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

I feel like Martial, Learning, and Diplomacy are gimmes. Vandalizing signs - we're likely to get at least a tier 1 success (apart from quelling the Fresh Breeze movement, we might get a link to the Sharks); helping out Kart and Floppy should be easy enough, and given we don't know the DC - it's definitely worth prodding Porky, as I've said in the past.

That leaves Stewardship and Intrigue. On Stewardship, I'm curious as to what people's thoughts are about calling Cass's mom.

On Intrigue... a reminder that it's still Cass's lowest stat. We could critically fail there, leading to a Buzz Buzz death. So, I would be tempted to go for Mayor's House with Buzz Buzz support. I agree that with the heightened tensions, Buzz Buzz should stay low. Here's my suggested plan.

[] Plan: Gambling on Connections
-[] Martial: Vandalize New Signs
-[] Diplomacy: Speak to your Neighbor
-[] Stewardship: Ask Mother For Money
-[] Intrigue: Break into the Mayor's House (Buzz-Buzz)
-[] Learning: Help Your Siblings Study
-[] Buzz-Buzz: Try to Lay Low
 
Stewardship and Intrigue will be the major contenders here I think. For Plan Youthful Subversion I decided getting money/dirt on the Mayor by stealing was a good idea, and I've already made my case for why I think we should go healing.
 
[] Plan: The OPF may be STRONG....But FAMILY is STRONGER.
-[] Martial
--[] Vandalize New Signs: DC: 25/50/75
-[] Diplomacy
--[] Speak with your Mother: DC: ???
-[] Stewardship
--[] Beak Point Grift Issues: DC 30/45/100
-[] Intrigue
--[] Try to Sneak into the Arcade: DC 45/60
-[] Learning
--[] Help Your Siblings Study: DC: 15/20
-[] Buzz Buzz
--[] Try to Lay Low

Martial:
While I would prefer to Beat Up Aggressive Wildlife, most people probably want to oppose the Police this turn, so that's what I'm choosing.

Diplomacy: Mom might be okay but it doesn't hurt to check in with her, especially if it turns out she is in trouble somehow. We can do Poky next turn when we know for sure that Mom (and by extension our main source of income at the moment) isn't in any danger.

Stewardship: Beak Point seems to be the safest option at the moment, and probably won't lead us to becoming wanted by Strong or the Mayor.

Intrigue: Choosing to do the Arcade because despite the fact that the Mayor's place has a lower DC, the Police aren't going to be happy if they learn someone broke into one of the Mayor's properties the same week/turn a bunch of their signs and property was vandalized.

Learning: Was torn between studying the wildlife and belong our siblings study, I decided on helping our siblings as I'm also choosing to check in on Mom this turn, so I figured why not go all the way and make this a Family-centered turn, plus Wildlife probably doesn't have a deadline, while studying probably does.

Buzz-Buzz: Our little alien buddy is going back into hiding again, no need to risk going out and gathering shinies when Giygas's forces are still around.

And that's what I got so far.
 
[X] Plan: Heist Time!
-[X] Beat Up Aggressive Wildlife DC: 25/50
-[X] Speak to Your Neighbor DC: ???
-[X] Try To Heal People For Money DC: 20/40/80
-[X] Break into the Mayor's House DC: 30/60/90 (Buzz Buzz)
-[X] Help Your Younger Siblings Study DC: 15/20
-[X] Buzz Buzz: Try to Lay Low

I feel like we want to avoid messing with the cops on the same turn we're breaking into houses, and the house seems more useful in terms of fighting the law. Speaking with Porky is probably a dead end, but Picky may be helpful, and, either way, it's helpful to get some info on what he's up to. Healing will help give incentive to join our org, and we haven't talked to our younger siblings much at all.
 
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Leaning towards this plan for now, though I feel like I'd slightly prefer having Buzz-Buzz help with breaking into the mayor's properties despite Buzz-Buzz's big PSI stat. I don't have a strong preference as to whether we do healing or the Beak point gig.

[X] Plan: Youthful Subversion
 
[X] Plan: Youthful Subversion and Thievery
-[X] Martial: Vandalize New Signs
-[X] Diplomacy: Speak to your Neighbor
-[X] Stewardship: Try to Heal People for Money
-[X] Intrigue: Break into the Mayor's House (Buzz-Buzz)
-[X] Learning: Help Your Siblings Study
-[X] Buzz-Buzz: Try to Lay Low


Honestly, mostly fine with the YS plan, but I'd prefer Buzz Buzz to help us with the Mayors house. First break point is 30, and with our intrigue (of 3) that means that unless we have some other bonus, even getting that is a bit of a coinflip and hoping we get a decent roll. I'd rather BB here to make getting a success on this notably more likely. And we do need to try to do something about Pirkle if we want to get to the Sancturary, since he's got the key to the shack.

10 PSI isn't much, but it's enough to make healings third breakpoint a 3/10 chance of being reached without bonuses - not high, but not unreasonable, and if we put 1000 exp into it as a group, we'd get that up to a 4/10 chance, much higher margin. And thats for the highest success.

Of course, i'd probably lean to putting 2 plus 5 bonuses into both categories, since that might be enough to tip the scales. but that's thinking about things before the votes over
 
I'm still not sure on the sign stuff. Given we're also breaking into the mayor's house, i'm worried they'll put two and two together.
 
[X] Plan: Youthful Subversion and Thievery
-[X] Martial: Vandalize New Signs
-[X] Diplomacy: Speak to your Neighbor
-[X] Stewardship: Try to Heal People for Money
-[X] Intrigue: Break into the Mayor's House (Buzz-Buzz)
-[X] Learning: Help Your Siblings Study
-[X] Buzz-Buzz: Try to Lay Low
 
I read the sporty trait would vandalizing the signs be a non-combat activity i'm just curious if this does count as a non-combat activity
@Crosswire would the trait activate if we vandalize the signs around town what's your ruling on it
 
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Regardless of which version of YS Plan wins, I hope we roll well where it matters.

[X] Plan: Youthful Subversion and Thievery
 
[X] Plan: Youthful Subversion and Thievery

I kinda wanted Buzz Buzz to help us with the PSI thing just because Big Number makes me happy. But I admit that the breaking and entering is higher risk, so having him on hand for that might be better
 
Okay so a couple of things I'd like to bring up:

Firstly, I think me and @KnownParadox both tried to use EXP last vote (400 of mine to Diplo, 100 of his to intrigue), but that doesn't seem to have taken. It's not a huge deal, since we didn't add enough to get past the breakpoints with the rolls so the results don't really change, but I'd like to know if that needs to be removed or if we get to keep that or what's happening to it.

Secondly, I think buzz buzz's opinion should be at plus 20? His opinion started at 10 iirc, and then we got the bonus form talking to him in turn 1. It doesn't affect any of the rolls because it's still too low for the next Loyalty threshold bonus, but I feel like I need to bring it up.


Sorry for being a bit obnoxious. Currently trying to write an omake from Fedora's perspective and also do some probability stuff.
 
but that doesn't seem to have taken. It's not a huge deal, since we didn't add enough to get past the breakpoints with the rolls so the results don't really change, but I'd like to know if that needs to be removed or if we get to keep that or what's happening to it.
Ah, that was due to me not really seeing that you two wanted to use your EXP previously so I didn't factor it into things. You didn't lose anything, mostly because I didn't trigger the EXP usage. So you still had what you had previously.

If you'd like to use your EXP now, prior to the completion of the voting, just put it in bold and color it so I can easily see it. Such as:

[The3rdCorinthian would like to us (EXP HERE) to boost (ACTION HERE)]
In the event the EXP you're spending on for a vote isn't relevant anymore due to that plan not winning, I'll give the people the option to switch off or change what they want to spend their EXP on prior to the processing of the turn results.
Secondly, I think buzz buzz's opinion should be at plus 20?
Yep! I fixed that, I forgot to update that when doing some character sheet updates.
I read the sporty trait would vandalizing the signs be a non-combat activity i'm just curious if this does count as a non-combat activity
@Crosswire would the trait activate if we vandalize the signs around town what's your ruling on it
I normally try to factor in relevant traits beforehand, unless they'd only apply if a character was expressly signed to the task, but in this instance thank you for bringing that up!

I would have made sure to factor the DC change while processing the rolls, but I might as well adjust the DCs now since C.D is the one primarily doing the work.

+ Turn 3 DC for Vandalize New Signs has been adjusted.
 
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