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

Extremely tenative probably bad plan:
[ ] Plan: Organization Time.
- [ ] Just...Play Some Baseball
- [ ] Found an Organization
- [ ] Continue Healing People for Money [Buzz Buzz]
- [ ] Investigate Local Assets in Town [Porky] [Reroll]
- [ ] Poke Around Town
- [ ] Buzz Buzz: Explore The Town.
- [ ] Porky: Loaf Around

We should probably avoid anything particularly dangerous at the moment. R&R time, baby. We finally have everything we need. The lack of a passive income or incentive to join is an issue, i'm not certain about doing it now, but it is at least an option now. With our PSI slightly handicapped, Buzz Buzz's help will get us more scratch, looking into stuff going on around town is useful generally, and giving Porky stat buffs for harder intrigue actions on later rolls could be helpful. Not sure
 
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Extremely tenative probably bad plan:
[ ] Plan: Organization Time.
- [ ] Just...Play Some Baseball
- [ ] Found an Organization
- [ ] Continue Healing People for Money [Buzz Buzz]
- [ ] Investigate Local Assets in Town [Porky]
- [ ] Poke Around Town
- [ ] Buzz Buzz: Explore The Town.
- [ ] Porky: Loaf Around
We don't have a dire need of extra cash, could probably use some time to let the rumors die down, and with Buzz-Buzz having an effective 35 Martial plus 7 from the tier 2 loyalty boost, we could probably get away with attacking the Antoids even with the disadvantage. I'd rather go for the training montage though.
[ ] Plan: Organization Time - Messy.
- [] Beat up Some Local Wildlife [Buzz Buzz]
- [ ] Found an Organization
- [] Shopping Time!
- [ ] Investigate Local Assets in Town [Porky]
- [ ] Poke Around Town
- [ ] Buzz Buzz: Explore The Town.
- [ ] Porky: Loaf Around
 
Oof, that combat disadvantage hurts, especially with the growing alien presence.

I'm tempted to try regardless. With Buzz Buzz, the odds of success go up noticeably (it's like a plus 52 or something), and we really probably need to do something about those bugs.
 
Yeah, could have been worse

Onto the news, I think the Blue Man Group just stole the Medusa tablet (they steal the Mani Mani statue in the original game right?), our favorite DJ is active, one of Wily's pets has gone missing, shit is hitting the fan in River City, and a killer is out and about.

Hm...what's happening in River City is the most concerning. Not sure if it will be the case here since this was out before it, but Were's 8BD story Zoanthropy does give a bit of a closer look into RC's gang politics in 8BD. There's four major, competing organizations: The Sanwakai under Sabu from River City itself, The Black Warriors under Machine Gun Kelly from Double Dragon, The Ground Zeroes from the Combatribes, and Slick/Yamada's confederation of delinquent gangs also from River City. Along with this, there's still tons of smaller, unaffilated gangs in thr cracks. If they are all getting into the fray, RC is going to be in for a rough time.

What do I think is the reason for all of this? Well, obviously it's because the Runaway Five cancelled the show they were going to play there :V

Now, on actions. I am on mobile right now so I will make a proper plan later, but for the most part I think we need to socialize, make friends, hopefully ones that will stand by us when we face all of this bullshit.

Play some ball, look around town for interesting people. Sure, CD is a lone wolf but even a lone wolf still has a pack to go back to, plus I think it will make founding an organization easier.

Speaking of that, I think we should hold off on that action for now and try to talk to mom, partly because I think better preperation will things easier despite of the autopass, but also because I want CD to know if anything's wrong on her mom's end ASAP, before whatever it is gets worse.
 
Oof, that combat disadvantage hurts, especially with the growing alien presence.

I'm tempted to try regardless. With Buzz Buzz, the odds of success go up noticeably (it's like a plus 52 or something), and we really probably need to do something about those bugs.
Having done the math, with Buzz-Buzz we can get up to plus 58. 35 from his base martial, (35 × 0.2) = 7 from loyalty bonus, and 16 from CD's martial. Disadvantage doesn't matter if you have enough bonuses to auto succeed.
 
I know the alien stuff is important but...after the talk with her siblings I kinda want CD to play Baseball and at least touch on her own dream. For narrative reasons, and to relax.
 
Having done the math, with Buzz-Buzz we can get up to plus 58. 35 from his base martial, (35 × 0.2) = 7 from loyalty bonus, and 16 from CD's martial. Disadvantage doesn't matter if you have enough bonuses to auto succeed.
That's not how the loyalty bonus works.

For one, I don't know if this triggers at 25 or 26.
And for another if it triggers, we get a 15% of bbs martial bonus, not 20.

Also, his actual martial is 2. Remember, the psi warrior trait is it's own thing.


Still, I agree with the thrust of what you're saying, just clearing up some things.
 
CD's mother haven't called again, though money is still in the bank. To add more to this, she was supposed to have few days off, yet she isn't here. As uncomfortable CD is with the idea of calling her mother to check in, it might be a good idea to do so, though I can understand if some might want to form an org first.

Out of all intrigue actions, we might want to go for the rumors, though other options might be useful as well. Any ideas on what rumors we could spread, or if we even should bother? Porky's help means it'll be an auto-success of second tier, but I can't at the moment think of anything. Maybe something related to the truck passing through police blockade unopposed and the incident at the forest? Dunking on police some more and all.

Unsure on what Porky should do. Might seem dangerous to let him do his own scheming, but hell, I'm willing to give him a benefit of a doubt. As for Buzz-Buzz, exploring the town seems fine enough of a choice, though intel gathering and PSI practice are attractive too. I don't see having him go around picking up small objects and trash to be the best option, but it might lead to some unexpected results.
 
Much as I really want cd to talk to her mother…

MAKE THE FREAKING ORGANISATION.

Seriously, we NEED the actions. We needed them yesterday. We'll get personal actions and stuff, so we can do even more, but we need the power of a faction ASAP.
 
Fair enough.

I will admit, I kind of want to stick Buzz-Buzz on diplomacy action to found an organization, but I don't really know if we should. The answer is maybe, given that there isn't that many actions we could stick him on where his presence is critical and it is kind of neat to have him be there narratively when we get around to forming an organization, but even though he's a big part of our efforts to stop Giygas, his alien nature might alienate (heh) lot of people seeking to join us, or even straight up make them snitch on us to OPF or worse. Still, its something we could consider.
 
Fair enough.

I will admit, I kind of want to stick Buzz-Buzz on diplomacy action to found an organization, but I don't really know if we should. The answer is maybe, given that there isn't that many actions we could stick him on where his presence is critical and it is kind of neat to have him be there narratively when we get around to forming an organization, but even though he's a big part of our efforts to stop Giygas, his alien nature might alienate (heh) lot of people seeking to join us, or even straight up make them snitch on us to OPF or worse. Still, its something we could consider.
Alternatively, we get Buzz-Buzz to call Mom.

We get to found an organisation and CD gets to avoid a difficult conversation. It's a win-win!
 
Honestly, like, if we'd been able to make it last turn, I would be pushing hard for talking to mum.

Hell, I really do want to. Like, last update and the memory scene hit hard. It tells us a lot about how she had no idea what to do, but tried raising Cass with love regardless.

But we're starting below where a usual CK2 protagonist would be. Even leaving aside AP hell, our actions as of right now are all limited to what 3 people are capable of. Getting an organisation? Acting against stuff like the police and the bugs becomes magnitudes easier.

As an example, you know how last turn we made a huge dent in the signs and billboards from a high-ish roll? Imagine how much easier that would be to pull with a small gang of people, instead of all having to be done personally by CD.

I really do want to talk to her, but we need to start acting to build up momentum and get this resistance moving.
 
My main concern is that it just doesn't seem that we're ready. Sure. we got a corpse but the action itself implies it's not a guarantee it'll sell people to join our organization, I would like to be able to provide some incentives and give reason people to join other than 'we're going to die if you don't'. I also would like to know more about our potential hero units before we decide on what kind of organization we should create since the type may affect how willing they are to join up.
 

There will be a full 72 hour wait before voting begins.

Please talk amongst yourselves and think things over in that time.
Sure! Okay, let's think up a plan.

Wait a minute.

Please talk amongst yourselves and think things over in that time.
There's something here...

Please talk amongst yourselves
Almost there...

I did it! I decipered the code!

Is it a sign?
 
Gonna have to think more about our options, luckily we have time. Personally all I'm sure on right now is making our organisation. Letting Porky do a second (secret) Intrigue action or Loafing Around to potentially boost an action next turn is my idea for him, him getting a mole is pretty neat too.

I say we go crimminal route it we make an organization. Corpo would be too dificult and Archaic is too unatural in this world to really catch on.
Archaic isn't my choice either to be honest. I'm still stuck between getting a Corp because I like the positive reputation and lowered suspicion, but going the criminal route would honestly suit C.D a lot more.

Sure. we got a corpse but the action itself implies it's not a guarantee it'll sell people to join our organization, I would like to be able to provide some incentives and give reason people to join other than 'we're going to die if you don't'.
I think you might be underestimating the sheer cultural trauma against alien invasion in humanity right now. Earth got destroyed, hundreds of millions at minimum dead, families separated. All because of the Space Invaders. This isn't in the distant past either, there are plenty of people alive today that fought and survived in the Invader Wars, even if the newer generation or two only know life in the City.

Going up to people, slapping an alien cadaver and it's alien armour on the table, and saying "Join me if you want to stop Space Invaders Part II." is a perfectly acceptable way of recruiting people. There's a reason this is an autopass now.
 
well, that's done! definitely a climax. looks like Buzz Buzz rolled low/Starman rolled high, but we got what matters and can deal with it.

right now, I think it's time to talk about some ideas, especially faction formation.

for this turn, it's probably best to do easy things that could otherwise fall to the wayside with a faction, but not ones that are going to become personal actions, which we'll have time for when a faction's up (e.g: talking to mom, practicing baseball and the like are Cass-centric, we'll possibly have slots for those in the future).
get things that are somewhat important but can be done successfully without a faction out of the way with and hopefully avoid negative consequences we can't handle while recovering/

for that reason, this is my shortlist (and some reasoning below. sorry if I'm going off the rails in terms of theories, everything I've said is at least *possible* but it's only one possibility)

-[] Martial: Check Lier X. Agerate's Shack (buzz buzz)
-[] Diplomacy: Found an Organization
-[] Stewardship: Shopping Time!
-[] Intrigue: Investigate Local Assets in Town: (porky) (use advantage here!)
-[] Learning: Poke Around Town:
-[] Buzz-Buzz: Explore the Town
-[] Porky: Check on Picky

martial:
we know something significant is up with the mystery tablet, but the DC is also a mystery. with buzz buzz's PSI warrior boost we should have a solid shot at it, but even if we're unlucky we should be able to get a tier 1 success, for either a trail to future info or just at least not having our day ruined even more
Lier may be gone/the tablet he thinks we'll steal is gone so there's hopefully less risk of him freaking out and accusing us of stealing etc). it's the sort of martial challenge that feels suitable right now with our injuries, and that I doubt is going to become a personal action so we'd probably have higher priorities in the future. leave the inter-faction warring for when we have force projection, this action doesn't need it

diplomacy:
founding an organisation is the big one!
it's probably best to take the action this turn, because it might notably impact other DCs/positively alter the results of various actions, and boosting our action economy will help us keep up with basically everything.
personally I'm leaning towards founding a Corp, I have a plan on how to pull it off and can give a whole bunch of fun/beneficial reasons for this if needed. (will get to that after this turn, my message is packed as it is)

stewardship:
there's currently not actually much I want to do. selling the meteorite/beak point seems a waste right now, and healing directly runs into our -20 malus. may be a good time to get a leg up, potentially find something useful for later etc.
this *might* be something that winds up as a personal later, but it's also something that could provide some really useful resources etc for our faction so i think it's worth it

intrigue:
right now the important intrigue goal is to find out is the police's plans so we know how to react, but since we've delayed that there should be time to figure out an income stream, and that's something that will help our faction big time.
it looks like the sort of thing that's locking future "become profitable" actions, so if we complete this now we should be able to help make our faction successful right away on turn 5.

if we don't use our advantage this turn it's going away, so I'm of the mind it's best spent on trying to get a tier 3 success in intrigue. could also use it in diplomacy if rolls there matter, but not 100% sure so something more tangible would probably be better. if we get a better success it's something that might mean far more resources coming in over time


learning:
the option I'm least sure about. visiting school can likely become a personal action, investigating wildlife seems like the sort of option that can provide a nice bonus, but isn't essential on its own. (so something great to do with a faction with no bigger priorities) and meteorite DC's too high to do confidently/isn't helpful currently (I don't want to sell it, and we don't have a use for any special properties right now without a tech base. better as a future research prospect)
might just be best to go with the mystery box for now, it might be a limited-time offer and could open future good options

Buzz Buzz
due to the fact that we've basically just handled an interrupt, buzz buzz should have some leeway to do things they otherwise wouldn't. should be way less chance of something wildly terrible happening if they explore the town, so may help to get a lay of the land some more now, before it becomes difficult again.
could be worth having them lay low and prevent Gygas' forces getting a bead on them again, but that's likely to happen no matter what happens since they'll know one of their guys went missing, it's out of our hands. if we get the lay of the land some, it could even make future actions to conceal buzz buff easier?

Porky
I'm sort of paranoid when it comes to porky going off the rails, so feel like giving them some nice personal actions is worthwhile (and a second action we can't pick/don't know the results of isn't too good when it's intrigue, where the whole point is knowing/getting new actions unlocked).


My main concern is that it just doesn't seem that we're ready. Sure. we got a corpse but the action itself implies it's not a guarantee it'll sell people to join our organization,
an organisation would probably be better off if we had the time to get an income stream first, but it could be that we need an organisation first to pull off an income stream. right now I'm hoping we can start small for the time being. since it's a (green) autopass we should be able to get enough people on-board at least nominally. the issue might be something like "we have people but they don't want to risk their lives" which we can take steps to account for.

Buzz Buzz and porky hopefully won't object to anything we personally are fine with, starting an organisation is Buzz Buzz's whole goal right now and the flavour of our org probably won't impact our interactions with porky too much

I say we go crimminal route it we make an organization. Corpo would be too dificult and Archaic is too unatural in this world to really catch on.
I'm a bit apprehensive about founding a gang, afraid that it'd limit us too much in terms of actions we can take with the police opposing us. better to be able to act in the open and take bolder actions with the pretense of being legal, even if they're more limited
also it might be harder to recruit as a gang if the sharks are already around
 
Corp limits us as well though. You need to be seen to be legit and doing stuff like, say, storming the Monotoli tower to potentially kick his ass isn't something a corp can do. We'd have better public opinion starting out, but also be bound by it.

Personally I want to go criminal to found a straight up resistance group. We know that those kinds of groups are considered criminals. Think AVALANCHE from FF7. Albeit likely starting as a bootleg KND.
 
Okay so, here's my thoughts.

Martial:
I think we may just want to play some baseball honestly. It's a nice low-intensity thing to get us back in the groove, and the text implies that we'll be able to get some people to play with us. Maybe the Mr Baseball Cap kid or something. Alternatively, I think we should take Buzz Buzz with us and beat up some local wildlife. We need some training, and with Buzz Buzz protecting us there's minimal chance we'll get hurt.

Diplomacy:
Founding an Organization is the most important thing. It will free up our action economy, and potentially boost our numbers/reduce the DC for certain actions. I want to either Speak with the Sharks or check on Mother but, we need the Action Economy really, really badly

Stewardship:
These aren't all that important this turn. Healing People for Money is a bad idea with our current -20 PSI, and we want the Meteor Shard for later in case it's important. Between Shopping and Beak Point Grift Issues... I wonder if getting Beak Point sold will make someone new move into Onnet, or prevent us from getting it later. I think I vote for shopping honestly, maybe we can find another can of bug spray?

Intrigue:
Writing in a rumor would be fun but, I don't know what I would want that rumor to be. Nothing comes to mind that would directly help us. I personally lean towards Investigating Local Assets, using Porky and our Advantage too. We'll need a passive income as we grow larger, and it will help quite a lot in the future. I'm not a fan of sneaking into the arcade because I think we might be able to negotiate with the Sharks, or at least Franky. And investigating the police can wait.

Learning:
I... kinda just want to go to school. It's a nice relaxing thing for us to do, it might boost our Learning a bit, and it's implied we might meet some people too. Observing the Wildlife might be neat, but I think we already know more or less what's up and we might learn the same by fighting them. The Meteor Shard is 100% out of our range right now. Poking around Town is a wild card, who knows what comes up

Buzz Buzz:
I'm learning towards poking around town or practicing PSI. Going around town is just a good thing to do, might learn some things that CD can't. I don't know how much stronger Buzz Buzz can get practicing PSI but higher numbers is never a bad thing.
Porky:
Scheming scares me, a lot. Because Porky might do something we didn't want him to do, and success or failure will not be well known until later. Imagine if he snuck into the arcade and got caught, souring our relations with the sharks and making violence the only answer. Loafing could be good to get a bonus later, I kinda want to send him to check on Picky just for Role Play reasons. The Mole sounds neat too...

I think my plan would be something like... Self Improvement Plan:
Martial: Beat Up some Local Wildlife
Diplomacy: Found an Organization
Stewardship: Shop Around
Intrigue: Investigate Local Assets in Town
Learning: Just go to school
Buzz Buzz: Practice PSI
Porky: Check on Picky
 
I suppose I should throw my hat in the fray, and give some pieces of my mind.

Martial: Buzz Buzz is a must in any of the combat actions if we take them. If it wasn't for the Martial halving, I would say to kill the Antoids. 8 + 35 = 43 + 1 (Loyalty) + EXP (Max 5, I suppose) = 49, meaning we need a six for the minimum amount of success, and even then we only get a bare failure. Seems worth for me in my book to make things easier later.

Diplo: Hm. People keep talking about forming an organization...but I want to capitalize in our momentum from the Fresh Breeze sabotage, and talk with the Sharks. Remember, people still dislike aliens in this world, even more space invaders. If we can bring them under our flag, we would have a solid foundation for our group, or at least a strong ally. That said, the organization choice wouldn't be too bad either.

Stewardship: Honestly, anyone's game. I'm kinda wanting to go for Beak Change. It could go around many problems if we get that by legal means. And I say we use our faction bonus here, even more if people are deadset in forming the organization.

Intrigue: Hear me out...we should spread a rumor and say exactly what happened in there. Look, we are guaranteed a tier two success if we put Porky here, and it can only go further. So, if someone says that it was an alien that caused all that mess, and the government is covering them...it will make some people stop and think.

Learning: Poking around town. Let's hear more about what is cooking in Onett.

Personals:

Buzz Buzz: We could make him explore the town. Even more thanks to the blockade. Could be helpful to know more about what is happening outside the city.

Porky: Checking on Picky. Could lead to interesting stuff?
 
[] Plan: Organization and Checking on Mom
-[] Martial
--[] Martial: Just...Play Some Baseball (DC ???)
-[] Diplomacy
--[] Found an Organization (AUTOPASS)
--[] Speak with your Mother: (DC: ???)
-[] Intrigue
--[] Investigate Local Assets in Town (DC 20/60/90) (Porky)
-[] Learning
--[] Observe the Aggressive Wildlife (DC 30/60) (Buzz Buzz)
-[] Buzz Buzz
--[] Practice your own PSI
-[] Porky
--[] Check on Picky

My current draft plan this turn:

Martial: Doing baseball because we just had our first major fight, and while we did win, we still got rocked. So better to try and unwind physically this turn with baseball, who knows what we'd get for rolling high or getting a crit

Diplomacy: Founding an organization is a must, we have most of what we need to get it done this turn, with the financial aspect getting solved next turn maybe. I also chose to do the diplomacy action to speak to mom because she still hasn't spoken to us yet, and while it could be nothing I'm kind of worried something's up....if all is actually good than we could at least hopefully patch up C.D. relationship with her Mom.

Intrigue: Investigate local assets so that we won't need to rely solely on Mom's money to keep us going, and to pay our organization members as well in case saving the world isn't enough of an incentive to get them to work with us.

Learning: Not gonna lie, but I'm still stuck between going to school and observing the wildlife, while school could lead us to recruiting more people and doing some other stuff, observing the wildlife could give us better insight into Giygas's mental influence BS, I put Buzz Buzz on the action because if anyone can help us with it, it's him.

Buzz Buzz: Having him practice his PSI seems to be one of the safer actions we can take, as while we could press on the advantage of his current pursuer being dead, Buzz Buzz is still fragile and I don't want to risk him dying after our fight (if anyone remembers from Earthbound, Buzz Buzz was killed after the Starman dight, better not do anything to invoke a repeat here).

Porky: Having Porky check up on his brother to hopefully get some character development going.

If anything changes in this plan, it'll most likely be switching Wildlife for School.
 
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