Light Quest: a CK2 Style Quest in an 8-Bit Dystopia

Ya know given we live underground in a city with crumbling I infrastructure concrete man might legit be something we really want asap.
I propose an all-around building/fixing robot. Easy way to earn favors from our neighbors, find resources easily, shouldn't be too hard to add in some defensive measures into them.

After we have the parts to make said robot, of course. I think we're broke.
 
I propose an all-around building/fixing robot. Easy way to earn favors from our neighbors, find resources easily, shouldn't be too hard to add in some defensive measures into them.

After we have the parts to make said robot, of course. I think we're broke.
Yeah, we definitely need Stewardship Man and Intrigue Woman as soon as we're less broke. And look, Metpharm generously donating a lootable base. Handy.
 
I doubt they'll have a ton of parts we can use, they're a biotechnology company.

Also, I was thinking "Fix-It Man" for the name, if anyone cares.
I dunno your poropsal might actually be too genral to be on theme for a robot master, they tend to be very specific in fiction… heck even mega man is sort of like that way it's just his main weapon (I'm counting th buster as a side arm) was his copy ability.

I dunno maybe if you made a hanmerspace man/woman/ect and then gave them a bunch of tools?
 
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I just discovered this quest, and I'm fascinated by the concept. I look forward to seeing where things go.
 
Adhoc vote count started by Chocobro Mamba on Jan 9, 2024 at 10:16 PM, finished with 28 posts and 19 votes.


A pretty clear sweep. I'll have the next update up in a day or two.
 
The Long Arm of the LAW

Justice is Dead, all that is left is the Boot.-A Common Saying from the Citizens on the Cops.

Opening Archival Records….Standby….

Standby…

[OPENING RECORD!-LAW ENFORCEMENT OF THE CITY!]


The City is a Machine, a Machine of living tissue, of cruelty, and of unspoken and spoken law.

The Law is like a Machine's source code so it can run,at peak efficiency, so its internal parts, that being the people that live in it can thrive and prosper in a violent and dark world.

But as always things aren't as cut and dry as you think, though often under corporate oversight (To keep their many crimes under wraps) and ladened by real and imagined corruption, hobbling any major attempts at public relations; the Boys in Blue are by in large, a bulwark.

What real issue are they defending us from? Depends on the citizen or district.

Neo-Kanto? It's the POKEMON Outbreak that nearly broke Sector containment time and again.

The Center Districts, led by WIllytech and the rest of the Big Three? Shadoloo, but they can complain about anything to distract them from their meaningless monotony.

A Bit closer to the Pipeworks? Might be raiders, the occasional sort that comes out of the pipes to take what scraps are left from either a brawl or maybe just opportunism. Pack heavy rounds for when they come up or stay out of their way…Drillers are a nasty bunch and well, unlike the average Joe, they wear armor worth a damn.

--------------------------------

The Organizations of LAW in the City Unique brand of quirkiness that the City has in its effect on Johnny Law, is the fact most of the city's Law Enforcement is supplemented by Corporate Security.

One can tell a "Blue" from a "Sec" by a Patch on the Uniform, denoting their corporation of Origin. But even so, Blues do most of the grunt work when it comes to the whole zone policing…its safer to let the blues do their Job.

"Blues" are your beat cop, same blue uniform, bit heavier body armor vest, and a still laughably underpowered pistol compared to the multitude of violent well-armed criminals, mercenaries, and mutants that are on their Beat, that is if they even have a beat that's not in one of the Anarchy Zones, or close to the Borderlands. They are a gritty bunch, they have the job and the pension to think about.

"DETs" are the investigator types, from Rogue Lemming deaths to murders to break-ins Dets are who you send to deal with it, with full access to the zones "Database" and a vast lifetime of experience in the zones. Sometimes they deal with their investigations properly, and other times they let the matter go, either way, they are the guys you send to find when things go to shit.

"SARGE" Live through five years a Blue becomes a Sargent, you get a shiner badge and a bigger gun, and you get to tell the Blues what to do now, but when push comes to shove, SARGE's first priority is nailing the crooks who think it's a good idea to try and nail the rest of us.

"CHEIF"-Make it long enough in the world, and you become the CHEIF, the guy who does all the paperwork, allows all the goods, and attends the meetings no one wants to go to, Now if you make it higher than that you become Police Commissioner and become the corporate bootlicker that we all eventually become. But the Chief actually has the full weight of the Zone's law enforcement behind them…so while not hopeless, options on how to proceed are…limited.

--------------------------------------------

Specialists: Johnny Law's not just stuck with Zone Security, sometimes they get specialized, ranging from larger budgets, better training, and stranger mandates, and operational authority most Blues can't even comprehend.

Global Police: The city's premier and largest investigative body ranging from Investigation, internal security, and a check on zone smuggling, having access to the "Database" the city's largest criminal record-keeping system, they are one of the only forces that can police the entire City if called upon, and specialized enough to handle any threat to the Zone's security, the problem is…well, getting all the paperwork needed to deploy them is a chore.

STARS: The Brainchild of the Racoon City Zone's very own RCPD, The Special Tactics and Rescue Service specializes in the vigors of specialized crime in the City, while privately funded the Team is a specialized mix of ex-soldiers and academic specialists needed for the Job. They are trained in, hostage rescue, urban combat tactical insertion, and long-term special police work.

JUNKER: In the Wake of the rise of Maverick robots, rogue experiments, and malfunctioning LEMMING Robots, the need for a specialized Taskforce of Police specialized in Robotic Crime became more and more apparent, from the Heart of the Neo-Kobe City Zone came JUNKER, a unilateral city task force specialized in Robot Crime. Armed with a Robotic Companion and a Powerful arsenal of Weapons, and special training they are Man's last line of defense against the various machines that tear the City apart. While not as prominent as the "Robot Masters" and other Security forces, JUNKER is a vital unit in the city's standing battle against collapse.

POLICENAUT: Not all Human beings live in the City itself, some live in Space Colonies far above the Atmosphere in Space Colonies, among them being the Beyond Coast Colony, Hyrule's first Space Colony. Policenauts are trained in EMPS, investigation and anti-narcotic investigation, they also have the Advanced Police Unit, a SWAT Unit specialized in operating in a Vaccum, while in many ways not so different from Police in the CITY, they are partly subsidized by Tokugawa Group, the largest provider of jobs within the colony.

Hazardous Environment Combat Unit (HECU): A Unit of Soldiers within the "Strike Force" under the Command of General Pepper, the HECU is one of the few Units of SF allowed to operate independently within the City without approval from the "Big Three". Specializing in Military operations that deal with Hazzard terrorism, and the city's overall defense against invaders, the HECU is seen as something of a Check against the various schemes that dot the City's wide ecosystem. While ultimately unable to stop the tide of corruption, and known for its intense violent streak when deployed, HECU is one of Strike Force's most noteworthy units that operate within the City's limits.

VSSE: The Vital Situation, Swift Elimination International Intelligence Agency, is the end-all of the city defenders. Specialized in Rapid Deployment and elimination of hostile units the VSSE is the Unit of last resort. Formed in the Aftermath of the CRASH by intelligence holdouts, special forces remnants, and Richard Miller, they are so secretive only a handful of people outside of the highest echelons of the City's Ecosystem know of them; the rest are rumors. Between a Rapid Deployment time, specialized training, and a penchant for tackling any mission with a high rate of success…VSSE is the bottom line, if they can't handle the situation we have a problem.

AN: The Cities Law Enforcement, there aren't alot of them but by god the ones that exist work,

Hope you like the Specialists.

Enjoy.
 
Mission 1: Stage 1-1 - Metpharm Labs [Entrance]
"...Yes. It would be best for us to take care of this now, before anyone gets hurt." Light sighed.

Roll nodded her head and began to crack into the keypad. It didn't take her long at all before the door slid open, revealing the dark hallway within. The corridor was partially lit up by glowing pink moss and what appeared to be some kind of similarly glowing mushroom growth. The moss seemed to cover the entire area, blanketing the area and making it look like grassy patches were taking over the sterile white and green color palette of the laboratory inside. There were strange masses covered in moss as well, but it was too dark to see.

As they stepped into the corridor - Dr. Light having asked to go first - the light shined from the Donner Wels to better illuminate the area and the masses.

The masses were bodies. The mossy growth seemed to partially or fully overtake the corpses, where mushrooms started to sprout through the ratty doctors coats the corpses were wearing. They looked as if they had died before the moss got to them, puncture wounds all over their corpses, with much of the mushroom growths sprouting out from those same wounds. Light shivered, thankful he was currently remote piloting a machine.

"Roll, stay close. Whatever is in here is likely very dangerous." Light warned, "and don't touch those mushrooms!" he said, Roll's finger jerking away from the mushroom she was trying to poke at.

"What do you think happened here, father?" Roll asked him, warily stepping over a fallen corpse in her way. "These people looked like they died before all this stuff got to them."

Light hummed, his voice crackling through the speaker. "Nothing good. I'll admit to not being all that familiar with Metpharm, beyond their achievements in medicine and genetic enhancements. I thought they did good work… but that was before Albert and the rest of the city…" Light said, his voice trailing off.

"Whatever they're doing now is unethical and highly immoral. I hope I'm wrong about this, but I imagine they're responsible for our home's previous state. I thought about doing something similar myself a while back by breaking everything further to keep us hidden." Light guessed. "I just chose to make the Network 48 more livable and reintroduce it to the underground's inhabitants. It might be that I wasn't the only one with that idea."

Eventually they came to a large open area that branched off into three directions. There was a desk alongside one of the walls, on it was a smashed computer and a corpse sitting at the console, his head having a puncture wound dead center of his skull- mushroom growths sprouting out of the wound, his eyes and his mouth. It looked like he died screaming. Roll gave the corpse a wide berth, hiding behind the bulk of the machine slightly before a glint of a map caught her attention.

There was a map on one of the walls, though it was partially covered in moss. This seemed to be the main entrance. To the middle was the elevator down to the labs on the second floor as well as what looked to be the maintenance area tucked away in the far right corner, along with a bunch of meeting rooms. To the left was something called Containment and Processing, as well as Chemical Storage. The right wing seemed to have both the Security wing as well as personnel locker rooms and the common area.

"Hmm…" Light pondered. "If we want to learn anything from the computers in this place we'll need to find the power. That'll probably be in the maintenance area. It looks like there's also stairs here, so we can head down without it. We also need to be careful of whatever is still here, because I imagine nothing has escaped since the entrance was flooded. The longer we spend in this place the more likely we'll be noticed." Light said, grimacing. "I imagine whatever it is will be in the labs. It's just a feeling I have."

Roll nodded, smiling. "Well, whatever it is, we can handle it together!" she said, pumping her fist in the air. "So, which way should we go first?"

[ ] Head Left to Containment and Processing and Chemical Storage.
[ ] Head Right to the Personnel and the Security Wing.
[ ] Head Down to the Labs.
[ ] Head to Maintenance.
[ ] Check out the Desk.



Not a big update, but we're zooming in now so these will be pretty quick. Let's say 1 hour moratorium and the voting ends in 24 hours.
 
Hmm. So power would make navigating easier, but alert whatever is here. Maintenence also probably has the second most likely chance of having parts to use though. So I'm torn, even if my first instinct is always stealth.
 
The corridor was partially lit up by glowing pink moss and what appeared to be some kind of similarly glowing mushroom growth. The moss seemed to cover the entire area, blanketing the area and making it look like grassy patches were taking over the sterile white and green color palette of the laboratory inside. There were strange masses covered in moss as well, but it was too dark to see.
The masses were bodies. The mossy growth seemed to partially or fully overtake the corpses, where mushrooms started to sprout through the ratty doctors coats the corpses were wearing. They looked as if they had died before the moss got to them, puncture wounds all over their corpses, with much of the mushroom growths sprouting out from those same wounds. Light shivered, thankful he was currently remote piloting a machine.
A Metroid area with Pink Moss, and something strong... My gut says Spore Spawn, but that doesn't seem quite right to me, with the puncture wounds.
 
[x] Head Right to the Personnel and the Security Wing.

Security could have equipment Roll can use. I think it might be a good idea to visit it while the power's off, in case there are any automated defenses that might turn on with the power.
 
Can we fight - and steal/reprogram - Robot Madters that end up in our area/zone? Like, this Stage: maybe it has a RM stand-in, maybe it doesn't.

Also
[X] Head Right to the Personnel and the Security Wing.
 
As long as you can capture their cognition chip you can reprogram-rebuild Robot Masters. Taking them back one by one is always an option, but it's gonna be difficult. As for the boss encounter here, no. You won't be able to. You'll find out why later on in the mission.
 
[X] Head Right to the Personnel and the Security Wing.

Some doors might be sealed with the power off, but checking here for weapons and armor makes sense. Works for me.
 
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