Turn 13: Year 3; Month 0; Last Minute Preparations
HeroCooky
Unverified Monstergirl
- The Pilgrims
-
- Structure
-
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies
2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.
3.) A new Leader is chosen should the current Leader;
-a.) die
-b.) voluntarily step down
-c.) be removed by a two-thirds majority vote
4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity
5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) The nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the ballots to the Pilgrims HQ, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist
-h.) caring for any children that are born as a result of their actions
6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctoral orders
7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader
8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, 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.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason
9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin
-f.) Occupation
-g.) Mutation
10.) These crimes (but not excluding others) are immediate ground for exile without 8.a.1. coming into effect.
-a.) Murder
--1.) attempted or otherwise
-b.) Psychological Torture
-c.) Physical Torture
-d.) Rape
-e.) Conspiring to do any of the crimes listed here
11.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
- Tenets
-
Origin: Humanism
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)
First Tenet: What was will be
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)
Trait: Fail Better
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
- Member/Ressource Statistics
-
Members: 170
-Faithful: 3/6
-Followers: 164(14 unoccupied)
Materials: 16.77(min. +3.18, max. +12.18 per turn)(12.50 Materials owed to: The Merchant Guild: in 1(one) turn)
Income = 6.98-15.98Materials:
3.28 Followers
1.00-4.00 Desalination Basins
3.00-9.00 Inn (Eye of the Beholder)
Upkeep = 3.8 Materials:
1.00 = 1 Soup kitchen
0.90 = Administration Center - Basic - (-0.10 Due to Buying Goods In Bulk)
1.50 = 1 Small Hospice
0.40 = Hygenic Living Expanded
Goodwill: 7.46(+0.11 per turn)
Piety: 44.5% (-5 to personal rolls)
- Relationsships
-
- Elites
-
The Empress
Opinion: Neutral (0)
Plans: Unaware of your existence
Marquis of Tessen
Opinion: Neutral (0)
Plans: Unaware of your existence
House Ulatarn
Opinion: Neutral (0)
Plans: Unaware of your existence
House Mirn
Contact: Lord Malarn
Opinion: Neutral (0)
Plans: Sponsor digs to acquire technology
Military
Opinion: Neutral (0)
Plans: Ensure you are compliant with the law
Church of Eden
Opinion: Neutral (0)
Plans: Ignore you
The Followers of Light
Opinion: Neutral (0)
Plans: Ensure that you do not poach followers from them
General Opinion on Mutated: Convenient Strawman (0)
- Locals
-
The Common People:
Opinion: Friendly (1)
Plans: Passively Benefit
The Merchant Guild:
Contact: Abraham Lin
Opinion: Neutral (0)
Plans: Source of Artifacts and Customers
The Union of Herbalists:
Opinion: Neutral (0)
Plans: Con you
Stupendously Scholastic Scholars of Science
Opinion: Neutral (0)
Plans: Dismissive of you
The Adventurer Guild:
Opinion: Neutral (0)
Plans: Stabhappy/Waiting for bounties
Criminal Organisations:
Opinion: Neutral (0)
Plans: Wait and See
Cults:
Opinion: Neutral (0)
Plans: Enigmatic, but nothing good if antagonized
The Mutated:
Opinion: Distrustful (-1)
Plans: Figure out if you are legit
General Opinion on Mutated: Semi-Hidden Hostility (-1)
- Artefacts
-
- Common
-
Thouroughly Burned Pile Of Electronics - 3.84 Materials - + 5 to Electonics
Preserved Orchid - 2.13 - + 5 to Biology
Plastic Bottle - 0.05
Mettalic Bowstrings - 2.87 - + 5 to Weapons (Tagged for House Mirn)
Filigrane Glassware- 0.34
Diagram For A Waterwheel - 2.80 - + 5 to Machinery
Rusted Cogs - 1.25 - + 5 to Machinery
Inscribed Pencil - 1.45 - +5 to Linguistic (Tagged for House Mirn)
Drained Battery - 2.39 - +5 to Elecronics
Old First-Aid-Kit - 3.34 - +5 to Medicine
- Rare
-
Rusted Motherboard - 5.29 - +20 to Electronics - Bound to: Secret Of The Circuit Pt.1
Untranslated Book On Chemicals - 5.20 - +20 to Chemicals - Bound to: Translations For Beginners
- Lost Tech
- N/A
- Unique
- Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
- Military
-
- Units (1/2)
-
Tech-Scouts
6/6 Size
1/1 Armor
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in combat
Spears: 1 Damage per size (6 total)
Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +1 Armor
Special Rule: Cannot take a scout action if this unit is used for military purposes.
Upkeep: Free (Scavenger Past Unit)
- Equipment
-
-Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a difference of 35 or higher, you gain one extra stealth attack.
+1 Armor. 2.00 Materials per Unit
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield, or equipment. 0.15 Materials per unit per size.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.2 Materials per unit per size.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.35 Materials per unit per size.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 1.00 Materials per unit per size.
- Unique/Notable Assets
-
-Ashleaf Tea +10 to Diplomacy
1x Extremely Fertile Farmland
2x Fertile Farmland
- Tree Of Knowledge
-
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked
Cons: Buildings take +1 Turn to mine and set up
Desalination Basins
- 250 Pilgrims receive water in case of a drought. +1d4 Materials per turn.
Administration Center - Basic
- +1 Personal Action, Unlocks Too Much To Do
Hygenic Living - Expanded
- Plagues roll a with mali to infect the Pilgrims, supports up to 300 Pilgrims before it becomes useless
"Nah, didn't find anything worth a damn. Maybe the others have any better news?" a second voice rings out as a man stops shifting through a small pile of debris. Attentive individuals would hear the slight distortion in the lisp in the sound. Less attentive ones would see the scales running along his arms and creeping up the sides of his neck, onto his face.
"Hah, with luck, we will see Samantha flexing on Gregor again after finding something ridiculous. 5 Ashleafs, you in or out?" the woman replies in jest, walking out of a side-tunnel, sporting a grin and gesturing towards the way they had come, back to the main camp.
"No, thank you, I won't gamble away my tea on a lost bet.", he responds, shaking his head in mirth before looking thoughtfully at the ceiling. "Though I may have only been a part of the team for about two months, even I have noticed how weird they are around each other. What is their deal? If you don't mind me asking, that is."
The woman hums in thought for a good long while, occupied with fishing out a Lix-Stick and lighting it on fire. After taking a long drag and breathing out the smoke, she responds in a thoughtful voice: "No worry, and i have no idea either. Gregor acts like an ass half the time, while Samantha only speaks in the third person about any action she takes. Both joined shortly before we settled down at the Tree, and both vehemently deny any kind of romantic attraction to each other. I guess that they have been friends from birth and don't know how to confess their feelings to each other."
"Heh, I know how that feels. Luckily, it worked for me," the man said while adjusting a strap of his backpack.
"Huh, let me guess, it was that giant of a woman that went all-in with us? The one that carried two two-handed war-hammers like they weighed nothing?"
"Yup. What can I say? I like them big", the man responded with a dreamy grin, showing off his fang-filled mouth. The woman only shook her head while chuckling, offering the man the 'stick, which he accepted.
After that, there was silence amongst the two as they smoked and walked back towards their main camp. However, the moment they entered the hall their camp was located in, they heard Gregor shout: "OH, COME ON!", while a supremely smug Samantha was holding a piece of electronics above her head that looked to be completely intact, if a bit rusty.
The woman only smiled, merely saying: "Called it."
***
Despite what widespread rumors and speculations tell of the office of Sub-General Aiden Gracia, he does not sit in a cushy chair, writing on a wooden table, enjoying natural light through glass-windows and electrical at night. He does not merely stamp his approval on projects highlighted by his subordinates and does not spend most of his time drinking and hounding skirts. He is a man that regularly spends 12-hour shifts in his office and courts of the various nobles, busting his ass to ensure that his man and women have the equipment they should have, at the quality promised and receive them at the times as advertised. A man that does not look at a report of dead civilians due to enemy actions and lists them as "acceptable casualties." A man that was having a meeting with Chapter-Master Alson Dulhne, Leader of the Knights, Sulu Zuln, Leader of the Infantry, Ariala Sheperd, Champion of the Cavalry and Mark of the Internal Security.
He looked up from the reports that he had received from Alson and Mark before he slowly laid them back down. He drew a shaky breath before he looked up at the four people gathered in his office. "How accurate is this report? And who are the Pilgrims, I have never heard of them before now? Can we trust that they speak the truth?" he spoke slowly, looking at each of the four, one after the other, his steely gaze burning into each of them.
Alson coughed into his hand and spoke up after a short awkward pause; "As for the reports, very. We lost two of our Scouts a while back and have been searching for them. We did not find any trace of where they could have gone and been ready to declare them MIA, but then the Pilgrims came knocking. One of their scouts had found weird tracks in the Necropolis and decided to investigate. They found our Scouts being repurposed into makeshift repairs for the Plague-Engine and decided to book it back to safety. After their Leader heard of that, they went back and retrieved as much scrap as they could and delivered it to one of our bases personally. When our security was done grilling their asses for information, they showed us where our Scouts died, which confirmed their story. After that, they showed us where the 'Engine had gone."
Aiden merely nodded at that and looked at Mark next. "So, they told the truth of what they saw. But who are they? No scavengers I know of would risk trailing an 'Engine, much less hand over Knight-Scrap willingly. What is their deal?"
As all eyes looked at the man, there was no reaction from the amount of attention he was given, and he gave his report in a monotone voice. "Pilgrims, religious organization, was classified as a cult due to their charismatic Leader, their call to abandon Gods in favor of embracing Humanism and multiple other factors. Dealings with both House Mirn, exchanging artifacts against protection, and the Merchant Guild. Main activities include, but are not limited to, scavenging the Necropoli and helping the common man, both in food as well as medical care. No major pushes in both recruitment and anti-imperialism noticed, no destabilization found, except a recent initiative focused on helping Mutated. Overall threat estimation; E, the possibility of conflict with other minor Cults and major religions exists, but long-term stabilization and encouraged pacification of the populace makes this redundant. Conclusion: Either ignore or subtly encourage them."
There was silence after the man's report, with Sulu and Ariala shifting uncomfortably in their seats due to the dry nature and machine-like speak pattern. "Well, yeah. What he said, my kids on the ground confirm that they follow the letter and intent of the law. They also recruit low-lives and the poor, giving 'em something to do other than doing crime. The crime rate dropped by several percents after they made home north of Mirn." Sulu piped up, in an attempt to unravel the tense atmosphere in the room. Aiden Gracia only rubbed his face while sighing. "So to sum it up. A Cult is taking root near Mirn and is gaining members mostly by helping the downtrodden and accepting volunteers. This Cult also willingly helped us in a way that would have put them at danger for no reward, by keeping an eye on the 'Engine in the Necropoli. And their reason for doing so is that they simply want to help Humanity. Lord, wonders do happen. Anything else?"
"Yes, when they gave us their information, they offered us to make camp near them, so that they can help our troops after the fighting is done. I believe that they also want to make some headway into converting some soldiers. I would recommend not doing so, even if they are closer to where it was last spotted heading than most of our forces are. I'd rather not take any chances with them." Ariala spoke up, looking at Mark from the corner of her eyes, before focusing back at Aiden.
"We'll discuss this in a moment, but before that. What information do we have available of the last time someone fought against an 'Engine?", he spoke up looking concerned, but with a glint of steel in his eyes. Mark immediately started listing of facts; "Destruction of Caliatra Starn, estimated dead Civilians; ~31.240, estimated dead soldiers; ~5.000. Possible tactics...
***
During the last three months you had barely an hour to yourself, as everyone ran themselves ragged trying to prepare for the activation of the Plague-Engine. Tempers flared and people started to become irritated and distractable, at one point a fight nearly broke out. The only reason people are not getting angry at each other is that Axel's wife, Tala, has given birth to triplets, daughters all. The reminder that there are children around and that they too will suffer has done much to reduce stress and tension with everyone. While this was happening, the Expeditions are preparing to abandon their sites at a day's notice and your scavengers have retreated from the sewers. While their finds are great, there are more pressing matters to attend to, at least in your mind, though your scholars are disagreeing and are already requesting a time to study both finds.
But while the Tree is a hive of activity, you project a sense of calm to anyone outside and have continued your operations as normal. The only exception is a new drive to help the Mutated, something that you had planned to do, but it is good to know that many Pilgrims are starting to display more initiative in suggesting ways to help the people. One Saurangē Aesa kickstarted this particular discussion, you idly note to thank him when you have Though it is a bit infuriating to know that the reputation of the Pilgrims has suffered by merely giving out food, water, and clean clothes to the downtrodden, even if they needed it more than anyone and the state of the Mutated-Slums in Mirn. You have never seen so much filth, despair, and hopelessness in your life before, and you hope that you will have the time and resources to rectify that in the future. At least you have started to help them, even if they accepted your gifts with suspicion, something that will hopefully change with time as they see that you only want to help, nothing less.
Though no Pilgrim notices the tightening of fists or the squinting of eyes in disgust, nor the way they are shadowed closely by those that see you as invaders in their territory.
You only hope that you will be alive to continue to do so, for while the Military is starting to pull their troops together for a push, you know that it is an uphill battle that they will fight. Unfortunately they have declined using the Tree as a FOB, but you can see why they would do so, seeing as you are a relative unknown for them. You only hope that that will not hinder them too much and that they will be able to destroy the Plague-Engine without a triple-digit body-count as a result of this.
It is a small hope.
***
Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 1 Action)
[ ] Even The Lowest May Prosper
While you have made a good start, there is still much mistrust among the Mutated. Keep helping them to dispel any misgivings.
(Turns: 2
Chance: 45%
Reward: 2d6 Recruits, unlock further actions, +5% Piety ???, +1 Opinion to The Mutated.)
[ ] Expand Etiquette Training
After you have finally finished training the first missionaries, some have voiced concerns about their ability to bring people in, and want to undergo further training.
(Turns: 2
Chance: 65%
Reward: reduce penalty and increase the likelihood of successful recruitment actions, unlocks further actions)
[ ] Wanna Join my Club?
You need people to hear the message of the Pilgrims, and you need more people if you want to make sure this does not die before you can get started.
(Chance: 80%
Reward: 1d20-3 Recruits)
[ ] The Pilgrims Need You!
With the help of the inn, your missionaries can walk much further and stay out for much longer. This directly translates to more people hearing the message of the Pilgrims, though you may want to focus on one group of people in the future to maximize the effect this will have.
(Turns: 2
Chance: 65%
Reward: 4d20-4 Recruits)
[ ] Establish Soup-Kitchens (Bulk)(Mirn)
Now that you have a soup-kitchen up and running, it is time to expand them to start covering the city. About three more should be able to give you a solid base for future expansions and provide your other ventures with places to attach to.
(Turns: 3
Chance: 80%
Cost: 11 Materials Upkeep: + 2.5 Materials to soup-kitchens
Reward: 3d6 Recruits, +0.04 Goodwill per turn, 1d3-1 Goodwill, unlocks further actions)
[ ] Establish Another Soup-Kitchen (1/3)(Mirn)
Another soup-kitchen allows you to feed more people, which in turn makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per turn, unlocks further actions)
[ ] Establish A Poor-House
The Poor-houses in the empire are not great places to live in. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are also forced to work for a pittance of what they would have earned if they had done the same work in the streets. While the Pilgrims are not able to provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 People in the city.
(Turns: 2
Chance: 70%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per turn, 1d4-1 Goodwill, unlocks further actions)
[ ] Build a
Now that you have officialized the law regarding prostitution, some have suggested building a place where people can do so safely. They would be supplied with silphium and other medicine at cost, and there would be guards to ensure that no-one gets any wrong ideas. Someone also suggested that those who want to enter should pay an entry fee for the free amenities that are being provided. It would also ensure that the patrons are of the civilized sort.
-[ ] Stand-Alone
(Cost: 4 Materials
Reward: 1d3-1 Materials per turn)
-[ ] Attached To The Inn
(Chance: 75%
Cost: 1 Material
Reward: +1 Material per turn)
[ ] Establish Another Small Hospice - (1/2)(Mirn)
While a Hospice does cater to the dying, their primary purpose is healing the sick that cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic of medical procedures until you make some deals and agreements with those that have studied medicine.
(Chance: 30%
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.1 Goodwill per turn, 1d5-1 Goodwill, unlocks further actions)
[ ] Hey, Why Don't We... (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Diplomacy: The art of speaking many words that mean nothing should not be underestimated. A word in the right ear at the wrong time has toppled many a nation. (Choose 1 Action)
[ ] We Are One People! - (Choose Elite Or Locals)
To harm someone because they look different is idiotic and simply 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 view of the Mutated, bringing the people together and start on the road to reconciliation.
(Cost: 20 Materials
Chance: 50% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)
[ ] School The Diplomat-Corp - (Specialized) - (Choose Faction)
Your training for the diplomats is as comprehensive as you will likely be able to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 50% for Locals, 35% for Elite
Reward: +15 to all rolls involving said faction.)
[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and will comply with any official and legal requests to ensure that there is no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 50% for Nobility and Churches
Reward: Official point of contact with a faction and unlocks future actions)
[ ] Low-End Introduction - (Choose Faction)
Now that your diplomats are trained, they can handle introductions to the smaller factions in your name. They are mostly used to making deals face-to-face, but most are used to doing things by proxy, so it should not be too hard to do so without you there.
(Chance: 70% for Locals (cannot choose The Common People, Cults, The Mutated, The Adventure Guild or The Merchant Guild)
Reward: Chosen organizations support-network unlocked.)
[ ] Seed Informants - (Basic) - (Choose Faction)
Some organizations do not have the best in mind for both the Pilgrims and the Common People. You should ensure that when the inevitable crash occurs with some, you will have at least a warning or even some more accurate information.
(Cost: 4 Materials
Chance: 65% (cannot choose The Empress)
Reward: Better information and possible counters against the plans of one faction.)
[ ] Create Infiltrator-Corp - (Basic)
It is not something you hoped to do, but sometimes the circumstances require a more subtle elimination of uncertainties. Whether that is merely in the acquisition of information to disrupt operations or the disposal of certain individuals will be something you will have to decide in the future.
(Turns: 2
Cost: 1 Faithful
Chance: 75%
Reward: Can infiltrate factions for both fewer Materials and unlocks actions to subvert, undermine, or dismantle organizations. Raised Chances to secret actions)
[ ] Sell Your Information On Your Findings
Now that you have found some land that is not being used or owned, you could simply sell it.
(Reward: 25 Materials)
[ ] Shouldn't We... (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Martial: To live, you need power. To have power, you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action)
[ ] And Keep It Found. - (Material Cost)
While you have found the Plague-Engine, there is a genuine chance that you will lose its trail, now that it is pumping out poison. Ensure that that does not happen, so that the Military can destroy it.
(Takes 1 Unit - (Specify which)
Chance: 50%, +10% for 5 Materials or +15% for 9 Materials for protective equipment
Reward: Location of the Plague-Engine, unlocks further actions.
Warning! If this action fails, the assigned Unit suffers casualties.)
[ ] Scout Out.
While you know that mutants exist in one location, you do not know what forces they represent and how many there are. Remedy that.
(Takes 1 Unit - (Specify which)
Chance: 70%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Mutants are revealed at the chosen location.)
[ ] Build An Armory - (Basic)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 2
Cost: 3 Materials, 5 Goodwill
Reward: Can supply and equip 3 Units. Unlocks further actions)
[ ] Watch Thy Neighbor
It is naive to think that no one will try to steal from you, especially now that you are starting to get into the Forest and uncover more valuable artifacts. Building a watchtower should help to alleviate some security concerns
(Cost: 5 Materials, 2 Goodwill
Reward: Watchtower: When the Tree Of Knowledge is attacked, your units receive enough warning to equip themselves and create counter-ambushes.)
[ ] 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 rather to simply take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize the in a military unit.
(Cost: X(Equipment) Materials, 3 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Untrained (1/6)
[ ] Sir! The Situation Is As Follows: (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Learning: Knowledge is Power. (1 Action Locked)(Artifacts can be attached to one learning action to provide the inherent bonus, but are consumed unless special buildings are present)
[ ] Tailor Your Messages (Psychology/Culture)
Now that you understand the local culture, you can tailor your messages to increase your effectiveness in both diplomacy and recruiting.
(Chance: 70% Successes needed: 2
Reward: Reduced penalty for recruitment actions and diplomacy)
[ ] That Stone Is Talking (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however...
(Chance: 30% Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))
[X] Stealthy And Durable (Fabrics/Armour)
Being stealthy and avoiding the enemy is a proven strategy the world over. But what happens when you are caught while sneaking?
(Chance: 45% Successes needed: 1
Reward: new equipment)
[ ] Food, Gotta Have It (Biology/Agriculture)
Now that you have access to unclaimed land, you should see to it that the best crops are chosen and planted for the local climate and soil.
(Chance: 65% Successes needed: 2
Reward: Unlocks Farms and crop options)
[ ] Study The Minerals (Geology/Mineralogy)
Iron, Copper, Steel, Gold, Silver, Jewel. On those, the economy runs. On those, you will have to rely on the building, and funding, of the Pilgrims. Let's see if there are not some veins that have been missed by prospectors.
(Chance: 65% Successes needed: 1
Reward: Locations and Information of mineral veins for future exploitation, unlocks Base actions and opens further research)
[ ] Secret Of The Circuit Pt.1 (Electronics)
While you have a functioning motherboard, you have no idea what it is supposed to do, or how it even functions. Start unraveling the mystery of circuitry.
(Cost: Rusted Motherboard
Chance: 35% Successes needed: 4
Reward: Unlocks Base Action, Unlocks Learning Action, +5% Piety, Progress towards Pilgrim-made Electronics.)
[ ] Translations For Beginners (Linguistics)
Finding this book was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Book On Chemicals
Chance: 40% Successes needed: 1
Reward: Rare Artifact: Chemical Recipe Of ???, unlocks Learning Action)
[ ] Eureka! (Write-In)
(Write in something you want to research, as well as how you came upon that idea. Better success-chances to the action if you mark a relevant artifact for this research.)
Archeology: The secrets of the past will illuminate the future, may we learn from their mistakes. (Choose 1 Action)
[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-01: Est. artifact-grade: General Mundane+, Dice:2d2+1 per turn, Max. Yield: 4 Turns. No danger.
-WO-02: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-04: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
-WO-05: Est. artifact-grade: General Mundane++, Dice:2d2+1 per turn, Max. Yield: 2 Turns. No danger.
-WO-06: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.
-SE-01: Est. artifact-grade: Unknown, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SO-01: Est. artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 5 Turns. Mutants nearby.
-SO-02: Est. artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 5 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.
-SO-05: Est. artifact-grade: General Rare+, Dice:2d3+1 per turn, Max. Yield: 4 Turns. Mutants nearby.
-SO-06: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns. No danger.
[X] Prepare an Expedition (WO-01)(3 turns)(House Mirn: Yes) - Ends in 4 turns
[X] Prepare an Expedition (SO-05)(2 turns)(House Mirn: Yes) - Ends in 4 turns
[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth it to send an expedition to a location, either due to its low yield or quality of the artifacts found there.
(Chance: 95%
Reward: 1 turn in the specified location.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Eastern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 90%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 3% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Wall
A giant, crumbling wall surrounds the First Ring. Ancient rusting behemoths lay atop it, and military bases lay dotted along with it. There is also an old bunker that no one has been able to open. You should see how many places have been untouched by scavengers and which ones you have to fight over. The spoils will be worth it.
(Chance: 80%
Reward: Sites in The Wall are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Gallery
Why the inhabitants gave taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to now. Whether or not you can access the different libraries and other book-stores is.
(Chance: 75%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, 6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Tower Of Pain
Intact electronics, architecture that makes the air scream, the certainty of a significant find. What is there not to like?
(Chance: 75%
Reward: Sites in The Tower Of Pain are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area, while the smokestack continues to belch black smoke into the air. What surprises await you once past the guardians, what greatness lies locked away?
(Chance: 65%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Pit
You are not sure what you will find here, only that you are probably the first to look for artifacts here. But your scouts have reported feeling like they are being watched...
(Chance: 99%
Reward: Sites in The Pit are located and mapped.
Warning! If the action fails, 25% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
Tree of Knowledge: The home of the Pilgrims, a bastion of all that they stand for, and a symbol of hope for the desperate. (1 Action Locked)
[X] Living Quarters - Expanded - (Locked 2/3 Turns)
With the growing numbers of the Pilgrims, there won't be any space left if it is not expanded. So let's do that.
(Cost: 3.5 Materials Upkeep: 0.5 Materials
Takes 2 Turns( 3 if taken without Basic in place.)
Reward: Up to 300 Pilgrims can live in your base before mali start to apply
Can be taken before Basic, due to population)
[ ] Storerooms - Basic
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least three months.
(Cost: 2.5 Materials Upkeep: 0.2 Materials Restock cost: 3 Materials
Turns: 2
Reward: Can support up to 150 Pilgrims for three months under siege conditions, before you need to gather new supplies)
[ ] Storerooms - Expanded
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least six months.
(Cost: 4.0 Materials Upkeep: 0.3 Materials Restock cost: 5 Materials
Turns: 2
Reward: Can support up to 300 Pilgrims for six months under siege conditions, before you need to gather new supplies
Can be taken before Basic, due to population)
[ ] Administration Center - Expanded (Write in Section(Not Personal))
Running the Pilgrims will, over time, become only more complicated and require more and more things to be handled at the same time. Which means that you will have to create a bureaucracy to deal with this.
(Cost: 5 Materials Upkeep: 1.5 Material
Turns: 2
Reward: +1 Action to the specified section)
[ ] Laboratories - Basic
Researching is not something that is done by sitting in a tent, doodling on parchment, or throwing ideas at a wall to see what sticks. It is done in specialized environments, with purpose build equipment, and stocked up on anything that could be needed for experiments and developing prototypes.
(Cost: 20 Materials, +3.5 Materials Upkeep
Turns: 3
Reward: Improved success-chances, DC for 1,2,3 Progress unlocked, unlocks Learning Action, unlocks Base Action)
[ ] Salt Refinement
The salt that is generated can be further refined to achieve higher quality. This would subsequently boost sales.
(Cost: 4 Materials
Turns: 2
Reward: +1 Materials through salt sales per turn)
[ ] A Farm For Starters (Tiny) - (Choose Farmland)
You have soil, seeds, and the will to put the latter in the former. How hard could it be?
(Cost: 15 Materials
Turns: 3
Reward: -0.2 Materials Upkeep for soup-kitchens (globally), upkeep for storerooms reduced by -0.1 Materials, doubled when choosing Extremly Fertile Farmland)
[ ] Let's Build A (Write-In)
(What do you want to build, and what should the building provide?)
Support: Many people try to take advantage of you. Fortunately, they are willing to give you something back. (Actions as advertised)
[ ] Merchants - (All Are Free Actions)
-[ ] A Small Loan - Locked until paid back
(10 Materials loaned for four turns at 25% interest)
-[ ] Buying Stuff
(Write in technology/machine/other you want to purchase. Locked to maximum Common technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Buying Goods In Bulk - (Once Per Turn)
(Reduce upkeep of one(1) structure by 0.1 Materials, can only be taken once a turn.)
[ ] The Adventurer Guild - (1 Free Action)
-[ ] Guardians For Hire - (Choose Location)
(Cost: +1.5 Materials to Upkeep
Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 7 Materials
Reward: Chosen targets plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 4 Materials
Reward: Chosen targets plans for the next two turns are revealed.)
[ ] The Military - (1 Free Action)
-[ ] Fell Off The Wagons - (Request 1 Piece Of Equipment)
(Cost: variable
Reward: 1 Piece Of Equipment - Military Grade.)
-[ ] War Lessons
(Cost: 2 Material
Reward: +5 to the first 2 rolls in the next Combat.)
Personal: Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (Choose 2 Actions)
[ ] Too Much To Do - (Action)
There is simply too much to do and not enough hands to do it. Start helping out.
(Can be taken multiple times.
Reward: +1 Action is done)
[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)
[ ] Personal Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 75% for Locals, 55% for Elites (cannot choose The Common People, The Mutated, The Merchant Guild or Cults), rolled with a +15
Reward: Chosen organizations support-network unlocked.)
[ ] Cool Tempers - (Material Cost)
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%, +10% for 5 Materials, +20% for 12 Materials
Reward: +1% Piety, and 1 additional for every +10 rolling above 60)
[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: +1 Faithful, as long as there are followers left)
[ ] Charity Drive (X Goodwill)
It is an unfortunate truth that money does not grow from trees. This means that you need to get people to donate it to ensure that the Pilgrims can continue with their expansion.
(Chance: 0-30/50/70/95
Reward: Exchanges 1 Goodwill 0.5/1/1.5/2 Materials)
[ ] Name Yourself
Over the years you had many names, given by your parents, your friends, and companions, by the people and the Pilgrims. But they were not you. Perhaps you should spend some time to find a name that describes yourself, mind, body, and soul.
Notable Achievements:
-Accidentally created a Cult
-Failed 40% of all attempted actions setting up the pilgrims
-Solved the first crisis of Faith
(Reward: You are Named, ???)
[ ] Write In
If you spot any mistakes or have questions, tell me so that I can provide a better experience for all.
I forgot to change the Piety reduction; you only lost 4% this turn. +1% gained from the last turn, my bad. Sorry!
Also, sorry for the late update, my internet decided to commit CONNECTIVITY ISSUES before I could upload.
Note: If the opinion on Mutated falls to -3, a PURGE is initiated.
Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.
A moratorium will be until 23.05.20 at 17:00 CET.
Voting will be closed on the 25.05.20 at 17:00 CET.
I will roll on the 27.05.20 at 17:00 CET if no has yet rolled.
Updates will be online 2 days after rolls.
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