Bound to Earth: A CK2 Earthbound Quest in an 8-bit Dystopia

I know I lean towards self-medication, but I'll live with whatever gets taken
Nope, nope, bad idea. None of her options are great, but i'll take Sleep, and hope that other PAs IE talking to her siblings, hanging out with Buzz Buzz, might help too. This may be a Cyberpunk quest, but it's also an Earthbound quest, and, in those games, the powers of love and friendship can help quite a bit...Dice willing, in this case.
 
No need for Drugs, Hibernation is the way to go.
for the record, this is a fun theoretical situation, and also depression sleeping sucks
"Oxygen is a curse placed on animals, which causes them to instantly die in its absence. An anoxic zone is a sanctuary that's protected from animals' intrusion."
-Misumaru Tamatsuki (alias "Lady Not-Appearing-In-8-Bit-Dystopia")
hilarious, especially when you consider this is being said to sakuya, apparently? some of the other dialogue's fun too, what do you think carbon monoxide would be in this case?
i could argue that as the source of the yin yang orbs she would have existed in the game since the very start, but even if there's claims on early touhou games being viable additions i still think it's sadly a long-shot. possibly for the best, could be a bit silly if they don't fit the vibe right?
Yeah, alrighty, I'm down to take either of these. I'd rather we take a risk than not this turn..
tough choice right? at the moment i don't think it's viable to account for everything, so guess it's a matter of getting what's immediately important out of the way with (whether that's starting serious long-term threats so we'd be ready to take them on sooner or trying to prevent inconvenient local threats from wasting our resources so we'd be in a better position sooner)
regarding sharks, partially it's an action economy thing. if we do them through diplo/intrigue that means we don't need to be concerned about doing them through intrigue/diplo and it's easier to fit in other actions in that category. hard to say what's best though, my desires conflict here
Maybe we just... start off with the normal coping methods? Sleeping, talking to family, hanging out with friends (read: Kyoko and Buzz-Buzz)...
unless someone wants to double down we'd be doing talking no matter what so don't worry about that (there's only like 7 possible actions, 4 of which involve it?) also note, we don't have the ability to chat with Kyoko she's not on our roster yet
Nope, nope, bad idea. None of her options are great, but i'll take Sleep, and hope that other PAs IE talking to her siblings, hanging out with Buzz Buzz, might help too. This may be a Cyberpunk quest, but it's also an Earthbound quest, and, in those games, the powers of love and friendship can help quite a bit...Dice willing, in this case.
not to be a downer but sleep can go bad too, i wouldn't rate it far higher than all the rest? if we want to avoid short-term consequences formally ignoring it via compartmentisation should also be considered(unhealthy long-term but if it buys us time then that'll give us the chance to fix things, might even help us process things), or maybe consider taking up a hobby and getting out more?
(drugs is risky for obvious reasons but it medication *is* a valid approach if you actually know what you're doing, the issue here is just that we don't, and probably lack access to anything viable)
 
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not to be a downer but sleep can go bad too, i wouldn't rate it far higher than all the rest? if we want to avoid short-term consequences formally ignoring it via compartmentisation should also be considered(unhealthy long-term but if it buys us time then that'll give us the chance to fix things, might even help us process things), or maybe consider taking up a hobby and getting out more?
(drugs is risky for obvious reasons but it medication *is* a valid approach if you actually know what you're doing, the issue here is just that we don't, and probably lack access to anything viable)
True. It is the least harmful of a group of bad options. But I feel like we should try one of them.
 
I'm tempted to go for Gambling just for the Metatexual Humor of us Gambling on rolling only positive consequences on the Gambling addiction.
 
Guess I'll go first.

[X] Step up to Bat
-[X] Teach Members How to Brawl
-[X] Recruiting (Onnet)
-[X] Buy Baseball Bats in Bulk
-[X] Listen for Rumors (Porky)
-[X] Check Local Disturbances (Buzz Buzz)
-[X] Personal Actions:
--[X] Try to Foster Loyalty
--
[X] Hang Out with a Hero: Porky
--[X] Spend time with Kart and Floppy.
--[X] Pick a Coping Mechanism: Just Sleep in
-[X] Buzz Buzz: Find Small Objects
-[X] Porky: Cope With What You've Gotten Yourself Into

The first three seem to have a pretty broad consensus behind them.
The action to Buy Baseball Bats in Bulk notes that it will ingratiate us further to the factory, so we'll be better positioned for acting on that next turn.

I picked Check Local Disturbances because people who've experienced weird shit are one of our primary recruiting demographics (alongside teenagers and losers outsiders), and the effect has been shown during the founding. So I'm hoping that this will synergize with the recruitment action, both finding more recruits and the kind of recruits that have a personal stake in this project.

I know that actions like Listen for Rumors often get overlooked due to having no specified payoff and not dealing with established problems, but I think the general nature should help us identify what actually needs our most immediate attention. What are the other factions doing? Are there opportunities for profit or power gain? Are there any potential hero recruits around?
This action also has a high results ceiling (90), so it can make good use of this turns total bonus of +34.
Still, this is the one action I'm least sure about.

As for Personal Actions, picking at least one coping actions seems advisable, since the status of depression currently locks off a lot of actions that seem like they would raise our stats (go to school/library, play baseball, doing taxes).
As someone else mentioned above, getting one more Fund via Buzz Buzz would allow us to buy more factory shares next turn, building further in that direction.

Also note that the turn 5 results contain something that makes the 'disappearance scare' thing very worrying: The crit fail action that had the invaders take inspiration from media about parasitic insects puppeteering people around. This seems like another reason to check out local disturbances, so we can get an early warning if that's what's happening there.
Also, Porky still has a +10 to this turn's supported intrigue action, making for a total of +34.
Actions involving the Baseball Bat factory will get a little harder after next turn. (There was a DC reduction for 3 turns on the result that informed us of the factory).
 
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[X] Plan: First step
-[X] Claim Territory by Force
--[X] The Hill
-[X]
Recruiting (Onnet)
-[X] Buy Baseball Bats in Bulk
-[X] Listen for Rumors (Porky)

-[X] Read Up on Aliens (Buzz Buzz)
-[X]C.D
--[X] Hang Out with a Hero

---[X] Porky
--[X] Spend time with Kart and Floppy
--[X] Pick a Fight in Town
--[X] Find a Way To Cope
---[X] Just Sleep In
-[X] Buzz Buzz

--[X] Invent Cover Story
-[X] Porky
--[X] Try to get a...mole?
 
[X] plan: Focusing Faction and Nearby Threats
-[X]
Teach Members How to Brawl:
-[X]
Recruiting (Onnet):
-[X]
Buy Baseball Bats in Bulk:
-[X]
Look into the O.P.F's Plans (Porky):
-[X]
Check Local Disturbances (Buzz Buzz):
-[X] Personal Actions:
--[X] Try to Foster Loyalty
--[X] Hang Out with a Hero: Porky
--[X] Spend time with Kart and Floppy.
--[X] Pick a Coping Mechanism: Sleep in
--[X] Find Small Objects
--[X] Porky: Cope With What You've Gotten Yourself Into


lol, beat me to it right as i was working on it Jastolus. it's basically the same as what i'm going for too .
are approval votes accepted here? if so i'll vote for yours too, though still wanted to have a plan with OPF instead since porky has +10 this turn, if not i'll probably delete this to avoid splitting votes.

[X] Step up to Bat

generally though fine with most intrigue options so long as they're not wasteful?

not to keen on stuff like claiming the hill while missing the synergy of researching wildlife, or spending funds on stuff other than the baseball factory/giving buzz buzz a different personal to generating funds(since that'll make us lose out on a good opportunity next turn))

for stewardship buying baseball bats is vital (boost to combat strength, and boosts investing in the factory next turn. while i'm confident buying will win, want to go into detail on that action next turn.
basically it looks like a strong action in a category without many other options and a limited time/exclusive offer. apparently criminal factions actually have problems getting passive income in the first place so it'd probs be a while before we get other options for long-term cashflow? so taking anything else when we have the opportunity now would suck, since we probs have plenty of time to do upgrades (and don't need extra funds immediately either, even if we're building up our facilities we could aim to grab the hill before then?)
note that to get said investment next turn requires buzz buzz on a specific personal, but this is absolutely worthwhile (getting a valuable action in exchange for restricting buzz buzz's options an extra turn)

for intrigue: we have +10 to porky's action from his personal this turn, so think it's a good opportunity to attempt a higher DC. the OPF's plans may not be world-ending but if left ignored i think they could hamstring us a bunch, so i think knowing how to avoid that would help us the most overall (and they're probably going to do something else public soon, so it's best to act before then?)
admittedly though it would also help us to gain awareness of bodysnatcher bugs (seem most dangerous when they're unknown, so discovering would help prevent shenanigans?)

learning: happy with either researching disturbances or wildlife. they get my vote since they're separate from the lab stuff, so. doing them now both gets it out of the way with and saves lab stuff for when we have the facilities to do right it, and it also may serve to help our intel situation? (since it gives us the opportunity to look into a s specific type of enemy more and figure out more about them. valuable if we want to get better awareness of the situation)
basic weapons may help too if we need another leg up on combat rolls in general/expect to fight a bunch of humans before other stuff (it's possible) and could synergise with the weapons we're buying to enhance them, but it but could also be less worthwhile if we're buying bats since the weapons crafted aren't as good?
note: my logic for buzz buzz working here is that he can look into stuff on his own alongside everyone else, so would still be useful? doesn't need to directly interact with anyone if everyone knows roughly what to do already. may not be the best but i think it's where he can help the most (third best stat, but martial directly involves training everyone so seems a bad fit, while porky has intrigue covered)


personals: changed my mind on CD personals, i think they should get the chance to take a break
other actions for chats are pretty easy picks since there's not much competition
for buzz buzz's, i think 1 extra fund for next turn will help us more than having buzz buzz more free to assign on nationals next turn, since we'll both probably have Kyoko making things more flexible and we'll still have something buzz buzz works on (say, the learning action for investigating wildlife/disturbances we didn't take?)
porky, someone mentioned if he takes the action to try and cope and we come around it could synergise, which sounds worth trying
 
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[X] Step up to Bat (Gamblecore edition)
-[X] Teach Members How to Brawl
-[X] Recruiting (Onnet)
-[X] Buy Baseball Bats in Bulk
-[X] Listen for Rumors (Porky)
-[X] Check Local Disturbances (Buzz Buzz)
-[X] Personal Actions:
--[X] Try to Foster Loyalty
--[X] Hang Out with a Hero: Porky
--[X] Spend time with Kart and Floppy.
--[X] Pick a Coping Mechanism: Gambling
-[X] Buzz Buzz: Find Small Objects
-[X] Porky: Cope With What You've Gotten Yourself Into
 
[X] Step up to Bat

Sleep as a coping mechanism has the advantage that it's relatively clear what kind of cost it can occur: A loss of actions due to CD's inaction.

Whereas something like drugs could potentially do anything from making CD go catatonic to have her develop genuine superpowers.
 
[X] Step up to Bat

[X] Step up to Shack

-[X] Teach Members How to Brawl
-[X] Recruiting (Onnet)
-[X] Buy Baseball Bats in Bulk
-[X] Monitor the Entertainers Shack (Porky)
-[X] Check Local Disturbances (Buzz Buzz)
-[X] Personal Actions:
--[X] Try to Foster Loyalty
--
[X] Hang Out with a Hero: Porky
--[X] Spend time with Kart and Floppy.
--[X] Pick a Coping Mechanism: Just Sleep in
-[X] Buzz Buzz: Invent Cover Story
-[X] Porky: Cope With What You've Gotten Yourself Into
 
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The QM has stated that the roll determines wether the effect of our chosen coping mechanism is positive or negative. Therefore, by choosing Gambling, people spending XP on it, and a bit of luck, CD could gain the trait 'I can't stop winning!'
 
[X] Step up to Bat
-[X] Teach Members How to Brawl
-[X] Recruiting (Onnet)
-[X] Buy Baseball Bats in Bulk
-[X] Listen for Rumors (Porky)
-[X] Check Local Disturbances (Buzz Buzz)
-[X] Personal Actions:
--[X] Try to Foster Loyalty
--
[X] Hang Out with a Hero: Porky
--[X] Spend time with Kart and Floppy.
--[X] Pick a Coping Mechanism: Just Sleep in
-[X] Buzz Buzz: Find Small Objects
-[X] Porky: Cope With What You've Gotten Yourself Into
 
[X] Step up to Shack
-[X] Teach Members How to Brawl
-[X] Recruiting (Onnet)
-[X] Buy Baseball Bats in Bulk
-[X] Monitor the Entertainers Shack (Porky)
-[X] Check Local Disturbances (Buzz Buzz)
-[X] Personal Actions:
--[X] Try to Foster Loyalty
--
[X] Hang Out with a Hero: Porky
--[X] Spend time with Kart and Floppy.
--[X] Pick a Coping Mechanism: Just Sleep in
-[X] Buzz Buzz: Invent Cover Story
-[X] Porky: Cope With What You've Gotten Yourself Into

[X] Plan: Training Montage and Cover Story
-[X] Teach Members How to Brawl
-[X] Recruiting (Onnet)
-[X] Buy Baseball Bats in Bulk
-[X] Listen for Rumors (Porky)
-[X] Read Up on Aliens (Buzz Buzz)
-[X] Personal Actions:
--[X] Try to Foster Loyalty
--
[X] Hang Out with a Hero: Porky
--[X] Spend time with Kart and Floppy.
--[X] Pick a Coping Mechanism: Just Sleep in
-[X] Buzz Buzz: Invent Cover Story
-[X] Porky: Cope With What You've Gotten Yourself Into

I'm willing to swap out the martial action for one of the development focused ones if there's demand for it, though probably the most important things for me (aside from the diplo/stewardship choices) are Buzz Buzz's cover story, having Porky cope, and the listed set of personal actions (though I'd probably be alright with other coping strategies. Listening for rumors and reading up on aliens are mostly my personal preferences.
 
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