Turn 2 Results
Martial
Hunting- Send a band of hunters out for food for your people. Time: 1 Year Cost: 0 Chance: 75% Reward: Enough food to be well fed (average-no surplus)(Chance of Success Boosted by Gathering, Combined with Gathering and you produce extra to replenish your stores)
Roll: 72 Success
Following up on trails found last year in your exploration your hunters brought back ample game, and had to cut back to ensure they left enough to recover for future seasons. Event better, at the height of Middle Season your hunters found a large buck, perfect for the festival.
Food gathered for the turn and for the festival.
Diplomacy
Feast- You have had your first birth since the hard times and leaving your old home. In addition you never had a proper ceremony to celebrate your selection as chief. It is something you have to do... even if you do not like being the center of attention. Time: 1 Year Cost: 0 Chance: 80/40/5% Reward: Good feelings continue. People are more comfortable with you/ Increased Opinion/ Lose the shy trait.
Roll: 49 Success
Shortly after the height of Middle Season your people took the time to properly celebrate several important events. First, the finding and establishing of your new home, second the birth of the first new member since the Hard Times and finally your selection as a chief. In the end your people were happy and you were happy and some people got very happy.
Happy people, no loss of opinion. Oh and 8 more babies thanks to happy couples.
Stewardship
Gathering- You feed yourselves well last year, lets go and do this again. Time: 1 Year Cost: 0 Chance:75% Reward: Enough food to be well fed (average-no surplus)(Chance of Success Boosted by Hunting, Combined with Hunting and you produce extra to replenish your stores)
Roll: 96 Crit 73 Success
Let the good times roll! Your people found a grove of sweet fruit adding a much appreciated addition to your diet. And most parties returned early due to an overflow of food found. It seems rains were good these seasons and the plants grew strong.
Lots of food found. Your reserves are up to two years. Increased opinion by 1 thanks to the more diverse diet (people like their sweets).
Settling down- There seems to be good resources here and food as well. Maybe it is time to settle down and make a permanent home? Time: 1 Year Cost: Give up Nomadic life Chance: 80% Reward: Build houses, establish a permanent home.
Roll: 96 Crit 100 Crit 3+10 (13)
"Here we have had life, here we have found abundance and here we will stay." With that you drove in the first stake of your permanent building, a granary to store your food. Thanks to the wood and stone you could gather you have a raised floor to keep it dry from any rains. Permanent houses have gone up as well, for the first time your people have chosen to stay, instead of moving from time to time.
Permanent homes established, warehouse and granary built (crit rewards). Tech tree unlocked, additional building options unlocked.
Learning
Controlling the Energy – The energy several of your people possess has been seen before, and in times of great need has changed things around them. You can remember one hunt where a rock shot from the ground into a predator as it was about to kill some of the hunting party. Time: 1 Year Cost: Your mages will be unavailable for other actions Chance: 80% (high thanks to having three gifted) Reward: Conscious control of magic, unlocks further learning options. Chose one of the focuses below
-[ ] Focus on the Earth: Reward- Advances the first step(s) of Earth Magic, unlocks combat use- Throw Stone
Roll: 20 Bare success
Despite all the success you have had this year when it comes running the tribe, controlling the energy you and the others like you is fair more difficult. Still unlike last year you feel like you made real progress this year. In the end three of you could actually launch small rocks at will... though with a lot of effort and leaving you tired afterwards.
First step on controlling the energy succeed. Gifted mages can use Throw Stone. More training needed for regular use. Thanks to affinity no extra time needed.
Personal
Learning to Fight- Despite your skill in leading the hunt, when it comes to striking the blow you are not the best. Now that you are settled you can try and change that. Time: 1 Year Cost:0 Chance: 70/40/10% Reward: +1/+2/+1 and a trait for Combat
Roll: 42 Success
Up, up, down, down, left, right, left, left... no that's wrong. Oof. You got distracted and paid for it. Still you are getting better. You are no longer the worst fighter amongst the hunters at the end of it though.
+1 Combat, plenty of bruises.
GM note:
Did not mention this but if you just reach the level of success it is not going to be as good, so your controlling energy, you passed and thanks to a weak affinity it did not lock the dice for next year. Still it is something you and your mages need more experience with as only you and the other two gifted can use it, and then only once an hour or so.