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

My guess is it's a reference to the Titanic Ant and the other little guys that make up the enemy variety in the first dungeon. Also yeah Franky is making some moves.

I have too many ideas to fit into one plan. If I could I would make a plan for Playing Nice and a Plan for making the sharks like us. But since I'm limited to one or the other... I guess I'll make one for us playing nice and let the others make a Shark based plan
I could change going up on the hill to doing some vandalism I'm on the do that for my plan and get us in the good graces of the sharks.
Edit just did it.
 
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[X] Plan: Building Bridges
Martial: Commit Some Vandalism
Diplomacy: Get Closer to the Treehouse Boys
Stewardship: Get a Part Time Job
Intrigue: Investigate Why The Shack Was Locked (Buzz Buzz)
Learning: Go To School
Buzz Buzz: Lie Low
This plan has been carefully constructed to do as much work to try and connect us to people as possible. Committing Vandalism will help us with the sharks, we'll try to connect with the treehouse crew, the job will give us some extra money to work with, Investigating the Shack is just the kind of thing we should probably do, and Going to school might help sharpen our mind, and meet a couple of people
This will do absolutely nothing to hinder Giygas or the police unless you count some broken windows as a hindrance. But hopefully, we can get CD enough connections to get closer to a faction to call our own.

I will say, that I flip-flopped quite a bit on whether we should try training against some wildlife or studying them. That might be helpful too going forward, might give us an edge if we need to go up the hill or fight wildlife. But I built this plan for the explicit purpose of trying to get CD some associates, and that's exactly what I did.
 
[X] Plan: Hanging with the Treehouse Club
-[X] (Martial) Visit the Hill
-[X] (Diplomacy) Get Closer with the Treehouse Boys
-[X] (Stewardship) Check the Local Stores
-[X] (Intrigue) Investigate Why the Entertainer's Shack Was Locked (Buzz Buzz)
-[X] (Learning) Research Organization Types
-[X] (Buzz-Buzz) Learn More About Human Technology

Trying to visit the hill again seems somewhat straightforward, though I'm open to a plan that includes vandalism. Along with getting rep with the Sharks, we might deface the signs being put up by the Fresh Breeze movement, though I'm also concerned doing so might galvanize them and justify the mayor/police taking greater action to hinder us. Investigating the entertainer's shack seems like the easiest intrigue thing we can do and it sounds like it's important. Hanging with the Treehouse boys seems like a higher priority than meeting Porky.

I'm a bit divided as to how we should spend our stewardship action. I'm not keen on using healing powers to make money as that might mean word will start to get around about CD's powers. I'm a bit concerned about the Fresh Breeze movement, though I don't think we have enough ammo against the mayor for a convincing message to hire Lier to put up a sign for. I'm also not sure if we should lock in for a part time job yet. We have 1 fund which may or may not be required to purchase something from one of the shops.

Organization type research will help us get our faction going, though I'm open to the going to school and library options for info/learning in general. Even though something's up with the insects I'm not sure if we should prioritize that at the moment.

I'm not 100% sure on which option we should take for Buzz-Buzz, though outside of having Buzz-Buzz lay low again, I'm leaning towards tech. The bug population explosion might make people more on edge for bugs in general so that might be a concern.
 
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Griffin raised a good point - we have to decide how we'll interact with sharks. I am on the fence regarding all plans at the moment, I'll have to think about it first. But I am too, wary of losing a faction slot (though it might ultimately be necessary sacrifice to accumulate some funds for later use) or using PSI to heal people.
 
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Well, let's see. I think I'll take this from what I believe is the most to least necessary.

Diplomacy, we should speak to our neighbour. There's no knowing for sure that Porky will go down the same route as Earthbound in this quest... given his overall silence, it'd be best to get to him sooner than later; see what's going on. Worst case, we connect to Picky, who is at least somewhat useless despite his Coil Snake driving efforts. Don't send Buzz Buzz here, he will die.

Founding an organization and speaking to the police aren't happening - at least not yet, Shark hospitality is very risky at the moment. I'd be willing to settle for Treehouse friends interaction, but I do believe we should check on Porky.

Stewardship, our best opportunity is getting a part time job. Hopefully, we'll get a higher rank; but if not - hey, we can at least get some sweet funds. I'd be fine with most others here - Lier's sign, or lying to our mother to our funds - with the exceptions of healing at the hospital (may send off sirens to Strong) and bribing past the Sharks, as we don't have the money to do so.

Intrigue, selling out the treehouse or stealing the tablet aren't options. Of the remaining four, I'd like to investigate why the Entertainer's Shack was locked. Who knows? We might even get that charm. That said, committing a crime is decent and may attract the attentions of the Sharks; and sneaking into the arcade is basically a coin flip as to whether it might be successful, but will give many boons. Posing as the sharks is a bit too difficult for Cass to assuredly get right now.

In terms of Learning, we can do well with any of the tasks here - but there are pressing matters. We need to research how to make an organization if we want to get proper factional actions up. I do want to observe the aggressive wildlife, but that's something that can be shelved.

So, everybody - Buzz Buzz can be assigned to Martial actions. His PSI can replace his Martial. Together with Cass's high Martial, we can conquer any 40+ DC task. While I would love to go back to the hill, I think he's much more useful elsewhere. Let's introduce Buzz Buzz to the varied world of vandalism.

In terms of Buzz Buzz's actions, let's try and learn more about human technology - it's information that hypothetically could be passed off to Cass, and isn't isolated to Buzz Buzz. The other two personal action options are risky or otherwise have less advantages.

[X] Plan: Connect Four
- [X] Martial: Commit Some Vandalism (Buzz Buzz)
- [X] Diplomacy: Speak to your Neighbour
- [X] Stewardship: Get a Part Time Job
- [X] Intrigue: Investigate Why The Entertainer's Shack Was Locked
- [X] Learning: Research Organizations Types
- [X] Buzz Buzz: Learn About Human Technology
 
[X] Plan: It's Nothing Personal
- [X] Martial: Commit Some Vandalism (Buzz Buzz)
- [X] Diplomacy: Speak to your Neighbour
- [X] Stewardship: Ask Mother For Money
- [X] Intrigue: Sell Out the Location of the Treehouse
- [X] Learning: Research Organizations Types
- [X] Buzz Buzz: Learn About Human Technology

This is the Pro-Sharks plan.

This is also the "I don't want to lock in a faction action for the foreseeable future" plan, so let's just ask Mom for some money.
 
Nothing personal (heh), Paradox, but I don't really like your plan. Selling out treehouse will definitely sink our rep further, and give people wrong impression that we're ready to throw them under the bus, which is, considering the stakes, yeah, we are, but it never should be the decision we should take easily.

I am willing to sacrifice a faction action to get some cash (since I expect funds or our lack of them to become more relevant sooner than later) and I like the idea of introducing Buzz to the world of vandalism, so I guess I've decided what plan I'll be voting for.

[] Plan: Connect Four

I don't know if we'll get anything from Porky, but it might be worth a shot. In fact, it might be worth considering putting some exp to boost it, though it is debatable if single digits will help here.

EDIT: Changed vote
 
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[X] Plan Basics First
-[X] Beat up Some Local Wildlife: DC: 25/50 (Buzz Buzz)
-[X] Speak to your Neighbor
-[X] Check the Local Stores
-[X] Investigate Why the Entertainer's Shack Was Locked
-[X] Research Organizations Types
-[X] Buzz Buzz: Learn More About Human Technology


Our martial score is good, but as last turn showed, it could be better. Putting Buzz Buzz on this is a guaranteed plus two, plus since it involves combat, it's liable to get us our signature power, and might reduce the wildlife DCs. Diplomacy is attempting to get Porky on board early, because frankly not doing so might be an apocalyptically bad idea. Stewardship is checking the local stores, because we should probably get an idea of what's available before deciding to sink further into AP hell, and everything after that is pretty much consensus.
 
Actually, I suddenly had a neuron activation moment, which makes me ask, @Crosswire does the order of actions matter? Like, if I proposed a plan that went like this:

[] Plan X:
- [] Learning Action: Learn how to beat up bad guys
- [] Martial Action A: Train to be stronk to beat up bad guys
- [] Martial Action B: Beat up bad guys

Would the order of actions (DC reduction on Martial Action B and Martial stat boost) matter, or would it be no different than if we did it in standard martial -> diplomacy -> stewardship -> intrigue -> learning -> personal order? Would it even be allowed?
 
[X] Plan: Operation K.A.R.D (Kids Against Raging Doggos)
-[X] Martial: Beat up Some Local Wildlife
-[X] Diplomacy: Get Closer with the Treehouse Boys
-[X] Stewardship: Ask Mother For Money
-[X] Intrigue: Investigate Why the Entertainer's Shack Was Locked (Buzz Buzz)
-[X] Learning: Research Organization Types
-[X] Buzz-Buzz: Learn More About Human Technology

Don't think there's anything that important up on the hill now that we've talked to BB, and I want us to raise up our Martial a little and get in some more combat experience before we take on the Sharks, as well as seeing just how Good C.D. actualy is in combat and whether Lifeup could weigh the scales in our favour. The healing stuff is useful, but potentially blows our cover too early, and whilst I'd be up for a Job once we get our faction set up or after we see the stores, for the moment I want to potentially get some items for fighting Titanic Ant, and only having 1 fund really strangles us there.

Diplomacy wise, I'm down with potentially speaking to Porky at some time, but Forwarding the faction comes first at the moment, and we potentially have some for the most important parts gathered - a base and people willing to listen to us. We jus need to make sure that second one is actually happening.

However, we need proof to be able to get our organisation going. Investigating the Entertainers Shack helps us out with that significantly, as we'd potentially learn of Titanic Ant and Giants Step. Also, I have my suspicions that Claiming the 'Your Sancturary' location will give us a boost to our stats - C.D.'s feel real low for the setting, so it's clear that she's meant to grow somehow. As for assigning Bu Buzz to this, their Intrigue is their best stat next to their PSI/Martial, and this is a case where I'd rather the intrigue bonus to potentially get a lot out of it than lock down the martial (especially as fighting wildlife is technically even easier than us getting up the hill - if we'd chosen it, last turn would have been a bare failure instead of a regular one)

As for learning, get more infor on organisations is needed, and might point us to any goals we are currently not recognising. Buzz Buzz seems to have thrown off the trail for now, so learning more about human tech or being a Rhinoceros Beetle on the wall seem to be the most useful options right now.

"But why did you make your plan name like a KND acronym?"

Because.
 
Would the order of actions (DC reduction on Martial Action B and Martial stat boost) matter, or would it be no different than if we did it in standard martial -> diplomacy -> stewardship -> intrigue -> learning -> personal order? Would it even be allowed?
I'm not sure I fully understand your question.

The order of actions wouldn't make any difference, especially since increases to a stat only become relevant after the turn is over. I just like having things in order for the sake of organization and easier reading comprehension.
 
Okay, well, the fact that changes in stats apply only after turn's end and the implied changes in DC also following same trend is all I needed to know. Thanks for clarifying.

Anyways, here's my plan. While laying in bed, I had a neuron activation moment of "Wait, why do we even need stewardship?" Now, I don't know if "funds" on Cass's charsheet is still accurate (it probably is zero instead of one), but let's not worry too much about it for now. Surely we won't need money next turn, right? :V
EDIT: Unfortunately, we can't do that, which is sad, but plan still works, I think. But at least we learned Cass still has her pocket change. Woo.

[] Plan: Instinct Work
-[]
Martial: Visit the Hill
-[]
Diplomacy: Get Closer with the Treehouse Boys
-[]
Stewardship: Get a Part Time Job
-[]
Intrigue: Investigate Why the Entertainer's Shack Was Locked (Buzz-Buzz)
-[]
Learning: Observe the Aggressive Wildlife
-[] Buzz-Buzz: Learn More About Human Technology.


EDIT2: Changed my vote once again, see discussion below for reasoning.
[X] Plan: Hanging with the Treehouse Club

Martial: I have a feeling that visiting the hill (by previous experience) will inevitably involve fighting some local wildlife, which might help us PSI-wise (either pushing us over the edge and giving us a technique, or figuring out how to use PSI mid-battle, potentially adding PSi score (or at least some of it) to our martial actions. It probably more likely to happen if we just fight the wildlife without going to hilltop, but who knows. I can only speculate.

Hill doesn't seems that important now that we learned Mr. Treasure Hunter lives there, and seen the tablet, but it still might be important, at least partially because retrieving the drop pod might help cover Buzz's tracks (though it might be a bit late for that), or convince others that alien invasion is happening. Either way, I'd like to tie up this loose end.

Diplomacy: Talking to Porky is something I want to try, but also talking to treehouse kids and testing the waters, to see if they're open to the idea of joining our faction, or working alongside Buzz-Buzz.

Stewardship: We're low on cash, we have nothing better to do with our stewardship action, and having some money might sweeten the deal to get Porky involved.

Intrigue: Easily our worst stat, so having Buzz-Buzz here helps, and investigating the entertainer's shack is quite important. More evidence to support our claims that things aren't quite right, and might open up an option to (attempt to) visit Sanctuary.

Learning: I don't think creating our faction is something we can do next turn, or even the turn after, which is why I think we can delay researching organization types, and instead focus on observing the wildlife, which might lead nowhere, or it might provide us with some insight (and more evidence to help create a faction). Plus it just makes sense to observe wild life after beating the crap out of it. Now, you might say, "if it might provide DC reduction for visiting the hill, wouldn't it make sense to do said visiting after observing?" Uh, maybe. Counter-point, beating up crows and getting that sweet taste of revenge.

Anyways, I am just throwing out an idea. I don't think this plan is the best by far, but its the one I consider to be interesting.
 
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[X] Plan: Instinct Work
-[X] Martial: Visit the Hill
-[X] Martial: Beat up Some Local Wildlife
-[X] Diplomacy: Get Closer with the Treehouse Boys
-[X] Intrigue: Investigate Why the Entertainer's Shack Was Locked (Buzz-Buzz)
-[X] Learning: Observe the Aggressive Wildlife
-[X] Buzz-Buzz: Learn More About Human Technology.
OH, I think I understand your question now.

The 'order' doesn't matter, however you only get one action to put towards one of the actions in a category. So you can't neglect a Stewardship action to do two Martial actions. That's not how that works.

Also, Cass started with and still has 1 Funds. Since most of the snacks they got last time came from scrounging and uh, tactical dumpster diving.
 
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Even if there isn't alot we can do right now, I'd rather not lock in Stewardship until we have a spare Faction Action incase something else comes up.

With the grape vine drying up, I frankly think we should begin focusing on getting our organization up and preparing to face Strong and possibly Frankie. This ain't just Earthbound anymore and a lack of information can be deadly in this City, we need to know what's going on elsewhere so we can prepare for any divergences.
 
Oh god, I just noticed how many plans there are. Seven total, which is pretty impressive.

Brightflame raises a good point that we can't rely on Earthbound when it comes to making decisions - after all, in Earthbound, you revisit hill by the end of the game to retrieve a component for Phase Distorter (at least, iirc), which I don't think is going to be involved here at all. That's just one of the examples. Mani-Mani statue no longer being a factor, and Jeff with Pu not joining our party are other two. Also, Earthbound was set in Eagleland, not Eagle Quarter, and didn't have other franchises involved.

Overall, I am completely fine with axing my plan and going along with Plan: Hanging with the Treehouse Club, but I don't know if we should have Buzz-Buzz help us in intrigue action, or have him focus on his personal action.
 
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Oh god, I just noticed how many plans there are. Seven total, which is pretty impressive.

Brightflame raises a good point that we can't rely on Earthbound when it comes to making decisions - after all, in Earthbound, you revisit hill by the end of the game to retrieve a component for Phase Distorter (at least, iirc), which I don't think is going to be involved here at all. That's just one of the examples. Mani-Mani statue no longer being a factor, and Jeff with Pu not joining our party are other two. Also, Earthbound was set in Eagleland, not Eagle Quarter, and didn't have other franchises involved.

Overall, I am completely fine with axing my plan and going along with Plan: Hanging with the Treehouse Club, but I don't know if we should have Buzz-Buzz help us in intrigue action, or have him focus on his personal action.

Could you elaborate? Buzz-Buzz can still do his personal action while also aiding C.D. in one of her own.
 
[X] Plan: Instinct Work
-[X] Martial: Visit the Hill
-[X] Diplomacy: Get Closer with the Treehouse Boys
-[X] Stewardship: Get a Part Time Job
-[X] Intrigue: Investigate Why the Entertainer's Shack Was Locked (Buzz-Buzz)
-[X] Learning: Observe the Aggressive Wildlife
-[X] Buzz-Buzz: Learn More About Human Technology.
 
OK I just changed my stewardship and martial and diplomacy actions on my plan.
I hope people are satisfied with the changes. Since people are voting for plans that get us closer to the treehouse kids and visiting the hill along with getting a part time job
 
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Oh god, I just noticed how many plans there are. Seven total, which is pretty impressive.

Brightflame raises a good point that we can't rely on Earthbound when it comes to making decisions - after all, in Earthbound, you revisit hill by the end of the game to retrieve a component for Phase Distorter (at least, iirc), which I don't think is going to be involved here at all. That's just one of the examples. Mani-Mani statue no longer being a factor, and Jeff with Pu not joining our party are other two. Also, Earthbound was set in Eagleland, not Eagle Quarter, and didn't have other franchises involved.

Overall, I am completely fine with axing my plan and going along with Plan: Hanging with the Treehouse Club, but I don't know if we should have Buzz-Buzz help us in intrigue action, or have him focus on his personal action.

I agree with what the two of you have said - though, from my perspective, it's kind of seemed like "Earthbound, but twisted". There are going to be familiar key notes that we can use for making decisions, but we shouldn't wholly rely on the pre-existing Earthbound info. There's going to be original story interjected in here, or other franchises showing up - we've already seen this on some levels; Buzz Buzz wasn't a Giygas deserter in Earthbound, and as you said - the Mani Mani statue is no longer a factor (unless Crosswire has plans to run both Mani Mani and Medusa stuff alongside each other).

Considering this, I suspect that the Zexonyte (the meteorite chunk you need for the Phase Distorter) is probably something we can outright just go and get; though I think it'll be difficult to retrieve (as it might be too dangerous), or otherwise not practical to make use of currently (as we might not know how to use it) - Cass knows that the meteorite exists thanks to Buzz Buzz; and as far as we voters know, it's the same meteorite/drop pod that Buzz Buzz used, until proven otherwise.

Basically in the same boat here in regards to my plan.
 
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