Industrialization Quest

[X] Plan Local Support
[X] Plan Underdog
[X] Plan Bringing the Future
 
Guys the personality trait won't have any mechanical changes and was mostly a way of letting you pick some characterization.

I guess it will still have some narrative effects. Eh. I'll let things stand as they are.
 
[X] Plan Not So Bad

I actually, on thinking about it, like this better. While not having curious locals is a small issue in getting our reforms accepted, money goes a long way in covering a lot of things. Hell, we can cover the entire first year's hit from Death and Taxes with Nest Egg if we had to!
 
[X] Plan Not So Bad

Would've rather had a different trait but getting blunted disaster is too important imo.
 
Weak Intrigue is too dangerous, none of our innovations are particularly hard to steal and take credit for.
I just wanna note - you kind of WANT people to steal your inventions. If you are the only source for your technology ever, you are a single point of failure anyone who might want to end this "industry" nonsense can try to take out, and there's only so fast and so much you can spread things while maintaining tight controls.
 
I just wanna note - you kind of WANT people to steal your inventions. If you are the only source for your technology ever, you are a single point of failure anyone who might want to end this "industry" nonsense can try to take out, and there's only so fast and so much you can spread things while maintaining tight controls.
Stuff like crop rotation will be easy to spread once we prove it though. There should be enough lords that want an edge to make the switch once it is proven. Improve tools as well.

Edit-
Though I imagine it will easier to get it to spread if we can reclaim our nobility back and then have the noble network to operate through
 
Vote is closed

[X] Plan Not So Bad
-[X] You displayed a consistent pattern of poor military leadership, and then shamefully got a lot of men killed in an incredibly reckless move while attempting to redeem yourself, disobeying orders in the process. Weak martial.
-[X] Blunted Disaster. The thing that led to your disgrace wasn't quite that bad. You might even get your noble title back someday.
-[X] Bedrock of industry. The village of Nesiwald has a blacksmith and a small, low-quality iron mine. Lots of projects are easier.
-[X] Nest egg. You somehow managed to squirrel away a bit of gold from that disaster. Start with 15 Profit to spend on your projects instead of 5.
-[X] Death and Taxes. The Lord Governor has levied additional fines on you. You must burn 10 Profit at the end of your first, 15 at your second, and 20 after your third year in this post or suffer the consequences.
-[X] Stewardship
-[X] Diligent
 
Generating character......

(figured I'd give a bonus for Diligent anyway, soz.)

Strong stat: Roll 5d6, take best 3
Diplomacy
Stewardship

Weak stat: Roll 5d6, take worst 3
Martial

Other stats: Roll 3d6 flat
Learning
Intrigue
Piety

Then add traits:

Noble Upbringing: A childhood and adolescence with enough food, access to doctors and tutors, and exposure to court politics. +1 to all stats. +2 Diplomacy.
Literate and Numerate: Being able to read, write, and do reasonably complex math is a rare thing in this world. +2 Stewardship, +2 Learning.
Military Disgrace: You've proven yourself unsuited to the life of a soldier in dramatic fashion. -1 Martial, -1 to all groups' opinions, can possibly be removed or mitigated by personal actions.
Diligent: You cross the T's and dot the I's. Everything will be just so, even if you have to check it a dozen times. +1 Stewardship. +10 on certain rolls.
?????: You feel a bit more quick-witted than before. Is this the Codex Crystal's doing? Something to look into. +2 Learning.
Rockeye threw 5 6-faced dice. Reason: Diplo Total: 13
1 1 2 2 2 2 2 2 6 6
Rockeye threw 5 6-faced dice. Reason: Steward Total: 17
4 4 2 2 2 2 4 4 5 5
Rockeye threw 5 6-faced dice. Reason: Martial Total: 11
1 1 3 3 2 2 1 1 4 4
Rockeye threw 3 6-faced dice. Reason: Learning Total: 11
1 1 6 6 4 4
Rockeye threw 3 6-faced dice. Reason: Piety Total: 10
3 3 2 2 5 5
Rockeye threw 3 6-faced dice. Reason: Intrigue Total: 10
1 1 3 3 6 6
Rockeye threw 1 6-faced dice. Reason: Extra d6 for strong dipl0 Total: 3
3 3
Rockeye threw 1 6-faced dice. Reason: Extra d6 for strong steward Total: 3
3 3
 
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Would the military disgrace trait have been worse without blunted and if so can we know what it would have been?

Also
Martial -1
Stewardship +4
Diplomacy +2
Learning +3
Intrigue +1
Piety +1
 
Here's what Blunted Disaster did for you: You are not quite as hopeless in the realms of martial things and if you want to make it your focus, it will be a bit easier to get up to 'passable'.

And this is the big one, your orders were vague enough that you didn't actually disobey any orders, and this is acknowledged by the army in general. You're just an awful commander who got drummed out and they never want to see again, not an insubordinate butcher who should have been executed. This will be huge for getting back into good grace.
 
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Character Sheet
Name: Mister Harold Bismarck

Titles: Steward of Nesiwald. Formerly heir of House Bismarck, a small but established Noble House in the Kingdom of Veschwar.

Portrait: To-Do

Bio: Harold Bismarck was a promising young man, taking to reading and arithmetic lessons well. He was heir to a solid if not especially famous house in the martially-inclined nation of Veschwar. Unfortunately, even from a young age he was not a very promising leader of men in war. He was both a poor tactician and had extremely lacklustre skill with a blade - to the point where he has not unsheathed the knife he carries for years. (You're not fully dressed in Veschwar unless you have at least one weapon on you.)

He was thrust into a military position despite his talents lying more in management and suffered defeat after disastrous defeat, eventually being stripped of his title and cast out by his own father, then assigned to a post as Steward of a small village in the hinterlands to languish with no room for advancement. However, he is now determined to make a mark on the world with an artifact that shows glimpses of a miraculous future...

Born in September 1117, currently 22 years old.

Stats:
Martial: 8 + 1 + 0 + 1 = 10
Stewardship: 13 + 1 + 2 + 1 = 17
Learning: 13 + 1 + 2 + 2 = 18
Diplomacy: 12 + 1 + 2 - 1 = 14
Intrigue: 10 + 1 = 11
Piety: 10 + 1 = 11
Combat Prowess: 6 + 1 - 1 + 1 = 7



Traits:
Noble Upbringing: A childhood and adolescence with enough food, access to doctors and tutors, and exposure to court politics. +1 to all stats. +2 Diplomacy.
Literate and Numerate: Being able to read, write, and do reasonably complex math is a rare thing in this world. +2 Stewardship, +2 Learning.
Martial Thought: Your past failures show that you're unsuited to the life of a soldier, but if you think carefully and try to see the 'rules', you can fit yourself into that headspace. -1 to all groups' opinions, +0 Martial, potential to evolve further.
Diligent: You cross the T's and dot the I's. Everything will be just so, even if you have to check it a dozen times. +1 Stewardship. +10 on certain rolls.
Codex Sync: You feel a bit more quick-witted than before. Is this the Codex Crystal's doing? Something to look into. +2 Learning. Learning and some Stewardship actions have dice explode on 96-100, not just 100.
Battle Trauma: Experiences in battle have left you with a palpable fear and hesitation that can make you freeze up when threatened with violence. This seems to be abating somewhat. -1 Combat Prowess.
Vengeful: Violence is the quickest solution to any problem, and taking vengeance for trespasses will teach people not to cross you. -1 Diplomacy. +1 Personal Combat. +1 Martial. You get a bonus on relevant rolls and vote weighting towards actions that are harsh or vengeful. You face a malus on actions that are forgiving or merciful and may need to pass willpower checks to take such actions.
Cautious Fighter: The better part of valor is living to fight another day... Affects your strategic and tactical thinking.
Sword Skill: 1/2 to completion.


Hobbies: What do you do for fun? Rated from 1 (occasional urge) to 15 (constant indulgence/addiction).

The first things you leap to when you need to relax or have fun. These numbers don't have an absolute mechanical meaning or even necessarily reflect how often you actually do your hobbies, but are just to keep track of what the character wants to do to indulge, what urges he faces when stressed, a big part of what makes him human.
  • Reading/Experimenting/Being a nerd (9)
  • Boasting/bragging (5)
  • Organizing things (4)
  • Petty revenge (I.E. Moving someone's favorite cup somewhere hard to find) (3)
  • Time with family (4)
  • Expensive food (3)
  • Comfortable Lounging (2)
  • Romance/Sex (Harold does not see a difference between the two at this point) (2)
  • Booze (1)
  • Gambling (1)
 
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So if we have no failures with crops we earn 16 profit over the course of the year. Yeah, that gives us some flexibility for year 1. Crop Rotation should work to reducing crop failure chance.

Blacksmith, Carpentry, farming and herding along with the iron mine is the current trade goods. Will need to see what the actions break down but some profit reinvested into producing more profit and some into research seems a play for our initial amount.
 
Yeah, I have no idea what I was thinking with those numbers. Brain-fart. I changed 'em.

The Crown Stipend for Improvement of Lands is supposed to be pathetic, and your supply contract isn't much better.
 
Yeah, I have no idea what I was thinking with those numbers. Brain-fart. I changed 'em.

The Crown Stipend for Improvement of Lands is supposed to be pathetic, and your supply contract isn't much better.
Okay 7 total does seem much more reasonable since we are out in the middle of nowhere as far as they are concerned. Which sheet is going to track all the tech we have unlocked and the tech we can research?
 
I have to make that still. First strategic turn definitely isn't coming out tonight.
 
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