Turn 36; Year 8; Month 6; The Sky Is No Longer The Limit
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 a democratic vote to ensure that the majority is heard.
3.) A new Leader is chosen should the current Leader;
-a.) die
-b.) voluntarily step down
-c.) be removed by a two-thirds majority vote
4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity
5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) The nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the Pilgrims HQ ballots, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) Turn in any artifacts found to the leading archeologist
-h.) caring for any children that are born as a result of their actions
6.) In exchange, they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the Artifact
--2.) 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, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctoral orders
7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations, or opportunities to the Leader
8.) A Pilgrim may leave, without fear of reprisal, violence, or shunning;
-a.) should a Pilgrim accost, hurt, or otherwise intimidate another Pilgrim that plans to, is leaving, or has gone, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the expulsion after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) Can only be invoked once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason
9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin
-f.) Occupation
-g.) Mutation
10.) These crimes (but not excluding others) are immediate grounds for exile without 8.a.1. coming into effect.
-a.) Murder
--1.) attempted or otherwise
-b.) Psychological Torture
-c.) Physical Torture
-d.) Rape
-e.) Conspiring to do any of the crimes listed here
11.) This charter is subject to changes should;
-a.) new tenets emerge
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
- Tenets
-
Origin: Humanism:
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree; in every human is good, in every person exists the capacity to create greatness; you just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)
First Tenet: What was will be:
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)
Rite Of Mourning: A Journeys End
It is a terrible thing to lose someone and see their Journey cut short by age or force. To remember where they sat, sharing stories, laughter, love, food, and safety. To remember how they laughed, how they joked, and see their memory slowly fade with each passing day. To wake up one day and feel guilt over not grieving their passing.
I tell you: this is not how death should be seen. Their Journey had been one of the countless experiences of hundreds of chance encounters, a life lived changing the world, others, and themselves each passing day. And what we see as an end is not truly one, for their actions live on in our own. Those they helped are still out there, remembering them, acting in ways that they would never have been able to, had the dead not decided to share what they had, to offer a hand in aid. Their Journey may be at an end, but their actions live on, in our own.
(All casualties only inflict 1% Piety loss, -2 to Piety Rolls.)
Hidden Tenet: A Mythos Called Names:
It is undeniable that there is power in names. Nations, Organizations, Myths. All have one thing in common; a name gives meaning and identity, where there was none before. The Pilgrims have taken after the First Leader, Martyris, in His belief. A soldier, wary of death and destruction, a healer that failed too many times, or someone honoring a vow, may choose to change their name to reflect what they believe to be. While a name given by one's parents may encompass their hopes and dreams for one's future, reality tends to disagree.
(Every Leader of the Pilgrims may rename themselves. All Pilgrims may rename themselves in honor or shame. -1 to Piety rolls.)
Trait: Fail Better:
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
- Member/Resource Statistics
-
Members: 698
-Faithful: 17/24
--2 General Scientists - +12 to assigned research
--1 General Doctor - +6 against diseases and Medical/Biological research
-Followers: 674 (74 unoccupied)
--Recruitment: (+17 per turn)
---(13 Due to: The Codex Mk.1)
---(2 Due to: Daycare)
---(2 Due to: Poor-House - (Mirn))
-Dead: 1 (Suzuki - Combat - Infection)
Materials: 227.72(min. +41.81, max. +136.81 per Turn. (18.74 owed to The Merchant Guild in 3(three) Turns.))
Income = 130.48-225.48 Materials:
13.48 = Followers
2.00 = Miscellaneous Sales
4.00 = Taxes From Norqod
7.00-13.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
2.00-7.00 = Brothel 'Consensual' - (Mirn)
3.00-12.00 = Print Shop - Smut
12.00-15.00 = Iron Mine
23.00-32.00 = Silver Mine
48.00-81.00 = Jewel Mine
5.00-20.00 = Ashleaf-Nursery
5.00-14.00 = Black Root
Upkeep = 88.67 Materials:
13.00 = School - (Big) - (Mirn)
5.10 = 6 Soup kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen(Normal)) - (-0.40 Due to Buying Goods In Bulk)
0.60= 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
1.46 = 1 Expanded Hospice - (-0.15 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
2.30 = 1 Poor-House - (Mirn) - (-0.15 Due to Buying Goods In Bulk)
0.55 = Brothel 'Consensual' - (Mirn) - (+0.55 Due to Guardians For Hire)
2.50 = Print Shop - Smut
4.60 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk)
0.49 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.90 = Medical Wing - (-0.15 Due to Buying Goods In Bulk)
1.87 = Living Quarters - Grand - (-0.15 Due to Buying Goods In Bulk)
0.23 = Storerooms - Expanded - (-0.15 Due to Buying Goods In Bulk)
3.19 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
0.80 = Blacksmiths Abode - Basic - (-0.15 Due to Buying Goods In Bulk)
7.45 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire, +4.40 Due to Steam Engine)
1.35 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk)
1.35 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
0.48 = Unit Upkeep
40.00 = Taxes
Goodwill: 27.17 (+0.28 per turn)
+0.07 = 6 (3 Bulk, 3 Normal) Soup-Kitchens
+0.01 = 1 Small Hospice
+0.06 = 1 Expanded Hospice
+0.10 = Poor-House - (Mirn)
+0.05 = School - (Big) - (Mirn)
+0.01 = Brothel 'Consensual' - (Mirn)
-0.02 = Print Shop - Smut
Piety: 83% (+30 to all rolls for Heros with the Adjudicator Trait)
Rolls (-9):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-1 (Daycare)
-3 (Electric Lights)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
+4 (Followers, +1 every 150)
- Relationships
-
- Elites
-
The Emperor
Opinion: Neutral (0)
Plans: Bitch, what?
Marquis of Tessen
Opinion: Friendly (1)
Plans: Bitch, what?
Owes: 1 Major Favour
House Ulatarn
Opinion: Friendly (1)
Plans: Bitch, what?
House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Plans: Bitch, what?
Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Neutral (0)
Plans: Bitch, what?
Military
Opinion: Neutral (0)
Plans: Bitch, what?
The Bureau For Imperial Civilian Logistics
Opinion: Neutral (0)
Plans: Bitch, what?
Church of Eden
Contact: N/A
Opinion: Unfriendly (-1)
Influence Inside Tessen: 690
Plans: Regain the trust of their congregations in Tessen, regain control or allies./Bitch, what?
Information Network: Rank 2.
Boni: +15 on all Diplomatic rolls
The Followers of Light
Opinion: Neutral (0)
Plans: ???/Bitch, what?
Miscellaneous Nobles
-Lady Maranica (Ally (3)/???/Bitch, what?)
-Baron Esker (Friend (2)/Penance - Will try to help if asked, within reason/Bitch, what?)
General Opinion on Mutated: Convenient Strawman (0)
- Locals
-
The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on/Bitch, what?
Information Network: Rank 1.
Mood: Feel fine.
The Merchant Guild:
Contact: Abraham Lin
Opinion: Friendly (1)
Plans: Valued Customers and Suppliers/Bitch, what?
The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance/Make Cheaper Medicine/Bitch, what?
Factions:
- Foundation (Neutral (0)/48% Control/Cheaper Actions)
-Healers (Ally (3)/52% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Neutral (0)
Plans: Approval/Bitch, what?
The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations./Bitch, what?
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/75 Members/Reliable Mercenary Company)
-???
Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Information Network: Rank 1.
Plans: Hide/Bitch, what?
Cults:
Opinion: Neutral/??? (0/???)
Plans: ???
Uncovered:
-???
The Mutated:
Opinion: Friends (2)
Plans: Live./Bitch, what?
Information Network: Rank 1.
Mood: Feel okay. Interest in the Brothel.
General Opinion on Mutated: Open Racism (0)
- Artefacts
-
- Common
-
Glaive - 2.04 - +5 to Common Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Common Armor
Reinforced Shield - 2.23 - +5 to Common Armor
Mechanical Pencil - 1.95 - +5 to Common Mechanics
Burnt Breastplate-Schematic - 1.08 - +5 to Common Armor
Chocolate Recipe - 1.03 - +5 to Common Chemicals
Hygienic Instructions- 1.31 - +5 to Common Medicine
Chainsword - 1.24 - +5 to Common Mechanical
"Obedience And You - Training People!" - 1.34 - +5 to Common Psychology
How-To Romance Novel - 1.85 - +5 to Common Psychology
"4D Rectangle" - 0.88
Beaker Set - 1.04 - +5 to Common Chemicals
Food Preservatives - 1.15 - +5 to Common Chemicals
Self Help Booklet - 1.18 - +5 to Common Psychology
School Project On Primitive Robots - 4.55 - +5 to Common Machinery
Elaborate Costume - 0.63
Ancient Torah - 0.44
Antibiotics - 1.26 - +5 to Common Medicine
Beer Recipe - 1.41 - +5 to Common Chemicals
Farsight Lense - 0.73
- Rare
-
Treaty On Brainwashing- 5.26 - +20 to Common Psychology
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Lightweight Alloy - 5.22 - +20 to Common Metallurgy
Armor Piercing Ax - 5.49 - +20 to Common Weapons
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilapidated Prosthetic - 5.19 - +20 to Advanced Electronics
Textbook On Cellular Theory - 5.47 - +20 to Common Biology
Layered Plates - 5.25 - +20 to Advanced Armor
Report On Vivisections - 5.12 - +20 to Advanced Biology
Chemical Waste Bags - 5.32 - +20 to Advanced Chemicals
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Common Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Common Armor
Industrial Electric Foundry - 9.64 - +20 to Advanced Electronics
Turbine Coolant System - 8.88 - +20 to Common Hydraulics
Alloy Ingots - 6.95 - +20 to Common Metallurgy
"The Dreamers Guide" - 8.05 - +20 to Common Psychology
Hardened Touchscreen - 5.32 - +20 to Advanced Electronics
- Lost Tech
-
Gutted Core - 17.04 - +50 to Physics/Engineering/Psychology
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma torch - 18.40- +50 to Advanced Physics
Forgotten Diary - 19.24 - +50 to Advanced Psychology
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Advanced Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Helmet- 17.22 - +50 to Advanced Armor
Guard Shield - 18.49 - +50 to Pioneer Armor
Hololithic Cube- 20.00 - +50 to All Physics/All Machinery/All Hydraulic/All Engineering/All Programming/All Metallurgy/All Electronics
Physic Theorems - 18.32 - +50 to All Physics
"Night-Fun/Sleep" Pills - 19.09 - +50 to All Chemicals
Scaled Armor - 17.00 - +50 to Advanced Armor
Flexible Circuitry - 19.04 - +50 to Pioneer Electronics
Bone Mending Kits - 16.12 - +50 to Advanced Biology/Advanced Machinery
Electric Collars/Shackles/Implants - 19.72 - +50 to Advanced Psychology/Advanced Electronics/Pioneer Medicine/Pioneer Biology
- Unique
-
-Unique Artefact: The Codex Mk.1
The Codex holds the teachings of Martyris, the first Pilgrim, and the shared wisdom of all who came after. It is an integral part of life for Pilgrims, whether in discussions of the knowledge found within or in the simple act of reading and remembering.
(Effect: 12 Passive Recruitment per Turn)
-Sandcrete Recipe
An ancient recipe that was used to build structures quickly, though not cheaply. Now it is once more in use, and it will be of great help to us!
(Effect: Can spend 12.5 Materials on reducing building times of one building by 1(one) Turn, per Turn by adding [Sandcrete] to said action.)
-Narcotics, Stimulants, And More!
This book details the effects of various drugs, how they intermix, and their downsides, in conjunction with guides on their production and what substances can be used as substitutes.
(Effect: -0.15 Upkeep to all medical facilities, Combat Stimms research unlocked.)
-Scientific Theory
There is more to this world than one life could ever grasp. More mysteries to discover, more questions to unravel, and answers to find. Nothing could ever stop Humanity's thirst for knowledge, not even death. (Effect: +15 to Learning Rolls.)
-Grieving Echo
A Zweihänder sized for a Knight. On every surface, names are engraved, along with how they died. The phrase: "One Wielder, One Name, One Duty, One Death" is inscribed in the middle of the blade. PD connected to the sword and immediately exclaimed ownership over the zweihänder. Her explanation was: "Every woman needs a fun toy, and this thing is one!"
(2d40+30 Damage, cannot equip a shield.)
- Airship: Proof Of Concept
A one-person gondola, lifted by a bag of energized Suspendium Dust, can lift about 150 kg and is propelled by sails and steered by moving the same. Armaments include the crossbow the person holds and a flashbang. The first of its make, but in time the least.
- Military
-
- Units (3/3)
-
Tech-Scouts
Description: A small force of scavengers, adept in the arts of stealth and searching for new spots to scavenge.
Health: 6/6 (Size 6)
Armor: 6/6
Damage: 1d6+2
Training: Trained (3/6)
Breakpoint: 2/6 size remaining in Combat
Equipment:
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 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, -5 to first melee roll for the equipped Unit, Ammunition for 15 Turns.
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
Traits: Advanced Coordination (All Pilgrim Units gain a +4 co-ordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below.)
Special Rule: Cannot take a scout action if this Unit is used for military purposes.
***
The Unbroken
Description: A large force of volunteers sent out to fight for the Empire of Slatnan in the Starlight Crusade. They have repeatedly proven that the bonds forged in the crucible of war are among the strongest there are, routinely going above and beyond if it meant saving one of their own.
Health: 12/12 (Size 12)
Armor: 9/9
Damage: 1d4-1 (+1 at the start of the next CR) for free, 1d12 (Ranged), 1d12+4/-0 (Melee) (against Biologicals/Mechanoids)
Training: Soldiers (4/6) +5 to all rolls
Breakpoint: Unbreakable
Equipment:
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor (0.45 for every size of the Unit)
-Bloodletter (Special Melee): 1 Damage per Size, Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor.
-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, -5 to first melee roll for the equipped Unit, Ammunition for 15 Turns.
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.04 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.05 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
Traits:
Forged In Fire, Cooled By Blood (Does not Break), None Left Behind (All casualties are ignored if the damage taken is under 6(six)), Veterans (Does not necessitate Goodwill Upkeep in The Empire Of Slatnan), Advanced Coordination (All Pilgrim Units gain a +4 co-ordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below.)
Upkeep: 0.48 Materials per Turn, max. of 0.15 Materials per Combat.
***
Knight - Perpetual Defiance
- Equipment
-
-Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a 35 or higher difference, you gain one extra stealth attack.
+0.2 Armor per Size, 0.26 Materials per Size (1 Armor for (6/6) Size).
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. (Ranged) After attacking, If the stealth-roll has a 35 or higher difference, you gain one extra stealth attack.
+0.5 Armor per Size. 3.10 Materials per Unit (3 Armor for (6/6) Size).
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.12 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.20 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, -5 to first melee roll for the equipped Unit, Ammunition for 15 Turns. 4.30 (6/6) Materials per Unit.
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.04 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.04 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield or equipment. 0.03 Materials per (6/6) Unit.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.12 (6/6) Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.17 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.85 Materials per (6/6) Unit.
- Unique/Notable Assets
-
-Ashleaf Tea - +15 to Diplomacy
Elemental Feline Kitten - Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (16/60 Growth) - (5d4)
1x Black Root - (3d4+2)
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Desalination Basins - (2d4+1)
1x Inn - (Eye of the Beholder) - (2d4+4)
1x Brothel 'Consensual' - (2d4-1)
1x Print Shop - (3d4)
1x Iron Mine - (Mined) - (1d4+9)
1x Silver Mine - (Mined) - (3d4+16)
1x Jewel Deposit - (Mined) - (3d12+45)
- Holdings
-
- Temple Holding: Tree Of Knowledge
-
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked.
Cons: Buildings take one extra Turn to mine and set up.
Desalination Basins - Seep Pumps
- 800 Pilgrims receive water in case of a drought. 2d4+3 Materials per turn.
Administration Center - Grand
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Tree of Knowledge-Action.
- +1 Faith Action.
Medical Wing
- Plagues roll a with mali to infect the Pilgrims, supports up to 900 Pilgrims before it becomes useless.
Living Quarters -Grand
- Up to 900 Pilgrims can live in your base before a mali starts to apply.
Daycare
--1 to Piety rolls, +2 permanent recruitment due to births.
Storerooms - Expanded
-Up to 300 Pilgrims can survive for six months under siege conditions.
Blacksmiths Abode - Basic
Lowered costs for all equipment, increased chances for all research, rolls with advantage for all study of melee weapons/equipment made of metal.
Laboratory - Basic
Improves chances to Learning Actions, along with unlocking 1/2/3 success thresholds.
Knight-Hangar
Houses 1(one) Knight, allowing to enact both repairs and modifications.
Sandcrete Mixer
Vastly reduces the needed Materials for shortening building Turns.
- Village Holding: Norqod
-
Prosperity: Non-Existent
Mood: Average
Permanent Inhabitants: Some
-Tendency: Small Uptick
Security: Non-existent
Features:
-Basic Quarters
Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
- Heroes
-
- Martyris Dall
-
You, Lord Martyris Dall, The One That Suffers, Leader of The Pilgrims
Health: 4/6 (-2 permanent)
Armor: 3/3 Armor
Training: Trained (3/6)
Breakpoint: Unbreakable
Equipment:
-Spear: 1 Damage per size (1 total)
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +3 Armor.
-Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Special Rules:
-Must be attached to one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-50% Chance to obtain/lose 40% Piety should this Hero die in Combat.
-Gain 30% Piety should this Hero die of natural causes
-Immune against all poisons
Traits:
Poisoned By A Plague-Engine - Medicated Immunity
There are few things worse enough than dying to the poison of a Plague-Engine. You are enduring the least of the worst of those fates. Many see your determination to face such a future for something beyond yourself as inspiring and have taken to more selfless actions. Your medicine's side effect and the lasting damage seem to be a much-increased tolerance against any form of poison, though there may be more.
(Reduced health, reduced lifespan, permanent -1 to Piety reduction rolls, grants immunity against poison)
A Victims Ire: Holy Rose - Criminal Organizations
This world is not a kind one. It will chew you up and spit you out the moment you let your guard down. You did so and almost paid the price for that. Your experiences now mark you, as does the anger you feel towards those that wronged you. Dealing with both "Holy" Rose and various Criminal organizations will require much more effort, but harming them will be much easier.
(-20 to aiding Criminal Organizations and Holy Rose, +10 to harmful actions against them. Reduced to -10/+5 respectively once Holy Rose dies.)
Noble By Marriage
Well, you have no idea how Lady Maranica managed to do it, but Selene's family is now technically nobility, which means you are nobility by marriage. Technically is the key-word here, as she is a Mutated, Selene cannot hold a noble-title, and she only has it until one of her children or descendants is a human. The title awarded her is that of "Lady," the title, not honorific, and she has been given the village of Norqod as a holding. That is the non-existent village of people living outside the Tree, trading, or visiting. Being commissioned by the Imperial Logistics Bureau, she, and by extension, you, have to build the village within the next five years. Luckily, various laws allow the appointing of a governor, so when she asked the Pilgrims Council, all agreed to govern in exchange for a 95% cut of future Income, all written down in a generational contract, of course. 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.
Mutated Wife - Lady Selene Dall
Well, she is back to her usual self, if a bit more conscious about her surroundings, and has started participating a bit more 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 least 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.
Child: Lady Silvia - Mutated Girl - 1-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), which means you need to get a tailor for her pants. Her laughing and smiles melt your heart, and she has this cute habit of putting her tail into her mouth like a snow leopard. She is also blind, which makes teaching her how to read and defend herself a real challenge. Where are you going to get braille books and learn to read them so you can teach her? And what weapons do the blind use? Her first word had been 'Dada.' You'll never let Selene live that one down. She took her first step!
Founder, And First Arbitrator
You have founded the Pilgrims and were appointed as the Arbitrator, the final voice in any argument, and a watcher for those who would turn the Pilgrims against their ideals. Hopefully, you will prove the trust placed in you right.
(This Hero will add the Piety bonus/malus to all his rolls. Relax is not needed.)
- Aria
-
Aria, Knight-Pilot of The Pilgrims, Pilot of Perpetual Defiance
Health: 6/6
Armor: 1/1 Armor
Training: Squire (2/6) (-5 to Initiative)
Breakpoint: 4/6
Equipment:
-Dagger: 1 Damage per size (1 total)
-Leather Armor: +1 Armor.
-Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Special Rules:
-Uses the stats of PD in Combat until she is destroyed.
Traits:
Mutated:
Strangely striated blue eyes with overly responsive irises. Metallic gray hair which 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: "???" - Tempest Strings- (1/10):
Aria has metallic gray hair can do little more than move about, generate mild electric shocks, and vibrate to create simple tones. They also provide an ill-defined extra sense that mainly seems to cause mild headaches, or at least that's all that Aria has been able to discover. But maybe there is more?
(+2 to all rolls made with PD.)
Knight-Pilot:
You have joined the illustrious Elite of the world, one where the entry is life-long service, and the exit is at the end of a weapon. Yours will be a life of war, death, and struggles, bringing hope to despairing hearts, rallying flagging defenders, and protecting those in your shadow. Do not stumble, for the consequences are grave.
(+5 to all rolls after using a Knight in Combat.)
1st Generation Pilgrim:
This person has not been converted to the Pilgrims belief but was brought up in it from a young age. Their faith has always been a part of their life, guiding their actions even when choosing to leave. People will find it hard to sway their devotion should they remain.
(Actions to subvert Aria roll with a malus.)
We Can Do It!:
From a young age, Aria has been deeply empathetic, caring, and driven. Since joining the Pilgrims, she has grown into a relentlessly friendly and optimistic young woman, shaped by her adoptive family's experiences. With her determined personality, she's picked up "a little bit of everything" at a young age by way of enthusiastically volunteering to assist in any and everything. She picked the brains of anyone willing to let her, though the more curmudgeonly among the Pilgrims find her boundless enthusiasm tiresome. But she will give everything she has in all she does, unfortunately, sometimes beyond that.
(+20 to all actions this Hero is assigned to, -10 for every Turn Relax is not chosen. Currently: -10.)
Trauma: Common People Purge Survivor (16/16):
It has been years since the Purge, and you no longer feel overwhelmed or trapped by the feelings of terror and hopelessness as you once did. Instead, you have used that horror you survived as a drive, to see it never repeated, or minimized, for as long as you live. You may occasionally still dream about the screams, the hateful faces, and the smell of burning flesh, but all it does is add to your conviction to see it never repeated.
(-5 to all Actions this Hero is assigned to, can be chosen as a starting character should a Purge happen. +10 to all Actions done by this Hero within Purge Turns.)
To Fling A Light:
Sometimes? Sometimes being willing to help is not enough; doing all you can do will fail, and people will die. You know that. You have seen that. Sometimes, sacrifice is needed. And if you can shoulder that burden so that others won't have to? You will gladly fling a light into the future, at the cost of your life.
(???)
Nineteen were in favor of the Pilgrim's entry.
The Prize would be theirs.
***
"-and the Council has thus decided to grant you the funds necessary to pursue the further study and practical applications of Suspendium. Have a good day," Nihji finished reading, laying the scroll gently down onto the table. He drew a shaky breath as he tore his eyes away from the numbers displayed, those insidious numbers showing that more money would be assigned than to some buildings. There was a slight trembling in his hands, hidden as he intertwined both of them underneath the table. Looking up at the wide-eyed stare of Turi, he cannot help but be glad that he isn't in charge of this adventure, only subordinated to hers.
"You got your way, Turi. The Council has given you a sum of money that my parents never had within their life. What will we do now? We have three months to shake the world, and more money than we both have any idea on what to do with." A short, timid, silence settled down on the both of them, their teams not daring to interrupt, as Turi slowly stood up. Her face was a mix of ecstatic joy, Horror, and seriousness. "Bring me all the paper that we have, along with the graphite pens that Bolt bribed us with, the ones that need no ink. I need someone to get Bolt here the moment she is free; then we need to book some time with PD to calculate the complicated parts. Please give me the prices for the newest orders of steel, wood, canvas, rubber, and copper. You, you and you," Turi said, shaking herself out of her fugue by pointing at three of her assistants. "Get everybody here at least a can of Ashleaf ready, tell the commissary that you have my authority to do so, take the badge on your way out. We need sewing supplies, tell Maria that she needs to be here, and take out all the security gear that PD has tasked us to make and wear. I will not have this marred because one of you got hurt or died during this. Make sure that we will not write the safety guidelines with your blood."
Ending her flood of orders with a determined nod, Turi begins to look around at the people not moving a muscle, aside from the three she had indicated earlier. "Well? What are you waiting for? Get going, do things!" She called out, causing a confused stampede of people going everywhere in a confused mass, trying to be the first to get away from Turi and accomplish the tasks she had given them all.
***
Horror on nine, eleven, twelve, and six
Came PD's even voice, informing Aria of the enemies attempting to pincer her. Looking at the map, she quickly realized that she would be boxed in, plunging Grieving Echo in the Horror pinned underneath her boot, finishing it off. Ripping the sword out, Aria spoke up: "Ready the L-E, cook on my mark." It took only two seconds for the Mutants to clamber, spring, claw and stumble to her in full sprint, ready and hungry to sink their teeth and maws into the Knight. "Now," came Aria's calm voice, as a whine rapidly built up, before the Knight erupted into a veritable storm of lightning strikes, scorching and burning the Horrors about to jump on PD. Acting quickly, Aria strode to the three twitching foes to the front, cutting one apart with a lazy motion while walking, using it to ready the sword for a plunge into the third as she stomped on the head of the second. Rear is still active, five new contacts nearing
PD intoned, highlighting the new enemies beginning to swarm the two."Understood. This is K-1 to P-1, K-1 to P-1, new contacts en-route, what's the evacuation status? Do you copy?" Crackling answered her, rising in intensity before the voice of her Operator could barely be heard until PD filtered the static out. "-opy. Almost done, two minutes, and we are out. What is your status, K-1?" He asked as Aria finished off the third Horror, swinging around in time to punch and tear out the lower jaw of the fourth that had tried to jump onto her back. "Light damage to armor only, nothing penetrating. Can hold for about three minutes more before the horde is here in full," she answered, using the momentum of her swing to bring Grieving Echo around and cleave the Horror in twain. "Acknowledged. Good luck, and be safe. P-1 out." Nodding in determination, Aria swung the zweihänder to get rid of the clinging viscera and blood.
"Let's give them the minutes they deserve, PD. Give me an ETA and cooldown on the Contacts and L-"
NEW CONTACT AT 4! ETA IN 5, 4, 3...
PD screeched in response as a new red ping appeared, rushing to the Knights location. Turning around, Aria had just enough time to use Grieving Echo as an impromptu shield, using the flat side of the sword, steadied at the blade and hilt both, to hold back the massive Mutant charging her. Infernal screeching rang out as PD was pushed back dozens of meters, a snapping maw of teeth, claws, and pincers only held back by the zweihänder. Thinking quickly, Aria jumped with PD into the air and dropkicked the Greater Horror directly into its maw, smashing apart bones, tearing muscles, and causing it to rear back in mind-numbing pain. Crashing hard into the ground, Aria could only do so much to avoid being gored within the next seconds and swung her sword from the side directly into the Greater Horror.Miraculously, the sword penetrated not only the thick skull but also cut straight through the entire thing, showering the prone Knight in gore and ichor.
Damage Report
was all that PD had to say to that, as various damaged components and compromised sections of her armor began to be highlighted on the internal screens. "Shit," Aria responded while standing up, moving to the side to stand on solid ground once more, not blood-soaked mud. Looking over the still scrolling list of damages, Aria rapidly concluded that the Greater Horror had done much more harm than she had initially thought, leading her to only one outcome."This is K-1 to P-1, K-1 to P-1. Do you copy?" She calmly asked, charting a route back to base camp. "P-1 here, what is the matter?" The Operator responded almost immediately with an intensity in his voice, causing Aria to grimace slightly. "A Greater Horror got the drop on me. PD is in bad condition; at least seven major components have been damaged, combat capability is severely impeded." A short silence followed until the Operator asked with a nervous voice: "Understood. Will you be able to hold out K-1?" Aria took a deep breath before saying: "Negative. Too much damage. Will risk destruction if combat is prolonged. Requesting permission to disengage."
Three tense seconds followed her request until the radio crackled to life once more: "Affirmative. K-1, you have permission to retreat. I repeat, K-1 has permission to retreat. Do you copy?" "K-1 copies, P-1. Disengaging now," Aria replied with a relieved sigh, putting PD into motion to retreat along pre-scouted routes.
Then, the screens began to fracture slowly, as the words: "Simulation End" flashed across the main screen.
Impressive. You have made no significant mistakes and remembered to use the phrases I taught you. You even requested to disengage when you were too damaged and risked destruction and death. I would be awed and call you a promising Cadet if you hadn't done that absolute stupid stunt of dropkicking a GH.
"Thank you," Aria replied, smiling at the praise of PD, as well as her slowly shortening list of criticisms. Then she got a thoughtful look on her face. "Could you tell me what would have been the best way to free myself from the GH? I didn't see another way to free myself without being killed." Dropping the sword and using your arms to soften the fall.
Came PD's immediate response, causing Aria to blink in surprise. "Wait, that's your complaint-" She replied, before stopping in confusion. "Cadet?" She asked, having now registered the word PD has used to describe her.Yes, Cadet. Congratulations, Aria, you have displayed enough common sense, the right work ethic, and a whole smattering of other attributes I cannot be bothered to explain to qualify as an actual Knight-Pilot Cadet. I understand that the Empire calls them 'Squires.'
Silence reigned in the cockpit as Aria processes the statement of PD, calling her not a Trainee but an actual Squire. That she is good enough in her eyes to almost be equal to the heroes of legend and protectors of the peace. This is the part where you party.
PD helpfully supplied.She regretted her words as soon as she said them.
***
Laboratory #3 was impressive, not for any substances or equipment within, but for the room and safety precautions present. This room had been dug with the expectation of seeing the Pilgrim's heavy lifting efforts to understand the past. As such, no work was spared to ensure that no chemical fire, poisons, mad machine, or specimens could escape or wreak havoc while testing ensued inside. And for the last month, the large hall had been re-configured to allow a team of smiths hired tailors, and a Clan-Welder contracted to work in safely. Nobody wanted the project to fail, much less to claim lives or limbs, and had pulled out all stops. Masks had been enforced, chain shirts, chain and leather gloves, heavy-duty goggles, and work shoes were mandatory.
And the precautions had paid off during a scare when a cable ripped free, whipping a tailor in the back, the only reason he had not suffered severe wounds due to the metal parts being the armor he wore. An accident that caused Turi to revise the plans for the Suspendium Lift, putting it into a metal-frame, taking the severe hit to the calculated lift-ceiling in exchange for added safety. But even with that, and the combing over for any other structural weaknesses, work continued apace until the end of the second month rolled in, and most of the work was done. The only things left were the small gondola, the batter which would energize the Suspendium, and the sails to propel and turn the whole airship.
Airship.
That name alone caused more than one massive grin, awestruck daydream, and giddy expectations to appear among the scholars working on the project. The work on the Steam Engine had been one suffused by the belief that it would genuinely help the Empire in the long run, saving countless lives, but this? It would lead to nothing short of a revolution in all aspects of society and even the world itself. Already, some whispered among themselves of the day when Imperial Airfleets would blot out the sky, raining death and destruction down on the Monsters of the world, how massive expeditions could be undertaken to the North Pole. The day when traffic between cities would only need to concern itself with aerial threats, not of those bound to the ground, and when villages could spy attacks hours away and prepare accordingly. How the light of civilization could be brought to all those being held down by tyrants and religious fanatics. This airship would change everything, and they would be the ones that brought it to life.
It could save so many and be a physical reminder of why they had joined the Pilgrims—saving lives by discovering knowledge.
***
Many think that the Mutated Slums are the center for all criminal activity, the hive of scum and villainy of any city, and the best way to rid a town of crime would be to demolish it and chase the Mutated out of the walls. They would be only mostly wrong, but only by the sheer dint of poverty and desperation, leading to criminal behavior. But most criminals, those who kill, intimidate, rob, and provide for the sickest of pleasures? They are not within the slums, too much attention, too many eyes looking for anyone trying to start trouble, and too obvious. They hide within the tea-shops, cafè's, brothels, restaurants, upper-class taverns, and inns, the places of wealth and bustling activity, hiding within the masses of ordinary people and those worth robbing. In these places, you could find the cut-throats, the kidnappers, the thieves and thugs, all manner of people who have been on the wrong end of the law and know what awaits them when they are caught.
And they were scared beyond compare.
When Needle had started putting out her feelers to establish 'reliable' sources for gossip and talk, to ensure that any problems with any gangs or crime-lords could be caught and stopped in their roots, her agents were swamped by those willing to sell information for places within caravans away from Tessen. The sheer number of them put her into emergency mode, convinced that InSec was warning her, only to find the same had happened within every cell she had seeded. All cities, all towns, and even the odd village had criminals silently, and with varying grades of force, inquire, demand, or attempt to buy a trip out. The reason why was never revealed, cranking Needles paranoia up even further.
Give a secret to two humans, and they may not talk, but a few hundred? One should have spoken, spilled the story, what was making them tremble, or use it as their ticket out of the region. But all refused to do so, some breaking contact when it was made the requirement for leaving. Needle eventually managed to figure out that whatever was being done was done from way up, from the region's criminals' main boss. For one reason or another, Holy Rose had gone into hiding, and everybody thought it weird. The cartel bosses were then replaced; the gangs were given directives to stock up on ammunition and weaponry. Food and water were being bought in quantities reminiscent of those expecting a starvation-siege. A rebellion was ruled out, as Needle managed to intercept a message instructing the 'Macks Hacks,' a gang inside Ularn, to assist the guards should the city be attacked and to cease any activity not necessary to remain funded.
Something big was going to happen when even the criminals are preparing for the worst. Something the Pilgrims may not be ready to encounter.
***
It was a crisp morning, the kind you spent dozing off in the shade of a building or tree should you have the time and freedom to do so. Puffy clouds broke up the sun's harsh glare, as a gentle breeze cooled both the body and refreshed the soul. Already, those versed in the arts of reading weather-patterns divined a day filled with cool breezes, plenty of shadows, and a glorious light for the setting sun. The ideal weather for people to go out and eat on their roofs, or backyards, where villages would occasionally decide to throw an impromptu communal meal to toast the good day and those they hoped to see in the future.
For the Pilgrims Council, it was the day they saw Turi maniacally laughing about 110 meters in the air, brandishing a crossbow, yelling "TOLD YOU!" to those gathered below. And indeed, the airship 'Proof Of Concept' did work. A ball of 10 meters, caged within an iron cage, suspended above a small cabin big enough to hold an adult human, and allow them to transport a small cabinet's worth of goods or letters, kept the ship in the air. Two sails were unfurled to the side of the contraption, providing needed speed and direction, controlled by multiple mechanical levers. Turi demonstrated said process as she did laps around the whole compound, waving to those children and curious and awed onlookers gathered at the Tree's wall on her height. Bolt stepped out of her room, holding a tablet confirming that the mixer had been finished, wanting to deliver the Council the news. She looks up as she hears cackling and awed noises, spies Turi going into another bend, and goes straight back to her room, starting up the radio within.
Meanwhile, the Pilgrim's Council can only stand underneath an ecstatic scientist flying above, exchange money depending on their bets, and quietly thank their foresight to start working on creating a path to the Crystalgarden. Hopefully, some thought, their scholars would not go overboard with their desire to expand their grasp on this new technology.
The flood of proposals they had to sift through dispelled that notion quickly.
***
The Capital
The Imperial Palace
The Office Of Emperor Elianus
"Bitch, what?"
***
Proof Of Concept
Well, you have an airship. A ship that floats. You are not sure what to even think about that or how to handle it. The only thing you know is that the decision to get more Suspendium was the right one, as following that path will need much more of the crystal. In the meantime, you need to decide on what to do with the ship.
[ ] Give it to (Faction).
Maybe giving it away as a present will allow you to curry favor?
(Effect: Favor?)
[ ] Keep it for now. - (City)
You have no idea what to do with it or how it could even be used appropriately. But giving it away when it has the only useable source of Suspendium within? It could be the wrong choice. Assigning it to a city would also drastically increase communication speed, lessening the need to hire couriers.
(Effect: -0.05 Materials for all buildings within the chosen city.)
***
The Capital
The Imperial Palace
The Office Of Emperor Elianus
"Bitch, what?"
***
Proof Of Concept
Well, you have an airship. A ship that floats. You are not sure what to even think about that or how to handle it. The only thing you know is that the decision to get more Suspendium was the right one, as following that path will need much more of the crystal. In the meantime, you need to decide on what to do with the ship.
[ ] Give it to (Faction).
Maybe giving it away as a present will allow you to curry favor?
(Effect: Favor?)
[ ] Keep it for now. - (City)
You have no idea what to do with it or how it could even be used appropriately. But giving it away when it has the only useable source of Suspendium within? It could be the wrong choice. Assigning it to a city would also drastically increase communication speed, lessening the need to hire couriers.
(Effect: -0.05 Materials for all buildings within the chosen city.)
***
Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 1 Action, 1 Action Locked)
[ ] Wanna Join my Club?
You need people to hear the Pilgrims' message, and you need more people if you want to make sure this does not die before you can get started.
(Chance: Automatic Success
Reward: 1d20+3 Recruits)
[ ] The Pilgrims Need You!
Your missionaries can walk much further and stay out for much longer with the Inn's help, which directly translates to more people hearing the Pilgrims' message, though you may want to focus on one group of people to maximize its effect.
(Turns: 2
Chance: 95%
Reward: 4d20+10 Recruits)
[ ] Feed The Masses
There is a difference between feeding starving, hungry people, and ensuring that all have a full belly at the end of the day. That would be the Pilgrims' first significant project, which would do more than keep things from growing worse for the poor.
(Turns: 8
Cost: 55 Materials Upkeep: 16 Materials
Reward: Grand Kitchen, -6 to Piety rolls, +0.5 Goodwill per Turn, 2d20 recruits, 2d12 Goodwill, 2d6 Piety, COE loses 4d100 Influence)
[ ] Establish A Soup-Kitchen - (Choose City) - (Not Mirn)
Another soup-kitchen allows you to feed more people, which also makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per Turn, unlocks further actions, COE loses 1d50 Influence)
[ ] Establish Soup-Kitchens (Bulk)(Ularn/Tessen)
Now that you have a soup kitchen, it is time to expand them to cover the city. About three more should give you a solid base for future expansions and provide your other ventures with places to attach.
(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, 3d40 COE damage.)
[X] Establish A Poor-House - (Tessen) - (1/2 Turns Complete)
The Poor-houses in the Empire are not great places to live. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are forced to work for a pittance of what they would have earned had they done the same work in the streets. While the Pilgrims cannot provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 people.
(Turns: 2
Chance: 85%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per Turn, 1d4-1 Goodwill, unlocks further actions, COE loses 1d100 Influence)
[ ] Expand You Poor Houses - (Choose City)
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. Get to expanding what you have built; the work is not done.
(Turns: 3
Chance: 42%
Cost: 15 Materials, Upkeep: +5 Materials
Reward: Poorhouse - (Expanded), +1 Permanent Recruitment, COE loses 3d30 Influence, +0.15 Goodwill per Turn.)
[ ] Establish A Small Hospice - (Choose City)
While a Hospice does cater to the dying, its primary purpose is to heal the sick who cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic medical procedures until you make some deals and agreements with those who have studied medicine.
(Chance: 40%
Cost: 3 Materials Upkeep: 0.75 Material
Reward: +0.01 Goodwill per Turn, 1d5-1 Goodwill, unlocks further actions, COE loses 1d20 Influence)
[ ] Expand Your Hospices
While you have acceptable Hospices, there are many things you can improve. Capacity, treatments, things like that. Better get to it!
(Cost: 5 Materials per Hospice, Upkeep: +0.85 Material per Hospice
Reward: +0.05 Goodwill per Turn per Hospice, 1d5+1 Goodwill, COE loses 1d30 Influence)
[ ] Healing For All!
You have the money; they have the expertise. Announce that the Pilgrims will shoulder all costs for any medical procedure done by the Herbalists for the next three months.
(Cost: 7 Materials
Chance: 85%
Reward: Healers gain Influence, 1d3 Goodwill, COE loses 1d40 Influence.)
[ ]A Home away from Home - (Location)
While the Tree of Knowledge is the center and Home of the Pilgrims, many projects and actions to help others happen away from it; traveling between the Tree and other cities takes time and, occasionally, resources. A small base closer to those places, serving as a shelter and temporary Home for the Pilgrims working there, could help.
(Cost: 4 Materials, Upkeep: 1.5 Materials
Reward: Local Base, Upkeep of all structure in the chosen location reduced by 0.10 Materials, COE loses 1d20 Influence.)
[ ] Build A School - (Big) - (Choose City)
A place of learning, growing, and change, where all are welcome to learn in these halls, whether beggar or lord; none are turned away or asked to pay. Knowledge is a gift that should ever be shared, for it does not diminish when given to others.
(Already build 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, COE loses 1/3/6/ d 20/40/60 Influence.)
[ ] Build An Orphanage - (Small/Medium/Big) - (Choose City)
Many will question you building this and will push against you doing so. Screw them! These children deserve a future where they can choose the path they walk, not one determined by their supposed caretakers' greed and callousness! They deserve happiness, safety, and love!
(Turns: 3/5/7
Cost: 25/47/68 Materials, 2/4/5 Faithful, Upkeep: 10/17/25 Materials
Chance: 20%
Reward: 0.2/0.5/0.8 Goodwill, -2/4/7 to Piety rolls, COE loses 1/3/6/ d 20/40/60 Influence.)
[ ] Let There Be Lightbulbs
You can put a lightbulb in every single one of your buildings, power it with locally generated electricity, and show just how far you came in a mere 7 Years. That it will cost you is expected, but the sight of light at night, steady and clean, will prove that your ambitions can be realized. Do it so.
(Cost: 96.75 Materials, +0.40 Materials Upkeep to all buildings
Turns: 3
Reward: 2d20 Followers, +3% Piety, -2 to Piety rolls. COE loses 2d25 Influence.)
[ ] Build Another 'Consensual' - (Choose City)
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 out those who chose this path or make use of it. People sell their labor and time for money, so punishing those whose work is sex is crazy.
(Turns: 2
Cost: 6 Materials
Reward: 'Consensual,' 2d40 COE damage,+0.01 Goodwill, 2d4-1 Materials income by charging entry from patrons, unlocks an upgrade.)
[ ] Build Upon A 'Consensual' - (Mirn)
Unexpectedly, the brothel you built seems to have rapidly gained a reputation as a high-class establishment. While good for your purse, less suitable for those who have less than 'expert talents' within the industry. By building new floors and digging some down, you could make enough space for all who tried to work in the Consensual but had to be turned away due to all rooms being full. It would be costly but will help those trying to escape forced sex-labor but have no other applicable working skills. You would need to step up the security, though.
(Turns: 3
Cost: 20 Materials, Upkeep: 6 Materials
Reward: Upgraded 'Consensual,' 1d20 COE damage,+0.02 Goodwill, +3d4 Income for the Consensual.)
[ ] Hey, Why Don't We... (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
You need people to hear the Pilgrims' message, and you need more people if you want to make sure this does not die before you can get started.
(Chance: Automatic Success
Reward: 1d20+3 Recruits)
[ ] The Pilgrims Need You!
Your missionaries can walk much further and stay out for much longer with the Inn's help, which directly translates to more people hearing the Pilgrims' message, though you may want to focus on one group of people to maximize its effect.
(Turns: 2
Chance: 95%
Reward: 4d20+10 Recruits)
[ ] Feed The Masses
There is a difference between feeding starving, hungry people, and ensuring that all have a full belly at the end of the day. That would be the Pilgrims' first significant project, which would do more than keep things from growing worse for the poor.
(Turns: 8
Cost: 55 Materials Upkeep: 16 Materials
Reward: Grand Kitchen, -6 to Piety rolls, +0.5 Goodwill per Turn, 2d20 recruits, 2d12 Goodwill, 2d6 Piety, COE loses 4d100 Influence)
[ ] Establish A Soup-Kitchen - (Choose City) - (Not Mirn)
Another soup-kitchen allows you to feed more people, which also makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per Turn, unlocks further actions, COE loses 1d50 Influence)
[ ] Establish Soup-Kitchens (Bulk)(Ularn/Tessen)
Now that you have a soup kitchen, it is time to expand them to cover the city. About three more should give you a solid base for future expansions and provide your other ventures with places to attach.
(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, 3d40 COE damage.)
[X] Establish A Poor-House - (Tessen) - (1/2 Turns Complete)
The Poor-houses in the Empire are not great places to live. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are forced to work for a pittance of what they would have earned had they done the same work in the streets. While the Pilgrims cannot provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 people.
(Turns: 2
Chance: 85%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per Turn, 1d4-1 Goodwill, unlocks further actions, COE loses 1d100 Influence)
[ ] Expand You Poor Houses - (Choose City)
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. Get to expanding what you have built; the work is not done.
(Turns: 3
Chance: 42%
Cost: 15 Materials, Upkeep: +5 Materials
Reward: Poorhouse - (Expanded), +1 Permanent Recruitment, COE loses 3d30 Influence, +0.15 Goodwill per Turn.)
[ ] Establish A Small Hospice - (Choose City)
While a Hospice does cater to the dying, its primary purpose is to heal the sick who cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic medical procedures until you make some deals and agreements with those who have studied medicine.
(Chance: 40%
Cost: 3 Materials Upkeep: 0.75 Material
Reward: +0.01 Goodwill per Turn, 1d5-1 Goodwill, unlocks further actions, COE loses 1d20 Influence)
[ ] Expand Your Hospices
While you have acceptable Hospices, there are many things you can improve. Capacity, treatments, things like that. Better get to it!
(Cost: 5 Materials per Hospice, Upkeep: +0.85 Material per Hospice
Reward: +0.05 Goodwill per Turn per Hospice, 1d5+1 Goodwill, COE loses 1d30 Influence)
[ ] Healing For All!
You have the money; they have the expertise. Announce that the Pilgrims will shoulder all costs for any medical procedure done by the Herbalists for the next three months.
(Cost: 7 Materials
Chance: 85%
Reward: Healers gain Influence, 1d3 Goodwill, COE loses 1d40 Influence.)
[ ]A Home away from Home - (Location)
While the Tree of Knowledge is the center and Home of the Pilgrims, many projects and actions to help others happen away from it; traveling between the Tree and other cities takes time and, occasionally, resources. A small base closer to those places, serving as a shelter and temporary Home for the Pilgrims working there, could help.
(Cost: 4 Materials, Upkeep: 1.5 Materials
Reward: Local Base, Upkeep of all structure in the chosen location reduced by 0.10 Materials, COE loses 1d20 Influence.)
[ ] Build A School - (Big) - (Choose City)
A place of learning, growing, and change, where all are welcome to learn in these halls, whether beggar or lord; none are turned away or asked to pay. Knowledge is a gift that should ever be shared, for it does not diminish when given to others.
(Already build 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, COE loses 1/3/6/ d 20/40/60 Influence.)
[ ] Build An Orphanage - (Small/Medium/Big) - (Choose City)
Many will question you building this and will push against you doing so. Screw them! These children deserve a future where they can choose the path they walk, not one determined by their supposed caretakers' greed and callousness! They deserve happiness, safety, and love!
(Turns: 3/5/7
Cost: 25/47/68 Materials, 2/4/5 Faithful, Upkeep: 10/17/25 Materials
Chance: 20%
Reward: 0.2/0.5/0.8 Goodwill, -2/4/7 to Piety rolls, COE loses 1/3/6/ d 20/40/60 Influence.)
[ ] Let There Be Lightbulbs
You can put a lightbulb in every single one of your buildings, power it with locally generated electricity, and show just how far you came in a mere 7 Years. That it will cost you is expected, but the sight of light at night, steady and clean, will prove that your ambitions can be realized. Do it so.
(Cost: 96.75 Materials, +0.40 Materials Upkeep to all buildings
Turns: 3
Reward: 2d20 Followers, +3% Piety, -2 to Piety rolls. COE loses 2d25 Influence.)
[ ] Build Another 'Consensual' - (Choose City)
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 out those who chose this path or make use of it. People sell their labor and time for money, so punishing those whose work is sex is crazy.
(Turns: 2
Cost: 6 Materials
Reward: 'Consensual,' 2d40 COE damage,+0.01 Goodwill, 2d4-1 Materials income by charging entry from patrons, unlocks an upgrade.)
[ ] Build Upon A 'Consensual' - (Mirn)
Unexpectedly, the brothel you built seems to have rapidly gained a reputation as a high-class establishment. While good for your purse, less suitable for those who have less than 'expert talents' within the industry. By building new floors and digging some down, you could make enough space for all who tried to work in the Consensual but had to be turned away due to all rooms being full. It would be costly but will help those trying to escape forced sex-labor but have no other applicable working skills. You would need to step up the security, though.
(Turns: 3
Cost: 20 Materials, Upkeep: 6 Materials
Reward: Upgraded 'Consensual,' 1d20 COE damage,+0.02 Goodwill, +3d4 Income for the Consensual.)
[ ] Hey, Why Don't We... (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Diplomacy: The art of speaking many words that mean nothing should not be underestimated. A report in the right ear at the wrong time has toppled many a nation. (Choose 1 Action)
[ ] We Are One People! - (Choose Elite Or Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the Mutated view, bringing the people together and starting on the road to reconciliation.
(Cost: 20 Materials
Chance: 60% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)
[ ] School The Diplomat-Corp - (Specialized) - (Choose Target)
Your Training for the diplomats is as comprehensive as possible to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 55% for Locals, 40% for Elite, cannot choose The Union of Herbalists, The Church Of Eden.
Reward: +15 to all rolls involving said faction.)
[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and comply with any official and legal requests to ensure no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 65% for Nobility and Churches (choose The Emperor, Church of Eden, The Followers of Light, The Bureau For Imperial Civilian Logistics), rolled with a +10
Reward: Official point of contact with a faction and unlocks future actions)
[ ] Train The Infiltrator-Corp - (Greater)
What's done is done; now, you can only ensure that they do the best job that they can do.
(Turns: 3
Chance: 45%
Reward: Can infiltrate factions for fewer Materials. Raised Chances to secret actions)
[ ] Infiltrate Part 1 - (Choose Faction)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade. This step is mostly focused 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: 3 Materials
Turns: 3
Chance: 80%
Reward: Target is Infiltrated, displays information in the rumor mill, raises chances for Exfiltrate and Illuminate)
[ ] Infiltrate Part 2 - (Choose Faction)
Further infiltration of chosen organizations will reveal far more secrets and allow far riskier actions to be taken. It will be a step over the law, though, with failure not being a good outcome.
(Needed: Information Network: Rank 1
Cost: 12 Materials
Turns: 2
Chance: 55%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)
[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%, 80% for: The Church Of Eden, Criminal Organizations.
Reward: 2d6-3 Materials + Chance for Secrets (The Church Of Eden))
[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain, and my deed feed that may eternally grow.
(Cost: 6 Materials
Chance: 50%, 60% for: The Church Of Eden, Criminal Organizations.
Reward: Target has their operations/structures halted/crippled/terminated.)
[ ] Shouldn't We... (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the Mutated view, bringing the people together and starting on the road to reconciliation.
(Cost: 20 Materials
Chance: 60% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)
[ ] School The Diplomat-Corp - (Specialized) - (Choose Target)
Your Training for the diplomats is as comprehensive as possible to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 55% for Locals, 40% for Elite, cannot choose The Union of Herbalists, The Church Of Eden.
Reward: +15 to all rolls involving said faction.)
[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and comply with any official and legal requests to ensure no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 65% for Nobility and Churches (choose The Emperor, Church of Eden, The Followers of Light, The Bureau For Imperial Civilian Logistics), rolled with a +10
Reward: Official point of contact with a faction and unlocks future actions)
[ ] Train The Infiltrator-Corp - (Greater)
What's done is done; now, you can only ensure that they do the best job that they can do.
(Turns: 3
Chance: 45%
Reward: Can infiltrate factions for fewer Materials. Raised Chances to secret actions)
[ ] Infiltrate Part 1 - (Choose Faction)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade. This step is mostly focused 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: 3 Materials
Turns: 3
Chance: 80%
Reward: Target is Infiltrated, displays information in the rumor mill, raises chances for Exfiltrate and Illuminate)
[ ] Infiltrate Part 2 - (Choose Faction)
Further infiltration of chosen organizations will reveal far more secrets and allow far riskier actions to be taken. It will be a step over the law, though, with failure not being a good outcome.
(Needed: Information Network: Rank 1
Cost: 12 Materials
Turns: 2
Chance: 55%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)
[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%, 80% for: The Church Of Eden, Criminal Organizations.
Reward: 2d6-3 Materials + Chance for Secrets (The Church Of Eden))
[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain, and my deed feed that may eternally grow.
(Cost: 6 Materials
Chance: 50%, 60% for: The Church Of Eden, Criminal Organizations.
Reward: Target has their operations/structures halted/crippled/terminated.)
[ ] Shouldn't We... (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (1 Action Locked)
[ ] Repair PD
Well, you now have a Knight who talks, has an attitude, and has chosen Aria as her Pilot. The only problem is that PD is badly damaged, and while she assures you that she is capable of repairing herself, it would take too long. Buy the necessary materials and machines to fix her in a single season.
(Cost: 30.95 Materials
Reward: PD is fully repaired.)
[ ] Scout Out.
While you know that enemies exist in one location, you do not know what forces they represent and how many. Remedy that.
(Takes 1 Unit - (Specify which)
Chance: 70%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)
[ ] Attack TOP-03 - (Choose Unit/s) - (Choose Enemies you will try to draw into fighting)
Now that you know what you will be attacking, you have to strike.
(Chance: 55%
Reward: Combat Round Initiated.)
[ ] Train The Militia
The world is not safe; even within sturdy walls and behind soldiers' shields, people learn how to wield weapons to defend themselves. You have neither walls, nor do you have an army. Organize a militia to ensure that those willing to rise in the Trees defense have basic knowledge of doing so effectively.
(Turns: 2
Cost: 3 Materials, 1 Goodwill, +0.45 Materials Upkeep.
Reward: 3 (1/6) Militia units upgraded to (2/6), with spears and shields, will defend the Tree in case of an attack.)
[ ] Guards! Guards! - (Specify Building)
While the Tree of Knowledge has some security, it doesn't have a dedicated guard. Start training a few Pilgrims as guards so that you don't have to worry about thieves or, even worse, saboteurs.
(Cost: 6.5 Materials, Upkeep: 0.55 Materials
Turns: 1
Reward: Pilgrim Guards are assigned to the building, sharply increased DC for malicious actions against it.)
[ ] Make A Man Out Of You! - (Choose Trainer Unit) - (Choose Training Unit)
Now that the Unbroken returned from the Crusade, you can access an experienced and highly trained Unit. See if they can't share some of that experience with your other teams and teach them a thing or two.
(Needed Unit Training: (3/6)
Turns: 3
Reward: +1 Training Level, up to the training Units level, -1.)
[X] Build An Armory - (Expanded) - (1/3 Turns Complete)
Having a building for your arms and armor, where people can swiftly outfit themselves and be ready for defensive or offensive action against attackers, is just plain common sense. You feel that this is the maximum of a militia you could operate without raising suspicion.
(Turns: 3
Cost: 9 Materials
Reward: Can supply and equip 6 Units. Unlocks further actions)
[ ] Build A Training Field - (Expanded)
A big field to run laps around with some practice dummies for both ranged and melee combat is lovely and all, but it isn't enough. Buy state-of-the-art equipment, have a dedicated trainer on hand, and refine your methods for training people for the worst-case scenarios.
(Turns: 4
Cost: 18 Materials, 1 Faithful, +2 Materials upkeep
Reward: Can recruit Units at (3/6 Trained) instead of (2/6 Militia))
[ ] Create A Dedicated Range
One of the main problems you have had in your Training is that there wasn't enough space to learn how to use a ranged weapon effectively and switch to CQC at a moment's notice. See to establishing proper ways to do so.
(Turns: 2
Cost: 5 Materials
Reward: Lowers malus when switching from ranged to -10.)
[ ] Complete Some Contracts - (Specify Unit)
When you have no use for your Units, you could send them to the adventurer guild to gather both experience and money. You would have to pay an entry fee to the guild first, but buying one for the Pilgrims, in general, would simplify the whole process, instead of buying one for every Unit.
(One-Time Cost: 4 Materials
Chance: 10/50/90%
Reward: 2/4/8d4 Materials.)
[ ] Pump Those Legs! - (Choose A Unit-Name)(Choose Equipment)
You have things people want. Some of those are not the kind to kindly ask for a price, but instead, take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize them in a military unit.
(Cost: X(Equipment) Materials, 0.5 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Militia (2/6)
[ ] Sir! The Situation Is As Follows: (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Well, you now have a Knight who talks, has an attitude, and has chosen Aria as her Pilot. The only problem is that PD is badly damaged, and while she assures you that she is capable of repairing herself, it would take too long. Buy the necessary materials and machines to fix her in a single season.
(Cost: 30.95 Materials
Reward: PD is fully repaired.)
[ ] Scout Out.
While you know that enemies exist in one location, you do not know what forces they represent and how many. Remedy that.
(Takes 1 Unit - (Specify which)
Chance: 70%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)
[ ] Attack TOP-03 - (Choose Unit/s) - (Choose Enemies you will try to draw into fighting)
Now that you know what you will be attacking, you have to strike.
(Chance: 55%
Reward: Combat Round Initiated.)
[ ] Train The Militia
The world is not safe; even within sturdy walls and behind soldiers' shields, people learn how to wield weapons to defend themselves. You have neither walls, nor do you have an army. Organize a militia to ensure that those willing to rise in the Trees defense have basic knowledge of doing so effectively.
(Turns: 2
Cost: 3 Materials, 1 Goodwill, +0.45 Materials Upkeep.
Reward: 3 (1/6) Militia units upgraded to (2/6), with spears and shields, will defend the Tree in case of an attack.)
[ ] Guards! Guards! - (Specify Building)
While the Tree of Knowledge has some security, it doesn't have a dedicated guard. Start training a few Pilgrims as guards so that you don't have to worry about thieves or, even worse, saboteurs.
(Cost: 6.5 Materials, Upkeep: 0.55 Materials
Turns: 1
Reward: Pilgrim Guards are assigned to the building, sharply increased DC for malicious actions against it.)
[ ] Make A Man Out Of You! - (Choose Trainer Unit) - (Choose Training Unit)
Now that the Unbroken returned from the Crusade, you can access an experienced and highly trained Unit. See if they can't share some of that experience with your other teams and teach them a thing or two.
(Needed Unit Training: (3/6)
Turns: 3
Reward: +1 Training Level, up to the training Units level, -1.)
[X] Build An Armory - (Expanded) - (1/3 Turns Complete)
Having a building for your arms and armor, where people can swiftly outfit themselves and be ready for defensive or offensive action against attackers, is just plain common sense. You feel that this is the maximum of a militia you could operate without raising suspicion.
(Turns: 3
Cost: 9 Materials
Reward: Can supply and equip 6 Units. Unlocks further actions)
[ ] Build A Training Field - (Expanded)
A big field to run laps around with some practice dummies for both ranged and melee combat is lovely and all, but it isn't enough. Buy state-of-the-art equipment, have a dedicated trainer on hand, and refine your methods for training people for the worst-case scenarios.
(Turns: 4
Cost: 18 Materials, 1 Faithful, +2 Materials upkeep
Reward: Can recruit Units at (3/6 Trained) instead of (2/6 Militia))
[ ] Create A Dedicated Range
One of the main problems you have had in your Training is that there wasn't enough space to learn how to use a ranged weapon effectively and switch to CQC at a moment's notice. See to establishing proper ways to do so.
(Turns: 2
Cost: 5 Materials
Reward: Lowers malus when switching from ranged to -10.)
[ ] Complete Some Contracts - (Specify Unit)
When you have no use for your Units, you could send them to the adventurer guild to gather both experience and money. You would have to pay an entry fee to the guild first, but buying one for the Pilgrims, in general, would simplify the whole process, instead of buying one for every Unit.
(One-Time Cost: 4 Materials
Chance: 10/50/90%
Reward: 2/4/8d4 Materials.)
[ ] Pump Those Legs! - (Choose A Unit-Name)(Choose Equipment)
You have things people want. Some of those are not the kind to kindly ask for a price, but instead, take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize them in a military unit.
(Cost: X(Equipment) Materials, 0.5 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Militia (2/6)
[ ] Sir! The Situation Is As Follows: (Write-In)
(What do you want to accomplish, and how do you go about doing it?)
Learning: Knowledge is Power. (Choose 2 Actions)(Artifacts can be attached to one learning action to provide the inherent bonus but are consumed unless unique buildings are present)(Scientists must now be assigned to provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD] will add 1(one) Success to 1(one) active research.)
[ ] Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Having a method to keep the ship afloat for extended periods is needed should you decide to follow that path of development. Getting bags of Suspendium to stay charged for extended periods will be the first step.
(Needed: Suspendium Shard - Tiny
Cost: 7.55 Materials
Chance: 66/55/44 for 1/2/3 Successes, Successes needed: 2
Reward: Gain Suspendium Bags, allowing a much higher lift rate, at the cost of flammability.)
[ ] Pressurized Suspendium - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than trying to get more Suspendium inside a flammable bag which can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Case in point, doing so may have a slight chance of exploding.
(Needed: Suspendium Shard - Tiny
Cost: 5 Materials
Chance: -98/-187/-276 for 1/2/3 Successes, Successes needed: 8
Reward: Gain Pressurized Suspendium, allowing a much higher rate of lift in exchange for instability.)
[ ] Propuslions In The Air - (Common Machinery/Mechanics/Electronics/Chemicals)
Moving around on the ground is easy; driving around in the air, less so. Relying on sails is good, but what if there is no wind? How do you move around then?
(Cost: 10 Materials
Chance: 77/63/49 for 1/2/3 Successes, Successes needed: 3
Reward: Ships are now no longer forced into auto-combat when attacked, much faster to boot.)
[ ] Cargo Transporters - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
With the proof that you can now fly, you now need evidence that heavy loads can be moved around without falling prey to any aerial threats.
(Needed: 4 Suspendium Shards - Tiny
Cost: 10 Materials
Chance: 08/-20/-48 for 1/2/3 Successes, Successes needed: 5
Reward: Gain Light Cargo Airship)
[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
Few things are as coveted by the Empire as good steel. Many have desired it from Knights to armor and weapons, construction materials, or base components, yet few have the industrial capacity to produce it in enough quantities. Not for lack of trying, though, but because demand always outstrips supply. Learning how to make quality steel on your own would entail the entire process, sped up by helpful notes, diagrams, and theories, but it will still need many tests and trials. Knowledge cannot replace expertise after all. Too bad that the industrial magnates will not share their secrets with you, but you understand wanting to keep an edge over competitors, even if it slightly rankles you.
(Chance: -20/-87/-234% for 1/2/3 Successes, Successes Needed: 7
Reward: Can build a Steel Foundry, reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), and subsequent upgrades.)
[ ] Coke - (Common Chemicals)
Coke is used ubiquitously within the Empire for all kinds of tasks, but primarily for steel creation. You should figure out how to produce the Coke yourself; it would make Upkeep cheaper for many things.
(Chance: 64/52/40% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), all Steam Engines, and Steel Foundry, increased Chances for all Steam Engine research.)
[ ] Secret Of The Circuit Pt.2 - (Electronics/Advanced Electronics)
Now that you have the absolute basics of electronics and how to generate them, it is time to look into much more advanced forms. Maybe even in producing your first usable computer! PD shared some insight here.
(Chance: 34/15/-10% for 1/2/3 Successes, Successes needed: 13
Reward: Unlocks/Upgrades Base Action, Unlocks Learning Action, +20% Piety.)
[ ] Primitive Radios - (Electronics/Advanced Electronics)
Perpetual Defiance mentioned offhandedly that 'the frequencies are surprisingly clear.' causing a near revolt by Turi, trying to get PD to spill all she knew about radios and how they worked. Even though she could not provide much more than 'the basics' as she called them, a radio would boost everything. You have to build one now!
(Chance: 17/-34/-84% for 1/2/3 Successes, Successes needed: 7
Reward: Primitive Radios can now be made in the Electronic Workshop, raising its Income.)
[ ] MORE STEAM! - (Advanced Hydraulic/Advanced Machinery/Advanced Metallurgy)
You have a steam engine now, yes, but why stop at what you have? There is always room for improvements, even incremental ones! See what you can do with your Vuur-Engine.
(Cost: 25 Materials
Chance: -67/-122/-277 for 1/2/3 Successes, Successes needed: 26
Reward: Improved Steam Engine resulting in D20's instead of D12's.)
[ ] The Movement Of Things - Part 1 - (Hydraulic/Machinery/Metallurgy)
The Vuur-Engine uses steam to power various applications via mechanical means. Said plainly: it turns a wheel. Sure, you have found some novel ways to use that, but there must be more, shouldn't there? Like driving a cart, or something similar?
(Cost: 16 Materials
Chance: 16/-37/-81 for 1/2/3 Successes, Successes needed: 7
Reward: Primitive Prototype for a train and tractor.)
[ ] Agricultural Studies - (Chemicals/Biology)
Something occurred to you the other day. While many people have the needed tools and knowledge to plant crops, there are almost no studies on why some soil is better than others or what type of irrigation is the best for what environment. There is also next to no information on how to maximize yields while minimizing the needed workers. Perhaps you could look into that?
(Chance: 12/06/-01% for 1/2/3 Successes, Successes needed: 12
Reward: Increased Income from your farms, ???)
[ ] Pneumatic Automatic Generatic - (Hydraulic/Machinery/Mechanics/Advanced Hydraulic/Advanced Machinery/Advanced Mechanics)
There are few things more unpleasant than mining. And you have been digging into a cliff for years by now. Something needs to be done about that, either by building outside or inventing tools that make mining less tiresome. Someone suggested using pneumatics, and it's not like you have anything to lose by researching this.
(Chance: 26/-05/-54% for 1/2/3 Successes, Successes needed: 12
Reward: -1 Turn per 4 turns for all Tree of Knowledge actions, +2d4+4 Miscellaneous Sales.)
[ ] 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! You will see to it that you will examine, nail down, and figure out the right way in which the universe works, allowing you to not only reverse engineer the wonders of past glories but build your very own! Make it so.
(Information: Either choose an example below or add a previously discussed theory with the QM's approval.
Chance: 30/00/-30% for 1/2/3 Successes, Successes needed: 3/9/27/???
Reward: Theory of chosen subject, improved chances for research.)
[ ] 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.)
Having a method to keep the ship afloat for extended periods is needed should you decide to follow that path of development. Getting bags of Suspendium to stay charged for extended periods will be the first step.
(Needed: Suspendium Shard - Tiny
Cost: 7.55 Materials
Chance: 66/55/44 for 1/2/3 Successes, Successes needed: 2
Reward: Gain Suspendium Bags, allowing a much higher lift rate, at the cost of flammability.)
[ ] Pressurized Suspendium - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than trying to get more Suspendium inside a flammable bag which can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Case in point, doing so may have a slight chance of exploding.
(Needed: Suspendium Shard - Tiny
Cost: 5 Materials
Chance: -98/-187/-276 for 1/2/3 Successes, Successes needed: 8
Reward: Gain Pressurized Suspendium, allowing a much higher rate of lift in exchange for instability.)
[ ] Propuslions In The Air - (Common Machinery/Mechanics/Electronics/Chemicals)
Moving around on the ground is easy; driving around in the air, less so. Relying on sails is good, but what if there is no wind? How do you move around then?
(Cost: 10 Materials
Chance: 77/63/49 for 1/2/3 Successes, Successes needed: 3
Reward: Ships are now no longer forced into auto-combat when attacked, much faster to boot.)
[ ] Cargo Transporters - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
With the proof that you can now fly, you now need evidence that heavy loads can be moved around without falling prey to any aerial threats.
(Needed: 4 Suspendium Shards - Tiny
Cost: 10 Materials
Chance: 08/-20/-48 for 1/2/3 Successes, Successes needed: 5
Reward: Gain Light Cargo Airship)
[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
Few things are as coveted by the Empire as good steel. Many have desired it from Knights to armor and weapons, construction materials, or base components, yet few have the industrial capacity to produce it in enough quantities. Not for lack of trying, though, but because demand always outstrips supply. Learning how to make quality steel on your own would entail the entire process, sped up by helpful notes, diagrams, and theories, but it will still need many tests and trials. Knowledge cannot replace expertise after all. Too bad that the industrial magnates will not share their secrets with you, but you understand wanting to keep an edge over competitors, even if it slightly rankles you.
(Chance: -20/-87/-234% for 1/2/3 Successes, Successes Needed: 7
Reward: Can build a Steel Foundry, reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), and subsequent upgrades.)
[ ] Coke - (Common Chemicals)
Coke is used ubiquitously within the Empire for all kinds of tasks, but primarily for steel creation. You should figure out how to produce the Coke yourself; it would make Upkeep cheaper for many things.
(Chance: 64/52/40% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), all Steam Engines, and Steel Foundry, increased Chances for all Steam Engine research.)
[ ] Secret Of The Circuit Pt.2 - (Electronics/Advanced Electronics)
Now that you have the absolute basics of electronics and how to generate them, it is time to look into much more advanced forms. Maybe even in producing your first usable computer! PD shared some insight here.
(Chance: 34/15/-10% for 1/2/3 Successes, Successes needed: 13
Reward: Unlocks/Upgrades Base Action, Unlocks Learning Action, +20% Piety.)
[ ] Primitive Radios - (Electronics/Advanced Electronics)
Perpetual Defiance mentioned offhandedly that 'the frequencies are surprisingly clear.' causing a near revolt by Turi, trying to get PD to spill all she knew about radios and how they worked. Even though she could not provide much more than 'the basics' as she called them, a radio would boost everything. You have to build one now!
(Chance: 17/-34/-84% for 1/2/3 Successes, Successes needed: 7
Reward: Primitive Radios can now be made in the Electronic Workshop, raising its Income.)
[ ] MORE STEAM! - (Advanced Hydraulic/Advanced Machinery/Advanced Metallurgy)
You have a steam engine now, yes, but why stop at what you have? There is always room for improvements, even incremental ones! See what you can do with your Vuur-Engine.
(Cost: 25 Materials
Chance: -67/-122/-277 for 1/2/3 Successes, Successes needed: 26
Reward: Improved Steam Engine resulting in D20's instead of D12's.)
[ ] The Movement Of Things - Part 1 - (Hydraulic/Machinery/Metallurgy)
The Vuur-Engine uses steam to power various applications via mechanical means. Said plainly: it turns a wheel. Sure, you have found some novel ways to use that, but there must be more, shouldn't there? Like driving a cart, or something similar?
(Cost: 16 Materials
Chance: 16/-37/-81 for 1/2/3 Successes, Successes needed: 7
Reward: Primitive Prototype for a train and tractor.)
[ ] Agricultural Studies - (Chemicals/Biology)
Something occurred to you the other day. While many people have the needed tools and knowledge to plant crops, there are almost no studies on why some soil is better than others or what type of irrigation is the best for what environment. There is also next to no information on how to maximize yields while minimizing the needed workers. Perhaps you could look into that?
(Chance: 12/06/-01% for 1/2/3 Successes, Successes needed: 12
Reward: Increased Income from your farms, ???)
[ ] Pneumatic Automatic Generatic - (Hydraulic/Machinery/Mechanics/Advanced Hydraulic/Advanced Machinery/Advanced Mechanics)
There are few things more unpleasant than mining. And you have been digging into a cliff for years by now. Something needs to be done about that, either by building outside or inventing tools that make mining less tiresome. Someone suggested using pneumatics, and it's not like you have anything to lose by researching this.
(Chance: 26/-05/-54% for 1/2/3 Successes, Successes needed: 12
Reward: -1 Turn per 4 turns for all Tree of Knowledge actions, +2d4+4 Miscellaneous Sales.)
[ ] 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! You will see to it that you will examine, nail down, and figure out the right way in which the universe works, allowing you to not only reverse engineer the wonders of past glories but build your very own! Make it so.
(Information: Either choose an example below or add a previously discussed theory with the QM's approval.
Machinery | Weapons | Armor | Mechanics | Chemicals | Medicine | Psychology | Metallurgy | Programming | Electronics | Biology | Hydraulics | Physics | Suspendium
Reward: Theory of chosen subject, improved chances for research.)
[ ] Ailments Of The Mind - (Psychology)
As your returned volunteers settle into their lives once more, it has become apparent that something is wrong. Some dislike the close nature of crowds; others are frightened by loud noises or have frequent nightmares. The answer to these changes in behavior may be due to combat stress, but none of the Pilgrims have any idea of what to do to help them. Maybe some inquiries in various libraries and some inspiration from the past may help?
(Cost: One Psychology Artifact
Chance: 25/15/05% for 1/2/3 Successes, Successes Needed: 6
Reward: +1 replenishment per Turn)
[ ] Electric Lances - (Electronics/Weaponry)
Now that you have electricity, you should do something more destructive with it. Figure out how to electrify your weaponry!
(Cost: 4 Materials
Chance: 35/25/15% for 1/2/3 Successes, Successes Needed: 2
Reward: Electric Spear/Maul/Bolt(Crossbow Ammunition))
[ ] Combat Stimms Round 1 - (Medicine/Biology/Chemicals)
The idea and usage of drugs to increase the combat-efficiency of soldiers is not a new idea. The book you found promises to negate many of the inherent risks in drug-usage, meaning that you could start using them for your units. Well, once you can produce them, at least.
(Chance: 30/25/20% for 1/2/3 Successes, Successes Needed: 5
Reward: Basic Combat Drugs, Unlocks Round 2)
[ ] Suger, Spice, And Everything Nice - (Biology/Chemicals)
During the Fall, Humanity lost much knowledge, some important like medical or technological knowledge, and some less obvious. Food preservation was the second type. While there are methods known even now, they come nowhere near the months or years of conservation possible before the Fall or aren't usable for every food type. Analyzing the preservatives found could be the first step towards fixing this.
(Needed Artifact: Food Preservatives
Chance: 45/25/05% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
[ ] Repair The Hammer - (Weapons/Metallurgy/Alloys)
Finding this weapon was a stroke of luck! After all, making a weapon for Knights is much more complicated than giving them a big metal piece! While damaged, patching the hammer up and reinforcing it should provide your Knight with a powerful weapon in future fights. It would also allow you a glimpse into the inner workings of Knight-Weapons.
(Needed Artifact: Damaged Knight-Weapon: Hammer
Chance: 95/80/65% for 1/2/3 Successes, Successes needed: 2
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)
[ ] Repair The Shield - (Armor/Metallurgy/Alloys)
Together with the hammer, your scavengers found a discarded shield. While there is a rather big hole in the middle and the edges have been somewhat melted, you should nonetheless be able to recreate this piece of armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 95/80/70% for 1/2/3 Successes, Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)
[ ] That Stone Is Talking - (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however.
(Chance: 50/35/20% for 1/2/3 Successes, Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))
[ ] Reach Out And Stab Someone - (Weapons)
A weapon the Pilgrims found in the Forest that could be studied for re-creation. While this would be less useful for your scouts, it is a good weapon for guards and other warriors who don't have to be mobile. The extended reach is also helpful if some Mutant tries to eat you, so it's worth researching.
(Needed Artifact: Glaive
Chance: 100/95/85% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: Glaive, has traits "Two-Handed," "Reach," and "Monster-Slayer")
[ ] A Shielded Approach - (Armor)
While shields are more of a hindrance to your scouts, the Pilgrims found several pre-Fall examples that could change that, or at least allow you to make better shields.
(Chance: 90/75/60% for 1/2/3 Successes, Successes needed: 1
Reward: A better shield.)
[ ] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology)
Another Artefact was found in the ruins of the old world. While it may not be as impressive as other Artefacts, the scribes and bookkeepers of the Pilgrims are very interested in finding ways to produce them for themselves. Which wasn't that important to Martyris until Nexa joined them in their demands. Who knew she would develop such a dislike for paperwork? The downside of trying to produce it is that you need some very complicated parts.
(Needed Artifact: Mechanical Pencil
Chance: 55/40/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for the Administration Center, +2 Materials Income from sales.)
[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
While the Armored Camo-Cloaks of the Pilgrims are excellent pieces of armor, it is a fact that they don't focus on being armor. Sooner or later, Pilgrims will get into a fight where stealth is not an option, and the basic leather armor won't be enough. Use some of the knowledge the Pilgrims found to develop armor that is better than the basic versions.
(Chance: 95/75/45% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)
[ ] Keeping Iced - (Electrical/Mechanical)
Now that you have a way to keep your food fresh, you should see if you cannot miniaturize the technology and better ways to achieve the same result without massive salt quantities. Or see if there are any other applications, like within your Knight.
(Cost: 10 Materials
Chance: 10/-35/-85% for 1/2/3 Successes, Successes Needed: 5
Reward: Reduced Upkeep of the Storerooms and the Library, further Knight Action unlocked.)
[ ] Tools of the Trade - (Medical/Biological)
While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their injuries and others, that are only necessary materials and not proper tools or procedures. This artifact research should improve the Pilgrims' ability to heal various wounds and develop advanced protocols for their customary use.
(Needed Artifact: Surgeons Kit
Chance: 70/60/50% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Medikits, reduced Upkeep for the Medical Wing.)
[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the Ancients' ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims lack the knowledge to bring back the technology of the Ancients; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and bring back the fashion of the past!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 85/65/45% for 1/2/3 Successes, Successes needed: 1
Reward: +1 permanent Material income per clothing-related Artifact and Success, changing the fashion around Mirn, outraged moral guardians)
[ ] Translations For Beginners - (Linguistics) - (1 (one) Artifact)
Finding these texts was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 60/55/50% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)
As your returned volunteers settle into their lives once more, it has become apparent that something is wrong. Some dislike the close nature of crowds; others are frightened by loud noises or have frequent nightmares. The answer to these changes in behavior may be due to combat stress, but none of the Pilgrims have any idea of what to do to help them. Maybe some inquiries in various libraries and some inspiration from the past may help?
(Cost: One Psychology Artifact
Chance: 25/15/05% for 1/2/3 Successes, Successes Needed: 6
Reward: +1 replenishment per Turn)
[ ] Electric Lances - (Electronics/Weaponry)
Now that you have electricity, you should do something more destructive with it. Figure out how to electrify your weaponry!
(Cost: 4 Materials
Chance: 35/25/15% for 1/2/3 Successes, Successes Needed: 2
Reward: Electric Spear/Maul/Bolt(Crossbow Ammunition))
[ ] Combat Stimms Round 1 - (Medicine/Biology/Chemicals)
The idea and usage of drugs to increase the combat-efficiency of soldiers is not a new idea. The book you found promises to negate many of the inherent risks in drug-usage, meaning that you could start using them for your units. Well, once you can produce them, at least.
(Chance: 30/25/20% for 1/2/3 Successes, Successes Needed: 5
Reward: Basic Combat Drugs, Unlocks Round 2)
[ ] Suger, Spice, And Everything Nice - (Biology/Chemicals)
During the Fall, Humanity lost much knowledge, some important like medical or technological knowledge, and some less obvious. Food preservation was the second type. While there are methods known even now, they come nowhere near the months or years of conservation possible before the Fall or aren't usable for every food type. Analyzing the preservatives found could be the first step towards fixing this.
(Needed Artifact: Food Preservatives
Chance: 45/25/05% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
[ ] Repair The Hammer - (Weapons/Metallurgy/Alloys)
Finding this weapon was a stroke of luck! After all, making a weapon for Knights is much more complicated than giving them a big metal piece! While damaged, patching the hammer up and reinforcing it should provide your Knight with a powerful weapon in future fights. It would also allow you a glimpse into the inner workings of Knight-Weapons.
(Needed Artifact: Damaged Knight-Weapon: Hammer
Chance: 95/80/65% for 1/2/3 Successes, Successes needed: 2
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)
[ ] Repair The Shield - (Armor/Metallurgy/Alloys)
Together with the hammer, your scavengers found a discarded shield. While there is a rather big hole in the middle and the edges have been somewhat melted, you should nonetheless be able to recreate this piece of armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 95/80/70% for 1/2/3 Successes, Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)
[ ] That Stone Is Talking - (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however.
(Chance: 50/35/20% for 1/2/3 Successes, Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))
[ ] Reach Out And Stab Someone - (Weapons)
A weapon the Pilgrims found in the Forest that could be studied for re-creation. While this would be less useful for your scouts, it is a good weapon for guards and other warriors who don't have to be mobile. The extended reach is also helpful if some Mutant tries to eat you, so it's worth researching.
(Needed Artifact: Glaive
Chance: 100/95/85% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: Glaive, has traits "Two-Handed," "Reach," and "Monster-Slayer")
[ ] A Shielded Approach - (Armor)
While shields are more of a hindrance to your scouts, the Pilgrims found several pre-Fall examples that could change that, or at least allow you to make better shields.
(Chance: 90/75/60% for 1/2/3 Successes, Successes needed: 1
Reward: A better shield.)
[ ] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology)
Another Artefact was found in the ruins of the old world. While it may not be as impressive as other Artefacts, the scribes and bookkeepers of the Pilgrims are very interested in finding ways to produce them for themselves. Which wasn't that important to Martyris until Nexa joined them in their demands. Who knew she would develop such a dislike for paperwork? The downside of trying to produce it is that you need some very complicated parts.
(Needed Artifact: Mechanical Pencil
Chance: 55/40/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for the Administration Center, +2 Materials Income from sales.)
[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
While the Armored Camo-Cloaks of the Pilgrims are excellent pieces of armor, it is a fact that they don't focus on being armor. Sooner or later, Pilgrims will get into a fight where stealth is not an option, and the basic leather armor won't be enough. Use some of the knowledge the Pilgrims found to develop armor that is better than the basic versions.
(Chance: 95/75/45% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)
[ ] Keeping Iced - (Electrical/Mechanical)
Now that you have a way to keep your food fresh, you should see if you cannot miniaturize the technology and better ways to achieve the same result without massive salt quantities. Or see if there are any other applications, like within your Knight.
(Cost: 10 Materials
Chance: 10/-35/-85% for 1/2/3 Successes, Successes Needed: 5
Reward: Reduced Upkeep of the Storerooms and the Library, further Knight Action unlocked.)
[ ] Tools of the Trade - (Medical/Biological)
While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their injuries and others, that are only necessary materials and not proper tools or procedures. This artifact research should improve the Pilgrims' ability to heal various wounds and develop advanced protocols for their customary use.
(Needed Artifact: Surgeons Kit
Chance: 70/60/50% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Medikits, reduced Upkeep for the Medical Wing.)
[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the Ancients' ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims lack the knowledge to bring back the technology of the Ancients; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and bring back the fashion of the past!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 85/65/45% for 1/2/3 Successes, Successes needed: 1
Reward: +1 permanent Material income per clothing-related Artifact and Success, changing the fashion around Mirn, outraged moral guardians)
[ ] Translations For Beginners - (Linguistics) - (1 (one) Artifact)
Finding these texts was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 60/55/50% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)
[ ] Eureka! (Write-In)
(Write in something you want to research, as well as how you came upon that idea. Better success-chances to the action if you mark a relevant artifact for this research.)
Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (Choose 1 Action)
[X] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every Turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over; no need for security or clearing places on your own)
-WO-03: Est. Artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-06: Est. Artifact-grade: General Mundane, Dice:2d3 per Turn, Max. Yield: 4 Turns. No danger.
-SO-01: Est. Artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 3 Turns. Mutants nearby.
-SO-02: Est. Artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SO-03: Est. Artifact-grade: General Mundane-, Dice:3d2-2 per turn, Max. Yield: 6 Turns. No danger.
-SO-04: Est. Artifact-grade: General Mundane, Dice:2d2 per Turn, Max. Yield: 5 Turns. No danger.
-TOP-01 Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 5 Turns. Machines nearby.
-TOP-03 - [Locked - Security Systems Active - 6 Caretakers, 4 Sentinels, 1 Minor Bright-Lance Turret identified.]
-TW-01 - Est Artifact-grade: Rare+ [Weapons/Armor] - 3d2 per turn, Max. Yield: 5 Turns. No Danger
-Expedition - (SO-01) - (2 Turns remaining) - (House Mirn support: Y)
-Expedition - (TW-01) - (4 turns remaining) - (House Mirn support: N)
[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth sending an expedition to a location, either due to its low yield or quality.
(Chance: 98%
Reward: 1 turn in the specified location.
Warning! If the action fails, 2% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Eastern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites and return information on possible hostile forces.
(Chance: 96%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 1% Chance that the Scouting Unit will take 1d6 casualties due to being detected and subsequently attacked)
[ ] Scout The Gallery
Why the inhabitants have taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to know. Whether or not you can access the different libraries and other book-stores is.
(Chance: 76%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, the Scouting Unit will die due to being detected and subsequently attacked)
[ ] Scout The Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area while the smokestack continues to emit black smoke. What surprises await you once past the guardians, what greatness lies locked away? A metric shit-ton of angry Machines, that's what! PD has warned you against going there, as your scouts would have to contend with over a thousand drones!
(Chance: 74%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, the Scouting Unit will die due to being detected and subsequently attacked.)
[ ] Scout The Pit
You are not sure what to find here, only that you are probably the first to look for artifacts. But your scouts have reported feeling like they are being watched...
(Chance: 99%
Reward: Sites in The Pit are located and mapped.
Warning! If the action fails, 22% Chance that the Scouting Unit will die due to being detected and subsequently attacked)
[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one has to wonder what would necessitate such a large flat area. Or what could be beneath it? PD informed you that massive machines lie beneath, purpose unknown.
(Chance: 44%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the action fails, 31% Chance that the Scouting Unit will die due to being detected and subsequently attacked)
[ ] The Berth
An area containing dozens of large warehouses holding what seem to be ships suspended in the air. Unfortunately, those ships are useless, seeing as there is no water and no way to transport these ships, alongside the fact that they were made out of metal. Whoever build these things had the means to carry them, or they were meant as pure prestige objects. PD said the RI speculated that they are military and civilian ships. With your understanding of Suspendium, the theory that those 'ships' are not meant to be in the water has raised its head. But if that is the case, why are there no flying ships around now? You would think that something of this magnitude would have spread around the world in a heartbeat. With your new understanding of Suspendium, looting this place will prove to be very worthwhile.
(Chance: 63%
Turns: 3
Reward: Sites in The Berth are located and mapped.
Warning! If the action fails, 14% 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: 25%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the action fails, 16% Chance that the Scouting Unit will die due to being detected and subsequently attacked.)
[ ] Scout The Tenebris Library
PD informed you of the location of an ancient library, called the Tenebris by the RI. It is wholly encapsulated, and no window or light fixture illuminates the inside. Why would you build a library without lights?
(Chance: 59%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the action fails, 73% Chance that the Scouting Unit will die due to being detected and subsequently attacked.)
[ ] Search for the Zone
Your efforts to learn more about the region have yielded an unusual fruit, knowing that your Knight was most likely part of the Revival Initiative. This polity operated deep inside the Forest, scavenging for artifacts like you, but they took it a step further. They build a small town in the Necropoli. Foolish, yet finding it could end up unearthing treasures beyond imagination or prove a giant disappointment. PD's maps are pretty heavily corrupted, but she has provided some landmarks which may still exist.
(Chance: 08%
Turns: 4
Reward: The Zone can be scavenged.)
[ ] Open The Bunker
The Bunker beneath a section of the Wall has never been opened, and whatever is inside is worth all efforts to open it, without a doubt! Now you only need to find a way to open it without being swarmed by a thousand Mutants and dozens of Machines.
(Chance: 1%, +1%per try
Reward: The Bunker may be scavenged.
Warning: No Boni applies for any reason.)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every Turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over; no need for security or clearing places on your own)
-WO-03: Est. Artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-06: Est. Artifact-grade: General Mundane, Dice:2d3 per Turn, Max. Yield: 4 Turns. No danger.
-SO-01: Est. Artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 3 Turns. Mutants nearby.
-SO-02: Est. Artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SO-03: Est. Artifact-grade: General Mundane-, Dice:3d2-2 per turn, Max. Yield: 6 Turns. No danger.
-SO-04: Est. Artifact-grade: General Mundane, Dice:2d2 per Turn, Max. Yield: 5 Turns. No danger.
-TOP-01 Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 5 Turns. Machines nearby.
-TOP-03 - [Locked - Security Systems Active - 6 Caretakers, 4 Sentinels, 1 Minor Bright-Lance Turret identified.]
-TW-01 - Est Artifact-grade: Rare+ [Weapons/Armor] - 3d2 per turn, Max. Yield: 5 Turns. No Danger
-Expedition - (SO-01) - (2 Turns remaining) - (House Mirn support: Y)
-Expedition - (TW-01) - (4 turns remaining) - (House Mirn support: N)
[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth sending an expedition to a location, either due to its low yield or quality.
(Chance: 98%
Reward: 1 turn in the specified location.
Warning! If the action fails, 2% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Eastern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites and return information on possible hostile forces.
(Chance: 96%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 1% Chance that the Scouting Unit will take 1d6 casualties due to being detected and subsequently attacked)
[ ] Scout The Gallery
Why the inhabitants have taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to know. Whether or not you can access the different libraries and other book-stores is.
(Chance: 76%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, the Scouting Unit will die due to being detected and subsequently attacked)
[ ] Scout The Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area while the smokestack continues to emit black smoke. What surprises await you once past the guardians, what greatness lies locked away? A metric shit-ton of angry Machines, that's what! PD has warned you against going there, as your scouts would have to contend with over a thousand drones!
(Chance: 74%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, the Scouting Unit will die due to being detected and subsequently attacked.)
[ ] Scout The Pit
You are not sure what to find here, only that you are probably the first to look for artifacts. But your scouts have reported feeling like they are being watched...
(Chance: 99%
Reward: Sites in The Pit are located and mapped.
Warning! If the action fails, 22% Chance that the Scouting Unit will die due to being detected and subsequently attacked)
[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one has to wonder what would necessitate such a large flat area. Or what could be beneath it? PD informed you that massive machines lie beneath, purpose unknown.
(Chance: 44%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the action fails, 31% Chance that the Scouting Unit will die due to being detected and subsequently attacked)
[ ] The Berth
An area containing dozens of large warehouses holding what seem to be ships suspended in the air. Unfortunately, those ships are useless, seeing as there is no water and no way to transport these ships, alongside the fact that they were made out of metal. Whoever build these things had the means to carry them, or they were meant as pure prestige objects. PD said the RI speculated that they are military and civilian ships. With your understanding of Suspendium, the theory that those 'ships' are not meant to be in the water has raised its head. But if that is the case, why are there no flying ships around now? You would think that something of this magnitude would have spread around the world in a heartbeat. With your new understanding of Suspendium, looting this place will prove to be very worthwhile.
(Chance: 63%
Turns: 3
Reward: Sites in The Berth are located and mapped.
Warning! If the action fails, 14% 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: 25%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the action fails, 16% Chance that the Scouting Unit will die due to being detected and subsequently attacked.)
[ ] Scout The Tenebris Library
PD informed you of the location of an ancient library, called the Tenebris by the RI. It is wholly encapsulated, and no window or light fixture illuminates the inside. Why would you build a library without lights?
(Chance: 59%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the action fails, 73% Chance that the Scouting Unit will die due to being detected and subsequently attacked.)
[ ] Search for the Zone
Your efforts to learn more about the region have yielded an unusual fruit, knowing that your Knight was most likely part of the Revival Initiative. This polity operated deep inside the Forest, scavenging for artifacts like you, but they took it a step further. They build a small town in the Necropoli. Foolish, yet finding it could end up unearthing treasures beyond imagination or prove a giant disappointment. PD's maps are pretty heavily corrupted, but she has provided some landmarks which may still exist.
(Chance: 08%
Turns: 4
Reward: The Zone can be scavenged.)
[ ] Open The Bunker
The Bunker beneath a section of the Wall has never been opened, and whatever is inside is worth all efforts to open it, without a doubt! Now you only need to find a way to open it without being swarmed by a thousand Mutants and dozens of Machines.
(Chance: 1%, +1%per try
Reward: The Bunker may be scavenged.
Warning: No Boni applies for any reason.)
Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (2 Actions Locked)
[X] Create The Crystal-Path - (1/3 Turns Complete)
While you have no idea how to replicate the Crystals' strange properties, it would be a good idea to create a safe-ish way to gather more without having to spend months actively preparing. Safe-houses would be a good start.
(Turns: 3
Cost: 6 Materials, 4 Faithful
Chance: 40%
Reward: +2 Tiny Shards each Turn.)
[ ] Living Quarters - Continous Expansion
While you have enough space for a small village in the Tree, you should expand what space is available. If anything, you will run out of rooms sooner rather than later. Making this a passive effort, where you will add living space as needed and only some on the side, will allow you to focus your efforts elsewhere.
(Cost: Upkeep: 6.14 Materials
Turns: 1
Reward: No more overcrowding mali.)
[ ] Storerooms - Grand
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least twelve months.
(Cost: 8.0 Materials Upkeep: 0.74 Materials Restock cost: 7 Materials
Turns: 3
Reward: Can support up to 900 Pilgrims for twelve months under siege conditions, before you need to gather new supplies)
[ ] Laboratories - Expanded
Now that you have some built, it is time to expand those labs! Unfortunately, building and equipping those labs will be too costly, to put it lightly.
(Cost: 65 Materials, +7.64 Materials Upkeep
Turns: 7
Reward: Improved success-chances)
[ ] Beautification
Now that you have more clerks keeping the Tree in order and organized, you could start a long-term project. Like, say, chiseling a ludicrous amount of art and engravings into the stone so that people will like living here more? Maxcim does have all those ideas.
(Cost: 10 Materials, Upkeep: 1 Material
Turns: 3
Reward: -1 to Piety rolls, the Tree will be much more beautiful.)
[ ] Medical Wing - Expanded
Expanding your Medical facilities will someday be required, but for now, it would be massive overkill. Still, it never hurts to have the option in the back of your mind.
(Cost: 40 Materials, Upkeep: 8.14 Material
Turns: 4
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 Pilgrims before it becomes useless.)
[X] Metalsmiths Abode - (Expanded) - (2/4 Turns Complete)
Humanity was born without claws or scales. So we forged them in the fire, hardened by iron and oiled by our blood. It's a good saying, but some Mutated with claws and scales find its implications insulting. At least you now have a smithy, so having to wait days for a new tool is a thing of the past. Adding smelters, various tools, and more space for some more smiths would allow you to work with more materials and intricate creations.
(Cost: 20 Materials, Upkeep: 5.86 Materials
Turns: 4
Reward: Lowered costs for all equipment, increased chances for all research, rolls with advantage for all melee weapons/equipment made of metal, can be upgraded.)
[ ] Black Box - (Basic)
Building a Black Box (which is neither black nor a box) into the Tree of Knowledge will allow you to handle Artifacts with the care they deserve. Sterile and stocked with the best tools for the disassembly of Artifacts, putting them back together into working fashion should allow you to re-use them and learn their secrets in ways that you had not considered at the time of disassembly.
(Cost: 20 Materials, 1 Scientist, Upkeep: 4.14 Materials
Turns: 3
Reward: 5% not to use up an Artifact, can slot 1(one) Artifact to provide 10% (rounded down) of the Artifacts bonus continuously.)
[ ] Electronics Workshop
Now that you can produce electronics, you want to have as many as you possibly can. The problem is that you have to create those by hand, which is a long and complicated process, requiring oversight, expensive materials, and a clean environment. Excavating a space for a Workshop should help you in alleviating many of those problems. With the creation of the Vuur-Engine, the production of power-generators is now within your grasp.
(Cost: 40 Materials, 1 Scientist, 12 Faithful, Upkeep: 12.14 Materials
Turns: 7
Reward: +20 to all Electronics Research, 4d8 Materials Income (Technology Sale), increased Chances for Secret Of The Circuit Pt.2.)
[ ] Library - (Basic)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Digging out a large space for a few dozen rows of books would be a good start when making one within the Tree. You would also make space for a bookbinder and a printer to maintain and add to your collection and preserve originals. You can add multiple floors later.
(Cost: 26.50 Materials, Upkeep: 7.60 Materials
Turns: 8
Reward: Provides 1(one) slot for Literature Artifacts, providing a 10% 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. But the costs.
(Turns: 2
Cost: 85 Materials Upkeep: 4.4 Materials
Reward: Turns all D4's into D12's, increases static Income by 50% rounded down.)
[ ] Let's Build A (Write-In)
(What do you want to build, and what should the building provide?)
While you have no idea how to replicate the Crystals' strange properties, it would be a good idea to create a safe-ish way to gather more without having to spend months actively preparing. Safe-houses would be a good start.
(Turns: 3
Cost: 6 Materials, 4 Faithful
Chance: 40%
Reward: +2 Tiny Shards each Turn.)
[ ] Living Quarters - Continous Expansion
While you have enough space for a small village in the Tree, you should expand what space is available. If anything, you will run out of rooms sooner rather than later. Making this a passive effort, where you will add living space as needed and only some on the side, will allow you to focus your efforts elsewhere.
(Cost: Upkeep: 6.14 Materials
Turns: 1
Reward: No more overcrowding mali.)
[ ] Storerooms - Grand
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least twelve months.
(Cost: 8.0 Materials Upkeep: 0.74 Materials Restock cost: 7 Materials
Turns: 3
Reward: Can support up to 900 Pilgrims for twelve months under siege conditions, before you need to gather new supplies)
[ ] Laboratories - Expanded
Now that you have some built, it is time to expand those labs! Unfortunately, building and equipping those labs will be too costly, to put it lightly.
(Cost: 65 Materials, +7.64 Materials Upkeep
Turns: 7
Reward: Improved success-chances)
[ ] Beautification
Now that you have more clerks keeping the Tree in order and organized, you could start a long-term project. Like, say, chiseling a ludicrous amount of art and engravings into the stone so that people will like living here more? Maxcim does have all those ideas.
(Cost: 10 Materials, Upkeep: 1 Material
Turns: 3
Reward: -1 to Piety rolls, the Tree will be much more beautiful.)
[ ] Medical Wing - Expanded
Expanding your Medical facilities will someday be required, but for now, it would be massive overkill. Still, it never hurts to have the option in the back of your mind.
(Cost: 40 Materials, Upkeep: 8.14 Material
Turns: 4
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 Pilgrims before it becomes useless.)
[X] Metalsmiths Abode - (Expanded) - (2/4 Turns Complete)
Humanity was born without claws or scales. So we forged them in the fire, hardened by iron and oiled by our blood. It's a good saying, but some Mutated with claws and scales find its implications insulting. At least you now have a smithy, so having to wait days for a new tool is a thing of the past. Adding smelters, various tools, and more space for some more smiths would allow you to work with more materials and intricate creations.
(Cost: 20 Materials, Upkeep: 5.86 Materials
Turns: 4
Reward: Lowered costs for all equipment, increased chances for all research, rolls with advantage for all melee weapons/equipment made of metal, can be upgraded.)
[ ] Black Box - (Basic)
Building a Black Box (which is neither black nor a box) into the Tree of Knowledge will allow you to handle Artifacts with the care they deserve. Sterile and stocked with the best tools for the disassembly of Artifacts, putting them back together into working fashion should allow you to re-use them and learn their secrets in ways that you had not considered at the time of disassembly.
(Cost: 20 Materials, 1 Scientist, Upkeep: 4.14 Materials
Turns: 3
Reward: 5% not to use up an Artifact, can slot 1(one) Artifact to provide 10% (rounded down) of the Artifacts bonus continuously.)
[ ] Electronics Workshop
Now that you can produce electronics, you want to have as many as you possibly can. The problem is that you have to create those by hand, which is a long and complicated process, requiring oversight, expensive materials, and a clean environment. Excavating a space for a Workshop should help you in alleviating many of those problems. With the creation of the Vuur-Engine, the production of power-generators is now within your grasp.
(Cost: 40 Materials, 1 Scientist, 12 Faithful, Upkeep: 12.14 Materials
Turns: 7
Reward: +20 to all Electronics Research, 4d8 Materials Income (Technology Sale), increased Chances for Secret Of The Circuit Pt.2.)
[ ] Library - (Basic)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Digging out a large space for a few dozen rows of books would be a good start when making one within the Tree. You would also make space for a bookbinder and a printer to maintain and add to your collection and preserve originals. You can add multiple floors later.
(Cost: 26.50 Materials, Upkeep: 7.60 Materials
Turns: 8
Reward: Provides 1(one) slot for Literature Artifacts, providing a 10% 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. But the costs.
(Turns: 2
Cost: 85 Materials Upkeep: 4.4 Materials
Reward: Turns all D4's into D12's, increases static Income by 50% rounded down.)
[ ] Let's Build A (Write-In)
(What do you want to build, and what should the building provide?)
Holdings: Norqod practically does not exist, and even then does so barely on paper. A lot of work will be needed if you want to make sure that your commission is fulfilled. While labor-intensive for now, you will be able to 'automate' the village unless you want to create unique buildings. (Choose 1 Action)
Dig Out A Marketplace
You do not have the space to create a full marketplace while still having it within walls to protect it from the wildlife. Digging into the ground would allow you to circumvent many such problems! Excavated in a '+' shape, three stories deep would enable merchants to purchase stalls and create enough space for civilians and services such as guards or sewers from the start. That the Tree will be the focal point of local commerce is better left unsaid.
(Turns: 4
Cost: 5.50 Materials
Reward: Marketplace, 1/4 requirements built, cheaper/better Merchant Guild actions, +1.5 Materials in Taxes.)
[ ] Build A Wall
Being put into the unique position of building a village has created the need for a wall enveloping its whole. Better start building; this could take a while, especially if you want to have sound construction.
(Turns: 8
Cost: 11.50 Materials
Reward: A Wall, increased DC for attacking the Tree, 1/4 requirements built.)
[ ] Build Service-Buildings
The village will need a guard station, at least two guildhalls, a tavern, a well, sewers, an armory, a cemetery, and an 'all-faiths'-shrine...
(Turns: 4
Cost: 4.35 Materials
Reward: The village will function without any problems, +2 Materials from Taxes, 1/4 requirements built.)
[ ] Engine Assembly
The Tree is not suited for the industry needed to build your Fuur-Engine in any appreciable quantities, neither the forges nor the smelters. Norqod, on the other hand, can easily support such an assembly, allowing you to produce the engines cheaper while selling ordered ones. Well, once people are living in Norqod anyway.
(Requirement: Prepare Quarters, Dig Out A Marketplace
Turns: 8
Cost: 35 Materials, Upkeep: 12.75 Materials
Reward: Massive reduction to Assemble An Engine, 6d12 Materials to Technology Sales, massively increased prosperity in Norqod.)
[ ] Airship Manufactory - (Internal Use) or (External Selling)
You have found a way to fly, even if it requires the use of batteries, sails, and crystals. You only need to build the ships and decide if you wish to sell or keep them.
(Turns: 6
Cost: 40 Materials, Upkeep: 17 Materials, 2 Suspendium Shards - (Tiny)
Reward: 2 Light-Scout Airships/2d40 Income
You do not have the space to create a full marketplace while still having it within walls to protect it from the wildlife. Digging into the ground would allow you to circumvent many such problems! Excavated in a '+' shape, three stories deep would enable merchants to purchase stalls and create enough space for civilians and services such as guards or sewers from the start. That the Tree will be the focal point of local commerce is better left unsaid.
(Turns: 4
Cost: 5.50 Materials
Reward: Marketplace, 1/4 requirements built, cheaper/better Merchant Guild actions, +1.5 Materials in Taxes.)
[ ] Build A Wall
Being put into the unique position of building a village has created the need for a wall enveloping its whole. Better start building; this could take a while, especially if you want to have sound construction.
(Turns: 8
Cost: 11.50 Materials
Reward: A Wall, increased DC for attacking the Tree, 1/4 requirements built.)
[ ] Build Service-Buildings
The village will need a guard station, at least two guildhalls, a tavern, a well, sewers, an armory, a cemetery, and an 'all-faiths'-shrine...
(Turns: 4
Cost: 4.35 Materials
Reward: The village will function without any problems, +2 Materials from Taxes, 1/4 requirements built.)
[ ] Engine Assembly
The Tree is not suited for the industry needed to build your Fuur-Engine in any appreciable quantities, neither the forges nor the smelters. Norqod, on the other hand, can easily support such an assembly, allowing you to produce the engines cheaper while selling ordered ones. Well, once people are living in Norqod anyway.
(Requirement: Prepare Quarters, Dig Out A Marketplace
Turns: 8
Cost: 35 Materials, Upkeep: 12.75 Materials
Reward: Massive reduction to Assemble An Engine, 6d12 Materials to Technology Sales, massively increased prosperity in Norqod.)
[ ] Airship Manufactory - (Internal Use) or (External Selling)
You have found a way to fly, even if it requires the use of batteries, sails, and crystals. You only need to build the ships and decide if you wish to sell or keep them.
(Turns: 6
Cost: 40 Materials, Upkeep: 17 Materials, 2 Suspendium Shards - (Tiny)
Reward: 2 Light-Scout Airships/2d40 Income
Support: Many people try to take advantage of you. Fortunately, they are willing to give you something back. (Actions as advertised)
[ ] Merchants - (All Are Free Actions)
-[ ] A Small Loan
(0-30 Materials loaned for four turns at 17% interest)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum non-illegal, non-military rare technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Buying Goods In Bulk - (Once Per Turn)
(Reduce Upkeep of one(1) structure by 0.15 Materials, can only be taken once a turn.)
[ ] The Adventurer Guild - (1 Free Action)
-[ ] Guardians For Hire - (Choose Location)
(Cost: +1.3 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 Military - (1 Free Action)
-[ ] Fell Off The Wagons - (Request 1 Piece Of Equipment)
(Cost: variable
Reward: 1 Piece Of Equipment - Military Grade.)
-[ ] War Lessons
(Cost: 2 Material
Reward: +5 to the first two rolls in the next Combat.)
[ ] The Union Of Herbalists - (1 Free Action)
-[ ] Institutional Knowledge
(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[ ] Study Sessions
(Cost: 1 Faithful, 2.34 Material per Turn, for 8(eight) turns
Reward: 1 trained General Doctor)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] A Helping Hand - (Choose Faction)
(Cost: 1 Biological/Medicinal Artifact
Reward: Increase the control of the chosen faction by 1d6+4%, doubled for rare artifacts, worsened relations to other sub-factions, decreased cost for Union of Herbalists actions, unlocks more actions at certain control thresholds.)
[ ] Stupendously Scholastic Scholars of Science - (1 Free Action)
-[ ] In The Name Of Profit - (Choose Learning Action)
(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[ ] Suffer Their Arrogance - (Locked for 3(three) Turns)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)
[ ] Criminal Organisations - (1 Free Action)
-[ ] Auction- (Choose Artifact)
(Chance: 100%
Roll 1d2, on 1, add 1d50 to the price, on a 2, subtract 1d50)
-[ ] Sabotage - (Choose Target)
(Chance: 100%
Cost: 7 Materials
Reward: Chosen targets plans are temporarily halted due to attacks)
-[ ] And Oh, My! - (Choose Faction)
(Chance: 100%
Cost: 10 Materials
Reward: Blackmail of chosen faction obtained)
[ ] Forge Clan Vanar-Feer - (1 Action)
- [ ] Made To Order
(Cost: Variable
Reward: Variable
Use: Write what you wish to commission. (Art, weapons, armor, tools, resources, or machines are examples of this.)
-[ ] Commission Repairs
While PD may not like the Vanar-Feer, she has no problem using their machines and materials to repair herself. After inspecting them thoroughly, of course.
(Cost: 20.55 Materials
Turns: 2)
-[ ] A Small Loan
(0-30 Materials loaned for four turns at 17% interest)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum non-illegal, non-military rare technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Buying Goods In Bulk - (Once Per Turn)
(Reduce Upkeep of one(1) structure by 0.15 Materials, can only be taken once a turn.)
[ ] The Adventurer Guild - (1 Free Action)
-[ ] Guardians For Hire - (Choose Location)
(Cost: +1.3 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 Military - (1 Free Action)
-[ ] Fell Off The Wagons - (Request 1 Piece Of Equipment)
(Cost: variable
Reward: 1 Piece Of Equipment - Military Grade.)
-[ ] War Lessons
(Cost: 2 Material
Reward: +5 to the first two rolls in the next Combat.)
[ ] The Union Of Herbalists - (1 Free Action)
-[ ] Institutional Knowledge
(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[ ] Study Sessions
(Cost: 1 Faithful, 2.34 Material per Turn, for 8(eight) turns
Reward: 1 trained General Doctor)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] A Helping Hand - (Choose Faction)
(Cost: 1 Biological/Medicinal Artifact
Reward: Increase the control of the chosen faction by 1d6+4%, doubled for rare artifacts, worsened relations to other sub-factions, decreased cost for Union of Herbalists actions, unlocks more actions at certain control thresholds.)
[ ] Stupendously Scholastic Scholars of Science - (1 Free Action)
-[ ] In The Name Of Profit - (Choose Learning Action)
(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[ ] Suffer Their Arrogance - (Locked for 3(three) Turns)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)
[ ] Criminal Organisations - (1 Free Action)
-[ ] Auction- (Choose Artifact)
(Chance: 100%
Roll 1d2, on 1, add 1d50 to the price, on a 2, subtract 1d50)
-[ ] Sabotage - (Choose Target)
(Chance: 100%
Cost: 7 Materials
Reward: Chosen targets plans are temporarily halted due to attacks)
-[ ] And Oh, My! - (Choose Faction)
(Chance: 100%
Cost: 10 Materials
Reward: Blackmail of chosen faction obtained)
[ ] Forge Clan Vanar-Feer - (1 Action)
- [ ] Made To Order
(Cost: Variable
Reward: Variable
Use: Write what you wish to commission. (Art, weapons, armor, tools, resources, or machines are examples of this.)
-[ ] Commission Repairs
While PD may not like the Vanar-Feer, she has no problem using their machines and materials to repair herself. After inspecting them thoroughly, of course.
(Cost: 20.55 Materials
Turns: 2)
Heroes: Sometimes, you have to get your own hands dirty. Sometimes you want to relax since leading the Pilgrims rarely leads to a dull moment. (Martyris: Choose 2 Actions, Aria: Choose 1 Action)
[ ] Condemn An Organization/Person As Heretical/Forbidden - (Choose Target) - (Write-In Reason)
You knew something like this would happen. Somehow, somewhere an organization or person would manage to draw your full ire. Not in the sense that you disagree with something they did, but what they represent and how they act in life. Well, you are an official religion, and as such, you are allowed to condemn them. Do so.
(Trait Needed: Arbitrator
Cost: All support options for the chosen organization will be void; the Leader will most likely hate you.
Reward: Opposing factions will love this act. A good enough reason can give you additional benefits.)
[ ] Training Is My Favorite Hobby! - (Aria)
Now that you have a Pilot, they need to know what they are doing. While learning by doing is certainly a way to go about it, Humans and Mutated's squishiness tends to block that within the Tree. Now all that is needed is to internalize the lessons.
(Trait Needed: Knight-Pilot
Turns: 6
Reward: Aria advances to (3/6) Training.)
[ ] Too Much To Do - (Action)
There is simply too much to do and not enough hands to do it. Start helping out.
(Can be taken multiple times.
Reward: +1 Action is done)
[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)
[ ] Personal Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 55% (choose The Emperor, Church of Eden, The Followers of Light), rolled with a +15
Reward: Chosen organizations support-network unlocked.)
[ ] Cool Tempers - (Material Cost)
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%, +10% for 5 Materials, +20% for 12 Materials
Reward: +1% Piety, and 1 additional for every +10 rolling above 60)
[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: The maximum amount of Faithful is created, according to the available Followers.)
[ ] Relax - (Can Specify What Activity)
All work and no play makes hairs grey and is quite unpleasant.
(Reward: The chosen Hero relaxes, avoiding burnout and bad traits.)
[ ] Write In
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.)
[ ] Training Is My Favorite Hobby! - (Aria)
Now that you have a Pilot, they need to know what they are doing. While learning by doing is certainly a way to go about it, Humans and Mutated's squishiness tends to block that within the Tree. Now all that is needed is to internalize the lessons.
(Trait Needed: Knight-Pilot
Turns: 6
Reward: Aria advances to (3/6) Training.)
[ ] Too Much To Do - (Action)
There is simply too much to do and not enough hands to do it. Start helping out.
(Can be taken multiple times.
Reward: +1 Action is done)
[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)
[ ] Personal Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 55% (choose The Emperor, Church of Eden, The Followers of Light), rolled with a +15
Reward: Chosen organizations support-network unlocked.)
[ ] Cool Tempers - (Material Cost)
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%, +10% for 5 Materials, +20% for 12 Materials
Reward: +1% Piety, and 1 additional for every +10 rolling above 60)
[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: The maximum amount of Faithful is created, according to the available Followers.)
[ ] Relax - (Can Specify What Activity)
All work and no play makes hairs grey and is quite unpleasant.
(Reward: The chosen Hero relaxes, avoiding burnout and bad traits.)
[ ] Write In
If you spot any mistakes or have questions, tell me so I can provide a better experience.
Note: If the opinion on Mutated falls to -3, a PURGE is initiated.
Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.
A Christmas Miracle! Brought to you by the need to get an update out before the PC is taken to repairs within the family and unavailable for writing until the 3rd in the new year!
03.01.2021 Edit: You had 39 Materials income which I failed to include in the last posts. Had them added now.
A moratorium will be until 01.01.21 at 17:00 CET.
Voting will be closed on 03.01.21 at 17:00 CET.
Boni can be assigned until 03.01.21 at 20:00 CET.
I will roll on the 04.01.21 at 17:00 CET if no one has rolled yet.
The Interlude will be online on the 09.01.21
Updates will be online on the 14.01.21.
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