6 Advanced Electronic, 13d8 Advanced Machinery, 7d7 Advanced Programming, 2d2 Pioneer Programming Artifacts (Generalized as Bunker Artifact). Insight into the Bunker's computer systems and chance to shut all hostile units down without a fight or alarm. May unveil hidden rooms/areas/caches.)
[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 4.05 Goodwill)
[ ] 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 and evidence and was taken away to prevent what was told from spreading 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 could loot! A battle occurred 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? Unfortunately, another Scavenger Group has looted this location, so pickings have diminished.
(Chance: 73% - 15 (Failed Attempt - Riled Up Locals)
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 you'll 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 besides 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: 59%
Turns: 2
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the Action fails, there is a 31% 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 heavily corrupted, but she has provided some landmarks that may still exist.
(Chance: 14%
Turns: 4
Reward: The Zone can be scavenged.)
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 the plans of expansion ambitious, while others call them ridiculous. Whatever the case, digging deeper and farther than ever will allow the Pilgrims to stuff so many scientists and equipment into the Tree that they will significantly accelerate future research. Bolt has already hinted at discounts if we buy computers and laboratory equipment 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.)
[ ] Medical Spiders
With a potential pandemic on the horizon, and the drive of several Pilgrims with the support of the Doctors, the creation (or re-tooling) of a Scutter-Line created for the sole purpose of rendering and giving medical aid in quarantine zones should be trivial.
(Cost: 42 Materials, Upkeep: +7 Material to Scutters
Turns: 1
Reward: Increased Healthcare for all outlying towns and villages.)
[ ] Masters' Retreat - Grandiose
You have managed to lure in specialists and experts of various fields with pay and recognition, exciting work, steady employment among friendly people, and the chance to have their creations recognized by thousands. Now, you'll embark on the next step: getting True Masters to settle into the Tree of Knowledge.
(Cost: 267 Materials, Upkeep: 36.88 Materials
Turns: 7
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 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 Artifact bonus continuously.)
[ ] Electronics Manufacture
Now that you can produce electronics, you want to have as many as possible. The problem is that you must create those by hand, 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: 65 Materials, 2 Scientist, 40 Faithful, Upkeep: 70.00 Materials
Turns: 6
Reward: +80 to all Electronics Research, 20d20 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 fix her 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.)
[ ] Assemble A Logic Bank - (Category)
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! (2 Actions Locked)
[ ] Bee Fields
Bees are about the size of an adult human's thumb and have the temperament of a wasp, with re-growable stingers. You do not want the things anywhere near where you live and much less harvest what they have without heavy full-body sealing armor. However, their honey is delicious.
(Turns: 5
Cost: 38.55 Materials, Upkeep: 17.75 Materials
Reward: Honey and Wax, with a large area nobody and nothing goes through. +44.15 Materials Income.)
-[ ] 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)
[ ] 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)
[ ] Expanded Clinics
With the minimum level of medical care distributed across Norqod, we can work on expanding the various clinics in both the scale and quality of their operation. With more space and personnel, alongside an increased pool of multiple chemicals, herbs, remedies, and on-demand vaccines, we can grow them into local focus points for fights against diseases and holding stations for more severe injuries and illnesses until space has been freed in dedicated institutions.
(Turns: 7
Cost: 88.35 Materials, Upkeep: 13.50 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)
[X] Medium Quarantine Area - (4/6 Turns Complete)
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)
[X] Medical Substance Assistance - (4/7 Turns Complete)
Medical alcohol is a necessity for anyone living anywhere. Nobody wants to suffer an infection.
(Turns: 7
Cost: 48.35 Materials, Upkeep: 9.85 Materials
Reward: Efficiency Boosted Medicinal Structures, +36 Materials Income.)
-[ ] 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 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)
[ ] Academy of the Fundamentals
Hiring some trained academicians to teach the very basics of the understood sciences should be fine, especially if you can offer board and room to them within the academy alongside large spaces to teach and experiment on (mostly) their terms.
(Turns: 7
Cost: 83 Materials
Reward: A barebones academy and a halt to the loss of scientific information disseminated to the public.)
-[ ] 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 Public Libraries
We can print books, scrolls, ledgers, newspapers, illustrated literature, and more to be stored, and their contents are disseminated among the population via libraries by allowing small spaces to read.
(Turns: 5
Cost: 14 Materials
Reward: Growing Happiness)
-[ ] 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)
[ ] Miniscule Scientific Complex
Hiring and retaining trained experts in the sciences will be a significant undertaking, not even talking about the sheer cost of the vast array of machines, equipment, and safety features you need to install to keep the experts occupied and helpful in your studies.
(Turns: 17
Cost: 679.50 Materials, 85.95 Materials Upkeep
Reward: +1 Auto-Success, which still advances your understanding of your research subjects.)
-[ ] 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 for prostitution and gambling, with several others already making plans for outdoor decorations and attractions. Guards must 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. Everything from cards to boxing and gladiator fights 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)
[ ] Brewers Run
Alcohol is the first-ever beverage humanity manufactured and drank, right after blood from beasts, if some myths are to be believed.
(Turns: 3
Cost: 59 Materials, Upkeep: 11.50 Materials
Reward: Brewers, giving you +4 Materials Income for the first year and +17 Materials Income after that.)
-[ ] 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 Gardens
Prestige is almost as vital as wealth in the plays and schemes among the nobility. By planting public and private gardens, House Dall can display its splendor, wealth, and patronage of the arts without running afoul of any toes, as most people see gardens as something all should enjoy.
(Turns: 4
Cost: 88 Materials
Reward: Gardens will bring more prestige to House Dall.)
-[ ] 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 of 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 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 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! The way is to mass-produce components and available designs and fit them in a specialized hangar! Of course, first, you must 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.
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 16d20 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.)
-[ ] Suppliers Of Many Wares Of Medicine And Equipment
(Cost: 6 Materials
Reward: 4d6 Materials)
[ ] 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 7 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, and 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)
-[ ] In The Name Of Education - (Choose Learning Action)
(Cost: 50 Materials
Reward: +2 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[ ] In the name of SCIENCE! - (Choose Learning Action)
(Cost: 20 Materials
Reward: +35 to chosen Learning Action)
-[ ] Suffer Their Arrogance
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)
-[X] Suffer Their Droning - (4/6 Turns Complete)
(Cost: 1 General Scientist, 15 Material per Turn, for 6(six) turns
Reward: 1 Trained 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 - (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
--[ ] 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) - (22/69)
(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)
[ ] Solidify The Pilgrims Finances
Much has changed in the last decade, with so much more yet changing in what comes next. But, looking back, the one thing that has changed the most is your situation regarding money. No longer do you need to keep meticulous track of every single coin (you, however, still do so) as your businesses, ventures, connections, donations, and followers are slowly, yet inevitably, ensuring that money will never be a problem again. And if it will, then you can always hit up a wealthy donor for a bit tit-for-tat.
(Condition: 2.500 Followers
Reward: Eliminates Materials as a resource to keep track of.)
[ ] Pathene Weaving - (Equipment Description)
One of the things your mother told and taught you was the ability to weave your hair into challenging and fantastic 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.
2nd Notice: Martyris will not be available for this Action in 2 Turns due to aging out/focusing more on his family.
Turns: 2
Reward: ???, +1 to (3\²]SN@'+ßz _)
[ ] 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 when 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 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, and 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 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.
A moratorium will be until 11.11.22 at 17:00 CET.
Voting will be closed on 15.11.22 at 17:00 CET.
Omake Bony can be applied until 20:00 CET.
I will roll on 16.11 at 17:00 CET if no one has rolled yet.
Updates will be online on 24.11 at 17:00 CET.