Vote tally - Cult Creator - The Pilgrims Journey

Adhoc vote count started by HeroCooky on Aug 22, 2023 at 11:00 AM, finished with 29 posts and 10 votes.

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HeroCooky
Cult Creator - The Pilgrims Journey
Post #8431
Post #8459

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29

  • [X] [Forge-Clan Vanar-Feer Counteroffer] The Journey of Machine and Mind
    [X] Another one, sometime later. There is still so much to do...
    -[X] Doctrine of the Open Hand
    [X] Plan: Beginning the Third Decade of Pilgrimage
    -[X] [Faith] Begin Preparations For New Region Conversion - (0/2 Turns Complete)
    -[X] [Faith] Build An Orphanage - (Big) - (Jokvi) - (0/11 Turns Complete)
    --[X] (Seek Mutated Help +490 [-4.9 Goodwill]) = +490
    -[X] [Diplomacy] School The Diplomat-Corp - (Specialized) - (Forge-Clans) - (0/2 Turns Complete)
    --[X] (Ashleaf Tea +15, 6FF) = +21
    -[X] [Diplomacy] We Are One People! - (Locals) - (5/6 Successes)
    --[X] (Ashleaf Tea +15, Common People +15, 2FF) = +32
    -[X] [Subversion] Home of Dusk [-5.75 Goodwill] - (0/5 Turns Complete)
    -[X] [Martial] Scout The Machinery Caverns - (Rust Scouts)
    --[X] (4[ENG] +56, Adventurer Support +10, 6FF) = +72
    -[X] [Martial] Pump Those Legs! - (Sunken Guard) [-0.5 Goodwill]
    --[X] Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
    --[X] Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
    --[X] Dread-Ghillie (Armor): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack).
    --[X] Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size.
    --[X] Wyvernsack (Lingering): It is used as a free action before melee is joined, with 1d2+2 Acid damage and +2 damage in the next Turn. Consumable: Needs to be re-stocked after use.
    --[X] Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
    --[X] Combat Drug - Adrenaline: Increase all damage by three damage dice. (Warning! This drug has a (projected) 05% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
    --[X] Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
    --[X] Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
    -[X] [Martial] Upgrade The CRPS To CREPS - (5/9 Turns Complete)
    -[X] [Learning] Coilgun Mystery - (Advanced Electronics/Weaponry) - (5/29 Successes)
    --[X] [PD], 2[VF], [In the Name of Education], (Scientific Theory +15, Black Box +5, Electronics Workshop +30, 2[SC] +24, 1[TSC] +18) = +92
    --[X] (3x Bunker Artifacts +20 to Advanced Electronics) = +60
    -[X] [Learning] The Mind - Compulsive Behaviour - (Psychology) - (4/5 Successes)
    --[X] (Scientific Theory +15, Black Box +5, Library +5) = +25
    --[X] (1x Bunker Hospital Artifact +20 to Advanced Chemical/Medical/Psychology/Biology/Machinery) = +20
    -[X] [Learning] Look At The Daughters Suspendium Systems - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory) - (0/5 Successes)
    --[X] [DoD], [MSC], (Scientific Theory +15, Black Box +5, Vanar-Feer +200) = +220
    -[X] [Archeology] Prepare an Expedition - (SST-01) - (2 Turns Prep = 4 Turns Exp.) - (House Mirn support: N) - (0/2 Turns Complete)
    -[X] [Archeology] Loot The First Bunker Floor (North-North-East)
    -[X] [Archeology] Permanent Scavenging Base - (Doomed Fortress) - (1/2 Turns Complete)
    -[X] [Tree of Knowledge] Electronics Manufacture - (2/6 Turns Complete) - [Sandcrete]
    -[X] [Tree of Knowledge] Assemble A Logic Bank - (Holdings) - (0/3 Turns Complete) - (WARNING! Last One!)
    -[X] [Holdings] Airship Component Factory - (0/4 Turns Complete)
    --[X] Hire Contractors x3
    -[X] [Holdings] Mercenary Quarters - (8/9 Turns Complete)
    -[X] [Martyris] Too Much To Do (Prepare an Expedition)
    -[X] [Martyris] Guiding Hand
    -[X] [Aria] Relax - (Visit the Nightflower Dance Carnival with Chiedi)
    -[X] [Merchants] Procure ('Additional Electronics' - Progress to Assemble a Logic Bank)
    -[X] [Adventurers] Assist the Machinery Cavern Scouting [-? Goodwill]
    -[X] [Herbalists] Anatomical Lectures (4/5 Turns Complete)
    -[X] [4S] In The Name Of Education - (Coilgun Mystery) [-3.50 Goodwill]
    -[X] [Military] Fell Off The Wagons - (Gas Masks) [-? Goodwill]
    -[X] [Vanar-Feer] Engineers Galore (4/6 Turns Complete)
    -[X] [FoL] We Work As One! (Build An Orphanage)
    -[X] [Conclave] Eternal Arts (33/90 Turns Complete)
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