Super 8 Bit Dystopia RPG (8-bit Dystopia CK2 Style Quest)

Yeah we probably should just recruit some, cause all the heroes we build are more for fighting instead of diplomacy, stewardship, intrigue or learning.
Hey, Yari's perfectly competent (good, even!) at Intrigue (Occult, too, in case that replaces Learning in this quest); he's just got a ludicrous Martial stat on top of that.

Our Stewardship specialist will almost certainly be Clerk, Manager, or Director; supervising the mass-production lines seems like a Stewardship job to me.

edit: Look at it this way: Would you consider Shadow Man Wily's Intrigue specialist? I mean, he's a ninja, which presumably means high Intrigue, but he's also a Robot Master, which means 30+ Martial too (my estimate's around 35, considering how many other bosses are weak to his weapon).
 
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I doubt the Axems would work; they can't even get along with each other. Boomer might, though; I remember him being reasonably polite for a boss fight.
Yeah... also they are build to work in teams of 5 or more as they have a base 25 Martial with 1 added per other Axem Ranger.

They make up for this by being the easiest to produce 'Boss' Made Machines.
 
Yeah... also they are build to work in teams of 5 or more as they have a base 25 Martial with 1 added per other Axem Ranger.
I'd phrase the "more Martial per extra Axem" trait something like this:

"Sentai: The Axem Rangers are designed to work in concert with each other. For each additional Made Machine with the Sentai Trait assigned to the same action, they gain +1 Martial."

Also, will we be able to make more Axems beyond the canon 5?

edit: minor rephrase for concision
 
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On a whim, I'll write up my estimates of the core Axems' statlines...

Martial: 25 (Competent at everything, but excels at nothing. Red is the baseline to which all other Axems are compared.)
Diplomacy: 0 (He's a jerk. At least he's less insufferable than Bowyer, though.)
Stewardship: 20 (He may be a jerk, but at least he can keep the other Axems in line well enough.)
Intrigue: 15 (...Well, he can do a run-by mugging if he needs to, but that's about it.)
Occult: 20 (Again, competent at everything, but excels at nothing.)
Martial: 25 (Doesn't hit as hard as Red, but slightly faster and more durable. Overall performance is nearly indistinguishable, though.)
Diplomacy: 10 (Annoying, but not insufferable.)
Stewardship: 25 (Knows how to find a good deal, at least.)
Intrigue: 0 (Bombs. Aren't. Subtle.)
Occult: 15 (Has a habit of pulling bombs out of nowhere, but that's basically his only trick.)
Martial: 25 (Extremely scrawny, but compensates with liberal use of magic.)
Diplomacy: 5 (He's a self-centered pest.)
Stewardship: 10 (Makes Black do his shopping for him.)
Intrigue: 5 (His idea of stealth tends to be freezing all witnesses solid.)
Occult: 30 (A devastatingly powerful mage.)
Martial: 25 (The biggest, toughest, and hardest-hitting of the Axem line, but far too slow to properly make use of his power alone.)
Diplomacy: 15 (Friendly enough to make some friends, but too laid back to make a competent negotiator.)
Stewardship: 5 (A leader he is not.)
Intrigue: 5 (A bright yellow fat guy running around with an axe is hardly stealthy.)
Occult: 10 (While capable of casting basic spells, Yellow is not what you'd call a competent mage.)
Martial: 25 (Almost as wimpy as Green, but she can heal, which lets her stay in the fight longer than you'd expect.)
Diplomacy: 0 (A narcissistic pain in the... y'know.)
Stewardship: 0 (Blows all her money on cosmetics. Not even the good kind.)
Intrigue: 0 (Can't go five seconds without calling attention to herself.)
Occult: 25 (An excellent healer who's also familiar with crowd control magic.)

I fully admit I've probably gotten something wrong in these (exaggerating Green and Pink's Occult, underselling the entire team's Intrigue, etc.), but this is how I see them.
 
Turn 11
Nod, of course the Brotherhood of Nod shows up yet again.

Of all the Chaos Cults it just had to be the Brotherhood of Nod.

You can't remember how long you've had a personal hatred of them only that you've have it since as long as you can remember and that they've been a constant thorn in your side every single time you try something major.

Hmp.

You'll destroy these new scorpions nests just like you destroyed the first you found.

State of the Smithy Gang
Leader: Smithy
Smelter: Smelter
Lieutenants
Mack
Bowyer
Yaridovich
Wealth:
15 Metal Ore
2 Hi Tech Goods
Forces:
0 Shyster Swarms Free
6 Aero Swarms
3 Mad Mallet Team
5 Jabit Swarms

Smithy Gang Unit List
Shysters
Aeros
Mad Mallets
Jabits

Controlled Territories

Smithy's Workshop
Buildings/Landmarks

Smelter (Enables Made Machine Construction)
Room 8 Building Slots
Inhabitants
Smithy
Mad Mallets
Ameboids
Other Features
Conveyor: A large Conveyor belt staffed by Mad Mallets adding +1 to each Mad Machine creation roll.
Buildings
Resurrection Engine Phase 1 (1 Slot)
Time Out Corner: A fortified room built to contain Bowyer when he's being bad. (1 Slot)

Immediate North
Buildings/Landmarks
Ramp Upward (Enables Upper Layer Travel)
Ramp Downward (Enables Lower Layer Travel)
Room: 4 Building Slots
Inhabitants
1 Shyster Swarm
Buildings
Shooting Range: Stacked with a wide variety of targets this shooting range is the perfect way to keep Bowyer occupied and out of trouble.

Immediate West
Buildings/Landmarks
Ruined Nod Base/Puchinello's Workshop
Room: 8 Building Slots
Inhabitants
2 Shyster Swarms
Puchinello's Forces (Vassal)

Immediate East
Buildings/Landmarks
Mole Town (Vassal)
Inhabitants
Mole Town Population

Junkyard
Buildings/Landmarks
Junkyard
Ramp Upward (Enables Upper Layer Travel)
Ramp Downward (Enables Lower Layer Travel)
Room 2 Building Slots
Inhabitants
4 Shyster Swarms

Vassals

Mole Town
Description: A local settlement of mole uplifts that are located near your workshop, they have a friendly disposition and mainly provide support via material goods.
Leadership
Democracy
Garrison
2 Shyster Swarms
Support
15 Metal Ore
Enchanted Pickaxes
Unit List
N/A
Other Traits
Mole Students: Your cute little students they have learned how to enchant normal items to become and even create specialized magical items from scratch. They have a preference for pickaxes when it comes to the latter.

Puchinellos Workshop
Description: A workshop headed by the mad bomber himself and located in an old Nod Base, though mainly focused on military matters Punchinello does tear out the electronics of Nod facilities rebuilt using the bases MCV and sends them you ways. Given how often he blows up said buildings this actually gives you some income in the form of technological goods.
Leadership
Puchinello
Support
2 Hi Tech Goods
Unit List
Bob-Bombs
Bullet Bills
Bill Blasters

Foreign Relations

Mutant Town
Description: A mutant community that you've opened up diplomatic relations with.
Agreements
Embassy Opened

You have 4 actions 1 bombardment action (No viable targets currently), 1 intrigue action, and 1 martial action to distribute as you wish.


Martial

[ ] Scout (Further West, Further North, Lower Layer, Further East): You know nothing about the areas around you base, you should take some time to scout out one of those areas.
DC: ???

[ ] Upper Layer Scouting (Surface Layer, Immediate North, Immediate West, Immediate South, Immediate East): You should do what you can to learn more about the immediate upper layer.
DC: ???

[ ] Lower Layer Scouting (Deepest Layer, Immediate North, Immediate West, Immediate South, Immediate East): You should do what you can to learn more about the immediate upper lower.
DC: ???

[ ] Seize the Shack Town: Hmmmm you've never gone for out and out conquest before…. But in the end power is is the deciding factor and you need more of it.
Cost: At least 1 Shyster Swarm.
DC: ???

[ ] Scavange (Martial): Now that you have a decent hold on the Junkyard you can have some teams examine the place to see if anything of value militarily has fallen down from the upper layers.
Rewards: ???; You can repeat this action.

[ ] Find the Red Nod base (Martial): The Red Nod base has been reported deploying forces with greater technology, you should find and destroy it first.
DC: 50

[ ] Find the Blue Nod Base (Martial): The Blue Nod base has deployed greater numbers of Nod troops in general, it needs to be destroyed before it causes even more hard.
DC: 50

Diplomacy

[ ] Approach the Blue Reavers: You should approach one of the factions in the Shack Town to try and strike up some form of alliance.
DC: 50

[ ] Approach the Red Bruisers: You should approach one of the factions in the Shack Town to try and strike up some form of alliance.
DC: 50

[ ] Further Relations: It could be helpful to try and improve your relations with Mutant Town in general.
DC: ???

Stewardship

[ ] Better Support MK 3: An Ounce of prevention is worth a pound of cure. This final upgrade to the workshops supports should make sure that nothing short of you full might will put it at risk of major damage.
Cost: 1 Mad Mallet Team
DC: 60

[ ] Ballistae Battery: A large turret mounted Ballistae capable of firing Aeros at approaching enemies, naturally it'll take some room and some Aeros to act as ammo but the defensive properties should more than make up for it.
Cost: 1 Aero Swarm, 1 Building Slot in the location build per Battery.

[ ] Secret Project Resurrection Engine Part 3: Having to manually rebuild every one of you Made Machine lieutenants every single time one of them gets killed is going to become a pain. Now that you have the foundation down it's time to introduce the power source and forge generator.
Requirements: 10 Metal, DC reduces by 10 for every 5 metal ore the smithy gang has over the minimum (Note: Requirements are not subtracted from stats/ect unlike costs, they just represent the access to resources needed to do something)
DC: 80


Learning/Occult

[ ] Ameboid Research: The Ameboids that lurk near your home are curious mutants, they haven't bothered you all that much but you have seen them get into skirmishes with the many other mutants in this place, perhaps you should learn more about these creatures.
DC: ???

[ ] Aero Mass Production: Aero's are... to put it bluntly expendable and while you can make great swarms of them at once the fact that you still have to manually have to create them like other Made Machines is going to be a pain down the line. You should put steps into correcting that.
DC: 50
Results: Unlocks Aero factory secret project.


[ ] Scavange (Learning): Now that you have a decent hold on the Junkyard you can have some teams examine the place to see if anything of scientific value has fallen down from the upper layers.
Rewards: ???, this action is repeatable.

[ ] ???" Yaridovich's shapeshifting abilities are impressive… you think you could make some dedicated infiltrators if you found a way to slim it down onto a cheaper platform.
DC: ???
Reward: ???

[ ] Project AXEM: This… this is a more complicated project despite requiring less work per mad-machine. The idea is to create a team of five Made Machines capable of working together for a greater affect…. Hopefully they'll be less quirky that the others.
DC: 60
Reward: Axem Rangers unlocked.
Notes: Axem Rangers will not be any less quirky than the other Made Machine bosses.


Intrigue

[ ] Find the Red Nod base (Intrigue): The Red Nod base has been reported deploying forces with greater technology, you should find and destroy it first.
DC: 50

[ ] Find the Blue Nod Base (Intrigue): The Blue Nod base has deployed greater numbers of Nod troops in general, it needs to be destroyed before it causes even more hard.
DC: 50

Personal Actions

[ ] Build Shysters: The Shysters so far make up the bulk of available dedicated combatants under your commander, you should take some time to build more of them.
DC: N/A
Gains: 1d2 Shyster Swarms+1 with the addition of a Mad Mallet team.

[ ] Build Areos: The fact that the things are supposed to be used as ammunition means that you can expect to go through a great deal of them in times of trouble. You'd best get ahead of that issue.
DC: N/A
Gains: 2d4 Aero Swarms,+2 with the addition of a Mad Mallet team.

[ ] Build Mad Mallets: If you want to keep expansion you will need to expand your work force.
DC: N/A
Gains: Gain 1d2 Mad Mallet teams,+1 with the addition of a Mad Mallet Team.

[ ] Build Jabits: These Warhead like Made Machines attack by exploding, much like Bob-bombs actually…. You just realized that two of the three initial Made Machine blueprints function as ammo and improvised explosives respectively…. You don't quite remember why…. Especially perplexing given most Made Machines are hand crafted.
DC: N/A
Gains: Gain 1d6+1 Jabit Swarms, +1 with the addition of a Mad Mallet Team.

Vassal Actions

[ ] Banzi Bill Blaster: An advanced version of the Bill Blaster built to fire the far more powerful and destructive 'Banzi Bills'.
DC: 80
Results: Banzi Bill Blaster added to Puchinello's Workshop unit list.

[ ] Missile Bills: A variant of the Bullet Bill with superior tracking capabilities and a red paint job.
DC: 60
Results: Missles Bills added to Punchinellos Workshop unit list.

[ ] Chuckya: A variant of a bob-bomb that oddly enough doesn't exploed but instead throws enemies or sometimes throws other bob-bombs at enemies. You are pretty sure Puchinello wants to make them because he likes purple as opposed to any practical reasons however.
DC 60
Results: Chuckya added to Puchinello's Workshop unit list.

[ ] Microbomb: Smaller, easier to produce Bob-bombs. Not as powerful of course but quantity does have a quality of its own.
DC: 40
Results: Microbomb added to Puchinello's Workshop unit list.

[ ] Mezzo Bomb: A bigger version of a Bob-bomb the Mezzo Bomb can do a lot of damage if it goes off… good thing you keep Punchinello's workshop far away from yours.
DC: 60
Results: Mezzo Bomb added to Puchinello's workshop unit list.

[ ] King Bomb: Not to be confuseed with another huge Bob-bomb that Puchinello has saw fit to regal you with tails of the King Bomb is a massive explosive capable of damaging even exceptionally powerful foes.
DC: 90 (Does not lower with failures)
Results: King Bomb added to Puchinello's workshop unit list.

[ ] More Mole Students: Some of the Moles in Mole Town have potential in magic and have shown some interest in your work… you could always take some as temporary apprentices.
DC: ???
Results: Increases the number of mole students in Mole Town.

[ ] High Learning: The Mole in Mole Town have proven to be eager learners, you should see if some of them have the aptitude to learn more advanced skills.
DC: ???
Results: ???
 
[X] Plan: searching and building.
-[X] Project AXEM
-[X] Microbomb
-[X] Aero Mass Production (Smithy)
-[X] Build Shysters
-[X] Find the Blue Nod Base (Martial) (Mack and Bowyer)
-[X] Find the Red Nod base (Intrigue) (Yaridovich)
 
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[X] Plan: searching and building.
-[X] Find the Blue Nod Base (Martial) (Mack)
-[X] Find the Red Nod base (Intrigue) (Yaridovich)
-[X] Aero Mass Production (Smithy)
-[X] Build Shysters
We still have room for one more action (Wether its Project Axem, Amoeba Research or the Ballistae, Im not sure about it)

Anyways, this is a great plan, though I would suggest to put the "Build Shysters" and "Aero Mass Production" first, so we can have some army members first. Possibly we could send Bowyer with Mack to ensure further victory against Nod, I mean, fightning is the one good thing he is good at.
Something like this:
- Build Shysters
- Aero Mass Production (Smithy)
- Extra Action
- Find the Blue Nod Base (Martial) (Mack, Bowyer, 1 Shyster Swarm, 1 Aero Swarm)
- Find the Red Nod base (Intrigue) (Yaridovich)

One question though, why Intrigue for the Red Nod Base and not Martial? I feel that since most of our units are better at that later thing an alternate possibility could be:

- Find the Blue Nod Base (Martial) (Smithy, Mack, 1 Shyster Swarm)
- Find the Red Nod base (Martian) (Yaridovich, Bowser, 1 Aero Swarm, 1 Jabbit Swarm)
 
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We still have room for one more action (Wether its Project Axem, Amoeba Research or the Ballistae, Im not sure about it)

Anyways, this is a great plan, though I would suggest to put the "Build Shysters" and "Aero Mass Production" first, so we can have some army members first. Possibly we could send Bowyer with Mack to ensure further victory against Nod, I mean, fightning is the one good thing he is good at.
Something like this:
- Build Shysters
- Aero Mass Production (Smithy)
- Find the Blue Nod Base (Martial) (Mack, Bowyer, 1 Shyster Swarm, 1 Aero Swarm)
- Find the Red Nod base (Intrigue) (Yaridovich)

One question though, why Intrigue for the Red Nod Base and not Martial (since most of our units are better at that later thing)
We do? Ok then edited, now we're also doing the Axem action, and you're right, Bowyer might actually be useful here

As for the bases, we only have 1 intrigue and 1 martial action, so we can't pick martial for both.

The Blue Nod is mostly numbers, so I feel confident Mack and Bowyer can handle it.

The Red meanwhile, has better tech, so we don't know what they can field, so Yaridovich is on the job because he's our best hero unit at intrigue, I'm hoping he succeeds and we can learn where they are and what they have so we can plan to attack them next turn
 
We do? Ok then edited, now we're also doing the Axem action, and you're right, Bowyer might actually be useful here

As for the bases, we only have 1 intrigue and 1 martial action, so we can't pick martial for both.

The Blue Nod is mostly numbers, so I feel confident Mack and Bowyer can handle it.

The Red meanwhile, has better tech, so we don't know what they can field, so Yaridovich is on the job because he's our best hero unit at intrigue, I'm hoping he succeeds and we can learn where they are and what they have so we can plan to attack them next turn

Brillaint Idea, in that case

[X] Plan: searching and building.
 
As for the bases, we only have 1 intrigue and 1 martial action, so we can't pick martial for both.
Well, technically we can, on the grounds that we've got 4 "do-anything" actions, but I forgot that Yari gave us a free Intrigue action.

Speaking of which, there's an available "do-anything" action left over in your plan, since you're using Intrigue to find one of the bases.

edit: On further thought, I'd recommend starting small (figuratively and literally) with Microbombs.
 
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...Y'know what, I feel like writing an omake for this.

Discussion of Firecrackers

"I don't really get why we're working on smaller bombs first..." Punchinello muttered irritably; despite his complaints, though, he was still obediently installing the required components (most importantly: gunpowder) into the Microbomb prototype Smithy had already hammered out.

"Well, first, sometimes control is more important than power. As I remember you learned firsthand just before I recruited you," Smithy pointed out.

Punchinello winced. "Okay, yeah, good point. That idiot on the sword almost brought the Pipeworks down on our heads!"

"And second..." Smithy paused to squint at the prototype shell he held between his thumb and forefinger for a moment before giving it a few magic-assisted taps with a Mad Mallet (his usual smithing hammer was too big for such delicate work) to correct an imperfection that would have channeled its explosion away from its target. With that done, he continued, "Being smaller means you can make more with the same materials, right?"

"Hey, yeah," Punchinello agreed, perking up. "And if I need to blow something big up, a whole bunch of little explosions should work almost as well as one really huge one!"

"Though having the option to throw a bigger bomb at the problem is probably worth working on when I've got the time," Smithy acknowledged. "We'll need to take it one step at a time; no jumping straight to your King Bomb project."

"Awww..." Punchinello sulked, despite clearly understanding Smithy's reasoning: Working their way up to King Bombs would likely give them insights into upscaling Bob-ombs which could potentially be reapplied to the upscaled explosives themselves. "Welp, this one's done. Time to test it!"

"Target's over there," Smithy agreed, pointing to a mannequin of scrap metal (specifically made to be roughly as durable as a normal human body to give an idea of the Microbomb's power) before returning his focus to the shell in his hand.

Don't know if there'll be omake rewards in this quest, but that's no reason to hold back, right? I mean, even if we aren't rewarded in-quest for it, sometimes just writing something is entertaining enough to be self-justifying.

edit: corrected a few errors caused by writing this out in like 5 minutes
 
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SMITHY

heads up for some reason it's not embedding right on my end. the image is still valid (though I do wanna encourage to use something like filegarden instead of twitter?)

otherwise, still catching up but wanna toss in a vote as well
[X] Plan: searching and building.

EDIT:
Annnd caught up! I really like about S8BD ck2 quests is how they work well as slowburn narratives.

I think the only real issue I have is that the new turn updates have a lot of text span just for information on our faction.
If it'd be helpful, I'd be down to experiment with formatting some accordions for faction info / zones
 
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heads up for some reason it's not embedding right on my end. the image is still valid (though I do wanna encourage to use something like filegarden instead of twitter?)
I'm most reliant on whatever people put in threads for images.... been waaaaaaaaaay to much of a pain to try and find images just on the web and paly guess 20 to see if they actually work on the forum.


I think the only real issue I have is that the new turn updates have a lot of text span just for information on our faction.
If it'd be helpful, I'd be down to experiment with formatting some accordions for faction info / zones
Sure if you can find a good way to truncate it that'd be great.

I mostly insist on keeping that per update so I remember to keep updating the info sheet.
 
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I'm most reliant on whatever people put in threads for images.... been waaaaaaaaaay to much of a pain to try and find images just on the web and paly guess 20 to see if they actually work on the forum.

Sure if you can find a good way to truncate it that'd be great.

I mostly insist of keeping that per update so I remember to keep updating the info sheet.

Ahh, yeah I feel you.
For what it's worth, FileGarden is pretty simple, just save the image, upload it there, and use the link to embed in thread. It's what I've been using for my art quest and the only issue I've had?
Lets say I upload an image to a folder called "for that one thread", and I post it here via the insert image function. Some days, weeks, months later, I decide I want to better organize my account and make a new folder for the first dozen updates and move the image. The link doesn't work now, because the url is specific to the location of the image in your filegarden directory.
So when I was reorganizing my Questant images shortly into its run, I learned that all my images in-thread had broken.

Otherwise, 15 gb limit iirc, and you probably wont ever hit that if you just used it for all the quests you'll ever run.
While it's made by the MSPFA people, you can use it for just having an easy 'cloud' storage fucker to link stuff from (I use it for hosting images I want to post in threads here, even if it's just for a comment).

Anyway!
I'll try and take a crack at it sometime wednesday or thursday. It shouldn't take long, and I'll be able to just have the code plainly in the same post.
I'm not the most skilled with making it actually look good, and there's other formatting to play with like tabs or the slider (I think the slider might be useful for some data (vassals mainly comes to mind).

This is just what it looks like from porting over the controlled territories from the latest update into a lazy accordion.

Controlled Territories
Smithy's Workshop
Buildings/Landmarks
Smelter (Enables Made Machine Construction)
Room 8 Building Slots
Inhabitants
Smithy
Mad Mallets
Ameboids
Other Features
Conveyor: A large Conveyor belt staffed by Mad Mallets adding +1 to each Mad Machine creation roll.
Buildings
Resurrection Engine Phase 1 (1 Slot)
Time Out Corner: A fortified room built to contain Bowyer when he's being bad. (1 Slot)
Immediate North
Buildings/Landmarks
Ramp Upward (Enables Upper Layer Travel)
Ramp Downward (Enables Lower Layer Travel)
Room: 4 Building Slots
Inhabitants
1 Shyster Swarm
Buildings
Shooting Range: Stacked with a wide variety of targets this shooting range is the perfect way to keep Bowyer occupied and out of trouble.
Immediate West
Buildings/Landmarks
Ruined Nod Base/Puchinello's Workshop
Room: 8 Building Slots
Inhabitants
2 Shyster Swarms
Puchinello's Forces (Vassal)
Immediate East
Buildings/Landmarks
Mole Town (Vassal)
Inhabitants
Mole Town Population
Junkyard
Buildings/Landmarks
Junkyard
Ramp Upward (Enables Upper Layer Travel)
Ramp Downward (Enables Lower Layer Travel)
Room 2 Building Slots
Inhabitants
4 Shyster Swarms


the caveat of systems like this is just like using spoilers.
it might take up less screen space and make things easier to read, but that also means people might ignore checking them and miss potentially important information. may also make it easy for details to be lost track of, but on some level the larger a quest you run the better it becomes to have something else to make notes on (I use obsidian for instance, but some use google docs), and I know some of the quests that are crazily detailed ('you are a cloud of dust' for instance) use spreadsheets.

I dont blame you for posting it as it's been since the start, that's easy to see and keep track of.
 
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Adhoc vote count started by Sir Plusse on Jul 19, 2024 at 1:08 AM, finished with 15 posts and 8 votes.

Unanimous, apparently.
 
I will try and send the update to the beta today but am currently stuck and unable to do so for a majority of it.
Alright boss. Remember to follow what I told you: use a Drive Document to store the ideas (Turns, Stats, Plans) in advance, just in case something happens IRL.



And YOU, the one reading this, remember that omakes are allowed. Thank you.
 
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